Computational Model Library

Displaying 10 of 200 results for "Francisco J V%C3%A1zquez" clear search

The Friendship Field

Eva Timmer Chrisja van de Kieft | Published Thursday, May 26, 2022 | Last modified Tuesday, August 30, 2022

The Friendship Field model aims at modelling friendship formation based on three factors: Extraversion, Resemblance and Status, where social interaction is motivated by the Social Battery. Social Battery is one’s energy and motivation to engage in social contact. Since social contact is crucial for friendship formation, the model included Social Battery to affect social interactions. To our best knowledge, Social Battery is a yet unintroduced concept in research while it is a dynamic factor influencing the social interaction besides one’s characteristics. Extraverts’ Social Batteries charge while interacting and exhaust while being alone. Introverts’ Social Batteries charge while being alone and exhaust while interacting. The aim of the model is to illustrate the concept of Social Battery. Moreover, the Friendship Field shows patterns regarding Extraversion, Resemblance and Status including the mere-exposure effect and friendship by similarity. For the implementation of Status, Kemper’s status-power theory is used. The concept of Social Battery is also linked to Kemper’s theory on the organism as reference group. By running the model for a year (3 interactions moments per day), the friendship dynamics over time can be studied.

We presented the model at the Social Simulation Conference 2022.

Identity and meat eating behaviour

Jiaqi Ge | Published Thursday, September 29, 2022

Using data from the British Social Attitude Survey, we develop an agent-based model to study the effect of social influence on the spread of meat-eating behaviour in the British population.

GoodBYE: BadYear Econometrics

Colin Wren Iza Romanowska | Published Thursday, December 26, 2024

A formalized implementation of Halstead and O’Shea’s Bad Year Economics. The agent population uses one of four resilience strategies in an attempt to cope with a dynamic environment of stresses and shocks.

{Logônia}: Plant Growth Response Model in NetLogo

Leandro Garcia Daniel Vartanian Aline | Published Saturday, September 13, 2025 | Last modified Tuesday, September 16, 2025

Logônia is a NetLogo model that simulates the growth response of a fictional plant, logônia, under different climatic conditions. The model uses climate data from WorldClim 2.1 and demonstrates how to integrate the LogoClim model through the LevelSpace extension.

Logônia follows the FAIR Principles for Research Software (Barker et al., 2022) and is openly available on the CoMSES Network and GitHub.

code for graphical output

Hakan Yasarcan Mert Edali | Published Wednesday, November 05, 2014

This is the R code of the mathematical model that includes the decision making formulations for artificial agents. Plus, the code for graphical output is also added to the original code.

This NetLogo model simulates how coral reefs around the islands of Palau would develop under different emission scenarios and with selected adaptation strategies. Reef health is indicated by coral cover (%) and is affected by four major climate change impacts: increasing sea surface temperature, sea level rise, ocean acidification, and more intense typhoons. The model differentiates between inner and outer reefs, with the former naturally adapted to warmer, more acidic waters. The simulation includes bleaching events and possible recovery. In addition, the user can choose between different coral transplantation strategies as well as regulate natural thermal adaptation rates.

MTC_Model_Pilditch&Madsen

Toby Pilditch | Published Friday, October 09, 2020

Micro-targeted vs stochastic political campaigning agent-based model simulation. Written by Toby D. Pilditch (University of Oxford, University College London), in collaboration with Jens K. Madsen (University of Oxford, London School of Economics)

The purpose of the model is to explore the various impacts on voting intention among a population sample, when both stochastic (traditional) and Micto-targeted campaigns (MTCs) are in play. There are several stages of the model: initialization (setup), campaigning (active running protocols) and vote-casting (end of simulation). The campaigning stage consists of update cycles in which “voters” are targeted and “persuaded” - updating their beliefs in the campaign candidate / policies.

This ABM simulates problem solving agents as they work on a set of tasks. Each agent has a trait vector describing their skills. Two agents might form a collaboration if their traits are similar enough. Tasks are defined by a component vector. Agents work on tasks by decreasing tasks’ component vectors towards zero.

The simulation generates agents with given intrapersonal functional diversity (IFD), and dominant function diversity (DFD), and a set of random tasks and evaluates how agents’ traits influence their level of communication and the performance of a team of agents.

Modeling results highlight the importance of the distributions of agents’ properties forming a team, and suggests that for a thorough description of management teams, not only diversity measures based on individual agents, but an aggregate measure is also required.

The purpose of the model is to better understand, how different factors for human residential choices affect the city’s segregation pattern. Therefore, a Schelling (1971) model was extended to include ethnicity, income, and affordability and applied to the city of Salzburg. So far, only a few studies have tried to explore the effect of multiple factors on the residential pattern (Sahasranaman & Jensen, 2016, 2018; Yin, 2009). Thereby, models using multiple factors can produce more realistic results (Benenson et al., 2002). This model and the corresponding thesis aim to fill that gap.

This model aims to explore how gambling-like behavior can emerge in loot box spending within gaming communities. A loot box is a purchasable mystery box that randomly awards the player a series of in-game items. Since the contents of the box are largely up to chance, many players can fall into a compulsion loop of purchasing, as the fear of missing out and belief in the gambler’s fallacy allow one to rationalize repeated purchases, especially when one compares their own luck to others. To simulate this behavior, this model generates players in different network structures to observe how factors such as network connectivity, a player’s internal decision making strategy, or even common manipulations games use these days may influence a player’s transactions.

Displaying 10 of 200 results for "Francisco J V%C3%A1zquez" clear search

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