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This model is designed to show the effects of personality types and student organizations have on ones chance to making friendships in a university setting. As known from psychology studies, those that are extroverted have an easier chance making friendships in comparison to those that are introverted.
Once every tick a pair of students (nodes) will be randomly selected they will then have the chance to either be come friends or not (create an edge or not) based on their personality type (you are able to change what the effect of each personality is) and whether or not they are in the same club (you can change this value) then the model triggers the next tick cycle to begin.
The model is an agent-based artificial stock market where investors connect in a dynamic network. The network is dynamic in the sense that the investors, at specified intervals, decide whether to keep their current adviser (those investors they receive trading advise from). The investors also gain information from a private source and share public information about the risky asset. Investors have different tendencies to follow the different information sources, consider differing amounts of history, and have different thresholds for investing.
MELBIS-V1 is a spatially explicit agent-based model that allows the geospatial simulation of the decision-making process of newcomers arriving in the bilingual cities and boroughs of the island of Montreal, Quebec in CANADA, and the resulting urban segregation spatial patterns. The model was implemented in NetLogo, using geospatial raster datasets of 120m spatial resolution.
MELBIS-V2 enhances MELBIS-V1 to implement and simulate the decision-making processes of incoming immigrants, and to analyze the resulting spatial patterns of segregation as immigrants arrive and settle in various cities in Canada. The arrival and segregation of immigrants is modeled with MELBIS-V2 and compared for three major Canadian immigration gateways, including the City of Toronto, Metro Vancouver, and the City of Calgary.
This NetLogo model simulates the movement and foraging behavior of 20 bird species (classified as urban avoiders or utilizers) across a 20×20m grid landscape representing southern Bogotá, Colombia. Agents follow an optimal foraging strategy (90% of the time) or move randomly (10%), gaining energy from land-cover-dependent food sources and dying if energy falls below their basal metabolic rate. The model compares two landscape scenarios — current land cover (2016) and a proposed scenario incorporating the ‘Media Luna del Sur’ ecological corridor from Bogotá’s 2022–2035 Land Use Plan (POT) — to evaluate whether the proposed green infrastructure improves functional connectivity for avian biodiversity across the urban matrix. Outputs include cumulative patch visitation counts, exported as raster files, used to generate connectivity heatmaps.
An agent-based model of how public space conditions shape the collective formation of local sports communities in high-mobility cities. A small gathering is already exercising in an abstract, systematically configurable public space; the model asks how strangers join them and whether the loose gathering consolidates into a stable community. Three conditions are manipulated, each acting through exactly one channel: spatial legibility governs whether a passer-by notices the activity, routine compatibility governs whether a member attends in a given week, and social anchor availability governs how much one episode of co-presence builds a tie. Ties carry a continuous strength with two thresholds, so that relationships of differing strength cross their thresholds at different condition levels. Because the model does not represent the origin of an activity, dissolution is irreversible and survival is a clean binary outcome. Across 32,790 runs in eight experiments the model yields two well separated thresholds along routine compatibility — one for survival, one for consolidation — with a wide band between them in which a space is used continuously but no community forms. The tie submodel is adapted from Jin, Girvan and Newman (2001) and verified against it by docking. Robustness is established against the seeded gathering, the pre-existing social network, a joint ±20 per cent perturbation of the behavioural parameters, and the parameters of the tie machinery.
Least Cost Path (LCP) analysis is a recurrent theme in spatial archaeology. Based on a cost of movement image, the user can interpret how difficult it is to travel around in a landscape. This kind of analysis frequently uses GIS tools to assess different landscapes. This model incorporates some aspects of the LCP analysis based on GIS with the capabilities of agent-based modeling, such as the possibility to simulate random behavior when moving. In this model the agent will travel around the coastal landscape of Southern Brazil, assessing its path based on the different cost of travel through the patches. The agents represent shellmound builders (sambaquieiros), who will travel mainly through the use of canoes around the lagoons.
How it works?
When the simulation starts the hiker agent moves around the world, a representation of the lagoon landscape of the Santa Catarina state in Southern Brazil. The agent movement is based on the travel cost of each patch. This travel cost is taken from a cost surface raster created in ArcMap to represent the different cost of movement around the landscape. Each tick the agent will have a chance to select the best possible patch to move in its Field of View (FOV) that will take it towards its target destination. If it doesn’t select the best possible patch, it will randomly choose one of the patches to move in its FOV. The simulation stops when the hiker agent reaches the target destination. The elevation raster file and the cost surface map are based on a 1 Arc-second (30m) resolution SRTM image, scaled down 5 times. Each patch represents a square of 150m, with an area of 0,0225km². The dataset uses a UTM Sirgas 2000 22S projection system. There are four different cost functions available to use. They change the cost surface used by the hikers to navigate around the world.
The Soy2Grow ABM aims to simulate the adoption of soybean production in Flanders, Belgium. The model primarily considers two types of agents as farmers: 1) arable and 2) dairy farmers. Each farmer, based on its type, assesses the feasibility of adopting soybean cultivation. The feasibility assessment depends on many interrelated factors, including price, production costs, yield, disease, drought (i.e., environmental stress), social pressure, group formations, learning and skills, risk-taking, subsidies, target profit margins, tolerance to bad experiences, etc. Moreover, after adopting soybean production, agents will reassess their performance. If their performance is unsatisfactory, an agent may opt out of soy production. Therefore, one of the main outcomes to look for in the model is the number of adopters over time.
The main agents are farmers. Generally, factors influencing farmers’ decision-making are divided into seven main areas: 1) external environmental factors, 2) cooperation and learning (with slight differences depending on whether they are arable or dairy farmers), 3) crop-specific factors, 4) economics, 5) support frameworks, 6) behavioral factors, and 7) the role of mobile toasters (applicable only to dairy farmers).
Moreover, factors not only influence decision-making but also interact with each other. Specifically, external environmental factors (i.e., stress) will result in lower yield and quality (protein content). The reducing effect, identified during participatory workshops, can reach 50 %. Skills can grow and improve yield; however, their growth has a limit and follows different learning curves depending on how individualistic a farmer is. During participatory workshops, it was identified that, contrary to cooperative farmers, individualistic farmers may learn faster and reach their limits more quickly. Furthermore, subsidies directly affect revenues and profit margins; however, their impact may disappear when they are removed. In the case of dairy farmers, mobile toasters play an important role, adding toasting and processing costs to those producing soy for their animal feed consumption.
Last but not least, behavioral factors directly influence the final adoption decision. For example, high risk-taking farmers may adopt faster, whereas more conservative farmers may wait for their neighbors to adopt first. Farmers may evaluate their success based on their own targets and may also consider other crops rather than soy.
This model explores a social mechanism that links the reversal of the gender gap in education with changing patterns in relative divorce risks in 12 European countries.
This is an extended replication of Abelson’s and Bernstein’s early computer simulation model of community referendum controversies which was originally published in 1963 and often cited, but seldom analysed in detail. This replication is in NetLogo 6.3.0, accompanied with an ODD+D protocol and class and sequence diagrams.
This replication replaces the original scales for attitude position and interest in the referendum issue which were distributed between 0 and 1 with values that are initialised according to a normal distribution with mean 0 and variance 1 to make simulation results easier compatible with scales derived from empirical data collected in surveys such as the European Value Study which often are derived via factor analysis or principal component analysis from the answers to sets of questions.
Another difference is that this model is not only run for Abelson’s and Bernstein’s ten week referendum campaign but for an arbitrary time in order that one can find out whether the distributions of attitude position and interest in the (still one-dimensional) issue stabilise in the long run.
The purpose of the Digital Mobility Model (DMM) is to explore how a society’s adoption of digital technologies can impact people’s mobilities and immobilities within an urban environment. Thus, the model contains dynamic agents with different levels of digital technology skills, which can affect their ability to access urban services using digital systems (e.g., healthcare or municipal public administration with online appointment systems). In addition, the dynamic agents move within the model and interact with static agents (i.e., places) that represent locations with different levels of digitalization, such as restaurants with online reservation systems that can be considered as a place with a high level of digitalization. This indicates that places with a higher level of digitalization are more digitally accessible and easier to reach by individuals with higher levels of digital skills. The model simulates the interaction between dynamic agents and static agents (i.e., places), which captures how the gap between an individual’s digital skills and a place’s digitalization level can lead to the mobility or immobility of people to access different locations and services.
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