Our mission is to help computational modelers develop, document, and share their computational models in accordance with community standards and good open science and software engineering practices. Model authors can publish their model source code in the Computational Model Library with narrative documentation as well as metadata that supports open science and emerging norms that facilitate software citation, computational reproducibility / frictionless reuse, and interoperability. Model authors can also request private peer review of their computational models. Models that pass peer review receive a DOI once published.
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This agent-based model simulates the lifecycle, movement, and satisfaction of teachers within an urban educational system composed of multiple universities and schools. Each teacher agent transitions through several possible roles: newcomer, university student, unemployed graduate, and employed teacher. Teachers’ pathways are shaped by spatial configuration, institutional capacities, individual characteristics, and dynamic interactions with schools and universities. Universities are assigned spatial locations with a controllable level of centralization and are characterized by academic ratings, capacity, and alumni records. Schools are distributed throughout the city, each with a limited number of vacancies, hiring requirements, and offered salaries. Teachers apply to universities based on the alignment of their personal academic profiles with institutional ratings, pursue studies, and upon graduation become candidates for employment at schools.
The employment process is driven by a decentralized matching of teacher expectations and school offers, taking into account factors such as salary, proximity, and peer similarity. Teachers’ satisfaction evolves over time, reflecting both institutional characteristics and the composition of their colleagues; low satisfaction may prompt teachers to transfer between schools within their mobility radius. Mortality and teacher attrition further shape workforce dynamics, leading to continuous recruitment of newcomers to maintain a stable population. The model tracks university reputation through the academic performance and number of alumni, and visualizes key metrics including teacher status distribution, school staffing, university alumni counts, and overall satisfaction. This structure enables the exploration of policy interventions, hiring and training strategies, and the impact of spatial and institutional design on the allocation, retention, and happiness of urban educational staff.
The model is an extension of: Carley K. (1991) “A theory of group stability”, American Sociological Review, vol. 56, pp. 331-354.
The original model from Carley (1991) works as follows:
- Agents know or ignore a series of knowledge facts;
- At each time step, each agent i choose a partner j to interact with at random, with a probability of choice proportional to the degree of knowledge facts they have in common.
- Agents interact synchronously. As such, interaction happens only if the partnert j is not already busy interacting with someone else.
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The agent-based simulation of innovation diffusion is based on the idea of the Bass model (1969).
The adoption of an agent is driven two parameters: its innovativess p and its prospensity to conform with others. The model is designed for a computational experiment building up on the following four model variations:
(i) the agent population it fully connected and all agents share the same parameter values for p and q
(ii) the agent population it fully connected and agents are heterogeneous, i.e. individual parameter values are drawn from a normal distribution
(iii) the agents population is embeded in a social network and all agents share the same parameter values for p and q
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This code simulates individual-level, longitudinal substance use patterns that can be used to understand how cross-sectional U-shaped distributions of population substance use emerge. Each independent computational object transitions between two states: using a substance (State 1), or not using a substance (State 2). The simulation has two core components. Component 1: each object is assigned a unique risk factor transition probability and unique protective factor transition probability. Component 2: each object’s current decision to use or not use the substance is influenced by the object’s history of decisions (i.e., “path dependence”).
This NetLogo model simulates the spread of climate change beliefs within a population of individuals. Each believer has an initial belief level, which changes over time due to interactions with other individuals and exposure to media. The aim of the model is to identify possible methods for reducing climate change denial.
The MeReDiem model aims to simulate the effect of socio-agricultural practices of farmers and pastors on the food sustainability and soil fertility of a serrer village, in Senegal. The model is a central part of a companion modeling and exploration approach, described in a paper, currently under review)
The village population is composed of families (kitchens). Kitchens cultivate their land parcels to feed their members, aiming for food security at the family level. On a global level , the village tries to preserve the community fallow land as long as possible.
Kitchens sizes vary depending on the kitchens food production, births and migration when food is insufficient.
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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.
This agent-based model explores the dynamics between human behavior and vaccination strategies during COVID-19 pandemics. It examines how individual risk perceptions influence behaviors and subsequently affect epidemic outcomes in a simulated metropolitan area resembling New York City from December 2020 to May 2021.
Agents modify their daily activities—deciding whether to travel to densely populated urban centers or stay in less crowded neighborhoods—based on their risk perception. This perception is influenced by factors such as risk perception threshold, risk tolerance personality, mortality rate, disease prevalence, and the average number of contacts per agent in crowded settings. Agent characteristics are carefully calibrated to reflect New York City demographics, including age distribution and variations in infection probability and mortality rates across these groups. The agents can experience six distinct health statuses: susceptible, exposed, infectious, recovered from infection, dead, and vaccinated (SEIRDV). The simulation focuses on the Iota and Alpha variants, the dominant strains in New York City during the period.
We simulate six scenarios divided into three main categories:
1. A baseline model without vaccinations where agents exhibit no risk perception and are indifferent to virus transmission and disease prevalence.
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AgModel is an agent-based model of the forager-farmer transition. The model consists of a single software agent that, conceptually, can be thought of as a single hunter-gather community (i.e., a co-residential group that shares in subsistence activities and decision making). The agent has several characteristics, including a population of human foragers, intrinsic birth and death rates, an annual total energy need, and an available amount of foraging labor. The model assumes a central-place foraging strategy in a fixed territory for a two-resource economy: cereal grains and prey animals. The territory has a fixed number of patches, and a starting number of prey. While the model is not spatially explicit, it does assume some spatiality of resources by including search times.
Demographic and environmental components of the simulation occur and are updated at an annual temporal resolution, but foraging decisions are “event” based so that many such decisions will be made in each year. Thus, each new year, the foraging agent must undertake a series of optimal foraging decisions based on its current knowledge of the availability of cereals and prey animals. Other resources are not accounted for in the model directly, but can be assumed for by adjusting the total number of required annual energy intake that the foraging agent uses to calculate its cereal and prey animal foraging decisions. The agent proceeds to balance the net benefits of the chance of finding, processing, and consuming a prey animal, versus that of finding a cereal patch, and processing and consuming that cereal. These decisions continue until the annual kcal target is reached (balanced on the current human population). If the agent consumes all available resources in a given year, it may “starve”. Starvation will affect birth and death rates, as will foraging success, and so the population will increase or decrease according to a probabilistic function (perturbed by some stochasticity) and the agent’s foraging success or failure. The agent is also constrained by labor caps, set by the modeler at model initialization. If the agent expends its yearly budget of person-hours for hunting or foraging, then the agent can no longer do those activities that year, and it may starve.
Foragers choose to either expend their annual labor budget either hunting prey animals or harvesting cereal patches. If the agent chooses to harvest prey animals, they will expend energy searching for and processing prey animals. prey animals search times are density dependent, and the number of prey animals per encounter and handling times can be altered in the model parameterization (e.g. to increase the payoff per encounter). Prey animal populations are also subject to intrinsic birth and death rates with the addition of additional deaths caused by human predation. A small amount of prey animals may “migrate” into the territory each year. This prevents prey animals populations from complete decimation, but also may be used to model increased distances of logistic mobility (or, perhaps, even residential mobility within a larger territory).
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This structured population model is built to address how migration (or intergroup cultural transmission), copying error, and time-averaging affect regional variation in a single selectively neutral discrete cultural trait under different mechanisms of cultural transmission. The model allows one to quantify cultural differentiation between groups within a structured population (at equilibrium) as well as between regional assemblages of time-averaged archaeological material at two different temporal scales (1,000 and 10,000 ticks). The archaeological assemblages begin to accumulate only after a “burn-in” period of 10,000 ticks. The model includes two different representations of copying error: the infinite variants model of copying error and the finite model of copying error. The model also allows the user to set the variant ceiling value for the trait in the case of the finite model of copying error.
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