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.
All users of models published in the library must cite model authors when they use and benefit from their code.
Please check out our model publishing tutorial and feel free to contact us if you have any questions or concerns about publishing your model(s) in the Computational Model Library.
We also maintain a curated database of over 7500 publications of agent-based and individual based models with detailed metadata on availability of code and bibliometric information on the landscape of ABM/IBM publications that we welcome you to explore.
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A friendship game is a kind of network game: a game theory model on a network. This is a NetLogo model of an agent-based adaptation of “‘Friendship-based’ Games” by PJ Lamberson. The agents reach an equilibrium that depends on the strategy played and the topology of the network.
BEGET Classic includes previous versions used in the classroom and for publication. Please check out the latest version of B3GET here, which has several user-friendly features such as directly importing and exporting genotype and population files.
The classic versions of B3GET include: version one and version three were used in undergraduate labs at the University of Minnesota to demonstrate principles in primate behavioral ecology; version two first demonstrated proof of concept for creating virtual biological organisms using decision-vector algorithms; version four was presented at the 2017 annual meeting at the American Association of Physical Anthropologists; version five was presented in a 2019 publication from the Journal of Human Evolution (Crouse, Miller, and Wilson, 2019).
This model is based on the Narragansett Bay, RI recreational fishery. The two types of agents are piscivorous fish and fishers (shore and boat fishers are separate “breeds”). Each time step represents one week. Open season is weeks 1-26, assuming fishing occurs during half the year. At each weekly time step, fish agents grow, reproduce, and die. Fisher agents decide whether or not to fish based on their current satisfaction level, and those that do go fishing attempt to catch a fish. If they are successful, they decide whether to keep or release the fish. In our publication, this model was linked to an Ecopath with Ecosim food web model where the commercial harvest of forage fish affected the biomass of piscivorous fish - which then became the starting number of piscivorous fish for this ABM. The number of fish caught in a season of this ABM was converted to a fishing pressure and input back into the food web model.
We develop an agent-based model (U-TRANS) to simulate the transition of an abstract city under an industrial revolution. By coupling the labour and housing markets, we propose a holistic framework that incorporates the key interacting factors and micro processes during the transition. Using U-TRANS, we look at five urban transition scenarios: collapse, weak recovery, transition, enhanced training and global recruit, and find the model is able to generate patterns observed in the real world. For example, We find that poor neighbourhoods benefit the most from growth in the new industry, whereas the rich neighbourhoods do better than the rest when the growth is slow or the situation deteriorates. We also find a (subtle) trade-off between growth and equality. The strategy to recruit a large number of skilled workers globally will lead to higher growth in GDP, population and human capital, but it will also entail higher inequality and market volatility, and potentially create a divide between the local and international workers. The holistic framework developed in this paper will help us better understand urban transition and detect early signals in the process. It can also be used as a test-bed for policy and growth strategies to help a city during a major economic and technological revolution.
FIsheries Simulation with Human COmplex DEcision-making (FISHCODE) is an agent-based model to depict and analyze current and future spatio-temporal dynamics of three German fishing fleets in the southern North Sea. Every agent (fishing vessel) makes daily decisions about if, what, and how long to fish. Weather, fuel and fish prices, as well as the actions of their colleagues influence agents’ decisions. To combine behavioral theories and enable agents to make dynamic decision, we implemented the Consumat approach, a framework in which agents’ decisions vary in complexity and social engagement depending on their satisfaction and uncertainty. Every agent has three satisfactions and two uncertainties representing different behavioral aspects, i.e. habitual behavior, profit maximization, competition, conformism, and planning insecurity. Availability of extensive information on fishing trips allowed us to parameterize many model parameters directly from data, while others were calibrated using pattern oriented modelling. Model validation showed that spatial and temporal aggregated ABM outputs were in realistic ranges when compared to observed data. Our ABM hence represents a tool to assess the impact of the ever growing challenges to North Sea fisheries and provides insight into fisher behavior beyond profit maximization.
The emergence of cooperation in human societies is often linked to environmental constraints, yet the specific conditions that promote cooperative behavior remain an open question. This study examines how resource unpredictability and spatial dispersion influence the evolution of cooperation using an agent-based model (ABM). Our simulations test the effects of rainfall variability and resource distribution on the survival of cooperative and non-cooperative strategies. The results show that cooperation is most likely to emerge when resources are patchy, widely spaced, and rainfall is unpredictable. In these environments, non-cooperators rapidly deplete local resources and face high mortality when forced to migrate between distant patches. In contrast, cooperators—who store and share resources—can better endure extended droughts and irregular resource availability. While rainfall stochasticity alone does not directly select for cooperation, its interaction with resource patchiness and spatial constraints creates conditions where cooperative strategies provide a survival advantage. These findings offer broader insights into how environmental uncertainty shapes social organization in resource-limited settings. By integrating ecological constraints into computational modeling, this study contributes to a deeper understanding of the conditions that drive cooperation across diverse human and animal systems.
The model is based on the influence function of the Leviathan model (Deffuant, Carletti, Huet 2013 and Huet and Deffuant 2017) with the addition of group idenetity. We aim at better explaining some patterns generated by this model, using a derived mathematical approximation of the evolution of the opinions averaged.
We consider agents having an opinion/esteem about each other and about themselves. During dyadic meetings, agents change their respective opinion about each other, and possibly about other agents they gossip about, with a noisy perception of the opinions of their interlocutor. Highly valued agents are more influential in such encounters. Moreover, each agent belongs to a single group and the opinions within the group are attracted to their average.
We show that a group hierarchy can emerges from this model, and that the inequality of reputations among groups have a negative effect on the opinions about the groups of low status. The mathematical analysis of the opinion dynamic shows that the lower the status of the group, the more detrimental the interactions with the agents of other groups are for the opinions about this group, especially when gossip is activated. However, the interactions between agents of the same group tend to have a positive effect on the opinions about this group.
The application of a smartphone application to register physical encounters between individuals is considered by public health authorities, as a means to reduce the number of infections in the 2020 COVID-19 pandemic. The general idea is that continuous registration of all other smartphones in the vicinity of an individual’s smartphone potentially enables early warning of the owners of the other smartphones, in case the individual is tested positive as infected. Those other individuals can then go into isolation and be considered for testing. The purpose of the present simulation is to explore the potential effects of this application on frequencies of infection, isolation, and positive and negative infection test results.
NetPlop is a presentation editor built entirely in NetLogo, an agent-based modelling environment. The NetPlop Editor includes a variety of tools to design slide decks, and the Viewer allows these decks to be dis-played to an enraptured audience. A key feature of NetPlop is the ability to embed agent-based models. NetPlop was developed for SIGBOVIK 2021.
Simulations based on the Axelrod model and extensions to inspect the volatility of the features over time (AXELROD MODEL & Agreement threshold & two model variations based on the Social identity approach)
The Axelrod model is used to predict the number of changes per feature in comparison to the datasets and is used to compare different model variations and their performance.
Input: Real data
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