Our mission is to help computational modelers at all levels engage in the establishment and adoption of community standards and good practices for developing and sharing computational models. Model authors can freely publish their model source code in the Computational Model Library alongside narrative documentation, open science metadata, and other emerging open science norms that facilitate software citation, reproducibility, interoperability, and reuse. Model authors can also request peer review of their computational models to receive a DOI.
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We also maintain a curated database of over 7500 publications of agent-based and individual based models with additional detailed metadata on availability of code and bibliometric information on the landscape of ABM/IBM publications that we welcome you to explore.
Displaying 10 of 945 results for "J Van Der Beek" clear search
A model of attitudinal dynamics based on the cognitive mechanism of emotional coherence. The code is written in Java. For initialization an additional dataset is required.
The model simulates the spatial patterns of secondary forest succession above the current alpine tree line in the context of land use and climate change. Three scenarios are offered: (1) climate change, (2) land use change, (3) species composition.
In this model, we simulate the navigation behavior of homing pigeons. Specifically we use genetic algorithms to optimize the navigation and flocking parameters of pigeon agents.
The Retail Competition Agent-based Model (RC-ABM) is designed to simulate the retail competition system in the Region of Waterloo, Ontario, Canada, which which explicitly represents store competition behaviour. Through the RC-ABM, we aim to answer 4 research questions: 1) What is the level of correspondence between market share and revenue acquisition for an agent-based approach compared to a traditional location-allocation-based approach? 2) To what degree can the observed store spatial pattern be reproduced by competition? 3) To what degree are their path dependent patterns of retail success? 4) What is the relationship between retail survival and the endogenous geographic characteristics of stores and consumer expenditures?
This model system aims to simulate the whole process of task allocation, task execution and evaluation in the team system through a feasible method. On the basis of Complex Adaptive Systems (CAS) theory and Agent-based Modelling (ABM) technologies and tools, this simulation system attempts to abstract real-world teams into MAS models. The author designs various task allocation strategies according to different perspectives, and the interaction among members is concerned during the task-performing process. Additionally, knowledge can be acquired by such an interaction process if members encounter tasks they cannot handle directly. An artificial computational team is constructed through ABM in this simulation system, to replace real teams and carry out computational experiments. In all, this model system has great potential for studying team dynamics, and model explorers are encouraged to expand on this to develop richer models for research.
A very simple model elaborated to explore what may happens when buyers (travelers) have more information than sellers (tourist destinations)
This model demonstrates how different psychological mechanisms and network structures generate various patterns of cultural dynamics including cultural diversity, polarization, and majority dominance, as explored by Jung, Bramson, Crano, Page, and Miller (2021). It focuses particularly on the psychological mechanisms of indirect minority influence, a concept introduced by Serge Moscovici (1976, 1980)’s genetic model of social influence, and validates how such influence can lead to social change.
This model simulates the form and function of an idealised estuary with associated barrier-spit complex on the north east coast of New Zealand’s North Island (from Bream Bay to central Bay of Plenty) during the years 2010 - 2050 CE. It combines variables from social, ecological and geomorphic systems to simulate potential directions of change in shallow coastal systems in response to external forcing from land use, climate, pollution, population density, demographics, values and beliefs. The estuary is over 1000Ha, making it a large estuary according to Hume et al. (2007) - there are 12 large estuaries in the Auckland region alone (Suyadi et al., 2019). The model was developed as part of Andrew Allison’s PhD Thesis in Geography from the School of Environment and Institute of Marine Science, University of Auckland, New Zealand. The model setup allows for alteration of geomorphic, ecological and social variables to suit the specific conditions found in various estuaries along the north east coast of New Zealand’s North Island.
This model is not a predictive or forecasting model. It is designed to investigate potential directions of change in complex shallow coastal systems. This model must not be used for any purpose other than as a heuristic to facilitate researcher and stakeholder learning and for developing system understanding (as per Allison et al., 2018).
The Garbage Can Model of Organizational Choice (GCM) is a fundamental model of organizational decision-making originally propossed by J.D. Cohen, J.G. March and J.P. Olsen in 1972. In their model, decisions are made out of random meetings of decision-makers, opportunities, solutions and problems within an organization.
With this model, these very same agents are supposed to meet in society at large where they make decisions according to GCM rules. Furthermore, under certain additional conditions decision-makers, opportunities, solutions and problems form stable organizations. In this artificial ecology organizations are born, grow and eventually vanish with time.
The purpose of the model is to collect information on human decision-making in the context of coalition formation games. The model uses a human-in-the-loop approach, and a single human is involved in each trial. All other agents are controlled by the ABMSCORE algorithm (Vernon-Bido and Collins 2020), which is an extension of the algorithm created by Collins and Frydenlund (2018). The glove game, a standard cooperative game, is used as the model scenario.
The intent of the game is to collection information on the human players behavior and how that compares to the computerized agents behavior. The final coalition structure of the game is compared to an ideal output (the core of the games).
Displaying 10 of 945 results for "J Van Der Beek" clear search