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The purpose of the presented ABM is to explore how system resilience is affected by external disturbances and internal dynamics by using the stylized model of an agricultural land use system.
We explore land system resilience with a stylized land use model in which agents’ land use activities are affected by external shocks, agent interactions, and endogenous feedbacks. External shocks are designed as yield loss in crops, which is ubiquitous in almost every land use system where perturbations can occur due to e.g. extreme weather conditions or diseases. Agent interactions are designed as the transfer of buffer capacity from farmers who can and are willing to provide help to other farmers within their social network. For endogenous feedbacks, we consider land use as an economic activity which is regulated by markets — an increase in crop production results in lower price (a negative feedback) and an agglomeration of a land use results in lower production costs for the land use type (a positive feedback).
Large outbreaks of Shigella sonnei among children in Haredi Jewish (ultra-Orthodox) communities in Brooklyn, New York have occurred every 3–5 years since at least the mid-1980s. These outbreaks are partially attributable to large numbers of young children in these communities, with transmission highest in child care and school settings, and secondary transmission within households. As these outbreaks have been prolonged and difficult to control, we developed an agent-based model of shigellosis transmission among children in these communities to support New York City Department of Health and Mental Hygiene staff. Simulated children were assigned an initial susceptible, infectious, or recovered (immune) status and interacted and moved between their home, child care program or school, and a community site. We calibrated the model according to observed case counts as reported to the Health Department. Our goal was to better understand the efficacy of existing interventions and whether limited outreach resources could be focused more effectively.
This computational model accompanies the article “The Informational Assumptions of Schelling Segregation: An Agent-Based Decomposition of Cue Inference, Cultural Schemas, and Residential Sorting.” It implements an agent-based model in which agents infer latent neighborhood-type classes from noisy non-demographic cues through schema-specific diagnostic mappings, update beliefs, and relocate when satisfaction on a preferred latent class falls below a threshold.
The model serves as a mechanism-isolation device for studying the informational architecture underlying Schelling-style residential sorting. It includes the principal sweep configuration (14,400 runs across a seven-parameter grid), a disagreement-metric sub-sweep with permutation-minimized Jensen-Shannon divergence recorded natively, controls (positive, negative, and frozen-belief), a paired-seed cue-channel perturbation experiment, and selected-cell sensitivity sweeps for cue persistence and home-biased mobility.
The full ODD protocol, parameter manifests, deterministic seed schedules, processed outputs, regenerable figure scripts, the verification test suite, and the satisfaction-mapping audit document are included. Every reported run is deterministic given a (config, seed) pair, and an included audit script verifies bit-for-bit replay on sampled runs.
A simple theoretical agent-based model intending to represent anxiety in students is presented. In this, agents make two decisions each simulation tick, whether to: socialise and go to school (on school days). Circular causation can result in some agents entering a negative loop of high-anxiety and avoidance, even whilst most improve their skills and develop lower levels of anxiety. We compare three different mechanisms that may lie behind decision-making under anxiety: expect the worst, avoid uncertainty and avoid anxiety. Results indicate that, although these are often indistinguishable in terms of some obvious aggregate measures on the outcomes, they do exhibit different underlying dynamics.
This NetLogo model illustrates the cultural evolution of pro-environmental behaviour patterns. It illustrates how collective behaviour patterns evolve from interactions between agents and agents (in a social network) as well as agents and the affordances (action opportunities provided by the environment) within a niche. More specifically, the cultural evolution of behaviour patterns is understood in this model as a product of:
We model the epistemic dynamics preceding political uprising. Before deciding whether to start protests, agents need to estimate the amount of discontent with the regime. This model simulates the dynamics of group knowledge about general discontent.
Like many developing countries, Nigeria is faced with a number of tradeoffs that pit rapid economic development against environmental preservation. Environmentally sustainable, “green” economic development is slower, more costly, and more difficult than unrestricted, unregulated economic growth. The mathematical model that we develop in this code suggests that widespread public awareness of environmental issues is insufficient to prevent the tendency towards sacrificing the environment for the sake of growth. Even if people have an understanding of negative impacts and always choose to act in their own self-interest, they may still act collectively in such a way as to bring down the quality of life for the entire society. We conclude that additional actions must be taken besides raising public awareness of the environmental problem.
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.
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.
MOOvPOPsurveillance was developed as a tool for wildlife agencies to guide collection and analysis of disease surveillance data that relies on non-probabilistic methods like harvest-based sampling.
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