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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This purpose of this model is to understand how the coupled demographic dynamics of herds and households constrain the growth of livestock populations in pastoral systems.
The purpose of the model is to investigate how different factors affect the ability of researchers to reconstruct prehistoric social networks from artifact stylistic similarities, as well as the overall diversity of cultural traits observed in archaeological assemblages. Given that cultural transmission and evolution is affected by multiple interacting phenomena, our model allows to simultaneously explore six sets of factors that may condition how social networks relate to shared culture between individuals and groups:
The model explores food distribution patterns that emerge in a small-scale non-agricultural group when individuals follow a set of spatially explicit sharing interaction rules derived from a theory on the evolution of the egalitarian social instinct.
This program was developed to simulate monogamous reproduction in small populations (and the enforcement of the incest taboo).
Every tick is a year. Adults can look for a mate and enter a relationship. Adult females in a Relationship (under the age of 52) have a chance to become pregnant. Everyone becomes not alive at 77 (at which point people are instead displayed as flowers).
User can select a starting-population. The starting population will be adults between the ages of 18 and 42.
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The SIM-VOLATILE model is a technology adoption model at the population level. The technology, in this model, is called Volatile Fatty Acid Platform (VFAP) and it is in the frame of the circular economy. The technology is considered an emerging technology and it is in the optimization phase. Through the adoption of VFAP, waste-treatment plants will be able to convert organic waste into high-end products rather than focusing on the production of biogas. Moreover, there are three adoption/investment scenarios as the technology enables the production of polyhydroxyalkanoates (PHA), single-cell oils (SCO), and polyunsaturated fatty acids (PUFA). However, due to differences in the processing related to the products, waste-treatment plants need to choose one adoption scenario.
In this simulation, there are several parameters and variables. Agents are heterogeneous waste-treatment plants that face the problem of circular economy technology adoption. Since the technology is emerging, the adoption decision is associated with high risks. In this regard, first, agents evaluate the economic feasibility of the emerging technology for each product (investment scenarios). Second, they will check on the trend of adoption in their social environment (i.e. local pressure for each scenario). Third, they combine these two economic and social assessments with an environmental assessment which is their environmental decision-value (i.e. their status on green technology). This combination gives the agent an overall adaptability fitness value (detailed for each scenario). If this value is above a certain threshold, agents may decide to adopt the emerging technology, which is ultimately depending on their predominant adoption probabilities and market gaps.
The Mobility Transition Model (MoTMo) is a large scale agent-based model to simulate the private mobility demand in Germany until 2035. Here, we publish a very much reduced version of this model (R-MoTMo) which is designed to demonstrate the basic modelling ideas; the aim is by abstracting from the (empirical, technological, geographical, etc.) details to examine the feed-backs of individual decisions on the socio-technical system.
This model is intended to study the way information is collectively managed (i.e. shared, collected, processed, and stored) in a system and how it performs during a crisis or disaster. Performance is assessed in terms of the system’s ability to provide the information needed to the actors who need it when they need it. There are two main types of actors in the simulation, namely communities and professional responders. Their ability to exchange information is crucial to improve the system’s performance as each of them has direct access to only part of the information they need.
In a nutshell, the following occurs during a simulation. Due to a disaster, a series of randomly occurring disruptive events takes place. The actors in the simulation need to keep track of such events. Specifically, each event generates information needs for the different actors, which increases the information gaps (i.e. the “piles” of unaddressed information needs). In order to reduce the information gaps, the actors need to “discover” the pieces of information they need. The desired behavior or performance of the system is to keep the information gaps as low as possible, which is to address as many information needs as possible as they occur.
This project is based on a Jupyter Notebook that describes the stepwise implementation of the EWA model in bi-matrix ( 2×2 ) strategic-form games for the simulation of economic learning processes. The output is a dataset with the simulated values of Attractions, Experience, selected strategies, and payoffs gained for the desired number of rounds and periods. The notebook also includes exploratory data analysis over the simulated output based on equilibrium, strategy frequencies, and payoffs.
The goal of the AG-Innovation agent-based model is to explore and compare the effects of two alternative mechanisms of innovation development and diffusion (exogenous, linear and endogenous, non-linear) on emergent properties of food and income distribution and adoption rates of different innovations. The model also assesses the range of conditions under which these two alternative mechanisms would be effective in improving food security and income inequality outcomes. Our modelling questions were: i) How do cross-scalar social-ecological interactions within agricultural innovation systems affect system outcomes of food security and income inequality? ii) Do foreign aid-driven exogenous innovation perpetuate income inequality and food insecurity and if so, under which conditions? iii) Do community-driven endogenous innovations improve food security and income inequality and if so, under which conditions? The Ag-Innovation model is intended to serve as a thinking tool for for the development and testing of hypotheses, generating an understanding of the behavior of agricultural innovation systems, and identifying conditions under which alternated innovation mechanisms would improve food security and income inequality outcomes.
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.
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