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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.
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Non-traditional tools and mediums can provide unique methodological and interpretive opportunities for archaeologists. In this case, the Unreal Engine (UE), which is typically used for games and media, has provided a powerful tool for non-programmers to engage with 3D visualization and programming as never before. UE has a low cost of entry for researchers as it is free to download and has user-friendly “blueprint” tools that are visual and easily extendable. Traditional maritime mobility in the Salish Sea is examined using an agent-based model developed in blueprints. Focusing on the sea canoe travel of the Straits Salish northwestern Washington State and southwest British Columbia. This simulation integrates GIS data to assess travel time between Coast Salish archaeological village locations and archaeologically represented resource gathering areas. Transportation speeds informed by ethnographic data were used to examine travel times for short forays and longer inter-village journeys. The results found that short forays tended to half day to full day trips when accounting for resource gathering activities. Similarly, many locations in the Salish Sea were accessible in long journeys within two to three days, assuming fair travel conditions. While overall transportation costs to reach sites may be low, models such as these highlight the variability in transport risk and cost. The integration of these types of tools, traditionally used for entertainment, can increase the accessibility of modeling approaches to researchers, be expanded to digital storytelling, including aiding in the teaching of traditional ecological knowledge and placenames, and can have wide applications beyond maritime archaeology.
This is v0.01 of a UE5.2.1 agent based model.
This is a computational model to articulate the theory and test some assumption and axioms for the trust model and its relationship to SBH.
This MAS simulates the traffic of Barcelona Eixample. Uses a centralized AI system in order to control the traffic lights. Car agents are reactive and have no awareness of the intelligence of the system. They (try to) avoid collisions.
Previous research on organizations often focuses on either the individual, team, or organizational level. There is a lack of multidimensional research on emergent phenomena and interactions between the mechanisms at different levels. This paper takes a multifaceted perspective on individual learning and autonomous group formation and turnover. To analyze interactions between the two levels, we introduce an agent-based model that captures an organization with a population of heterogeneous agents who learn and are limited in their rationality. To solve a task, agents form a group that can be adapted from time to time. We explore organizations that promote learning and group turnover either simultaneously or sequentially and analyze the interactions between the activities and the effects on performance. We observe underproportional interactions when tasks are interdependent and show that pushing learning and group turnover too far might backfire and decrease performance significantly.
We present a socio-epistemic model of science inspired by the existing literature on opinion dynamics. In this model, we embed the agents (or scientists) into social networks - e.g., we link those who work in the same institutions. And we place them into a regular lattice - each representing a unique mental model. Thus, the global environment describes networks of concepts connected based on their similarity. For instance, we may interpret the neighbor lattices as two equivalent models, except one does not include a causal path between two variables.
Agents interact with one another and move across the epistemic lattices. In other words, we allow the agents to explore or travel across the mental models. However, we constrain their movements based on absorptive capacity and cognitive coherence. Namely, in each round, an agent picks a focal point - e.g., one of their colleagues - and will move towards it. But the agents’ ability to move and speed depends on how far apart they are from the focal point - and if their new position is cognitive/logic consistent.
Therefore, we propose an analytical model that examines the connection between agents’ accumulated knowledge, social learning, and the span of attitudes towards mental models in an artificial society. While we rely on the example from the General Theory of Relativity renaissance, our goal is to observe what determines the creation and diffusion of mental models. We offer quantitative and inductive research, which collects data from an artificial environment to elaborate generalized theories about the evolution of science.
TRUE GRASP (Tree Recruitment Under Exotic GRAsses in a Savanna-Pineland)
is a socio-ecological agent-based model (ABM) and role playing game (RPG) for farmers and other stakeholders involved in rural landscape planning.
The purpose of this model is to allow actors to explore the individual and combined effects - as well as tradeoffs - of three methods of controlling exotic grasses in pine savannas: fire, weeding, and grazing cattle.
Design of TRUE GRASP is based on 3 years of socio-ecological fieldwork in a human-induced pine savanna in La Sepultura Biosphere Reserve (SBR) in the Mexican state of Chiapas. In this savanna, farmers harvest resin from Pinus oocarpa, which is used to produce turpentine and other products. However, long term persistence of this activity is jeopardized by low tree recruitment due to exotic tall grass cover in the forest understory (see Braasch et al., 2017). The TRUE GRASP model provides the user with different management strategies for controlling exotic grass cover and avoiding possible regime shifts, which in the case of the SBR would jeopardize resin harvesting.
This model played a small part in the UK government’s review of the working of local authority implementation of the Domestic Abuse legislation. The model explicitly represents victim-survivor families as they: (a) try to contact the local DA support system, (b) are triaged by the system and (if there is space) allocated to safe temporary accomodation (c) recieve support services from this position and (d) eventually move on to more permenant accomodation. The purpose of the model was to understand some possible ways in which the implementation of DA Duty, might be frustrated in practice, the identification of gaps in the evidence base and to inform the developing Theory of Change. The key measures used for assessing outcomes in the model were the number of families helped and the services that were delivered to them. The exploration was grounded for in two archetypal cases: that of a relatively immature system for the delivery of DA services and a more mature one (based on actual local authority cases, but not based on any single one). See the official report under associated publications for a summary of results.
This is a simplified version of a Complex Model of Voter Turnout by Edmonds et al.(2014). It was developed to better understand the mechanisms at play on that complex model.
Both models simulate n-person prisoner dilemma in groups (left figure) where agents decide to C/D – using a stochastic threshold algorithm with reinforcement learning components. We model fixed (single group ABM) and dynamic groups (bad-barrels ABM). The purpose of the bad-barrels model is to assess the impact of information during meritocratic matching. In the bad-barrels model, we incorporated a multidimensional structure in which agents are also embedded in a social network (2-person PD). We modeled a random and homophilous network via a random spatial graph algorithm (right figure).
This study simulates the evolution of artificial economies in order to understand the tax relevance of administrative boundaries in the quality of life of its citizens. The modeling involves the construction of a computational algorithm, which includes citizens, bounded into families; firms and governments; all of them interacting in markets for goods, labor and real estate. The real estate market allows families to move to dwellings with higher quality or lower price when the families capitalize property values. The goods market allows consumers to search on a flexible number of firms choosing by price and proximity. The labor market entails a matching process between firms (given its location) and candidates, according to their qualification. The government may be configured into one, four or seven distinct sub-national governments, which are all economically conurbated. The role of government is to collect taxes on the value added of firms in its territory and invest the taxes into higher levels of quality of life for residents. The results suggest that the configuration of administrative boundaries is relevant to the levels of quality of life arising from the reversal of taxes. The model with seven regions is more dynamic, but more unequal and heterogeneous across regions. The simulation with only one region is more homogeneously poor. The study seeks to contribute to a theoretical and methodological framework as well as to describe, operationalize and test computer models of public finance analysis, with explicitly spatial and dynamic emphasis. Several alternatives of expansion of the model for future research are described. Moreover, this study adds to the existing literature in the realm of simple microeconomic computational models, specifying structural relationships between local governments and firms, consumers and dwellings mediated by distance.
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