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This model simulates different farmers’ decisions and actions to adapt to the water scarce situation. This simulation helps to investigate how farmers’ strategies may impact macro-behavior of the social-ecological system i.e. overall groundwater use change and emigration of farmers. The environmental variables’ behavior and behavioral rules of stakeholders are captured with Fuzzy Cognitive Map (FCM) that is developed with both qualitative and quantitative data, i.e. stakeholders’ knowledge and empirical data from studies. This model have been used to compare the impact of different water scarcity policies on overall groundwater use in a farming community facing water scarcity.
MigrAgent simulates migration flows of a population from a home country to a host country and mutual adaptation of a migrant and local population post-migration. Agents accept interactions in intercultural networks depending on their degree of conservatism. Conservatism is a group-level parameter normally distributed within each ethnic group. Individual conservatism changes as function of reciprocity of interaction in intergroup experiences of acceptance or rejection.
The aim of MigrAgent is to unfold different outcomes of integration, assimilation, separation and marginalization in terms of networks as effect of different degrees of conservatism in each group and speed of migration flows.
This program simulates a group of hunter-gatherer (households) moving randomly over an artificial landscapoe pulated with resources randomly distributed (a Gaussian distribution). To survive, agents hunt and gather using their own labor resources and available technology. When labor and technology is not enough to compensate the resource difficulty of access, they need to cooperate. The purpose of the model is to analyze the consequences of cooperation on cultural diversity: the more the agents cooperate, the more their culture (a 10 componenet vector) is updated to imitate the culture of cooperative agents. The less the agent cooperates, the more different its culture becomes.
FNNR-ABM is an agent-based model that simulates human activity, Guizhou snub-nosed monkey movement, and GTGP-enrolled land parcel conversion in the Fanjingshan National Nature Reserve in Guizhou, China.
Quick-start guide:
1. Install Python and set environmental path variables.
2. Install the mesa, matplotlib (optional), and pyshp (optional) Python libraries.
3. Configure fnnr_config_file.py.
…
The community consequences of intra-specific trait variation (ITV) are a current topic in ecological research. The effects of ITV on species coexistence have, yet, not sufficiently been understood. With this individual-based model we analyzed the effect of intra-specific variation in movement by mimicking variation found in ground-dwelling rodents and analyzing how such variation affects inter-specific differences in competitive ability (i.e. foraging efficiency) and temporary coexistence. The movement algorithm and behavioral plasticity was adapted from existing algorithms and current ecological literature. As a measure for temporary coexistence, we analyzed the time until one of the species went extinct.
The O.R.E. (Opinions on Risky Events) model describes how a population of interacting individuals process information about a risk of natural catastrophe. The institutional information gives the official evaluation of the risk; the agents receive this communication, process it and also speak to each other processing further the information. The description of the algorithm (as it appears also in the paper) can be found in the attached file OREmodel_description.pdf.
The code (ORE_model.c), written in C, is commented. Also the datasets (inputFACEBOOK.txt and inputEMAILs.txt) of the real networks utilized with this model are available.
For any questions/requests, please write me at [email protected]
How do bots influence beliefs on social media? Why do beliefs propagated by social bots spread far and wide, yet does their direct influence appear to be limited?
This model extends Axelrod’s model for the dissemination of culture (1997), with a social bot agent–an agent who only sends information and cannot be influenced themselves. The basic network is a ring network with N agents connected to k nearest neighbors. The agents have a cultural profile with F features and Q traits per feature. When two agents interact, the sending agent sends the trait of a randomly chosen feature to the receiving agent, who adopts this trait with a probability equal to their similarity. To this network, we add a bot agents who is given a unique trait on the first feature and is connected to a proportion of the agents in the model equal to ‘bot-connectedness’. At each timestep, the bot is chosen to spread one of its traits to its neighbors with a probility equal to ‘bot-activity’.
The main finding in this model is that, generally, bot activity and bot connectedness are both negatively related to the success of the bot in spreading its unique message, in equilibrium. The mechanism is that very active and well connected bots quickly influence their direct contacts, who then grow too dissimilar from the bot’s indirect contacts to quickly, preventing indirect influence. A less active and less connected bot leaves more space for indirect influence to occur, and is therefore more successful in the long run.
Negotiation Lab 1.0 is an agent-based model of peace negotiations that explores how the parties’ readiness — their motivation and optimism to engage in talks — evolves dynamically throughout the negotiation process. The model reconceptualizes readiness as an adaptive state variable that is continuously updated through feedback from negotiation outcomes, rather than a static precondition assessed at the onset of talks.
The model simulates two parties negotiating a multi-issue agenda. In each round, parties allocate effort to the current sub-issue; outcomes depend on their joint effort and a stochastic component representing external factors. Results feed back into each party’s readiness, shaping subsequent engagement. The negotiation ends either when all agenda items are resolved (agreement) or when a party’s readiness falls below a critical threshold (breakdown).
Key parameters include the initial readiness of each party, agenda structure (balanced, hard, easy, red, or random), type of negotiation (from highly cooperative to highly competitive), and each party’s effort strategy (always high, always low, random, or pseudo tit-for-tat). The model shows that while initial readiness is associated with negotiation outcomes, it is neither necessary nor sufficient to determine them: process variables — the type of interaction, agenda design, and adaptive effort strategies — exert comparatively larger effects on outcomes. Identical initial conditions can produce widely divergent trajectories, illustrating path dependence and sensitivity to feedback dynamics.
The model is implemented in NetLogo 7.0 and is documented using the ODD+D protocol. It is associated with the paper “Beyond Initial Conditions: How Adaptive Readiness Shapes Peace Negotiation Outcomes” (Arévalo, under review).
A proof-of-concept agent-based model ‘SimDrink’, which simulates a population of 18-25 year old heavy alcohol drinkers on a night out in Melbourne to provide a means for conducting policy experiments to inform policy decisions.
The Groundwater Commons Game synthesises and extends existing work on human cooperation and collective action, to elucidate possible determinants and pathways to regulatory compliance in groundwater systems globally.
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