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We propose an agent-based model where a fixed finite population of tagged agents play iteratively the Nash demand game in a regular lattice. The model extends the bargaining model by Axtell, Epstein and Young.
STiMUS (Stigmergic–Mutualistic IMOI Model) is an agent-based model of teamwork in socio-technical systems where contributors collaborate through shared digital artefacts — wiki pages, code files, issue tickets, project cards, Scratch projects — represented as patches in a NetLogo world. The model integrates two coordination mechanisms. Stigmergy is indirect coordination through traces left in a shared environment: each edit deposits a pheromone that diffuses to neighbouring patches and evaporates over time, so recent activity attracts further contributions. Mutualism is a reciprocal benefit loop in which valuable, well-maintained artefacts raise contributor motivation and shared understanding, while motivated contributors improve artefacts.
Contributors (turtles of the contributor breed) carry individual state: skill, motivation, shared-mental-model, specialty, benefit-gain, and an explicit-mode flag. At each tick every contributor selects a target artefact with an ant-colony-optimization-style rule weighing the artefact’s pheromone, incompleteness (1 - completeness), resource-value, and topic match between specialty and the artefact’s topic-tag; with probability p-explicit it instead takes the patch with the highest maintenance-need, modelling explicit task assignment. Each edit increases pheromone, quality, completeness and reuse-count, raises resource-value, lowers maintenance-need, and appends the editor to the artefact’s edit-authors list. When the previous last-editor-id differs from the current editor, the Edit Succession Ratio rises, the editor’s shared-mental-model grows, and a co-editing link is created — operationalising the idea that repeated cross-author succession on the same artefact builds shared understanding. Contributors’ motivation is updated from the benefit drawn from the visited artefact.
Each patch maintains a stigmergic layer (pheromone, quality, completeness, recentness, last-editor-id, edit-count, edit-authors) and a mutualistic layer (resource-value, reuse-count, maintenance-need, topic-tag), plus task flags (is-task?, task-complexity). Global monitors report the Edit Succession Ratio (ESR = cross-author-edits / total-edits, and an alternative esr-value = share of edited patches with more than one distinct author), mean-quality, mean-resource-value, a mutualism-index averaging contributor benefit and resource value, coediting-density (network density of the co-editing graph), active-pages-share, and task-completion-rate. The model logs every edit as a bipartite edge (tick, author_id, pageid, specialty, topic_tag, quality), exportable to CSV.
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The simulation model SimPLS shows an application of the PLS agent concept, using SEM as empirical basis for the definition of agent architectures. The simulation model implements the PLS path model TAM about the decision of using innovative products.
Netlogo model that shows how the cooling process determines the quality of a solution in simulated annealing using Metropolis algorithm.
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).
Model for evaluating various ambulance dispatching policies of an equity constrained emergency medical services under bounded rationality.
HUMLAND Fire-in-the-Hole is a conceptual agent-based model (ABM) designed to explore the ecological and behavioral consequences of fire-driven hunting strategies employed by hunter-gatherers, specifically Neanderthals, during the Last Interglacial period around the Neumark-Nord (Germany) archaeological site.
This model builds on and specializes the HUMLAND 1.0.0 model (Nikulina et al. 2024), integrating anthropogenic fires, elephant group behavior, and landscape response to simulate interactions between humans, megafauna, and vegetation over time.
The model aims to illustrate how Earned Value Management (EVM) provides an approach to measure a project’s performance by comparing its actual progress against the planned one, allowing it to evaluate trends to formulate forecasts. The instance performs a project execution and calculates the EVM performance indexes according to a Performance Measurement Baseline (PMB), which integrates the description of the work to do (scope), the deadlines for its execution (schedule), and the calculation of its costs and the resources required for its implementation (cost).
Specifically, we are addressing the following questions: How does the risk of execution delay or advance impact cost and schedule performance? How do the players’ number or individual work capacity impact cost and schedule estimations to finish? Regardless of why workers cause delays or produce overruns in their assignments, does EVM assess delivery performance and help make objective decisions?
To consider our model realistic enough for its purpose, we use the following patterns: The model addresses classic problems of Project Management (PM). It plays the typical task board where workers are assigned to complete a task backlog in project performance. Workers could delay or advance in the task execution, and we calculate the performance using the PMI-recommended Earned Value.
IDEAL: Agent-Based Model of Residential Land Use Change where the choice of new residential development in based on the Ideal-point decision rule.
We represent commuters and their preferences for transportation cost, time and safety. Agents assess their options via their preferences, their environment, and the modes available. The model has policy levers to test impact on last-mile problem.
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