Our mission is to help computational modelers at all levels engage in the establishment and adoption of community standards and good practices for developing and sharing computational models. Model authors can freely publish their model source code in the Computational Model Library alongside narrative documentation, open science metadata, and other emerging open science norms that facilitate software citation, reproducibility, interoperability, and reuse. Model authors can also request peer review of their computational models to receive a DOI.
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 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 additional detailed metadata on availability of code and bibliometric information on the landscape of ABM/IBM publications that we welcome you to explore.
Displaying 10 of 24 results for 'Barry Bitu'
a computer-based role-playing game simulating the interactions between farming activities, livestock herding and wildlife in a virtual landscape reproducing local socioecological dynamics at the periphery of Hwange National Park (Zimbabwe).
Final project version - still needs a bit of work for being completly operational
This is a model of root disease spread between trees in the landscape. The disease spreads via two transmission processes: (a) root contact/root graft transmission between adjacent trees and (b) insect vectors that carry spores between trees. Full details can be found in the “Info” tab in the model and in the readme file in the GitHub repository.
This models provides the infrastructure to model the activity of making. Individuals use resources they find in their environment plus those they buy, to design, construct and deconstruct items. It represents plans and complex objects explicitly.
Confirmation Bias is usually seen as a flaw of the human mind. However, in some tasks, it may also increase performance. Here, agents are confronted with a number of binary Signals (A, or B). They have a base detection rate, e.g. 50%, and after they detected one signal, they get biased towards this type of signal. This means, that they observe that kind of signal a bit better, and the other signal a bit worse. This is moderated by a variable called “bias_effect”, e.g. 10%. So an agent who detects A first, gets biased towards A and then improves its chance to detect A-signals by 10%. Thus, this agent detects A-Signals with the probability of 50%+10% = 60% and detects B-Signals with the probability of 50%-10% = 40%.
Given such a framework, agents that have the ability to be biased have better results in most of the scenarios.
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.
The model simulates tail biting behaviour in pigs and how they can turn into a biter and/or victim. The effect of a redirected motivation, behavioural changes in victims and preference to bite a lying pig on tail biting can be tested in the model
Juan Castilla-Rho et al. (2015) developed a platform, named FLowLogo, which integrates a 2D, finite-difference solution of the governing equations of groundwater flow with agent-based simulation. We used this model for Rafsanjan Aquifer, which is located in an arid region in Iran. To use FLowLogo for a real case study, one needs to add GIS shapefiles of boundary conditions and modify the code written in NetLogo a little bit. The FlowLogo model used in our research is presented here.
This model represents technological and ecological behaviors of mobile hunter-gatherers, in a variable environment, as they produce, use, and discard chipped stone artifacts. The results can be analyzed and compared with archaeological sites.
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.
Displaying 10 of 24 results for 'Barry Bitu'