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Please check out our model archive tutorial or 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 63 results for 'N Wäckerlin'
The Communication-Based Model of Perceived Descriptive Norm Dynamics in Digital Networks (COMM-PDND) is an agent-based model specifically created to examine the dynamics of perceived descriptive norms in the context of digital network structures. The model, developed as part of a master’s thesis titled “The Dynamics of Perceived Descriptive Norms in Digital Network Publics: An Agent-Based Simulation,” emphasizes the critical role of communication processes in norm formation. It focuses on the role of communicative interactions in shaping perceived descriptive norms.
The COMM-PDND is tuned to explore the effects of normative deviance in digital social networks. It provides functionalities for manipulating agents according to their network position, and has a versatile set of customizable parameters, making it adaptable to a wide range of research contexts.
This is an extension of the original RAGE model (Dressler et al. 2018), where we add learning capabilities to agents, specifically learning-by-doing and social learning (two processes central to adaptive (co-)management).
The extension module is applied to smallholder farmers’ decision-making - here, a pasture (patch) is the private property of the household (agent) placed on it and there is no movement of the households. Households observe the state of the pasture and their neighrbours to make decisions on how many livestock to place on their pasture every year. Three new behavioural types are created (which cannot be combined with the original ones): E-RO (baseline behaviour), E-LBD (learning-by-doing) and E-RO-SL1 (social learning). Similarly to the original model, these three types can be compared regarding long-term social-ecological performance. In addition, a global strategy switching option (corresponding to double-loop learning) allows users to study how behavioural strategies diffuse in a heterogeneous population of learning and non-learning agents.
An important modification of the original model is that extension agents are heterogeneous in how they deal with uncertainty. This is represented by an agent property, called the r-parameter (household-risk-att in the code). The r-parameter is catch-all for various factors that form an agent’s disposition to act in a certain way, such as: uncertainty in the sensing (partial observability of the resource system), noise in the information received, or an inherent characteristic of the agent, for instance, their risk attitude.
The first simple movement models used unbiased and uncorrelated random walks (RW). In such models of movement, the direction of the movement is totally independent of the previous movement direction. In other words, at each time step the direction, in which an individual is moving is completely random. This process is referred to as a Brownian motion.
On the other hand, in correlated random walks (CRW) the choice of the movement directions depends on the direction of the previous movement. At each time step, the movement direction has a tendency to point in the same direction as the previous one. This movement model fits well observational movement data for many animal species.
The presented agent based model simulated the movement of the agents as a correlated random walk (CRW). The turning angle at each time step follows the Von Mises distribution with a ϰ of 10. The closer ϰ gets to zero, the closer the Von Mises distribution becomes uniform. The larger ϰ gets, the more the Von Mises distribution approaches a normal distribution concentrated around the mean (0°).
In this script the turning angles (following the Von Mises distribution) are generated based on the the instructions from N. I. Fisher 2011.
This model is implemented in Javascript and can be used as a building block for more complex agent based models that would rely on describing the movement of individuals with CRW.
Scholars have written extensively about hierarchical international order, on the one hand, and war on the other, but surprisingly little work systematically explores the connection between the two. This disconnect is all the more striking given that empirical studies have found a strong relationship between the two. We provide a generative computational network model that explains hierarchy and war as two elements of a larger recursive process: The threat of war drives the formation of hierarchy, which in turn shapes states’ incentives for war. Grounded in canonical theories of hierarchy and war, the model explains an array of known regularities about hierarchical order and conflict. Surprisingly, we also find that many traditional results of the IR literature—including institutional persistence, balancing behavior, and systemic self-regulation—emerge from the interplay between hierarchy and war.
This is an interdisciplinary agent-based model with Monte Carlo simulations to assess the relative effects of broadcast and contagion processes in a multiplex social network. This multiplex approach models multiple channels of informal communication - phone, word-of-mouth, and social media - that vary in their attribute values. Each agent is an individual in a threatened community who, once warned, has a probability of warning others in their social network using one of these channels. The probability of an individual warning others is based on their warning source and the time remaining until disaster impact, among other variables. Default parameter values were chosen from empirical studies of disaster warnings along with the spatial aspects of Coos Bay, OR, USA and Seaside, OR, USA communities.
A road freight transport (RFT) operation involves the participation of several types of companies in its execution. The TRANSOPE model simulates the subcontracting process between 3 types of companies: Freight Forwarders (FF), Transport Companies (TC) and self-employed carriers (CA). These companies (agents) form transport outsourcing chains (TOCs) by making decisions based on supplier selection criteria and transaction acceptance criteria. Through their participation in TOCs, companies are able to learn and exchange information, so that knowledge becomes another important factor in new collaborations. The model can replicate multiple subcontracting situations at a local and regional geographic level.
The succession of n operations over d days provides two types of results: 1) Social Complex Networks, and 2) Spatial knowledge accumulation environments. The combination of these results is used to identify the emergence of new logistics clusters. The types of actors involved as well as the variables and parameters used have their justification in a survey of transport experts and in the existing literature on the subject.
As a result of a preferential selection process, the distribution of activity among agents shows to be highly uneven. The cumulative network resulting from the self-organisation of the system suggests a structure similar to scale-free networks (Albert & Barabási, 2001). In this sense, new agents join the network according to the needs of the market. Similarly, the network of preferential relationships persists over time. Here, knowledge transfer plays a key role in the assignment of central connector roles, whose participation in the outsourcing network is even more decisive in situations of scarcity of transport contracts.
BEGET Classic includes previous versions used in the classroom and for publication. Please check out the latest version of B3GET here, which has several user-friendly features such as directly importing and exporting genotype and population files.
The classic versions of B3GET include: version one and version three were used in undergraduate labs at the University of Minnesota to demonstrate principles in primate behavioral ecology; version two first demonstrated proof of concept for creating virtual biological organisms using decision-vector algorithms; version four was presented at the 2017 annual meeting at the American Association of Physical Anthropologists; version five was presented in a 2019 publication from the Journal of Human Evolution (Crouse, Miller, and Wilson, 2019).
B3GET simulates populations of virtual organisms evolving over generations, whose evolutionary outcomes reflect the selection pressures of their environment. The model simulates several factors considered important in biology, including life history trade-offs, investment in fighting ability and aggression, sperm competition, infanticide, and competition over access to food and mates. Downloaded materials include starting genotype and population files. Edit the these files and see what changes occur in the behavior of virtual populations!
View the B3GET user manual here.
This project was developed during the Santa Fe course Introduction to Agent-Based Modeling 2022. The origin is a Cellular Automata (CA) model to simulate human interactions that happen in the real world, from Rubens and Oliveira (2009). These authors used a market research with real people in two different times: one at time zero and the second at time zero plus 4 months (longitudinal market research). They developed an agent-based model whose initial condition was inherited from the results of the first market research response values and evolve it to simulate human interactions with Agent-Based Modeling that led to the values of the second market research, without explicitly imposing rules. Then, compared results of the model with the second market research. The model reached 73.80% accuracy.
In the same way, this project is an Exploratory ABM project that models individuals in a closed society whose behavior depends upon the result of interaction with two neighbors within a radius of interaction, one on the relative “right” and other one on the relative “left”. According to the states (colors) of neighbors, a given cellular automata rule is applied, according to the value set in Chooser. Five states were used here and are defined as levels of quality perception, where red (states 0 and 1) means unhappy, state 3 is neutral and green (states 3 and 4) means happy.
There is also a message passing algorithm in the social network, to analyze the flow and spread of information among nodes. Both the cellular automaton and the message passing algorithms were developed using the Python extension. The model also uses extensions csv and arduino.
FIBE represents a simple fishery model. Fish that reproduce and fisher with different fishing styles that fish as their main source of income. The aim of the model is to reflect the different fishing behaviours as described and observed in the (Swedish) Baltic Sea fishery and explore the consequences of different approximations of human/fisher behaviour in under different environmental and managerial scenarios.
The overarching aim is to advance the incorporation and understanding of human behaviour (diversity) in fisheries research and management. In particular focusing on insights from social (fishery) science of fisher behaviour.
Displaying 10 of 63 results for 'N Wäckerlin'