CoMSES Net maintains cyberinfrastructure to foster FAIR data principles for access to and (re)use of computational models. Model authors can publish their model code in the Computational Model Library with documentation, metadata, and data dependencies and support these FAIR data principles as well as best practices for software citation. Model authors can also request that their model code be peer reviewed to receive a DOI. All users of models published in the library must cite model authors when they use and benefit from their code.
CoMSES Net also maintains a curated database of over 7500 publications of agent-based and individual based models with additional metadata on availability of code and bibliometric information on the landscape of ABM/IBM publications that we welcome you to explore.
Studies of colonization processes in past human societies often use a standard population model in which population is represented as a single quantity. Real populations in these processes, however, are structured with internal classes or stages, and classes are sometimes created based on social differentiation. In this present work, information about the colonization of old Providence Island was used to create an agent-based model of the colonization process in a heterogeneous environment for a population with social differentiation. Agents were socially divided into two classes and modeled with dissimilar spatial clustering preferences. The model and simulations assessed the importance of gregarious behavior for colonization processes conducted in heterogeneous environments by socially-differentiated populations. Results suggest that in these conditions, the colonization process starts with an agent cluster in the largest and most suitable area. The spatial distribution of agents maintained a tendency toward randomness as simulation time increased, even when gregariousness values increased. The most conspicuous effects in agent clustering were produced by the initial conditions and behavioral adaptations that increased the agent capacity to access more resources and the likelihood of gregariousness. The approach presented here could be used to analyze past human colonization events or support long-term conceptual design of future human colonization processes with small social formations into unfamiliar and uninhabited environments.
This is a gender differentiation model in terms of reputations, prestige and self-esteem (presented in the paper https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0236840). The model is based on the influence function of the Leviathan model (Deffuant, Carletti, Huet 2013 and Huet and Deffuant 2017) considering two groups.
This agent-based model studies how inequalities can be explained by the difference of open-mindness between two groups of interacting agents. We consider agents having an opinion/esteem about each other and about themselves. During dyadic meetings, agents change their respective opinion about each other and possibly about other agents they gossip about, with a noisy perception of the opinions of their interlocutor. Highly valued agents are more influential in such encounters. We study an heterogeneous population of two different groups: one more open to influence of others, taking less into account their perceived difference of esteem, called L; a second one less prone to it, called S, who designed the credibility they give to others strongly based on how higher or lower valued than themselves they perceive them.
We show that a mixed population always turns in favor to some agents belonging to the group of less open-minded agents S, and harms the other group: (1) the average group self-opinion or reputation of S is always better than the one of L; (2) the higher rank in terms of reputation are more frequently occupied by the S agents while the L agents occupy more the bottom rank; (3) the properties of the dynamics of differentiation between the two groups are similar to the properties of the glass ceiling effect proposed by Cotter et al (2001).
The purpose of the model is to explore how processes associated with compliance across different fishery actors’ social groups interplay with their acceptance of a fishery intervention, herein periodic closures of a small-scale octopus fishery. The model agents, entities and processes are designed based on stylized facts from literature and expert workshops on periodic closures in the Western Indian Ocean region, as well as fieldwork from Zanzibari villages that have implemented periodic octopus closures. The model is designed for scientists and decision-makers that are interested in understanding the complex interplay between fishers from different social groups, herein foot fisher men, foot fisher women and male skin divers or free divers within the periodic closure of an octopus species. Including various actions resulting from the restrictions, that is - opportunities that may be presented from restricting fishing in certain areas and during certain times. We are soon publishing an updated model with individual octopuses and their movement behaviors.
This model was created to investigate the potential impacts of large-scale recreational and transport-related physical activity promotion strategies on six United Nations Sustainable Development Goals (SDGs) related outcomes—road traffic deaths (SDG 3), transportation mode share (SDG 9), convenient access to public transport, levels of fine particulate matter, and access to public open spaces (SDG 11), and levels of carbon dioxide emissions (SDG 13)—in three cities designed as abstract representations of common city types in high-, middle-, and low-income countries.
Policymakers decide on alternative policies facing restricted budgets and uncertain future. Designing public policies is further difficult due to the need to decide on priorities and handle effects across policies. Housing policies, specifically, involve heterogeneous characteristics of properties themselves and the intricacy of housing markets and the spatial context of cities. We propose PolicySpace2 (PS2) as an adapted and extended version of the open source PolicySpace agent-based model. PS2 is a computer simulation that relies on empirically detailed spatial data to model real estate, along with labor, credit, and goods and services markets. Interaction among workers, firms, a bank, households and municipalities follow the literature benchmarks to integrate economic, spatial and transport scholarship. PS2 is applied to a comparison among three competing public policies aimed at reducing inequality and alleviating poverty: (a) house acquisition by the government and distribution to lower income households, (b) rental vouchers, and (c) monetary aid. Within the model context, the monetary aid, that is, smaller amounts of help for a larger number of households, makes the economy perform better in terms of production, consumption, reduction of inequality, and maintenance of financial duties. PS2 as such is also a framework that may be further adapted to a number of related research questions.
The agent-based simulation of land-use governance (ABSOLUG) is a NetLogo model designed to explore the interactions between stakeholders and the impact of multi-stakeholder governance approaches on tropical deforestation. The purpose of ABSOLUG is to advance our understanding of land use governance, identify macro-level patterns of interaction among governments, commodity producers, and NGOs in tropical deforestation frontiers, and to set a foundation for generating middle-range theories for multi-stakeholder governance approaches. The model represents a simplified, generic, tropical commodity production system, as opposed to a specific empirical case, and as such aims to generate interpretable macro-level patterns that are based on plausible, micro-level behavioral rules. It is designed for scientists interested in land use governance of tropical commodity production systems, and for decision- and policy-makers seeking to develop or enhance governance schemes in multi-stakeholder commodity systems.
The intention of this model is to create an universal basis on how to model change in value prioritizations within social simulation. This model illustrates the designing of heterogeneous populations within agent-based social simulations by equipping agents with Dynamic Value-based Cognitive Architectures (DVCA-model). The DVCA-model uses the psychological theories on values by Schwartz (2012) and character traits by McCrae and Costa (2008) to create an unique trait- and value prioritization system for each individual. Furthermore, the DVCA-model simulates the impact of both social persuasion and life-events (e.g. information, experience) on the value systems of individuals by introducing the innovative concept of perception thermometers. Perception thermometers, controlled by the character traits, operate as buffers between the internal value prioritizations of agents and their external interactions. By introducing the concept of perception thermometers, the DVCA-model allows to study the dynamics of individual value prioritizations under a variety of internal and external perturbations over extensive time periods. Possible applications are the use of the DVCA-model within artificial sociality, opinion dynamics, social learning modelling, behavior selection algorithms and social-economic modelling.
This model is designed to show the effects of personality types and student organizations have on ones chance to making friendships in a university setting. As known from psychology studies, those that are extroverted have an easier chance making friendships in comparison to those that are introverted.
Once every tick a pair of students (nodes) will be randomly selected they will then have the chance to either be come friends or not (create an edge or not) based on their personality type (you are able to change what the effect of each personality is) and whether or not they are in the same club (you can change this value) then the model triggers the next tick cycle to begin.