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.
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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.
RaMDry allows to study the dynamic use of forage ressources by herbivores in semi-arid savanna with an emphasis on effects of change of climate and management. Seasonal dynamics affects the amount and the nutritional values of the available forage.
The Agent-Based Wildfire Simulation Environment (ABWiSE) translates the concept of a moving fire front as a set of mobile fire agents that respond to, and interact with, vegetation, wind, and terrain. Presently, the purpose of ABWiSE is to explore how ABM, using simple interactions between agents and a simple atmospheric feedback model, can simulate emergent fire spread patterns.
The SMASH model is an agent-based model of rural smallholder households. It models households’ evolving income and wealth, which they earn through crop sales. Wealth is carried in the form of livestock, which are grazed on an external rangeland (exogenous) and can be bought/sold as investment/coping mechanisms. The model includes a stylized representation of soil nutrient dynamics, modeling the inflows and outflows of organic and inorganic nitrogen from each household’s field.
The model has been applied to assess the resilience-enhancing effects of two different farm-level adaptation strategies: legume cover cropping and crop insurance. These two strategies interact with the model through different mechanims - legume cover cropping through ecological mechanisms and crop insurance through financial mechanisms. The model can be used to investigate the short- and long-term effects of these strategies, as well as how they may differently benefit different types of household.
This model is based on the Narragansett Bay, RI recreational fishery. The two types of agents are piscivorous fish and fishers (shore and boat fishers are separate “breeds”). Each time step represents one week. Open season is weeks 1-26, assuming fishing occurs during half the year. At each weekly time step, fish agents grow, reproduce, and die. Fisher agents decide whether or not to fish based on their current satisfaction level, and those that do go fishing attempt to catch a fish. If they are successful, they decide whether to keep or release the fish. In our publication, this model was linked to an Ecopath with Ecosim food web model where the commercial harvest of forage fish affected the biomass of piscivorous fish - which then became the starting number of piscivorous fish for this ABM. The number of fish caught in a season of this ABM was converted to a fishing pressure and input back into the food web model.
This model is a replication model which is constructed based on the existing model used by the following article:
Brown, D.G. and Robinson, D.T., 2006. Effects of heterogeneity in residential preferences on an agent-based model of urban sprawl. Ecology and society, 11(1).
The original model is called SLUCE’s Original Model for Experimentation (SOME). In Brown and Robinson (2006)’s article, the SOME model was used to explore the impacts of heterogeneity in residential location selections on the research of urban sprawl. The original model was constructed using Objective-C language based on SWARM platform. This replication model is built by NetLogo language on NetLogo platform. We successfully replicate that model and demonstrated the reliability and replicability of it.
The Garbage Can Model of Organizational Choice (GCM) is a fundamental model of organizational decision-making originally propossed by J.D. Cohen, J.G. March and J.P. Olsen in 1972. In their model, decisions are made out of random meetings of decision-makers, opportunities, solutions and problems within an organization.
With this model, these very same agents are supposed to meet in society at large where they make decisions according to GCM rules. Furthermore, under certain additional conditions decision-makers, opportunities, solutions and problems form stable organizations. In this artificial ecology organizations are born, grow and eventually vanish with time.
EffLab was built to support the study of the efficiency of agents in an evolving complex adaptive system. In particular:
- There is a definition of efficiency used in ecology, and an analogous definition widely used in business. In ecological studies it is called EROEI (energy returned on energy invested), or, more briefly, EROI (pronounced E-Roy). In business it is called ROI (dollars returned on dollars invested).
- In addition, there is the more well-known definition of efficiency first described by Sadi Carnot, and widely used by engineers. It is usually represented by the Greek letter ‘h’ (pronounced as ETA). These two measures of efficiency bear a peculiar relationship to each other: EROI = 1 / ( 1 - ETA )
In EffLab, blind seekers wander through a forest looking for energy-rich food. In this multi-generational world, they live and reproduce, or die, depending on whether they can find food more effectively than their contemporaries. Data is collected to measure their efficiency as they evolve more effective search patterns.
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Individually parameterized mussels (Mytilus californianus) recruit, grow, move and die in a 3D environment while facing predation (in the form of seastar agents), heat and desiccation with increased tide height, and storms. Parameterized with data collected by Wootton, Paine, Kandur, Donahue, Robles and others. See my 2019 CoMSES video presentation to learn more.
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