Computational Model Library

This model represents an agent-based social simulation for citizenship competences. In this model people interact by solving different conflicts and a conflict is solved or not considering two possible escenarios: when individual citizenship competences are considered and when not. In both cases the TKI conflict resolution styles are considered. Each conflict has associated a competence and the information about the conflicts and their competences is retrieved from an ontology which was developed in Protégé. To do so, a NetLogo extension was developed using the Java programming language and the JENA API (to make queries over the ontology).

Bayesian Updating Opinion Shared Uncertainty Model.

Johnathan Adams | Published Mon Nov 16 23:25:02 2020 | Last modified Fri May 14 04:13:16 2021

This is an opinion dynamics model which extends the model found in (Martins 2009). The previous model had an unshared uncertainty assumption in agent-to-agent interaction this model relaxes that assumption. The model only supports a fully connect network where every agent has an equal likelihood of interacting with every other agent at any given time step. The model is highly modular so different social network paradigm can easier be implemented.

Peer reviewed JuSt-Social COVID-19

Jennifer Badham | Published Thu Jun 18 15:05:58 2020 | Last modified Mon Mar 29 13:30:02 2021

NetLogo model that allows scenarios concerning general social distancing, shielding of high-risk individuals, and informing contacts when symptomatic. Documentation includes a user manual with some simple scenarios, and technical information including descriptions of key procedures and parameter values.

Studies on the fundamental role of diverse media in the evolution of public opinion can protect us from the spreading brainwashing, extremism, and terrorism. Many fear the information cocoon may result in polarization of the public opinion. The model of opinion dynamics that considers different influences and horizons for every individual, and the simulations are based on a real-world social network.

MCR Model

Davide Secchi Nuno R Barros De Oliveira | Published Fri Jul 22 08:59:51 2016 | Last modified Sat Jan 23 20:20:27 2021

The aim of the model is to define when researcher’s assumptions of dependence or independence of cases in multiple case study research affect the results — hence, the understanding of these cases.

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).

Violence against women occurs predominantly in the family and domestic context. The COVID-19 pandemic led Brazil to recommend and, at times, impose social distancing, with the partial closure of economic activities, schools, and restrictions on events and public services. Preliminary evidence shows that intense co- existence increases domestic violence, while social distancing measures may have prevented access to public services and networks, information, and help. We propose an agent-based model (ABM), called VIDA, to illustrate and examine multi-causal factors that influence events that generate violence. A central part of the model is the multi-causal stress indicator, created as a probability trigger of domestic violence occurring within the family environment. Two experimental design tests were performed: (a) absence or presence of the deterrence system of domestic violence against women and measures to increase social distancing. VIDA presents comparative results for metropolitan regions and neighbourhoods considered in the experiments. Results suggest that social distancing measures, particularly those encouraging staying at home, may have increased domestic violence against women by about 10%. VIDA suggests further that more populated areas have comparatively fewer cases per hundred thousand women than less populous capitals or rural areas of urban concentrations. This paper contributes to the literature by formalising, to the best of our knowledge, the first model of domestic violence through agent-based modelling, using empirical detailed socioeconomic, demographic, educational, gender, and race data at the intraurban level (census sectors).

This is a simulation model of communication between two groups of managers in the course of project implementation. The “world” of the model is a space of interaction between project participants, each of which belongs either to a group of work performers or to a group of customers. Information about the progress of the project is publicly available and represents the deviation Earned value (EV) from the planned project value (cost baseline).
The key elements of the model are 1) persons belonging to a group of customers or performers, 2) agents that are communication acts. The life cycle of persons is equal to the time of the simulation experiment, the life cycle of the communication act is 3 periods of model time (for the convenience of visualizing behavior during the experiment). The communication act occurs at a specific point in the model space, the coordinates of which are realized as random variables. During the experiment, persons randomly move in the model space. The communication act involves persons belonging to a group of customers and a group of performers, remote from the place of the communication act at a distance not exceeding the value of the communication radius (MaxCommRadius), while at least one representative from each of the groups must participate in the communication act. If none are found, the communication act is not carried out. The number of potential communication acts per unit of model time is a parameter of the model (CommPerTick).

The managerial sense of the feedback is the stimulating effect of the positive value of the accumulated communication complexity (positive background of the project implementation) on the productivity of the performers. Provided there is favorable communication (“trust”, “mutual understanding”) between the customer and the contractor, it is more likely that project operations will be performed with less lag behind the plan or ahead of it.
The behavior of agents in the world of the model (change of coordinates, visualization of agents’ belonging to a specific communicative act at a given time, etc.) is not informative. Content data are obtained in the form of time series of accumulated communicative complexity, the deviation of the earned value from the planned value, average indicators characterizing communication - the total number of communicative acts and the average number of their participants, etc. These data are displayed on graphs during the simulation experiment.
The control elements of the model allow seven independent values to be varied, which, even with a minimum number of varied values (three: minimum, maximum, optimum), gives 3^7 = 2187 different variants of initial conditions. In this case, the statistical processing of the results requires repeated calculation of the model indicators for each grid node. Thus, the set of varied parameters and the range of their variation is determined by the logic of a particular study and represents a significant narrowing of the full set of initial conditions for which the model allows simulation experiments.

This model simulates different seeding strategies for information diffusion in a social network adjusted to a case study area in rural Zambia. It systematically evaluates different criteria for seed selection (centrality measures and hierarchy), number of seeds, and interaction effects between seed selection criteria and set size.

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.

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