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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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.
Model on the use of shared renewable resources including impact of imitation via success-bias and altruistic punishment.
The model is discussed in Introduction to Agent-Based Modeling by Marco Janssen. For more information see https://intro2abm.com/
The Urban Traffic Simulator is an agent-based model developed in the Unity platform. The model allows the user to simulate several autonomous vehicles (AVs) and tune granular parameters such as vehicle downforce, adherence to speed limits, top speed in mph and mass. The model allows researchers to tune these parameters, run the simulator for a given period and export data from the model for analysis (an example is provided in Jupyter Notebook).
The data the model is currently able to output are the following:
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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).
This model simulates economic and epidemiological interaction between citrus production and the disease Huanglongbing (HLB), which is vectored by the Asian citrus psyllid. The model is used to evaluate area-wide coordinated spraying when free-riding is possible given individuals’ beliefs in other grower participation in area-wide spraying and in the information provided by extension on the threat as HLB spread.
ICARUS is a multi-agent compliance inspection model (ICARUS - Inspecting Compliance to mAny RUleS). The model is applicable to environments where an inspection agency, via centrally coordinated inspections, examines compliance in organizations which must comply with multiple provisions (rules). The model (ICARUS) contains 3 types of agents: entities, inspection agency and inspectors / inspections. ICARUS describes a repeated, simultaneous, non-cooperative game of pure competition. Agents have imperfect, incomplete, asymmetric information. Entities in each move (tick) choose a pure strategy (comply/violate) for each rule, depending on their own subjective assessment of the probability of the inspection. The Inspection Agency carries out the given inspection strategy.
A more detailed description of the model is available in the .nlogo file.
Full description of the model (in line with the ODD+D protocol) and the analysis of the model (including verification, validation and sensitivity analysis) can be found in the attached documentation.
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.
Spatial explicit model of a rangeland system, based on Australian conditions, where grass, woody shrubs and fire compete fore resources. Overgrazing can cause the system to flip from a healthy state to an unproductive shrub state. With the model one can explore the consequences of different movement rules of the livestock on the resilience of the system.
The model is discussed in Introduction to Agent-Based Modeling by Marco Janssen. For more information see https://intro2abm.com/.
This is an agent-based model with two types of agents: customers and insurers. Insurers are price-takers who choose how much to spend on their service quality, and customers evaluate insurers based on premium, brand preference, and their perceived service quality. Customers are also connected in a small-world network and may share their opinions with their network.
The ABM contains two types of agents: insurers and customers. These act within the environment of a motor insurance market. At each simulation, the model undergoes the following steps:
Motivated by the emergence of new Peer-to-Peer insurance organizations that rethink how insurance is organized, we propose a theoretical model of decision-making in risk-sharing arrangements with risk heterogeneity and incomplete information about the risk distribution as core features. For these new, informal organisations, the available institutional solutions to heterogeneity (e.g., mandatory participation or price differentiation) are either impossible or undesirable. Hence, we need to understand the scope conditions under which individuals are motivated to participate in a bottom-up risk-sharing setting. The model puts forward participation as a utility maximizing alternative for agents with higher risk levels, who are more risk averse, are driven more by solidarity motives, and less susceptible to cost fluctuations. This basic micro-level model is used to simulate decision-making for agent populations in a dynamic, interdependent setting. Simulation results show that successful risk-sharing arrangements may work if participants are driven by motivations of solidarity or risk aversion, but this is less likely in populations more heterogeneous in risk, as the individual motivations can less often make up for the larger cost deficiencies. At the same time, more heterogeneous groups deal better with uncertainty and temporary cost fluctuations than more homogeneous populations do. In the latter, cascades following temporary peaks in support requests more often result in complete failure, while under full information about the risk distribution this would not have happened.
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