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.
This model extends the original Artifical Anasazi (AA) model to include individual agents, who vary in age and sex, and are aggregated into households. This allows more realistic simulations of population dynamics within the Long House Valley of Arizona from AD 800 to 1350 than are possible in the original model. The parts of this model that are directly derived from the AA model are based on Janssen’s 1999 Netlogo implementation of the model; the code for all extensions and adaptations in the model described here (the Artificial Long House Valley (ALHV) model) have been written by the authors. The AA model included only ideal and homogeneous “individuals” who do not participate in the population processes (e.g., birth and death)–these processes were assumed to act on entire households only. The ALHV model incorporates actual individual agents and all demographic processes affect these individuals. Individuals are aggregated into households that participate in annual agricultural and demographic cycles. Thus, the ALHV model is a combination of individual processes (birth and death) and household-level processes (e.g., finding suitable agriculture plots).
As is the case for the AA model, the ALHV model makes use of detailed archaeological and paleoenvironmental data from the Long House Valley and the adjacent areas in Arizona. It also uses the same methods as the original model (from Janssen’s Netlogo implementation) to estimate annual maize productivity of various agricultural zones within the valley. These estimates are used to determine suitable locations for households and farms during each year of the simulation.
A simple model that aims to demonstrate the influence of agri-environmental payments on land-use patterns in a virtual landscape. The landscape consists of grassland (which can be managed extensively or intensively) and a river. Agri-environmental payments are provided for extensive management of grassland. Additionally, there are boni for (a) extensive grassland in proximity of the river; and (b) clusters (“agglomerations”) of extensive grassland. The farmers, who own randomly distributed grassland patches, make decisions either on the basis of simple income maximization or they maximize only up to an income threshold beyond which they seize making changes in management. The resulting landscape pattern is evaluated by means of three simple models for (a) agricultural yield, (b) habitat/biodiversity and (c) water quality. The latter two correspond to the two boni. The model has been developed within a small project called Aligning Agent-Based Modelling with Multi-Objective Land-Use Allocation (ALABAMA).
The model simulates the decisions of residents and a water authority to respond to socio-hydrological hazards. Residents from neighborhoods are located in a landscape with topographic complexity and two problems: water scarcity in the peripheral neighborhoods at high altitude and high risk of flooding in the lowlands, at the core of the city. The role of the water authority is to decide where investments in infrastructure should be allocated to reduce the risk to water scarcity and flooding events in the city, and these decisions are made via a multi-objective site selection procedure. This procedure accounts for the interdependencies and feedback between the urban landscape and a policy scenario that defines the importance, or priorities, that the authority places on four criteria.
Neighborhoods respond to the water authority decisions by protesting against the lack of investment and the level of exposure to water scarcity and flooding. Protests thus simulate a form of feedback between local-level outcomes (flooding and water scarcity) and higher-level decision-making. Neighborhoods at high altitude are more likely to be exposed to water scarcity and lack infrastructure, whereas neighborhoods in the lowlands tend to suffer from recurrent flooding. The frequency of flooding is also a function of spatially uniform rainfall events. Likewise, neighborhoods at the periphery of the urban landscape lack infrastructure and suffer from chronic risk of water scarcity.
The model simulates the coupling between the decision-making processes of institutional actors, socio-political processes and infrastructure-related hazards. In the documentation, we describe details of the implementation in NetLogo, the description of the procedures, scheduling, and the initial conditions of the landscape and the neighborhoods.
This work was supported by the National Science Foundation under Grant No. 1414052, CNH: The Dynamics of Multi-Scalar Adaptation in Megacities (PI Hallie Eakin).
Dawkins’ Weasel is a NetLogo model that illustrates the principle of evolution by natural selection. It is inspired by a thought experiment presented by Richard Dawkins in his book The Blind Watchmaker (1996).
Flibs’NLogo implements in NetLogo modelling environment, a genetic algorithm whose purpose is evolving a perfect predictor from a pool of digital creatures constituted by finite automata or flibs (finite living blobs) that are the agents of the model. The project is based on the structure described by Alexander K. Dewdney in “Exploring the field of genetic algorithms in a primordial computer sea full of flibs” from the vintage Scientific American column “Computer Recreations”
As Dewdney summarized: “Flibs […] attempt to predict changes in their environment. In the primordial computer soup, during each generation, the best predictor crosses chromosomes with a randomly selected flib. Increasingly accurate predictors evolve until a perfect one emerges. A flib […] has a finite number of states, and for each signal it receives (a 0 or a 1) it sends a signal and enters a new state. The signal sent by a flib during each cycle of operation is its prediction of the next signal to be received from the environment”
Provided is a landscape of properties where pastoralists make decisions how much livestock they put on their property and how much to suppress fire from occuring. Rangelands can be grass dominated, or unproductive shrubb dominated. Overgrazing and fire suppresion lead to shrub dominated landscapes. What management strategies evolve, and how is this impacted by policies?
The model is discussed in Introduction to Agent-Based Modeling by Marco Janssen. For more information see https://intro2abm.com/.
This model aims to simulate Competition and Displacement of Online Interpersonal Communication Platforms process from a bottom-up angle. Individual interpersonal communication platform adoption and abandonment serve as the micro-foundation of the simulation model. The evolution mode of platform user online communication network determines how present platform users adjust their communication relationships as well as how new users join that network. This evolution mode together with innovations proposed by individual interpersonal communication platforms would also have impacts on the platform competition and displacement process and result by influencing individual platform adoption and abandonment behaviors. Three scenes were designed to simulate some common competition situations occurred in the past and current time, that two homogeneous interpersonal communication platforms competed with each other when this kind of platforms first came into the public eye, that a late entrant platform with a major innovation competed with the leading incumbent platform during the following days, as well as that both the leading incumbent and the late entrant continued to propose many small innovations to compete in recent days, respectively.
Initial parameters are as follows: n(Nmax in the paper), denotes the final node number of the online communication network node. mi (m in the paper), denotes the initial degree of those initial network nodes and new added nodes. pc(Pc in the paper), denotes the proportion of links to be removed and added in each epoch. pst(Pv in the paper), denotes the proportion of nodes with a viscosity to some platforms. comeintime(Ti in the paper), denotes the epoch when Platform 2 joins the market. pit(Pi in the paper), denotes the proportion of nodes adopting Platform 2 immediately at epoch comeintime(Ti). ct(Ct in the paper), denotes the Innovation Effective Period length. In Scene 2, There is only one major platform proposed by Platform 2, and ct describes that length. However, in Scene 3, Platform 2 and 1 will propose innovations alternately. And so, we set ct=10000 in simulation program, and every jtt epochs, we alter the innovation proposer from one platform to the other. Hence in this scene, jtt actually denotes the Innovation Effective Period length instead of ct.
The aim of this model is to explore and understand the factors driving adoption of treatment strategies for ecological disturbances, considering payoff signals, learning strategies and social-ecological network structure
We propose an ABM replicating the evolution of action oriented groups (like NPO) due to disagreement among members on the practices to implement. Looking at the stability and representativeness (ability of groups to federate) we introduce vertical communication: the possibility for group to communicate around their practices to their members. We test for three levels (to whom it is addressed) and four types (how it influences agents) of communication.
B3GET 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 was and version three is currently 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 technology; 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).