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.
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.
Displaying 10 of 48 results problem clear
This ABM simulates problem solving agents as they work on a set of tasks. Each agent has a trait vector describing their skills. Two agents might form a collaboration if their traits are similar enough. Tasks are defined by a component vector. Agents work on tasks by decreasing tasks’ component vectors towards zero.
The simulation generates agents with given intrapersonal functional diversity (IFD), and dominant function diversity (DFD), and a set of random tasks and evaluates how agents’ traits influence their level of communication and the performance of a team of agents.
Modeling results highlight the importance of the distributions of agents’ properties forming a team, and suggests that for a thorough description of management teams, not only diversity measures based on individual agents, but an aggregate measure is also required.
According to the philosopher of science K. Popper “All life is problem solving”. Genetic algorithms aim to leverage Darwinian selection, a fundamental mechanism of biological evolution, so as to tackle various engineering challenges.
Flibs’NFarol is an Agent Based Model that embodies a genetic algorithm applied to the inherently ill-defined “El Farol Bar” problem. Within this context, a group of agents operates under bounded rationality conditions, giving rise to processes of self-organization involving, in the first place, efficiency in the exploitation of available resources. Over time, the attention of scholars has shifted to equity in resource distribution, as well. Nowadays, the problem is recognized as paradigmatic within studies of complex evolutionary systems.
Flibs’NFarol provides a platform to explore and evaluate factors influencing self-organized efficiency and fairness. The model represents agents as finite automata, known as “flibs,” and offers flexibility in modifying the number of internal flibs states, which directly affects their behaviour patterns and, ultimately, the diversity within populations and the complexity of the system.
The model presented here is extensively described in the paper ‘Talk less to strangers: How homophily can improve collective decision-making in diverse teams’ (forthcoming at JASSS). A full replication package reproducing all results presented in the paper is accessible at https://osf.io/76hfm/.
Narrative documentation includes a detailed description of the model, including a schematic figure and an extensive representation of the model in pseudocode.
The model develops a formal representation of a diverse work team facing a decision problem as implemented in the experimental setup of the hidden-profile paradigm. We implement a setup where a group seeks to identify the best out of a set of possible decision options. Individuals are equipped with different pieces of information that need to be combined to identify the best option. To this end, we assume a team of N agents. Each agent belongs to one of M groups where each group consists of agents who share a common identity.
The virtual teams in our model face a decision problem, in that the best option out of a set of J discrete options needs to be identified. Every team member forms her own belief about which decision option is best but is open to influence by other team members. Influence is implemented as a sequence of communication events. Agents choose an interaction partner according to homophily h and take turns in sharing an argument with an interaction partner. Every time an argument is emitted, the recipient updates her beliefs and tells her team what option she currently believes to be best. This influence process continues until all agents prefer the same option. This option is the team’s decision.
Background: Establishing a human settlement on Mars is an incredibly complex engineering problem. The inhospitable nature of the Martian environment requires any habitat to be largely self-sustaining. Beyond mining a few basic minerals and water, the colonizers will be dependent on Earth resupply and replenishment of necessities via technological means, i.e., splitting Martian water into oxygen for breathing and hydrogen for fuel. Beyond the technical and engineering challenges, future colonists will also face psychological and human behavior challenges.
Objective: Our goal is to better understand the behavioral and psychological interactions of future Martian colonists through an Agent-Based Modeling (ABM simulation) approach. We seek to identify areas of consideration for planning a colony as well as propose a minimum initial population size required to create a stable colony.
Methods: Accounting for engineering and technological limitations, we draw on research regarding high performing teams in isolated and high stress environments (ex: submarines, Arctic exploration, ISS, war) to include the 4 NASA personality types within the ABM. Interactions between agents with different psychological profiles are modeled at the individual level, while global events such as accidents or delays in Earth resupply affect the colony as a whole.
Results: From our multiple simulations and scenarios (up to 28 Earth years), we found that an initial population of 22 was the minimum required to maintain a viable colony size over the long run. We also found that the Agreeable personality type was the one more likely to survive.
Conclusion We developed a simulation with easy to use GUI to explore various scenarios of human interactions (social, labor, economic, psychological) on a future colony on Mars. We included technological and engineering challenges, but our focus is on the behavioral and psychological effects on the sustainability of the colony on the long run. We find, contrary to other literature, that the minimum number of people with all personality types that can lead to a sustainable settlement is in the tens and not hundreds.
A minimal genetic algorithm was previously developed in order to solve an elementary arithmetic problem. It has been modified to explore the effect of a mutator gene and the consequent entrance into a hypermutation state. The phenomenon seems relevant in some types of tumorigenesis and in a more general way, in cells and tissues submitted to chronic sublethal environmental or genomic stress.
For a long time, some scholars suppose that organisms speed up their own evolution by varying mutation rate, but evolutionary biologists are not convinced that evolution can select a mechanism promoting more (often harmful) mutations looking forward to an environmental challenge.
The model aims to shed light on these controversial points of view and it provides also the features required to check the role of sex and genetic recombination in the mutator genes diffusion.
The SIM-VOLATILE model is a technology adoption model at the population level. The technology, in this model, is called Volatile Fatty Acid Platform (VFAP) and it is in the frame of the circular economy. The technology is considered an emerging technology and it is in the optimization phase. Through the adoption of VFAP, waste-treatment plants will be able to convert organic waste into high-end products rather than focusing on the production of biogas. Moreover, there are three adoption/investment scenarios as the technology enables the production of polyhydroxyalkanoates (PHA), single-cell oils (SCO), and polyunsaturated fatty acids (PUFA). However, due to differences in the processing related to the products, waste-treatment plants need to choose one adoption scenario.
In this simulation, there are several parameters and variables. Agents are heterogeneous waste-treatment plants that face the problem of circular economy technology adoption. Since the technology is emerging, the adoption decision is associated with high risks. In this regard, first, agents evaluate the economic feasibility of the emerging technology for each product (investment scenarios). Second, they will check on the trend of adoption in their social environment (i.e. local pressure for each scenario). Third, they combine these two economic and social assessments with an environmental assessment which is their environmental decision-value (i.e. their status on green technology). This combination gives the agent an overall adaptability fitness value (detailed for each scenario). If this value is above a certain threshold, agents may decide to adopt the emerging technology, which is ultimately depending on their predominant adoption probabilities and market gaps.
This model aims to explore how gambling-like behavior can emerge in loot box spending within gaming communities. A loot box is a purchasable mystery box that randomly awards the player a series of in-game items. Since the contents of the box are largely up to chance, many players can fall into a compulsion loop of purchasing, as the fear of missing out and belief in the gambler’s fallacy allow one to rationalize repeated purchases, especially when one compares their own luck to others. To simulate this behavior, this model generates players in different network structures to observe how factors such as network connectivity, a player’s internal decision making strategy, or even common manipulations games use these days may influence a player’s transactions.
This model aims to examine how different levels of communication noise and superiority bias affect team performance when solving problems collectively. We used a networked agent-based model of collective problem solving in which agents explore the NK landscape for a better solution and communicate with each other regarding their current solutions. We compared the team performance in solving problems collectively at different levels of self-superiority bias when facing simple and complex problems. Additionally, we addressed the effect of different levels of communication noise on the team’s outcome
This code is for an agent-based model of collective problem solving in which agents with different behavior strategies, explore the NK landscape while they communicate with their peers agents. This model is based on the famous work of Lazer, D., & Friedman, A. (2007), The network structure of exploration and exploitation.
At the heart of a study of Social-Ecological Systems, this model is built by coupling together two independently developed models of social and ecological phenomena. The social component of the model is an abstract model of interactions of a governing agent and several user agents, where the governing agent aims to promote a particular behavior among the user agents. The ecological model is a spatial model of spread of the Mountain Pine Beetle in the forests of British Columbia, Canada. The coupled model allowed us to simulate various hypothetical management scenarios in a context of forest insect infestations. The social and ecological components of this model are developed in two different environments. In order to establish the connection between those components, this model is equipped with a ‘FlipFlop’ - a structure of storage directories and communication protocols which allows each of the models to process its inputs, send an output message to the other, and/or wait for an input message from the other, when necessary. To see the publications associated with the social and ecological components of this coupled model please see the References section.
Displaying 10 of 48 results problem clear