Computational Model Library

This agent-based simulation model for group interaction is rooted in social psychological theory. The
model integrates affect control theory with networked interaction structures and sequential behavior protocols as they are often encountered in task groups. By expressing status hierarchy through network structure we build a bridge between expectation states theory and affect control theory, and are able to reproduce central results from the expectation states research program in sociological social psychology. Furthermore, we demonstrate how the model can be applied to analyze specialized task groups or sub-cultural domains by combining it with empirical data sources. As an example, we simulate groups of open-source software developers and analyze how cultural expectations influence the occupancy of high status positions in these groups.

Knowledge Based Economy (KBE) is an artificial economy where firms placed in geographical space develop original knowledge, imitate one another and eventually recombine pieces of knowledge. In KBE, consumer value arises from the capability of certain pieces of knowledge to bridge between existing items (e.g., Steve Jobs illustrated the first smartphone explaining that you could make a call with it, but also listen to music and navigate the Internet). Since KBE includes a mechanism for the generation of value, it works without utility functions and does not need to model market exchanges.

A generalized organizational agent- based model (ABM) containing both formal organizational hierarchy and informal social networks simulates organizational processes that occur over both formal network ties and informal networks.

This NetLogo model illustrates the cultural evolution of pro-environmental behaviour patterns. It illustrates how collective behaviour patterns evolve from interactions between agents and agents (in a social network) as well as agents and the affordances (action opportunities provided by the environment) within a niche. More specifically, the cultural evolution of behaviour patterns is understood in this model as a product of:

  1. The landscape of affordances provided by the material environment,
  2. Individual learning and habituation,
  3. Social learning and network structure,
  4. Personal states (such as habits and attitudes), and

CRESY-II

Cara Kahl | Published Fri Jul 8 16:08:03 2011 | Last modified Mon Aug 4 07:31:27 2014

CREativity from a SYstems perspective, Model II.

Effect of communication in irrigation games

Marco Janssen Jacopo Baggio | Published Wed Jan 14 04:08:32 2015 | Last modified Wed Aug 9 01:28:22 2017

The model includes different formulations how agents make decisions in irrigation games and this is compared with empirical data. The aim is to test different theoretical models, especially explaining effect of communication.

A simple Multi-Agent System of the Tragedy Of the Commons (MASTOC-s)

Julia Schindler | Published Fri Jun 29 13:39:10 2012 | Last modified Sat Apr 27 20:18:19 2013

This is a simple model replicating Hardin’s Tragedy of the Commons using reactive agents that have psychological behavioral and social preferences.

In this Repast model the ‘Consumat’ cognitive framework is applied to an ABM of the Dutch car market. Different policy scenarios can be selected or created to examine their effect on the diffusion of EVs.

We developed an agent-based model to explore underlying mechanisms of behavioral clustering that we observed in human online shopping experiments.

This ABM simulates opinions on a topic (originally contested infrastructures) through the interactions between paired agents and based on the sociopsychological assumptions of social judgment theory (SJT; Sherif & Hovland, 1961).

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