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 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.
A minimal genetic algorithm was preliminarily developed to search for the solution of 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 is particularly important in some types of tumorigenesis and in a more general way, in cells and tissues submitted to chronic sublethal environmental or genomic stress.
Since 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 an environmental challenge. The aim of the model is to shed light on these controversial points of views.
This model was developed to test the usability of evolutionary computing and reinforcement learning by extending a well known agent-based model. Sugarscape (Epstein & Axtell, 1996) has been used to demonstrate migration, trade, wealth inequality, disease processes, sex, culture, and conflict. It is on conflict that this model is focused to demonstrate how machine learning methodologies could be applied.
The code is based on the Sugarscape 2 Constant Growback model, availble in the NetLogo models library. New code was added into the existing model while removing code that was not needed and modifying existing code to support the changes. Support for the original movement rule was retained while evolutionary computing, Q-Learning, and SARSA Learning were added.
Modeling an economy with stable macro signals, that works as a benchmark for studying the effects of the agent activities, e.g. extortion, at the service of the elaboration of public policies..
MOOvPOPsurveillance was developed as a tool for wildlife agencies to guide collection and analysis of disease surveillance data that relies on non-probabilistic methods like harvest-based sampling.
MOOvPOP is designed to simulate population dynamics (abundance, sex-age composition and distribution in the landscape) of white-tailed deer (Odocoileus virginianus) for a selected sampling region.
This model builds on inquisitiveness as a key individual disposition to expand the bounds of their rationality. It represents a system where teams are formed around problems and inquisitive agents integrate competencies to find ‘emergent’ solutions.
This agent-based model was built as part of a replication effort of Jeness et al.’s work (linked below). The model simulates an MSM sexual activity network for the purpose of modeling the effects of respectively PrEP and ART on HIV prevention. The purpose of the model is to explore the differences between differerent interpretations of the NIH Indication Guidelines for PrEP.
IOP 2.1.2 is an agent-based simulation model designed to explore the relations between (1) employees, (2) tasks and (3) resources in an organizational setting. By comparing alternative cognitive strategies in the use of resources, employees face increasingly demanding waves of tasks that derive by challenges the organization face to adapt to a turbulent environment. The assumption tested by this model is that a successful organizational adaptation, called plastic, is necessarily tied to how employees handle pressure coming from existing and new tasks. By comparing alternative cognitive strategies, connected to ‘docility’ (Simon, 1993; Secchi, 2011) and ‘extended’ cognition (Clark, 2003, Secchi & Cowley, 2018), IOP 2.1.2 is an attempt to indicate which strategy is most suitable and under which scenario.
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.