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.
LethalGeometry was developed to examine whether territory size influences the mortality risk for individuals within that territory. For animals who live in territoral groups and are lethally aggressive, we can expect that most aggression occurs along the periphery (or border) between two adjacent territories. For territories that are relatively large, the periphery makes up a proportionately small amount of the of the total territory size, suggesting that individuals in these territories might be less likely to die from these territorial skirmishes. LethalGeometry examines this geometric relationship between territory size and mortality risk under realistic assumptions of variable territory size and shape, variable border width, and stochastic interactions and movement.
The individuals (agents) are programmed to walk randomly about their environment, search for and eat food to obtain energy, reproduce if they can, and act aggressively toward individuals of other groups. During each simulation step, individuals analyze their environment and internal state to determine which actions to take. The actions available to individuals include moving, fighting, and giving birth.
Policymakers decide on alternative policies facing restricted budgets and uncertain, ever-changing future. Designing housing policies is further difficult giving the heterogeneous characteristics of properties themselves and the intricacy of housing markets and the spatial context of cities. We propose PolicySpace2 (PS2) as an adapted and extended version of the open source PolicySpace agent-based model. PS2 is a computer simulation that relies on empirically detailed spatial data to model real estate, along with labor, credit and goods and services markets. Interaction among workers, firms, a bank, households and municipalities follow the literature benchmarks to integrate economic, spatial and transport literature. PS2 is applied to a comparison among three competing municipal housing policies aimed at alleviating poverty: (a) property acquisition and distribution, (b) rental vouchers and (c) monetary aid. Within the model context, the monetary aid, that is, a smaller amounts of help for a larger number of households, makes the economy perform better in terms of production, consumption, reduction of inequality and maintenance of financial duties. PS2 as such is also a framework that may be further adapted to a number of related research questions.
Schelling famously proposed an extremely simple but highly illustrative social mechanism to understand how strong ethnic segregation could arise in a world where individuals do not necessarily want it. Schelling’s simple computational model is the starting point for our extensions in which we build upon Wilensky’s original NetLogo implementation of this model. Our two NetLogo models can be best studied while reading our chapter “Agent-based Computational Models” (Flache and de Matos Fernandes, 2021 [forthcoming]). In the chapter, we propose 10 best practices to elucidate how agent-based models are a unique method for providing and analyzing formally precise, and empirically plausible mechanistic explanations of puzzling social phenomena, such as segregation, in the social world. Our chapter addresses in particular analytical sociologists who are new to ABMs.
In the first model (SegregationExtended), we build on Wilensky’s implementation of Schelling’s model which is available in NetLogo library (Wilensky, 1997). We considerably extend this model, allowing in particular to include larger neighborhoods and a population with four groups roughly resembling the ethnic composition of a contemporary large U.S. city. Further features added concern the possibility to include random noise, and the addition of a number of new outcome measures tuned to highlight macro-level implications of the segregation dynamics for different groups in the agent society.
In SegregationDiscreteChoice, we further modify the model incorporating in particular three new features: 1) heterogeneous preferences roughly based on empirical research categorizing agents into low, medium, and highly tolerant within each of the ethnic subgroups of the population, 2) we drop global thresholds (%-similar-wanted) and introduce instead a continuous individual-level single-peaked preference function for agents’ ideal neighborhood composition, and 3) we use a discrete choice model according to which agents probabilistically decide whether to move to a vacant spot or stay in the current spot by comparing the attractiveness of both locations based on the individual preference functions.
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).
The Urban Traffic Simulator is an agent-based model developed in the Unity platform. The model allows the user to simulate a number of autonomous vehicles (AVs) with the ability to 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 time 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 is the following:
The purpose of the model is to generate coalition structures of different glove games, using a specially designed algorithm. The coalition structures can be are later analyzed by comparing them to core partitions of the game used. Core partitions are coalition structures where no subset of players has an incentive to form a new coalition.
The algorithm used in this model is an advancement of the algorithm found in Collins & Frydenlund (2018). It was used used to generate the results in Vernon-Bido & Collins (2021).
A “Ger” is a yurt style house used by pastoralists in Mongolia. This model simulates seasonal movements, fission/fusion dynamics, social interaction between households and how these relate to climate impacts.
Schelling and Sakoda prominently proposed computational models suggesting that strong ethnic residential segregation can be the unintended outcome of a self-reinforcing dynamic driven by choices of individuals with rather tolerant ethnic preferences. There are only few attempts to apply this view to school choice, another important arena in which ethnic segregation occurs. In the current paper, we explore with an agent-based theoretical model similar to those proposed for residential segregation, how ethnic tolerance among parents can affect the level of school segregation. More specifically, we ask whether and under which conditions school segregation could be reduced if more parents hold tolerant ethnic preferences. We move beyond earlier models of school segregation in three ways. First, we model individual school choices using a random utility discrete choice approach. Second, we vary the pattern of ethnic segregation in the residential context of school choices systematically, comparing residential maps in which segregation is unrelated to parents’ level of tolerance to residential maps reflecting their ethnic preferences. Third, we introduce heterogeneity in tolerance levels among parents belonging to the same group. Our simulation experiments suggest that ethnic school segregation can be a very robust phenomenon, occurring even when about half of the population prefers mixed to segregated schools. However, we also identify a “sweet spot” in the parameter space in which a larger proportion of tolerant parents makes the biggest difference. This is the case when parents have moderate preferences for nearby schools and there is only little residential segregation. Further experiments are presented that unravel the underlying mechanisms.
The SMASH model is an agent-based model of rural smallholder households. It models households’ evolving income and wealth, which they earn through crop sales. Wealth is carried in the form of livestock, which are grazed on an external rangeland (exogenous) and can be bought/sold as investment/coping mechanisms. The model includes a stylized representation of soil nutrient dynamics, modeling the inflows and outflows of organic and inorganic nitrogen from each household’s field.
The model has been applied to assess the resilience-enhancing effects of two different farm-level adaptation strategies: legume cover cropping and crop insurance. These two strategies interact with the model through different mechanims - legume cover cropping through ecological mechanisms and crop insurance through financial mechanisms. The model can be used to investigate the short- and long-term effects of these strategies, as well as how they may differently benefit different types of household.
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.