Our mission is to help computational modelers develop, document, and share their computational models in accordance with community standards and good open science and software engineering practices. Model authors can publish their model source code in the Computational Model Library with narrative documentation as well as metadata that supports open science and emerging norms that facilitate software citation, computational reproducibility / frictionless reuse, and interoperability. Model authors can also request private peer review of their computational models. Models that pass peer review receive a DOI once published.
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We also maintain a curated database of over 7500 publications of agent-based and individual based models with detailed metadata on availability of code and bibliometric information on the landscape of ABM/IBM publications that we welcome you to explore.
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The purpose of the model presented by Glance et al is to study the ‘contribute vs. free-ride’ dilemma present in organizations.
The purpose of this model is to investigate the consequences of helminthes in public health policy to eradicate tuberculosis. Helminthes surprise immune system responses and without changes in hygiene
How do households alter their spending patterns when they experience changes in income? This model answers this question using a random assignment scheme where spending patterns are copied from a household in the new income bracket.
How natural population ageing affects UK household spending patterns.
The model demonstrates how non-instantaneous sampling techniques produce bias by overestimating the number of counted animals, when they move relative to the person counting them.
With this model, we investigate resource extraction and labor conditions in the Global South as well as implications for climate change originating from industry emissions in the North. The model serves as a testbed for simulation experiments with evolutionary political economic policies addressing these issues. In the model, heterogeneous agents interact in a self-organizing and endogenously developing economy. The economy contains two distinct regions – an abstract Global South and Global North. There are three interlinked sectors, the consumption good–, capital good–, and resource production sector. Each region contains an independent consumption good sector, with domestic demand for final goods. They produce a fictitious consumption good basket, and sell it to the households in the respective region. The other sectors are only present in one region. The capital good sector is only found in the Global North, meaning capital goods (i.e. machines) are exclusively produced there, but are traded to the foreign as well as the domestic market as an intermediary. For the production of machines, the capital good firms need labor, machines themselves and resources. The resource production sector, on the other hand, is only located in the Global South. Mines extract resources and export them to the capital firms in the North. For the extraction of resources, the mines need labor and machines. In all three sectors, prices, wages, number of workers and physical capital of the firms develop independently throughout the simulation. To test policies, an international institution is introduced sanctioning the polluting extractivist sector in the Global South as well as the emitting industrial capital good producers in the North with the aim of subsidizing innovation reducing environmental and social impacts.
This model aims to study the dynamic propagation of individual behaviour within social networks, focusing on how normative expectations (NE) and experiential expectations (EE) jointly influence behavioural decisions. It also explores the long-term effects of different intervention scenarios (such as enhancing visibility, considering indirect social links, and education) on behavioural propagation patterns and the overall behaviour of the group.
The model was developed in NetLogo 6.4. It generates simulated groups based on large-scale survey data, utilizing NetLogo’s CSV, Table, and Matrix extensions. The model also employs the NW extension to enable network analysis functionality.
The model is designed for research “Shaping social norms to promote individual response behavior in public crises: An agent-based modeling approach” in Journal of Cleaner Production, Volume 554, 8 April 2026, 148014
https://doi.org/10.1016/j.jclepro.2026.148014
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.
The objective of this study is to create a framework to simulate and analyze the effect of multiple business scenarios on the adoption behavior of a group of technology products.
The model explores the emergence of inequality in cognitive and socio-emotional skills at the societal level within and across generations that results from differences in parental investment behavior during childhood and adolescence.
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