Phenomena modelled
Society
Cooperation, crowds, movement, and shared resources.
People following simple personal rules, and the segregation, inequality, jams and uprisings that follow from them.
Models 14
14 models in this collection.
NetworksClaude Black Hole
When do personal assistants become the center of the social graph?Humans adopt Claudes, delegate their connections, and watch an agent cluster take over the social graph.
Social dynamicsSchelling Segregation
How weak can the preference for same-color neighbors be and still sort the board?Households with fewer than similarity-threshold percent same-color neighbors move to a random empty patch. At the default 35%, a random mix sorts into single-color clumps within about 15 ticks.
Social dynamicsSugarscape
Which traders starve, and how unequal do the survivors become?Traders with random vision and metabolism jump to the richest free sugar patch they can see, eat it, and starve if their store hits zero. Survivors' stores grow without limit.
Social dynamicsTraffic
How many cars does it take to jam a ring road with no bottleneck?Cars on a one-lane ring follow the Nagel–Schreckenberg rules. They speed up, never outrun the gap ahead, and sometimes brake at random. With more than about 10 cars, stop-and-go jams form.
Social dynamicsPrisoner's Dilemma
Can a single defector destroy a world of cooperators?Each patch plays the prisoner's dilemma with its 8 neighbors and copies the best scorer nearby. At the default temptation a lone defector's symmetric pattern shifts until cooperation dies out at tick 2,302.
Social dynamicsWealth Distribution
When does a small bias toward the richer trader split people into rich and poor?Everyone earns a wage and pays a living cost each tick; nearby people trade 1 unit at a time, with the odds tilted toward the richer. At the defaults, a net income of 1 a tick keeps everyone middle class.
Social dynamicsEthnocentrism (alternative visualisation)
Which helping strategy does best while the population booms and crashes?People in four colour groups inherit whether to help their own group and whether to help the others. At the defaults they fill the 1,200-person cap, then usually crash and die out within 1,200 ticks.
Social dynamicsRebellion
How many citizens rebel at a given legitimacy, and how much do the cops hold them back?Citizens go active when their grievance outweighs their estimated risk of arrest by a threshold, and cops jail the actives they can see. Activity settles at a level that legitimacy mostly sets.
Social dynamicsVoting
Does a small initial lead decide which colour ends up holding the map?Every patch takes the majority colour of its eight neighbours, keeping its own on a tie, and votes at random at the noise rate. Without noise the map freezes into blocs; with it, one colour usually wins.
Social dynamicsRumor Mill
How readily can spreaders give up before the rumor stops reaching most of the crowd?People wander a torus. Each spreader tells one nearby ignorant person and may lose interest once someone informed is close by. How far the rumor gets depends almost entirely on stifler-chance.
Social dynamicsAudience Applause
Why can slowing down help a crowd find a shared beat?96 clappers, each pulled toward the crowd's average beat. At the slow tempo, where preferred rates vary less, the hall locks onto one beat in about 4 seconds; at double speed it doesn't.
Social dynamicsTraffic Grid
How many cars can the grid take before it locks up?Eastbound and southbound cars move one cell per tick on a grid of one-way streets and stop at red lights that all switch together. Queues build on red and clear on green.
Social dynamicsCouriers
How many couriers does it take to keep the backlog near zero at the default order rate?Houses order at random; idle couriers at the central depot claim the nearest order, drive out, deliver and drive back. Waiting orders pile up when demand outruns what the fleet can do in round trips.
Social dynamicsFriend–Enemy Dots
Does a crowd with random friends and foes spread out or pull together?Each dot has one friend and one foe. Every tick it slides 0.5% of the way to the center, steps 1.2 toward its friend and 0.35 away from its foe. The crowd pulls into one group that wanders the board.
