THE COMMONS — tragedy of the commons, playable

RUN A SERIES

🎲 varying: grass regrowth, monitoring. Everything else stays at its set value.
WHAT THIS IS AND HOW TO READ IT

A model of the tragedy of the commons. Agents graze on shared grass. Each one decides how much to eat: the greedy take a lot and scorch a cell fast, the restrained take a little. The catch is that a scorched field feeds everyone worse, yet overgrazing pays off personally. The question the model asks: under what conditions does the community avoid eating itself to death?

Agents with little grass around them negotiate a quota — a pact (yellow lines). But honouring it is optional: each has an honesty gene. A cheater signs the pact and grazes at full tilt while neighbours hold back. The neighbours can catch them (odds depend on monitoring) and fine them — but punishing costs the punisher too.

Agent colour
Blue is an honest gene, red is prone to cheating. The mix shows who dominates.
Cell brightness
How much grass it holds. Dark means scorched.
Grey cells
Mountains. They cut the field into basins — separate communities that barely mix. One basin can survive while its neighbour dies of greed.
Brown cell
A breached mountain: a temporary passage. Pact-keepers spend spare effort chipping at rock — only a cohesive honest group ever digs a path into the neighbouring basin.

Overgrazing can now kill. Grass on a stripped cell only recovers if there is grass nearby to spread back in, and agents on barren ground starve faster. So a greedy community grazes its basin into a desert and dies out, while a restrained one keeps the field alive and persists — the honesty level genuinely changes who survives.

The sliders let you probe what keeps a commons alive. Hover any of them (or tap on mobile) for a one-line explanation. Key new one: land resilience — how easily grass recovers and spreads; low values make a grazed-flat basin stay a desert, so the community can starve.

The experiment series runs many games with random parameters and shows which settings lead to survival — so you can check that the sliders genuinely change the outcome rather than just seeming to. The result is a table (CSV) and a chart: each dot is a game, green survived, red went extinct.

input
🎲 = randomize in a series
starting honesty50%
restraint rentoff
carrying capacity (crowding)4.0 agent/zone
satiety (fullness curbs appetite)100%
grain storeoff
expensive kids in plentyoff
weather volatilityflat
grass regrowth0.040
land resilience0.10
monitoring probability40%
fine to the caught15
mutation0.040
mountain density (at reset)50%
mountain strength, pokes to breach60
speed, ticks/frame0.40
tick0
population0
grass0%
pacts0
avg honesty
avg greed
living basins0
caught total0
avg lifespan0
weather
honest gene (blue) ↔ cheater (red)
mountains; redden under poking pressure
breached membrane (temporary passage)
lines = a pact, flash = caught cheating
population
mean honesty
grass, % of max
agents in pacts
STATUS:AVAILABLE FOR CONSULTINGTIME: BUDAPEST [--:--]

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