
means is that agent behaviours are defined, and then 
the agents are released into the environment of study. 
The behaviour of the agents then emerges as a 
consequence of their interaction. In this sense, the 
system behaviour is an emergent property of the agent 
interactions. ABM has been applied across a wide 
areas for example, economics, human behaviour, 
supply chain, emergency evacuation, transport and 
healthcare (Axelrod, 1997). 
The three different methods have their own 
philosophies, communities, conferences and main 
areas of application. DES has typically been applied 
heavily in manufacturing and process type areas and 
services. Its process orientation means that it is a 
natural fit for people interested in process 
improvement and optimisation. On the other hand, 
ABM has emerged from the behavioural science and 
social sciences and therefore the domain of 
application has been more in that area. 
With the arrival of ABM, a number of claims have 
been made on its behalf, most importantly perhaps is 
the idea that there are problems for which ABM is a 
more suitable approach. This class of problems is 
defined by Charles Macal in (North and Macal, 
2007). At the 2010 OR Simulation Workshop a 
debate was held on the relative merits of ABM and 
DES (Siebers et al., 2010). Following this debate, a 
challenge to this idea was put forward suggesting that 
in fact DES is capable of modelling most, if not all 
the problems tackled by ABM (Brailsford, 2014). 
The gap in the current research is that little 
empirical work has been done to directly compare 
DES and ABM in relation to the specific claims made 
on behalf of ABM. The aim of this research is to more 
precisely test whether it is indeed possible to model 
ABM type problems using DES. This is an important 
question since, as discussed earlier, there is a large 
installed base of DES users and it may be difficult for 
these users to adopt a completely new approach to 
simulation. It may be more efficient and effective to 
provide more capability and guidance within the 
existing DES software to allow users to tackle these 
problems. 
2  THE CASE STUDY  
In order to investigate the feasibility of implementing 
agent-based systems using discrete-event software a 
simple agent-based model “Simple Birth Rates”  
(Wilensky, 1997) was taken from the NetLogo 
software (Wilensky, 1999) library. The model 
simulates population genetics with two populations of 
red turtles and blue turtles. Each type of turtle has its 
own fertility and reproduces according to these birth 
rates. There is a limit to the population set by the 
carrying capacity of the ‘terrain’ in which they are set 
and some agents will die if this population limit is 
exceeded.  The model is used to show how 
differential birth rates can affect the ratio of red and 
blue turtles. After setup the code contains two main 
procedures for reproducing and killing turtle agents. 
The reproduce procedure interrogates each turtle 
agent and generates new turtles depending on the 
current turtle’s fertility. The kill procedure destroys 
turtles if the population has reached the carrying 
capacity as set within the model. The NetLogo model 
display is shown in figure 1. This incorporates buttons 
and sliders for setting up the simulation experiments, 
a time-based graph of turtle population and a spatial 
visual display of the turtle agents.
 
 
Figure 1: The Netlogo simulation display. 
To establish if the simple birth rates model can be 
implemented in discrete-event simulation an 
equivalent model was written using the ARENA 
discrete-event simulation software (Kelton et al., 
2014) to test the feasibility of this approach. The 
ARENA model is shown in figure 2. 
To implement the turtle model requires only a 
simple ARENA model. Blue and red turtles are 
created at the beginning of the model and then two 
sections of code implement the ‘reproduce’ and ‘kill’ 
procedures. The reproduce procedure generates new 
turtles depending on a probability held in the fertility 
variable set for red and blue turtles. The kill 
procedure destroys red and blue turtles depending on 
the capacity of the turtle population. Information on 
each turtle such as its colour is held as an attribute 
value which is a variable that is associated with each 
turtle entity. A graph was used in ARENA to show 
the change in red and blue turtle population over time 
but  no  spatial  representation of  the turtles could be 
SIMULTECH2015-5thInternationalConferenceonSimulationandModelingMethodologies,Technologiesand
Applications
126