The Library — 33 models, 9 families

Original summaries only

33 shown • placeholder fields ready for your data dump

DISTRIBUTIONS

Normal Distribution

Bell-curve averaging: many small independent effects sum to a predictable center with thin tails.

Use → Use when errors aggregate. Don't use for rich-get-richer or contagious outcomes.

Starter • Reason · Predict

DISTRIBUTIONS

Power Law / Long Tail

Rich-get-richer: a few huge winners, many tiny players. Straight line on log-log.

Use → City sizes, book sales, network degrees. Never average it like a normal.

Starter • Explain · Predict

DISTRIBUTIONS

Poisson Arrivals

Counts of rare independent events per window: calls, mutations, clicks.

Use → Staffing, queues, buffers. Don't use when events cluster or cascade.

Core • Predict · Design

LINEAR

Linear Regression

Best-fit line plus a causation audit. A big coefficient is not a big cause.

Use → Screen relationships, then hunt omitted variables and reverse causality.

Starter • Reason · Predict

NETWORKS

Schelling Segregation

Mild individual preference for similar neighbors aggregates to stark city-wide segregation.

Use → Housing, schools, platforms. Try the tolerance sandbox below.

Core • Reason · Explain · Predict

NETWORKS

Granovetter Threshold

Each person has a riot threshold; cascades depend on the distribution, not the average.

Use → Protests, adoption, bank runs. Map thresholds before messaging.

Core • Explain · Predict

NETWORKS

Network Structure & Formation

Degree, clustering, bridges and formation logic predict what flows — and what breaks.

Use → Org design, virality, resilience. Prefer bridges over hubs for novelty.

Core • Reason · Design

NETWORKS

Preferential Attachment

New links favor already-linked nodes, manufacturing power laws from pure growth.

Use → Citations, followers, city pull. Seed early visibility deliberately.

Core • Explain · Predict

DIFFUSION

SIR Contagion

Susceptible–Infected–Recovered with an R0 tipping point. Same math for flu and pop-star fever.

Use → Epidemics, memes, outages. Push R below 1 or segment the network.

Core • Predict · Act · Explore

DIFFUSION

Bass Diffusion (S-Curve)

Innovators plus imitators make the S-curve. Spend early on seeds, later on social proof.

Use → Launches, rollouts, feature adoption.

Core • Predict · Design

DIFFUSION

Percolation / Tipping Points

Sparse links suddenly gel into a giant component — bank networks and blackouts tip fast.

Use → Fragility audits, buffers, circuit breakers.

Advanced • Explain · Predict

DIFFUSION

Cellular Automata & Game of Life

Tiny local rules aggregate into gliders, blinkers and chaos. Emergence needs no boss.

Use → Prototype emergence; don't over-interpret any single run.

Core • Explore · Explain

DYNAMICS

Random Walk & Markets

Unpredictable steps accumulate; efficient markets leave mostly randomness behind.

Use → Separate skill from luck before forecasting.

Core • Reason · Predict

DYNAMICS

Markov Chain

Next state depends only on now. Run it forward to get the long-run mix.

Use → Mobility, churn, brand switching. Check memorylessness first.

Core • Predict · Explore

DYNAMICS

Polya Urn / Path Dependence

Early draws rewrite the odds — history locks in QWERTYs, VHSs and dominant cities.

Use → Audit increasing returns; intervene early or standardize late.

Advanced • Explain

DYNAMICS

Lyapunov / Equilibrium

An energy-like function proves a system settles down — and bounds how fast.

Use → Stability checks for cities, markets, queues.

Advanced • Reason

GROWTH

Exponential & Solow Growth

Compounding plus capital, labor and ideas explain why some economies stall.

Use → Growth diagnostics; ideas are the non-rival engine.

Core • Explain · Predict

GROWTH

Capital Share (Piketty-style)

When returns on capital outrun growth, wealth concentrates without any villain.

Use → Tax and redistribution design; pair with mobility data.

Advanced • Explain · Act

GAMES

Prisoner's Dilemma + Cooperation

Solo incentives wreck the group; seven routes — repeat, punish, signal, sort — rebuild it.

Use → Pricing, commons, teamwork. Change payoffs, not slogans.

Core • Reason · Design

GAMES

Colonel Blotto

Split forces across fronts with no pure best move — win by being unpredictable.

Use → Campaigns, ad budgets, competitive bids.

Advanced • Act · Design

GAMES

Coordination & Culture

Pure coordination games plus memory harden into culture as equilibrium.

Use → Norms, standards, onboarding rituals.

Core • Explain · Design

LEARNING

Replicator Dynamics (Fisher)

Winning strategies reproduce faster; adaptation speed rises with variation.

Use → Learning systems, org routines. Protect variation to adapt faster.

Advanced • Explain · Explore

LEARNING

Diversity Prediction Theorem

Crowd error equals average error minus diversity. Diverse models beat the lone genius.

Use → Ensembles, forecasting teams, model committees.

Core • Predict · Design

LEARNING

Multi-Armed Bandit

Balance pulling the best-known lever against testing new ones. Regret is the score.

Use → Trials, dosing, ad creative. Run small experiments, then exploit.

Core • Act · Explore

LEARNING

System Dynamics / Feedback Loops

Stocks, flows and reinforcing loops turn small pushes into addiction spirals or virtuous cycles.

Use → Map loops before adding pressure; find the balancing lever.

Core • Explain · Act

DECISIONS

Central Limit & Six Sigma

Sample averages settle to normal; variation reduction pays until Fisher bites back.

Use → Quality programs, polling margins, A/B sizing.

Starter • Reason

DECISIONS

Spatial Choice & Aggregation

Rational individuals aggregate into irrational crowds — location and order matter.

Use → Voting, siting, assortment. Aggregate rules, not vibes.

Advanced • Reason · Predict