Re: DIS: Competitive payments

2011-06-05 Thread Kerim Aydin


On Sun, 5 Jun 2011, Elliott Hird wrote:
 On 5 June 2011 02:08,  com...@gmail.com wrote:
  Incidentally, apathy is the only thing turning the points+promises economy 
  from a combination of well-tested and innovative gameplay into degeneracy.  
  Do we really have to toss it out already?
 
 We are the game's worst enemy.

Rule 1:  A battle plan never survives contact with the enemy.
Rule 2:  We're our own worst enemy.

From this I deduce:  never introduce a new idea bit-by-bit so it can be
corrupted before it's in place; introduce it all at once so that it can
fail spectacularly.




Re: DIS: Competitive payments

2011-06-05 Thread Kerim Aydin


On Sat, 4 Jun 2011, Pavitra wrote:
 On 06/04/2011 09:06 PM, ais523 wrote:
  On Sat, 2011-06-04 at 21:03 -0500, Pavitra wrote:
   What was it about the AAA specifically that made it successful? Was it
   that it was run in the private sector and so mostly insulated from the
   rest of the ruleset? Was it that it had several types of assets that
   interacted with each other nontrivially? Was it that the rules were
   relatively stable over a long enough time for players to usefully engage
   in long-term strategy?
  
  I don't know. On paper, it really shouldn't have been as successful as
  it was; it was a relatively simple mechanic that could be analysed
  mathematically quite easily, it was rather grindy, it wasn't all that
  interesting in its own right. Capturing what makes something like that
  take hold seems to be the core issue with BlogNomic, which lives for
  that sort of minigame. In Agora, it's not so much of an issue as
  something like that that's successful can drive play for months, but
  obivously you need something like that to start with.
 
 Is it possible that 'grindy' is a virtue here? Maybe we need light, goofy
 condiments on a solid, grindy base.

IMO, it was successful solely because enough people were involved with
its beginning that they weren't apathetic in the first few rounds.  I
don't think the mechanism mattered one bit (other than it not being 
completely broken and unworkable).  Isolation helped:  many completely 
isolated contests (only tie to Agora = champion at end) are successful.  
Mafia, AAA, the Puzzle one, BF Golf  Joust, Ace of Spades, etc.  The ones 
that are difficult to get working are the ones that try to tie strongly 
to voting, proposing.  (Mind you the Grand Poobah and the List of 
Succession weren't too bad).

I don't think grindy is a virtue at all in these (AAA is the only one
of the above contests I avoided and despised) but that's just me.

Of course, all of the above were working against the background of a
stable-ish economic system (Notes, and previously Stems).

-G.





Re: DIS: Competitive payments

2011-06-05 Thread Pavitra

On 06/05/2011 02:28 AM, Kerim Aydin wrote:

On Sun, 5 Jun 2011, Elliott Hird wrote:

On 5 June 2011 02:08,com...@gmail.com  wrote:

Incidentally, apathy is the only thing turning the
points+promises economy from a combination of well-tested and
innovative gameplay into degeneracy.  Do we really have to toss
it out already?


We are the game's worst enemy.


Rule 1:  A battle plan never survives contact with the enemy.

 Rule 2:  We're our own worst enemy.


From this I deduce:  never introduce a new idea bit-by-bit so it can
be corrupted before it's in place; introduce it all at once so that
it can fail spectacularly.


Rule 1 doesn't mean you lose when you meet the enemy, it means you have 
to replan. I think a better conclusion would be to make things up as you 
go, rather than planning ahead.


Re: DIS: Competitive payments

2011-06-04 Thread Kerim Aydin


On Sat, 4 Jun 2011, Benjamin Caplan wrote:
 On Fri, 2011-06-03 at 22:10 -0700, Sean Hunt wrote:
  On 06/03/11 22:01, Benjamin Caplan wrote:
   Is it infinitely divisible? If not, how many units are there? Is the
   total quantity fixed, or is the ratio of coins to players fixed? If the
   latter, what happens if someone deregisters with fewer than N coins?
  
  
  Not infinitely divisible; not sure about quantity of coins. Not yet sure 
  how to handle players coming in and out - thoughts?
 
 Two thoughts occur to me: the size of the economy could simply not scale
 with the number of players; or coins could have 'backers' and only be
 worth something if the backer is a player. (Maybe the Speaker's coins
 could be worth double, or something.)

Rule 1946/9 (Power=1)
Distribution of Voting Entitlements

   (a) The Ideal Voting Entitlement Circulation Level (IVECL) is
   equal to the number of registered Players multiplied by the
   Voting Entitlements per Player as set in the Assessor's
   Budget.

   (b) The Actual Voting Entitlement Circulation Level (AVECL) is
   the total number of Voting Entitlements owned by entities
   other than the Bank, augmented by the total number of Voting
   Entitlements owned by the Bank which either:
   (1) are already being Auctioned by the Bank in prior Voting
   Entitlement Auctions that have not yet concluded; or
   (2) have been auctioned in prior Voting Entitlement Auctions
   that have concluded, but where the debts arising from
   Winning Bids have neither been paid nor defaulted upon;
   or
   (3) have been Auctioned in prior Voting Entitlement Auctions
   that have concluded, and the debts arising from the
   Winning Bids have been paid, but the Voting Entitlements
   have not been transferred to the Winning Bidders.

   (c) The Voting Entitlement Surplus is the difference between the
   IVECL and the AVECL; if the AVECL is greater than the IVECL,
   the Voting Entitlement Surplus is zero.

   (d) If the Voting Entitlement Surplus is positive at the
   beginning of the month, the Assessor shall as soon as
   possible auction off the surplus Voting Entitlements. The
   items to be auctioned are lots of 0.1 VEs; the number of
   items is equal to the Voting Entitlement Surplus multiplied
   by 10, rounded down to the nearest integer.  The Auctioneer
   shall be the Assessor, and the Auction shall be conducted in
   Stems.




Re: DIS: Competitive payments

2011-06-04 Thread Pavitra

On 06/04/2011 03:34 AM, Kerim Aydin wrote:

Rule 1946/9 (Power=1)
Distribution of Voting Entitlements


That strikes me as the type of usually-close-enough approach that tends 
to work best in practice, but I still feel like we can do better than that.


(On the other hand, I seem to remember that the People's Bank of Agora 
failed spectacularly, so perhaps a bit of fuzz is a good thing.)


Re: DIS: Competitive payments

2011-06-04 Thread Elliott Hird
On 4 June 2011 18:07, Pavitra celestialcognit...@gmail.com wrote:
 (On the other hand, I seem to remember that the People's Bank of Agora
 failed spectacularly, so perhaps a bit of fuzz is a good thing.)

Only because the economy as a whole collapsed due to apathy. The PBA
had bugs, mostly in its recordkeeper, but it was sound in the context
of an active game.


Re: DIS: Competitive payments

2011-06-04 Thread comexk
Incidentally, apathy is the only thing turning the points+promises economy from 
a combination of well-tested and innovative gameplay into degeneracy.  Do we 
really have to toss it out already?

Sent from my iPhone

On Jun 4, 2011, at 8:58 PM, Elliott Hird penguinoftheg...@googlemail.com 
wrote:

 On 4 June 2011 18:07, Pavitra celestialcognit...@gmail.com wrote:
 (On the other hand, I seem to remember that the People's Bank of Agora
 failed spectacularly, so perhaps a bit of fuzz is a good thing.)
 
 Only because the economy as a whole collapsed due to apathy. The PBA
 had bugs, mostly in its recordkeeper, but it was sound in the context
 of an active game.


Re: DIS: Competitive payments

2011-06-04 Thread Elliott Hird
On 5 June 2011 02:08,  com...@gmail.com wrote:
 Incidentally, apathy is the only thing turning the points+promises economy 
 from a combination of well-tested and innovative gameplay into degeneracy.  
 Do we really have to toss it out already?

We are the game's worst enemy.


Re: DIS: Competitive payments

2011-06-04 Thread Pavitra

On 06/04/2011 08:08 PM, com...@gmail.com wrote:

Incidentally, apathy is the only thing turning the points+promises
economy from a combination of well-tested and innovative gameplay
into degeneracy.  Do we really have to toss it out already?


Apathy is a specific problem, and we should look for a specific 
solution. Replacing the rules with completely different ones might or 
might not be the best approach; novelty is certainly a plausible 
candidate. What do you suggest?


Re: DIS: Competitive payments

2011-06-04 Thread ais523
On Sat, 2011-06-04 at 20:51 -0500, Pavitra wrote:
 On 06/04/2011 08:08 PM, com...@gmail.com wrote:
  Incidentally, apathy is the only thing turning the points+promises
  economy from a combination of well-tested and innovative gameplay
  into degeneracy.  Do we really have to toss it out already?
 
 Apathy is a specific problem, and we should look for a specific 
 solution. Replacing the rules with completely different ones might or 
 might not be the best approach; novelty is certainly a plausible 
 candidate. What do you suggest?

We really need an AAA replacement. I think that contest was effectively
single-handedly driving the game for months, if not years; towards the
end, it was economic suicide not to be involved in it.

-- 
ais523



Re: DIS: Competitive payments

2011-06-04 Thread Pavitra

On 06/04/2011 08:55 PM, ais523 wrote:

On Sat, 2011-06-04 at 20:51 -0500, Pavitra wrote:

On 06/04/2011 08:08 PM, com...@gmail.com wrote:

Incidentally, apathy is the only thing turning the points+promises
economy from a combination of well-tested and innovative gameplay
into degeneracy.  Do we really have to toss it out already?


Apathy is a specific problem, and we should look for a specific
solution. Replacing the rules with completely different ones might or
might not be the best approach; novelty is certainly a plausible
candidate. What do you suggest?


We really need an AAA replacement. I think that contest was effectively
single-handedly driving the game for months, if not years; towards the
end, it was economic suicide not to be involved in it.


What was it about the AAA specifically that made it successful? Was it 
that it was run in the private sector and so mostly insulated from the 
rest of the ruleset? Was it that it had several types of assets that 
interacted with each other nontrivially? Was it that the rules were 
relatively stable over a long enough time for players to usefully engage 
in long-term strategy?


Re: DIS: Competitive payments

2011-06-04 Thread ais523
On Sat, 2011-06-04 at 21:03 -0500, Pavitra wrote:
 What was it about the AAA specifically that made it successful? Was it 
 that it was run in the private sector and so mostly insulated from the 
 rest of the ruleset? Was it that it had several types of assets that 
 interacted with each other nontrivially? Was it that the rules were 
 relatively stable over a long enough time for players to usefully engage 
 in long-term strategy?

I don't know. On paper, it really shouldn't have been as successful as
it was; it was a relatively simple mechanic that could be analysed
mathematically quite easily, it was rather grindy, it wasn't all that
interesting in its own right. Capturing what makes something like that
take hold seems to be the core issue with BlogNomic, which lives for
that sort of minigame. In Agora, it's not so much of an issue as
something like that that's successful can drive play for months, but
obivously you need something like that to start with.

-- 
ais523



Re: DIS: Competitive payments

2011-06-04 Thread Pavitra

On 06/04/2011 09:06 PM, ais523 wrote:

On Sat, 2011-06-04 at 21:03 -0500, Pavitra wrote:

What was it about the AAA specifically that made it successful? Was it
that it was run in the private sector and so mostly insulated from the
rest of the ruleset? Was it that it had several types of assets that
interacted with each other nontrivially? Was it that the rules were
relatively stable over a long enough time for players to usefully engage
in long-term strategy?


I don't know. On paper, it really shouldn't have been as successful as
it was; it was a relatively simple mechanic that could be analysed
mathematically quite easily, it was rather grindy, it wasn't all that
interesting in its own right. Capturing what makes something like that
take hold seems to be the core issue with BlogNomic, which lives for
that sort of minigame. In Agora, it's not so much of an issue as
something like that that's successful can drive play for months, but
obivously you need something like that to start with.


Is it possible that 'grindy' is a virtue here? Maybe we need light, 
goofy condiments on a solid, grindy base.


Re: DIS: Competitive payments

2011-06-04 Thread Elliott Hird
On 5 June 2011 03:10, Pavitra celestialcognit...@gmail.com wrote:
 Is it possible that 'grindy' is a virtue here? Maybe we need light, goofy
 condiments on a solid, grindy base.

FWIW, I never played the AAA because it looked intensely boring to memorise.

When comex wrote a perfect-play algorithm for Bayes in about forty
lines of Python, well, that just sealed the deal.

But it sure was successful. Maybe because it was an excuse to send Agora mail?


Re: DIS: Competitive payments

2011-06-04 Thread Sean Hunt

On 11-06-04 07:19 PM, Elliott Hird wrote:

On 5 June 2011 03:10, Pavitracelestialcognit...@gmail.com  wrote:

Is it possible that 'grindy' is a virtue here? Maybe we need light, goofy
condiments on a solid, grindy base.


FWIW, I never played the AAA because it looked intensely boring to memorise.

When comex wrote a perfect-play algorithm for Bayes in about forty
lines of Python, well, that just sealed the deal.

But it sure was successful. Maybe because it was an excuse to send Agora mail?


I think it was because it was highly interactive. Every significant 
change to the gamestate mattered in AAA.


-scshunt


Re: DIS: Competitive payments

2011-06-04 Thread Sean Hunt

On 11-06-04 07:19 PM, Elliott Hird wrote:

On 5 June 2011 03:10, Pavitracelestialcognit...@gmail.com  wrote:

Is it possible that 'grindy' is a virtue here? Maybe we need light, goofy
condiments on a solid, grindy base.


FWIW, I never played the AAA because it looked intensely boring to memorise.

When comex wrote a perfect-play algorithm for Bayes in about forty
lines of Python, well, that just sealed the deal.

But it sure was successful. Maybe because it was an excuse to send Agora mail?


I think it was because it was highly interactive. Every significant 
change to the gamestate mattered in AAA, not just ones made by any given 
player..


-scshunt


DIS: Competitive payments

2011-06-03 Thread Sean Hunt
I kind of want to experiment with a zero-sum currency. Some actions, 
such as raising the AI for a proposal, would be paid to the person 
maligned (the author of the proposal). Other actions would be paid into 
some system of roughly equally distributing officer salaries.


Thoughts?

-scshunt


Re: DIS: Competitive payments

2011-06-03 Thread Benjamin Caplan
On Fri, 2011-06-03 at 21:37 -0700, Sean Hunt wrote:
 I kind of want to experiment with a zero-sum currency. Some actions, 
 such as raising the AI for a proposal, would be paid to the person 
 maligned (the author of the proposal). Other actions would be paid into 
 some system of roughly equally distributing officer salaries.
 
 Thoughts?
 
 -scshunt

Is it infinitely divisible? If not, how many units are there? Is the
total quantity fixed, or is the ratio of coins to players fixed? If the
latter, what happens if someone deregisters with fewer than N coins?



Re: DIS: Competitive payments

2011-06-03 Thread Sean Hunt

On 06/03/11 22:01, Benjamin Caplan wrote:

Is it infinitely divisible? If not, how many units are there? Is the
total quantity fixed, or is the ratio of coins to players fixed? If the
latter, what happens if someone deregisters with fewer than N coins?



Not infinitely divisible; not sure about quantity of coins. Not yet sure 
how to handle players coming in and out - thoughts?


Re: DIS: Competitive payments

2011-06-03 Thread omd
On Sat, Jun 4, 2011 at 12:37 AM, Sean Hunt scsh...@csclub.uwaterloo.ca wrote:
 I kind of want to experiment with a zero-sum currency. Some actions, such as
 raising the AI for a proposal, would be paid to the person maligned (the
 author of the proposal). Other actions would be paid into some system of
 roughly equally distributing officer salaries.

 Thoughts?

Vote Points?


Re: DIS: Competitive payments

2011-06-03 Thread Elliott Hird
On 4 June 2011 06:10, Sean Hunt scsh...@csclub.uwaterloo.ca wrote:
 Not infinitely divisible; not sure about quantity of coins. Not yet sure how
 to handle players coming in and out - thoughts?

Aww; infinitely divisible sounds fun.

Wrt players registering, you could just rob everyone else, and
similarly redistribute everyone's assets on deregistration.

(Perhaps the Lost and Found Dept. could come in handy?)


Re: DIS: Competitive payments

2011-06-03 Thread Tanner Swett
On Sat, Jun 4, 2011 at 1:01 AM, Benjamin Caplan
celestialcognit...@gmail.com wrote:
 Is it infinitely divisible? If not, how many units are there? Is the
 total quantity fixed, or is the ratio of coins to players fixed? If the
 latter, what happens if someone deregisters with fewer than N coins?

There are 21 million units, and they're divisible up to eight decimal
places. The total quantity cannot increase; new players must get their
currency from old players. When people deregister without giving their
coins away, those coins cease to exist.

Obviously.

—Tanner L. Swett


Re: DIS: Competitive payments

2011-06-03 Thread Benjamin Caplan
On Fri, 2011-06-03 at 22:10 -0700, Sean Hunt wrote:
 On 06/03/11 22:01, Benjamin Caplan wrote:
  Is it infinitely divisible? If not, how many units are there? Is the
  total quantity fixed, or is the ratio of coins to players fixed? If the
  latter, what happens if someone deregisters with fewer than N coins?
 
 
 Not infinitely divisible; not sure about quantity of coins. Not yet sure 
 how to handle players coming in and out - thoughts?

Two thoughts occur to me: the size of the economy could simply not scale
with the number of players; or coins could have 'backers' and only be
worth something if the backer is a player. (Maybe the Speaker's coins
could be worth double, or something.)

The first option is probably mostly okay considering how little the
playerbase size tends to change over time, but on the other hand there
are few enough players that even two or three people joining or leaving
could have a noticeable effect on the economy. On the gripping hand, it
wouldn't be devastating, and there's likely to be much larger sources of
noise than that in any economy tied to a nomic.

The second option would probably be more work than it's worth for the
recordkeepor.



Re: DIS: Competitive payments

2011-06-03 Thread Sean Hunt

On 06/03/11 22:26, Benjamin Caplan wrote:

The second option would probably be more work than it's worth for the
recordkeepor.



And has an unfortunate effect if all of Wooble's coins are owned by others.

-scshunt


Re: BUS: Re: DIS: Competitive payments

2011-06-03 Thread omd
On Sat, Jun 4, 2011 at 1:28 AM, Elliott Hird
penguinoftheg...@googlemail.com wrote:
 As another take, the number of coins could be directly tied to the
 number of players; if a player leaves, all their coins are destroyed,
 and then N coins or the total amount of coins in everything's
 possession are destroyed so that the level is what it was before, and
 when a player joins, all the new coins go to them.

I object.