
CommunityNews
Simulated Economy (1)
Concept Motivation Imagine an open world RPG where your actions affect the price of goods, the markets reacting to anything the player may do (burn down wheat fields, cost of food increases; kill the merchants, prices differentiate between cities; sell the many swords you’ve collected on your adventures, tank the sword market). What would it take to have such an adaptive simulated economy? You could take a very simple approach and define a rule like The cost of a good is inversely proportional to the amount of that good in the game. But this will inevitable fail to capture the complex behavior we know economies to have. In order to create the desired emergent behavior, we must think at the level of the individual. By the end of this project we’ll have markets that converge to optimal prices, multiple coupled markets, inflation, geographically distinct economies, and merchants connecting cities, all of which adapts to any possible change in the environment. This work is in part inspired by Simulating Supply and Demand and Emergent Economies for Role Playing Games, both great resources if you want to explore more.
Read in full here:
Popular General Dev topics










Other popular topics










Latest in General Dev
Latest (all)
Categories:
Popular Portals
- /elixir
- /opensuse
- /rust
- /kotlin
- /ruby
- /erlang
- /python
- /clojure
- /react
- /quarkus
- /go
- /react-native
- /vapor
- /v
- /wasm
- /django
- /security
- /nodejs
- /centos
- /rails
- /haskell
- /fable
- /gleam
- /swift
- /js
- /deno
- /tailwind
- /assemblyscript
- /laravel
- /symfony
- /phoenix
- /crystal
- /typescript
- /debian
- /adonisjs
- /julia
- /arch-linux
- /svelte
- /spring
- /c-plus-plus
- /flutter
- /preact
- /actix
- /java
- /angular
- /ocaml
- /kubuntu
- /zig
- /scala
- /zotonic
- /vim
- /rocky
- /lisp
- /html
- /keyboards
- /emacs
- /vuejs
- /nim
- /elm
- /nerves