My issue with such simulations, and I am no expert, is that they encode a lot of unproven assumptions about the nature of money, the effect of money printing, etc. If those assumptions are wrong, then the simulations reinforce those erroneous assumptions in the minds of those who run the simulation.
I would like to have control of a currency in a popular MMORPG to run experiments.
That’s something I’m working on at the moment - which is to build a tool that models individual as agents and how a banking system actually operates.
The “variables” then arise as an emergent property naturally.
And it’s a good opportunity to play with Elm.
https://github.com/newwayland
Great to see more of these. Here are a few games/simulators I've played where you act as a central bank and try to control inflation, unemployment, and fed fund rate:
Quick plug for Miniconomy (https://www.miniconomy.com/), a lighter, more gamey game. It's quite fun, and focuses more on the microeconomic (in fact, nanoeconomic, perhaps?) mechanics of the economy; trading, shops, unit costs, game theory. Give it a shot! After its heyday, it could use some fresh blood.
I would like to have control of a currency in a popular MMORPG to run experiments.