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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


Not an MMO but Yanis Varoufakis (former Greek Finance Ministry) did this for Valve a few years ago : https://www.businessinsider.com/yanis-varoufakis-valve-game-...


Ever studied how economies have behaved in real MMOs?


heard about EVE online? Not sure about currency itself but markets are really players driven




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