Re: DIS: Proto for a new economics system

2019-09-16 Thread Jason Cobb

On 9/16/19 8:19 PM, Kerim Aydin wrote:

Oops, forgot this part:  In addition to proposals and voting, we did
do blot-expunging tokens.



I was actually thinking about the exact opposite of this - gaining Coins 
in exchange for also gaining Blots, sort of a lender of last resort 
thing. I'm not going to actually propose it because there's not that 
many uses for coins right now.


--
Jason Cobb



Re: DIS: Proto for a new economics system

2019-09-16 Thread Kerim Aydin
On Mon, Sep 16, 2019 at 4:44 PM James Cook  wrote:
> What other shortages has Agora had in the past? CFJs? Voting? Tradable
> blot-expunging tokens would probably be an even worse idea than
> putting a price on voting, but oops, too late, I guess I just
> suggested that.

Oops, forgot this part:  In addition to proposals and voting, we did
do blot-expunging tokens.  It wasn't horrible, but it did tend to
gamify rules breakages a bit; e.g. there was more "I'm willing to pay
the cost of breaking this rule because I've got plenty of tokens" and
we weren't so stuffy about insisting on full criminal procedures for
blots, and in fact had a few ways to blot people as a game tactic
since the tokens were also a game tactic.  People may or may not like
that nowadays.   More recently (2017?) we tried pay-for-CFJ and didn't
like that at all - if someone raised an interesting question, people
felt it should be asked and answered without impediment.

-G.


Re: DIS: Proto for a new economics system

2019-09-16 Thread Kerim Aydin
On Mon, Sep 16, 2019 at 4:44 PM James Cook  wrote:
> Did shortages make the gameplay worse? I worry they might discourage
> new players, or encourage people to submit big proposals combining
> unrelated things. Shortages do sound fun, though.
>
> In the spirit of markets, it might be fun to limit proposals by having
> a limited number of proposal tokens sold off every quarter, like a
> reverse of the quarterly cheque buy-backs.

That was what the system was; the number of total proposal tokens in
circulation was the same as the number of players, and the only way to
get them was via monthly auctions.  The officer-in-charge could
control currency flow by choosing the # to auction, but that global
limit kept the flow low.  Later we had a deck-building game with a
finite deck, one of the "base" cards was a proposal token card, and
similarly low numbers were available for the draw.

For new players in particular (new = first 90 days or something), we
had a bonus which was "if your proposal is adopted, you get your token
back".  This actually gave new players a getting-started advantage,
because they could offer to use their token on a proposal in exchange
for some other thing, then get the token back.  You also had genuinely
worthwhile officer advantages - if you're holding an office because
you "like to play and be useful", you're probably also the type who
likes proposing things, so an extra proposal per month or whatever
actually felt like a valuable and concrete thank-you.

It didn't feel limiting in a bad way at the time (to me anyway) -
people tended to collect omnibus "bugfix" proposals that fixed lots of
little errors at once, but didn't tend to jam big concepts together
(because it wasn't worth the risk of voting down once concept because
the other one was unpopular).  I think it also made people more
patient to play with whatever the current subgame was rather than
spend a lot of time proposing changes.

I think the big problem that built up was voting tokens, not proposal
tokens.  Those weren't spent, they gave permanent voting strength
boosts to whomever held them - and people held onto them, they were
really expensive when they were auctioned, and new players were stuck
at lower voting levels indefinitely.

-G.








> What other shortages has Agora had in the past? CFJs? Voting? Tradable
> blot-expunging tokens would probably be an even worse idea than
> putting a price on voting, but oops, too late, I guess I just
> suggested that.
>
> --
> - Falsifian


Re: DIS: [proto] Markets

2019-09-16 Thread James Cook
On Mon, 16 Sep 2019 at 17:52, Jason Cobb  wrote:
> I was thinking my system could be used to implement Auctions (by opening
> a Market for each Auction and having the Rules specify what Orders the
> Auctioneer accepts - that's part of why I included a provision for Agora
> doing stuff).

I do like the idea of implementing auctions using Orders. Hopefully
the resulting rules would be shorter than having separate auction and
Order rules.

-- 
- Falsifian


Re: DIS: [proto] Markets

2019-09-16 Thread James Cook
On Mon, 16 Sep 2019 at 18:04, Kerim Aydin  wrote:
> Maybe call them all "trade orders"?  They're symmetric after all and it
> avoids people asking "sell?  what about buy?"  Or you could just call them
> "offers".

Agreed. I like "trade orders"; "offers" sounds a bit generic.

Judicial orders sound fun. Maybe I'll go look at some past rulesets some time.

-- 
- Falsifian


Re: DIS: Proto for a new economics system

2019-09-16 Thread James Cook
On Mon, 16 Sep 2019 at 16:32, Kerim Aydin  wrote:
> On 9/14/2019 9:57 AM, James Cook wrote:
> > I'm being an officer to have fun, help out the game, and earn brownie
> > points with you all. I wouldn't do it just for the Coins.
>
> Agreed, for the most part.
>
> > That being said, if we do assume Coins motivate people, I think there
> > is an argument for balancing. If officers aren't completing reports,
> > or people aren't judging CFJs on time, etc, it might be a sign that
> > the rewards aren't high enough relative to the other ways of making
> > money. So a system that automatically decreases the reward for things
> > people are already eager to do, and increases the rewards for things
> > people are not eager to do, may be desirable if we imagine Coins are
> > how people are motivated.
>
> No amount of coins will motivate anyone if there isn't an actual shortage of
> goods (to buy with coins) that people want to use coins to compete for.
>
> We've played with "true" shortages before (e.g. when pending proposals was
> so expensive that players could afford 1 per month as a baseline).  But none
> of the "recent" (back through 2016) economic systems have had true shortages
> like that because we weren't willing to have them.
>
> -G.

Did shortages make the gameplay worse? I worry they might discourage
new players, or encourage people to submit big proposals combining
unrelated things. Shortages do sound fun, though.

In the spirit of markets, it might be fun to limit proposals by having
a limited number of proposal tokens sold off every quarter, like a
reverse of the quarterly cheque buy-backs.

What other shortages has Agora had in the past? CFJs? Voting? Tradable
blot-expunging tokens would probably be an even worse idea than
putting a price on voting, but oops, too late, I guess I just
suggested that.

-- 
- Falsifian


DIS: Re: BUS: Re: OFF: [Arbitor] CFJ 3773 assigned to Murphy

2019-09-16 Thread James Cook
> You can't accurately match something that /doesn't yet exist to be
> matched against/.
>
> TRUE.

No objection to TRUE, but I don't think I understand this argument. If
the date were in the past instead of the future, could I argue that I
can't accurately match something that no longer exists to be matched
against? What differentiates past and future here?

-- 
- Falsifian


Re: DIS: [proto] Markets

2019-09-16 Thread Kerim Aydin



On 9/16/2019 10:52 AM, Jason Cobb wrote:
> That seems reasonable enough - although I'm not sure that I see why it's a
> "sell" order - you're selling what you have just as much as you're buying
> what someone else has.

Maybe call them all "trade orders"?  They're symmetric after all and it
avoids people asking "sell?  what about buy?"  Or you could just call them
"offers".

off-topic historical ramble:

For the first year or two I played, "orders" were used in the legal context
of commands given to people to do things:  e.g. a "judicial order" to apply
a punishment, etc.  There were complicated rules for executing orders,
staying orders, vacating orders, etc.  Technically, any time a Proposal
set a quantity, it was a "legislative order".  Due to huge amounts of
confusion at the time, even to this day, whenever I'm talking about the
order things happen in ("these events happen in order"), I flinch from the
term "order" and tend to use "sequence" instead.

-G.



Re: DIS: [proto] Markets

2019-09-16 Thread Jason Cobb

On 9/15/19 10:52 PM, James Cook wrote:

It seems a bit complicated, maybe because you've tried to make it very
general.


You're right, it is a bit complicated.



Do you have any applications in mind other than selling
cheques?


First was the Supermarket - which was just a rules-defined Market with 
all the defaults. But, as you point out, that role is already filled by 
pledges/contracts.


I was also considering something with permitting free trade of zombies - 
a Rule could require a fee to submit an Order, then in exchange permit 
flipping the Master of that zombie, but that's not fully fleshed out 
(pun not intended).




If not I'd rather start with something simpler, e.g:

---
Any player CAN create or destroy a sell order by announcement,
specifying a set of assets to sell (the lot) and a price. When a sell
order has existed for seven or more days, it is destroyed.

Whenever a sell order exists, any entity (the buyer) CAN match that
sell order by paying the price to the seller. When e does so:
* the sell order is destroyed, and
* if the creater of the sell order CAN transfer the lot to the buyer, e
   immediately does so; otherwise e SHALL do so in a timely fashion.
--


That seems reasonable enough - although I'm not sure that I see why it's 
a "sell" order - you're selling what you have just as much as you're 
buying what someone else has.




Two more notes:

* Players can already trade with other players, using pledges,
contracts, auctions, or just trust. So we may not want to add rules
like these until we need a market with non-player entities (like my
cheque market).

* My rule text has a bit of overlap with the end-of-auction rules;
maybe they could be combined somehow.


I was thinking my system could be used to implement Auctions (by opening 
a Market for each Auction and having the Rules specify what Orders the 
Auctioneer accepts - that's part of why I included a provision for Agora 
doing stuff).





-- - Falsifian



--
Jason Cobb



Re: DIS: Proto for a new economics system

2019-09-16 Thread Kerim Aydin



On 9/14/2019 9:57 AM, James Cook wrote:

I'm being an officer to have fun, help out the game, and earn brownie
points with you all. I wouldn't do it just for the Coins.


Agreed, for the most part.


That being said, if we do assume Coins motivate people, I think there
is an argument for balancing. If officers aren't completing reports,
or people aren't judging CFJs on time, etc, it might be a sign that
the rewards aren't high enough relative to the other ways of making
money. So a system that automatically decreases the reward for things
people are already eager to do, and increases the rewards for things
people are not eager to do, may be desirable if we imagine Coins are
how people are motivated.


No amount of coins will motivate anyone if there isn't an actual shortage of
goods (to buy with coins) that people want to use coins to compete for.

We've played with "true" shortages before (e.g. when pending proposals was
so expensive that players could afford 1 per month as a baseline).  But none
of the "recent" (back through 2016) economic systems have had true shortages
like that because we weren't willing to have them.

-G.