The Diablo 3 Economy: An Agent Based Approach
Authored by Makram El-Shagi, Schweinitz Gregor von
Date Published: 2016
DOI: 10.1007/s10614-014-9480-5
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Mathematical description
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Abstract
Designers of MMOs such as Diablo 3 face economic problems much like
policy makers in the real world, e.g. inflation and distributional
issues. Solving economic problems through regular updates (patches)
became as important to those games as traditional gameplay issues. In
this paper we provide an agent framework inspired by the economic
features of Diablo 3 and analyze the effect of monetary policy in the
game. Our model reproduces a number of features known from the Diablo 3
economy such as a heterogeneous price development, driven almost
exclusively by goods of high quality, a highly unequal wealth
distribution and strongly decreasing economic mobility. The basic
framework presented in this paper is meant as a stepping stone to
further research, where our evidence is used to deepen our understanding
of the real-world counterparts of such problems. The advantage of our
model is that it combines simplicity that is inherent to model economies
with a similarly simple observable counterpart (namely the game
environment where real agents interact). By matching the dynamics of the
game economy we can thus easily verify that our behavioral assumptions
are good approximations to reality.
Tags
Model
Auction
Price dispersion