The Diablo 3 Economy: An Agent Based Approach

The Diablo 3 Economy: An Agent Based Approach
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暗黑破坏神 3 经济:基于代理的方法

DOI:
10.1007/s10614-014-9480-5
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发表时间:
2014
影响因子:
2
通讯作者:
G. Schweinitz
G. Schweinitz
中科院分区:
经济学4区
文献类型:
--
作者:
Makram El‐Shagi;G. Schweinitz

文献摘要

被引文献

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《暗黑破坏神3》等mmo游戏的设计师所面临的经济问题与现实世界中的政策制定者非常相似,例如通货膨胀和分配问题。对于这些游戏来说,通过定期更新(补丁)解决经济问题变得与传统玩法问题一样重要。本文以《暗黑破坏神3》的经济特征为灵感,提出了一个代理框架,并分析了货币政策在游戏中的作用。我们的模型重现了《暗黑破坏神3》经济的许多特征,如异质性价格发展,几乎完全由高质量商品驱动,高度不平等的财富分配和经济流动性的大幅下降。本文提出的基本框架是进一步研究的垫脚石,我们的证据被用来加深我们对这些问题的现实世界对应的理解。我们的模型的优势在于,它将经济模型固有的简单性与类似的简单可观察对应物(即真实代理互动的游戏环境)相结合。通过匹配游戏经济的动态,我们可以很容易地验证我们的行为假设是否很接近现实。
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.