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Builds & Guides / Re: Zerg Hex Science
« Last post by BigNoob on September 28, 2021, 05:54:54 am »Cool stuff.
I've only read your eco part, so I will only address that.
1 - Please don't follow the pretentious economics bullshit of calling your model's first order conditions "laws"
1 - Your model will be much more meaningful if you made it independent of supply count. Until you make it capable of emulating a more realistic scenario, where your already simplified parameters are spawners and spires only, all these results fail to be robust to any perturbation, because under the restrictions of your assumptions, the next move is dictated strictly by your supply number. An already more realistic case is to make your supplies worth 45 each, which introduces imperfect supply usage. How should we manage our growth policy then?
2- Your first order conditions already don't hold, because the marginal eco growth provided by both spawners and spires depend on the count of the other. You're currently treating x and y as purely exogenous variables, where in truth they're deeply endogenous; you shouldn't treat implicit variables as explicit.
3 - Ignoring (2), I really like what you did, making spawner and spires depend on the supply count, and then finding their convergence! Now that I think about it, it makes sense that the upper bound would be below 4, since at the stable what matters is the number of buildings, and the tradeoff is 1 spire vs 3.75 slowlings. I think you might have forgotten to include that each spire increases income by a flat rate of 30 (or maybe you did, and I just suck at reading).
5 - I don't know if you've taken macroeconomics yet, but it's been verified (to the extent that economics can) that economic growth is exponential (hence why macroeconomic estimates are usually presented with a log link). You could definitely try some curve fitting, but looking only at the tail values, given how quadratic and exponential functions are decent approximations of each other at small values.
8 - Income growth is quadratic and mineral bank is cubic? It doesn't make sense that your unspent resources grow faster than... your only source of income. If we focus only on the economy part of the game, then let's suppose building a spire, a spawner, and supply+ are all abstracted as buttons. Then according to that perfect machine, your eco bank should be a thresholded function of your income. Meaning that the absolute upper bound of your mineral bank is the cost of the next supply + some overflow (since spawner and spire both cost less than the lowest supply upg). Did I perchance misunderstand mineral bank for unspent resources instead of lifetime income?
I just want to reiterate that I find it hard to believe that eco isn't exponential. The game economy is best modeled as a partial differential equation of spawners and spires, (both of which are implictly defined by the order). Even if we made either spawners or spires a form of numeraire, or even the net supply formulation, your ODE's growth is strictly dictated by your current endowment. Any ODE that satisfies any form of y' = y is an exponential function.
This is a really cool thread! Does your current code roadmap allow for eventual curve fitting? I'd love to be proved wrong, cause a non-exponential economy would be really interesting to see.
I've only read your eco part, so I will only address that.
1 - Please don't follow the pretentious economics bullshit of calling your model's first order conditions "laws"
1 - Your model will be much more meaningful if you made it independent of supply count. Until you make it capable of emulating a more realistic scenario, where your already simplified parameters are spawners and spires only, all these results fail to be robust to any perturbation, because under the restrictions of your assumptions, the next move is dictated strictly by your supply number. An already more realistic case is to make your supplies worth 45 each, which introduces imperfect supply usage. How should we manage our growth policy then?
2- Your first order conditions already don't hold, because the marginal eco growth provided by both spawners and spires depend on the count of the other. You're currently treating x and y as purely exogenous variables, where in truth they're deeply endogenous; you shouldn't treat implicit variables as explicit.
3 - Ignoring (2), I really like what you did, making spawner and spires depend on the supply count, and then finding their convergence! Now that I think about it, it makes sense that the upper bound would be below 4, since at the stable what matters is the number of buildings, and the tradeoff is 1 spire vs 3.75 slowlings. I think you might have forgotten to include that each spire increases income by a flat rate of 30 (or maybe you did, and I just suck at reading).
5 - I don't know if you've taken macroeconomics yet, but it's been verified (to the extent that economics can) that economic growth is exponential (hence why macroeconomic estimates are usually presented with a log link). You could definitely try some curve fitting, but looking only at the tail values, given how quadratic and exponential functions are decent approximations of each other at small values.
8 - Income growth is quadratic and mineral bank is cubic? It doesn't make sense that your unspent resources grow faster than... your only source of income. If we focus only on the economy part of the game, then let's suppose building a spire, a spawner, and supply+ are all abstracted as buttons. Then according to that perfect machine, your eco bank should be a thresholded function of your income. Meaning that the absolute upper bound of your mineral bank is the cost of the next supply + some overflow (since spawner and spire both cost less than the lowest supply upg). Did I perchance misunderstand mineral bank for unspent resources instead of lifetime income?
I just want to reiterate that I find it hard to believe that eco isn't exponential. The game economy is best modeled as a partial differential equation of spawners and spires, (both of which are implictly defined by the order). Even if we made either spawners or spires a form of numeraire, or even the net supply formulation, your ODE's growth is strictly dictated by your current endowment. Any ODE that satisfies any form of y' = y is an exponential function.
This is a really cool thread! Does your current code roadmap allow for eventual curve fitting? I'd love to be proved wrong, cause a non-exponential economy would be really interesting to see.
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