I like this, but this still has the possibility for having to pay dividends to 
Agora. It does not specify that turning the Crank decreases Cranks Needed. It 
also doesn’t cap the number of holdings a stock can have.
----
Publius Scribonius Scholasticus
p.scribonius.scholasti...@gmail.com



> On Jun 24, 2017, at 1:17 PM, omd <c.ome...@gmail.com> wrote:
> 
> Proto: Buy low, sell high (AI=2)
> 
> Create a Power-1 Rule titled "Stocks":
> 
>      The following Stocks exist:
> 
>      Abbr.  Name
>      -----  ----
>      CFJ    Collaborative Finance Journal
>      PDF    Power Dance & Fitness
>      PGP    Pineapple Growers' Partnership
>      RR     Renascent Ribbons
>      WGS    Wright Goods & Services
> 
> Create a Power-1 Rule titled "Properties of Stocks":
> 
>      For each Stock, Holdings of that Stock is a player switch whose
>      value is a nonnegative integer, default 0.
> 
>      Intrinsic Value is a Stock switch whose value is a nonnegative
>      integer, default 1.
> 
>      Market Value is a Stock switch whose value is a nonnegative
>      multiple of 0.2, default 1.
> 
>      The Brokor is an office; its holder tracks all switches defined
>      in this rule.
> 
> Create a Power-1 Rule titled "Buying and Selling":
> 
>      A player CAN Buy a specified Stock by announcement: the Stock's
>      Market Value is increased by 0.2, e pays Agora the new Market
>      Value in shinies, rounded down, and eir Holdings of that Stock
>      increase by 1.
> 
>      A player CAN Sell a specified Stock by announcement: the Stock's
>      Market Value is decreased by 0.2, Agora pays em the *previous*
>      Market Value in shinies, rounded down, and eir Holdings of that
>      stock decrease by 1.
> 
>      The above notwithstanding, a player CANNOT Buy or Sell if one of
>      the component actions would fail (including Selling with 0
>      Holdings).
> 
> 
> Create a Power-1 Rule titled "Turning the Crank":
> 
>      Turning the Crank (which SHOULD be performed weekly, see below)
>      causes each Stock's Intrinsic Value to change according to a
>      Random Decision as follows:
> 
>      Chance  Result
>      ------  ------
>         35%  Move by 2 in the direction of Market Value.
>         30%  Move by 4 in the direction of Market Value.
>         30%  Move by 2 in the opposite direction of Market Value.
>          5%  Reduce by 50%, rounding up.
> 
>      (Moving by X in the direction of Market Value means increasing
>      by X if less than it, or decreasing by X if more than it, even
>      if the result overshoots; vice versa for moving in the opposite
>      direction.)
> 
>      Furthermore, it increases each player's Balance by the sum of,
>      for each Stock, eir Holdings of that Stock times its Weekly
>      Dividend, rounded up after the final sum.  A Stock's Weekly
>      Dividend is equal to half its Intrinsic Value.
> 
>      Cranks Needed is an integer Agora switch, tracked by the Brokor,
>      initially 0.  At the beginning of every week, Cranks Needed goes
>      up by 1, to a maximum of 3.  When Cranks Needed is greater than
>      0, the Brokor CAN Turn the Crank by announcement.  In a given
>      Agoran Week, the Broker SHALL Turn the Crank until Cranks Needed
>      is 0.
> 
> 
> Create a Power-2 Rule titled "Random Decisions":
> 
>      The rules may define a process initiated by announcement to
>      include a Random Decision, specifying a range of possible
>      results and associated probabilities.  This means that the
>      person CAN select any of the possible results by announcement in
>      the same message as initiating the process, and CANNOT initiate
>      the process without doing so.  Furthermore, e SHALL make the
>      selection randomly, following the associated probabilities and
>      independently from any other random decisions, using a method
>      that allows any other player to reasonably verify e has done so
>      correctly (e.g. dice server).

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