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.













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Notes
The economic complexity of MMOs and their economic implications inspired Barnett and Archambault (2010) to analyze the impact of MMOs on economic education.
In the case of Diablo 3, our main example, there even existed a real money auction house within the game.
Blizzard Entertainment (the publisher of Diablo 3) does not make actual game data available. However, ebay prices for gold as reported in 1, designer interviews and the discussions in the Diablo 3 forums reveal the key features of price movements in the game. A selection of quotes from game designers on the relevance of monetary policy, specifically targeting a recent patch, is found in Sect. 2.
The problem of inflation in online gaming has plagued virtual economies from their very beginning. This even led to the term mudflation, composed from inflation and MUD (multi user dungeon, i.e. the genre of the earliest multiplayer online roleplaying games). For a literature review see e.g. Lehdonvirta (2005).
The negative effect of the auction house on the incentives of players to actually play the game is described in a newspaper article “Why Diablo’s Auction House Went Straight to Hell”, Wired Magazine, 20. September 2013 (see http://www.wired.com/2013/09/diablo-auction-house).
The necessity of “gold sinks” is highlighted in designer quote (1) in Sect. 2.
The initial item endowment is chosen to be smaller than the expected value of newly found items, ensuring that the initial endowment is obsolete after very few rounds for all players. Therefore, adding heterogeneous starting endowment of agents does not affect results.
The Fisher price index (or Fisher’s ideal index) is the same index number that is used by the Federal reserve to compute the PCE (personal consumption expenditure) price index, i.e. the Fed’s main price index. We use the usual auction setup to calculate virtual prices in round \(k+1\) for items that were traded in round \(k\) (and vice versa). The index is normalized to 100 in period 1.
We consider the intermediate good \(\psi \) instead of final goods (items \(i\) and gold \(g\)) since this allows to reduce production to a single indicator. For any utility function, all information about expected utility is contained in the production of the intermediate good. Due to the random nature of item quality this does not hold for actual utility.
Wealth is calculated by the sum of available money, value of the jewel and estimated value of the carried item. The value of an item is estimated by REML-optimization of penalized splines (Ruppert et al. 2003). Price per quality is regressed on a constant, round and quality, using 3rd-degree polynomials, ten knots for the rounds and 15 knots for quality (knots distributed equally over quantiles). Round and quality are interacted. This semi-parametric method is chosen due to the highly complex function explaining the price, that can already be seen from Fig. 5.
In the log form growth after period 15 seems very low, but there still is a clearly significant trend.
For an overview over social mobility measures including this one see Dardanoni (1993).
In real world applications (such as the sale of licenses to use bands of radio spectrum), collusion, risk aversion, and the deterrence of bidders who expect to be outbid cause different outcomes between sealed bids and sequential bids where the bids are immediately revealed (Cramton 1998). Since none of these problems apply in our (simulated) environment, we can immediately reveal bids for computational simplicity.
While applying to a specific item, \(\bar{b}_{t,\tau ,n}\) is uniquely identified through the player, since a player is never bidding for two items at the same time. Therefore, we abstain from using an item index.
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Acknowledgments
Research of Gregor von Schweinitz was partly funded by the European Regional Development Fund through the programme “Investing in your Future”.
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Appendix: The Auction
Appendix: The Auction
1.1 Implementation
Although our model players are virtual agents themselves, they make use of bidding agents for computational reasons outlined below.
The bidding takes place in rounds, giving the players the chance to sequentially place their bids. In detail, a bidding round looks as follows. The sequence of players in a round only matters if players have identical willingness to pay and produces an outcome equivalent to truly simultaneous auctions otherwise. Since gold endowment is continuous, the probability of two players having precisely the same willingness to pay is zero.Footnote 13
At the start of each bidding round \(\tau \) of the auction, we check whether there is any player who cannot afford any item increasing his power, or for whom buying jewels only is the optimum choice given current prices. Since bids do not decline during an auction, any player meeting one of those criteria at any time in the auction, also meets those criteria for the remainder of the auction. Therefore, all those players leave the current auction permanently.
Because each player can only use one item, players who are currently highest bidders are not considered in the current round of bidding.
A player \(n\) who is willing to bid first identifies the item that yields the highest power level considering the maximum jewel level that he or she can purchase from the remaining budget. Labeling the current bid for item \(m\) in bidding round \(\tau \) with \(b_{\tau ,m}\), and \(j^*(g_{t,n}-b_{\tau ,m})\) being the maximum jewel level available for his remaining \(g_{t,n}-b_{\tau ,m}\) gold, the objective of the player \(n\) thus is:
The player can then compute a maximum bid \(\bar{b}_{t,\tau ,n}\) that does not change his original considerations, i.e. the bid for \(i^*\) where he or she can still afford \(j^*\):
This price is communicated to the auction house as this players maximum bid.Footnote 14 If the auction house receives bidding instructions for the same item by multiple players, it sets the new price to the second highest maximum bid plus one, remembers the highest bidding player and his maximum bid. All other players are informed that they have been outbid. While not affecting the outcome, the coordination by the auction house substantially reduces computational requirements since prices are not increased in small steps.
Since we find that very often the richest players compete for the best items, we start the auction in a limited setup that only includes the two richest players. When these two have reached a point where nobody is willing to place a further bid, the next player (ordered by available gold) enters the auction. Again, all players—including those who stopped bidding before—can bid until no one is willing to place another bid. This procedure is repeated until all players have entered the auction and no player is willing to place a higher bid. While yielding the same result as an auction where all players participate from the very beginning, this procedure reduces the number of bids that is necessary to reveal the second highest willingness to pay (i.e., the price) dramatically, thereby further decreasing runtime of the algorithm.
1.2 Dynamic auctions for heterogeneous goods—equalizing primal and dual solutions
Ausubel (2006) introduced this type of auction for heterogeneous and discrete goods. In short, agents report, for a given price vector, the quantities they would wish to purchase. Prices are then adjusted until final demand and supply equalize. The problem can also be expressed in a dual form. In that case, a bidder is credited units if the demand of opponents declines with rising prices, and he or she is debited units if the demand of opponents increases. Ausubel gives an example, in which the sum of credits and debits for every good equal final demand (i.e., the primal and dual solution) are the same. However, a small adjustment to his original approach has to be introduced to ensure that this is always the case in equilibrium: An initial credit or debit of every good \(m\) needs to be assigned to player \(n\), that is equal to the sum of initial demands of opponents (the total amount that can be credited to player \(n\) during the auction) minus the final quantity of that good.
As described above, both the quantity and substitutability of goods is heavily restricted in our setup. These restrictions imply, that at starting prices (\(b_{1,m}=i_m\) for every item \(m\)), players would only announce that they are interested in the item of the best quality (if they do not already possess an item of higher quality). To make sure, that the credit and debit assignments from the dual problem match the final outcome, an initial round and initial debt for every player can be added. First, every item in the auction gets an initial price \(b_{0,m}=0\). Thus, every player would be interested in every item (as these items could afterward be sold for a profit to the in-game vendor). This creates initial excess demand of \(N-1\) for every good. The dual procedure of the bidding process would assign in equilibrium a credit of \(N-1\) units of every item to every of the \(N\) players, plus an additional unit of the item the player actually purchases. Second, every player gets an initial debt, equal to \(N-2\) unit of every item (\(N-1\) units demanded by opponents and \(1\) tradable unit). With these two initial conditions, our auction is not only equivalent to the one of Ausubel (2006), but also produces matching primal and dual solutions.
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El-Shagi, M., von Schweinitz, G. The Diablo 3 Economy: An Agent Based Approach. Comput Econ 47, 193–217 (2016). https://doi.org/10.1007/s10614-014-9480-5
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DOI: https://doi.org/10.1007/s10614-014-9480-5

