Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Monday, October 12, 2009

Economic Governance

Institutions are sets of rules that govern human interaction. The main purpose of many institutions
is to facilitate production and exchange. Examples of institutions that affect human prosperity
by enabling production and exchange include laws, business organizations and political
government. Economic governance research seeks to understand the nature of such institutions
in light of the underlying economic problems they handle.

One important class of institutions is the legal rules and enforcement mechanisms that protect
property rights and enable the trade of property, that is, the rules of the market. Another class of
institutions supports production and exchange outside markets. For example, many transactions
take place inside business firms. Likewise, governments frequently play a major role in funding
pure public goods, such as national defense and maintenance of public spaces. Key questions
are therefore: which mode of governance is best suited for what type of transaction, and to what
extent can the modes of governance that we observe be explained by their relative efficiency?

This year’s prize is awarded to two scholars who have made major contributions to our understanding
of economic governance, Elinor Ostrom and Oliver Williamson.

More...

NB: this post does not imply that I subscribe to the notion of "pure public goods" :)

Tuesday, July 8, 2008

A Formal Language for Analyzing Contracts

A Formal Language for Analyzing Contracts
The author presents a mini-language for professionals and researchers interested in drafting and analyzing contracts. It is intended for computers to read, too. The main purpose of this language is to, as unambiguously and completely and succinctly as possible, specify common contracts or contractual terms. These include financial contracts, liens and other kinds of security, transfer of ownership, performance of online services, and supply chain workflow.

Tuesday, October 9, 2007

Ideas

Goals
A truly strategic online multiplayer game

Means
Actively prosecute micromanagement
Provide advisors to implement strategic decisions, even in absence of the player
Protect playability by using reputation

Canvas
Supply chains of enormous complexity (orders of magnitude more complex than Settlers TM)

Tutorial
Players start as hired work force for other players/bots

Gameplay
Players engage in contracts with each other
There is always a risk of your partner failing - use insurance, redundancy, and reputation

Side effects
Social networking

References
Settlers
SimCity
x-battle
* Tycoon

Challenges
Language for contracts
Language for strategic plans

Miscellaneous
Transport topology - relevant or not? A spectrum from vital to relevant to cosmetic to non-existant.
Ownership of land lots. Parceling?
And other real estate.
Roads and tolls. Ports and airports. Railroads and stations.
Factories.
Carriers.
Financial: loans, deposits, transfers. Stocks? Derivatives?
Legal: contracts and lawsuits. Bankruptcy.
Insurance.
Market. Sales. Advertising. Media.
Warehouses.
Retailers.
Residentials. Rent.
Packaging.
Energy.
Communications.
Business processes as property.
Research.

Strategic map - towns (municipalities) as points with attached ports, industries, and population. Connected by roads, railroads, water and air transport.
Town map - grid (or polygonal map?) of land lots.

Industries
Aerospace, food, agri, auto, chem, energy, electronics, machinery, medicinal, metal, entertainment, textile, wood&paper

Pilot Scope
Only strategic map.
Simplified economy (only parts of raw resources and industries, some transportation - roads and water, maybe energy, no sales, no financials, no legal, no insurance). Basically Middle Ages, or even antiquity - except for workforce.
No military conflict.
A game is a set of towns, plus a connectivity matrix or two (roads/water).
Each town contains population, industries, materials; and has attached raw resources availability (lumbering/farming/fishing/mining for several minerals).
Towns/neighborhoods have limited capacity for industries, so that supply chains are forced to distribute across towns.

Maybe: using vector maps to bridge the gap between strategic/town maps - there are just various LODs.
Still need some atomic map unit for purposes of logistics (site?).
Maybe: each facility' design has some polygonal footprint plus rules for internal logistics. These footprints can be freely rotated, and can have requirements on their placement (water, resources, etc.).
Research GIS systems.

3D -> features (peak/pit/pass/ridge/valley) -> drainage network -> resource distribution

http://www.carto.net/papers/svg/samples
http://www.carto.net/papers/svg/mapbrowser/index.svgz