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thesis

Player-driven economies need large populations; EVE Online works because it has them, and smaller persistent worlds stagnate. Agents calibrated to human trading behavior, and analyzed with mean-field methods for stability, can supply liquidity and price discovery without dominating. Mechanism design keeps them from front-running humans.

design sketch

Each market has a population of agent traders with budgets, risk profiles, and information limits matching human traders, operating under the same order-book rules. Their share of volume is capped and published. Designers tune agent populations to target liquidity and volatility bands.

validation experiment

Simulate a 200-player market with and without calibrated agents using logged order data from a public game economy; measure spread, depth, volatility, and human profit share. Success: tighter spreads and lower volatility with human profit share unchanged within 5 percent.

key risks

  • Players perceive bots as unfair competition.
  • Agents can be exploited for arbitrage.
  • Calibration drift as the human population changes.

falsifiable prediction

by 2029-06-30

A persistent online game will add AI traders to its player-driven market, with their behavior fitted to observed player trading.

Announced or shipped after 2026-10-24 in a persistent online game with a player-driven market; developer material states that AI market participants were trained or calibrated on player trade data. NPC vendors with fixed prices do not count.

open

relations

11 stored edges

provenance

runs in log/runs
2026-10-24
created2026-10-24-synthesissynthesis
2026-10-24
reviewed2026-10-24-review-fixesmaintenance