Managing my coding agents from within my game itself via @cursor_ai's agent sdk - instant access to backend gamestate, front end visuals, and my existing suite of runtime performance analytics.
Some queries can now just be: "this looks wrong" - quite helpful for playtesting and debugging
If you had read literally the first paragraph of the article, you would see that what the study claims is that even building high-income housing lowers prices for all. As people move into expensive homes, they vacate less expensive ones.
Just let the developers build lol and stop being illiterate
@tylercowen@tylercowen I’m not sure why you underweight the idea that they’re ours based on government response. If the current government response is convincing to you (convincing in that it maintains the secrecy of the secret weapons), then wasn’t it the best response all along?
@DavidSacks There was evidence for this back in August - https://t.co/yLcTE7AaC1 - I've been screaming into the void every time @Jason has talked about it
Simplistically, New York exports financial services and imports food and consumer goods. The rest of the economy is people within New York performing services for each other - for the financial exporters and for the other service providers. Without finance, there are no "imports".
@_arcmode@sjwhitmore all capital investment (farms, workshops, etc.), infrastructure (roads, schools, libraries, etc.), military, the bureaucracy that manages it all
@MissingAFew90@sjwhitmore The individuals just have bunch of formula that determines the quality of life they'd get from the consumption of various goods. Everything is emergent market behavior after that, and then policy emerges after that.
@ddd28162074@sjwhitmore In some sense, it's system agnostic. Your people seek to maximize their quality of life. You can impose a lot of restrictions on them, if you think it best for them. No monetary systems currently, I'm mostly trying to think about value in terms of ultimate quality of life
@ConnorColson@sjwhitmore The price of the goods then goes up or down based on amount produced vs purchased. At the start of the next economic cycle, they then choose where to work (and what to produce) based on these market prices (and subject to capacity availability and their own accumulated talents)
@ConnorColson@sjwhitmore Each simulated person in the game has some math around the quality of life they'd gain from the consumption of each available good (which are produced by the other simulated people). Based on that, they purchase a list of goods that maximizes QoL/price.