Infrastructure Agent Outlines

Below is the beginning of an outline of infrastructure agent behavior in Blackwood.

Note: The infrastructure agents in Dollar Bay are
Infrastructure Agent(#988) has 10 kids.
Casino Host(#269) Vending Rep(#308) Warehouse Manager(#875) Warehouse Advertiser(#861) Direct Ad Agent(#812) Direct Delivery Person(#809) Chamber of Commerce Director(#762) Dealer(#331) Casino Juggler(#650) vendingrep(#5726)

Shopper agent

Guy Hokanson
ghokanso@badlands.NoDak.edu

A shopper is either dispatched by the simulation at the beginning of the virtual week, or is dispatched by another shopper finishing a shopping trip

  • randomly choose a consumer
  • randomly choose an item from shopping list
  • select most attractive store
  • move to the store
  • identify the employee agent
  • request the item from the employee agent
  • if the employee produces a product, then decide whether to buy it
  • if the employee does not produce a product, or if the decision is NOT to buy, then move to the next store or give up
  • return "home" and dispatch the next shopper

    Employee agent

    James Peterson
    jampeter@plains.NoDak.edu

    Employees have ranges of abilities and behaviors, and hence a range of wages. There is a "pool" of employees that players can select from.

    Banker agent

    Chad Eddy
    ceddy@prairie.nodak.edu

    There should be a set of bankers in town. They should specialize to a degree: big loans, small loans, with differing criteria for credit and collateral

    Teamster agent

    Nathan Green
    ngreen@plains.nodak.edu

    There should be a variable number of Teamsters in town, and they should have different equipment and different capabilities. Some will venture out to distant destinations, some only work in town. Wagon capacity should be factored in to their scheduling.

    Newspaper agent

    Leah Tilly
    tilly@plains.nodak.edu

    The Newspaper agent should create a newspaper, or a set of newspapers every week. In this era, newspapers were numerous and competed, sometimes savagely, against each other. Newspapers were the principal means for transmitting information in this era, and they would include news stories, advertising (often on the front page), announcements, and even fiction and poetry. Newspapers were often politically aligned too.

    In Blackwood, the newpaper should be weekly, and should be "delivered" or made available to every player once a week. Rather then actually deliver a newspaper object to each player, though, the newspaper should be a single object with a verb that allows players to "read" it

    Travelling Salesman agent

    Derrick Olson
    derolson@badlands.NoDak.edu

    Travelling salesmen should visit players and attempt to sell them products. These should be products not otherwise available through the supplier agent. There should be a range of these agents, each selling different types of product. For example, a fur trapper, or a medicine salesman. There is a similar set of agents in Dollar Bay, in particular the fortune machine salesman and the art salesman.

    Products that players buy from travelling salesman should be products that the players can in turn sell to others (this is different than the Dollar Bay model).

    See the Fortune Machine Salesman and the Art Salesman #400

    Saloon Master agent

    Kristopher Setnes
    setnes@badlands.nodak.edu

    Should borrow from the #331 (Dealer), #650 (Casino Juggler), #269 (Casino Host), #233 (Dollar Bay Casino), #165 (Street Juggler)

    Shopkeeper agent

    Christine Adams
    chradams@plains.nodak.edu

    The shopkeepers should attend to the daily business of running a business. They should order products, set and reset prices, and so forth.

    The objects to reference is #360 (Store Agent) in the Retailing game. There are a range of verbs implemented with names like: :play_game, :play_ordering, :play_advertising, :play_borrowing, etc.

    In the retailing game there are 7 personalities named for 7 dwarfs. In Blackwood, each agent should have property to define what kind of merchant they are, and thereby define what sort of products they can buy and sell.

    The Simulation