Infrastructure AgentsThe following is an outline of infrastructure agents and their behavior in Blackwood. Some of these were implemented, some partly so, some not at all.
Shopper agent ($g.shopper #1208)These are 504 shoppers implemented and currently running in BlackwoodA shopper is either dispatched by the simulation at the beginning of the virtual week, or is dispatched by another shopper finishing a shopping trip
Teamster agent ($g.teamster #294)There are 3 teamster agents implemented and running in Blackwood.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 ($g.gen_news_agent #2832)The newspaper agent is partially implemented.The Newspaper agent should create a newspaper, or a set of newspapers every week. In this era, newspapers were numerous and competed, sometimes savagely, against each other. Newspapers were the principal means for transmitting information in this era, and they would include news stories, advertising (often on the front page), announcements, and even fiction and poetry. Newspapers were often politically aligned too. In Blackwood, the newpaper should be weekly, and should be "delivered" or made available to every player once a week. Rather then actually deliver a newspaper object to each player, though, the newspaper should be a single object with a verb that allows players to "read" it
Employee agent ($g.employee #1437)Generic employee object exists, but not currently operational.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 agentNothing has been created or implemented for this agent.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
Travelling Salesman agent($g.generic_salesman #539)There are 4 salesman agents, one of which has several verbs defined, but they are not currently operating.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).
Saloon Master Agent (Generic Saloon Keeper #1412)Nothing currently implemented.Implementation of a saloon in Blackwood could borrow from these Dollar Bay agents: #331 (Dealer), #650 (Casino Juggler), #269 (Casino Host), #233 (Dollar Bay Casino), #165 (Street Juggler)
Shopkeeper Agent (Shop keeper #1294)Nothing currently implemented.The shopkeepers should attend to the daily business of running a business. They should order products, set and reset prices, and so forth. There are objects similar to this in Dollar Bay. They are implemented with a range of verbs with names like: :play_game, :play_ordering, :play_advertising, :play_borrowing, etc. In Dollar Bay there are 7 personalities named for 7 dwarfs. In Blackwood, each agent should have a property to define what kind of merchant they are, and thereby define what sort of products they can buy and sell. The SimulationThe "engine" that drives the virtual environment is the behavior of the shoppers. There are 504 such shoppers, and during the weekend calculation for each virtual week, they are armed with individualized "shopping lists" which are used to generated sales in the simulation. Further, it is this shopping behavior that allows the simulation to mark "virtual time". In particular, a virtual week is the amount of time it takes for all the shoppers to exhaust their shopping lists. This can take a variable amount of "clock time", depending on a number of factors, but an average virtual week usually takes about 18 "real" hours.
Note: These infrastructure agents are in many cases based
on the agents in Dollar Bay: |