Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   Gravity model of trade volumes (https://forums.sjgames.com/showthread.php?t=18304)

Agemegos 08-01-2006 05:20 AM

Gravity model of trade volumes
 
In the otherwise good planetary design sequence in GURPS Space, there is a formula suggested for estimating the volume of trade (T) between any pair of planets with given economic outputs (V1 and V2), separated by a distance D. The formula is

T = k.V1.V2/D

where k is a constant set by the GM to reflect the specifics of his setting.

Anyone who attempts to map any reasonably large number of worlds and apply this formula pairwise is in for a nasty surprise. The amount that a given world trades with another world at distance D drops off with D^-1, but the number of worlds existing at about D rises with D^2. The result is that the total amount of trade that a given planet does at range D (so long as D is not larger than the radius of the settled part of space) is proportional to D. Ie. there will be more total trade at long ranges than at short. In any reasonably large setting k will have to be tiny to prevent all planets from having trade volumes far larger than their economies. And that will mean negligible trade volumes with neighbours.

The economists who use these models usually fix this problem by raising D to an exponent that is larger than the dimensionality of the space they are working in. When discussing transport economics on a world surface, for instance, they square D, producing a formula that shows you exactly why the term 'gravity' model is appropriate:

T = k.V1.V2/D-squared

To achieve the same fix in three-diensional space you would need to use a higher exponent, such as

T = k.V1.V2/D-cubed.

If you wanted to prevent the integral from diverging as the trade space expands indefinitely, it would be necessary to use an even higher exponent.


I would like to add that this formula would work better if you were to replace D (in parsecs or whatever) with C (cost in $/ton). Because the cost of getting goods into orbit in the first place, or up into orbit and out into the jump zone, can produce significant effects. Taking this into account will save the system from producing absurdly high figures for interplanetary (as contrasted with interstellar) trade volumes.

I don't suggest going this far in designing a game setting, but I will just add that any transport economist worth his or her salt would use not C (the freight and loading cost) but G, the 'generalised cost', which would include import and export duties, the interest cost on the capital value of the cargo for the transit and loading time, and possibly wastage and depreciation costs on perishable cargoes.

As for economists who are worth more than their salt, I didn't use gravity models myself, as being too crude. You wouldn't want to use a full network flow analysis, but I would suggest that a logit model would produce better results than a gravity model in this case.

Anders 08-01-2006 05:26 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
As for economists who are worth more than their salt, I didn't use gravity models myself, as being too crude. You wouldn't want to use a full network flow analysis, but I would suggest that a logit model would produce better results than a gravity model in this case.

And such a model looks like?

DrTemp 08-01-2006 06:37 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
[...]
As for economists who are worth more than their salt, I didn't use gravity models myself, as being too crude.
[...]

I am also pretty sure that the simplifications of the rules ion damage, injury and fatigue in GURPS are less than tolerable from a scientific point of view. But they work as an approximation in a game. ;-)

DrTemp 08-01-2006 07:12 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
Just so. And a gravity model for trade volumes will work as an approximation in a game so long as you put an exponent on the distance (or better, cost) that is higher than 2. [...]

Of course, that makes sense, for obvious reasons - unless T is not given in absolutes, which I do not recall at the moment - will have to look it up. (The ISW trade system at least does not work with a trade volume given in absolute amounts, but as an abstract value for use with the trade system's tables.)

But changing to a more detailed model with lots of factors and more complicated formulae does, in my opinion, not help at all.

Rupert 08-01-2006 07:19 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
Actually calculating all the sigmas for an extensive setting would be a task for a computer, and one that you could only accomplish if all the planets were enumerated, which is neither practical nor desirable for a game setting. The practical alternative would be to guesstimate sigma(1) from planet 1's position in the general shape of settled space and the cost characteristics of the stardrive in use.

I have a feeling that this method is only going to be useful to someone who has actually practiced economics, or who is willing to put in a fair bit of time fiddling with the variables (including their guesstimates of sigma(1)) until they get some decent results (and then there's still a good chance the non-economist's results won't actually be 'reasonable'). IOW, I suspect you need to know what you're doing. :)

If there's a point to this post of mine, I'd be the question "Is the gravity model, once fixed, 'good enough' for guesstimation of trade volumes by non-economist universe desiogners?"

Qoltar 08-01-2006 07:39 AM

Re: Gravity model of trade volumes
 
You know if you over-analyze ANYTHING this way the end result is "too many numbers , not enough FUN! "

- E.W. Charlton
(Less talk, more Bloodwine!)

whswhs 08-01-2006 08:47 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Qoltar
You know if you over-analyze ANYTHING this way the end result is "too many numbers , not enough FUN! "

Depends what you find fun. There are people like me for whom the analysis in itself is fun.

zogo 08-01-2006 09:30 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by whswhs
Depends what you find fun. There are people like me for whom the analysis in itself is fun.

I would argue that such a point still exists for you whswhs. Would you play in a system where you needed to do balistics equations everytime someone fired a projectile weapon? ;-)

Brandy 08-01-2006 09:32 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by zogo
I would argue that such a point still exists for you whswhs. Would you play in a system where you needed to do balistics equations everytime someone fired a projectile weapon? ;-)

There's a wide gulf between engaging in speculative analysis on these forums or while preparing for a game and during play.

I love the former; the latter makes my head explode. (See the Slam rules.) ;)

DrTemp 08-01-2006 10:11 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by DrTemp
Of course, that makes sense, for obvious reasons - unless T is not given in absolutes, which I do not recall at the moment - will have to look it up. [...]

No, it is in absolute numbers. However, I find it plausible that the "squared" or "cubed" part was simply forgotten. A rather simple erratum, so to speak.

Question to JFZ: Is that the case?

Anthony 08-01-2006 11:42 AM

Re: Gravity model of trade volumes
 
I would bet it was based on the gravity trade model in GT:FT, which is using a 2d map where 1/D makes sense. It's unclear what the exponent should be on a 3d map, we don't have any real-world models to look at (the terrestrial case is generally close enough to 2d that it can be called 2d).

thrash 08-01-2006 12:02 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Anthony
I would bet it was based on the gravity trade model in GT:FT, which is using a 2d map where 1/D makes sense.

Can't be, since the gravity trade model in GT:FT uses 1/D^2 (although it is concealed by the logarithms used in the actual tables).

It looks like a simple omission -- there should be another variable as an exponent on the distance factor.

Quote:

It's unclear what the exponent should be on a 3d map, we don't have any real-world models to look at (the terrestrial case is generally close enough to 2d that it can be called 2d).
When I asked Jim Maclean (the professional economist behind GT:FT, for those who don't know) he suggested that 1/D^3 was probably close enough.

Part of the problem with this subject is that the gravity trade model is an empirical observation, not a theoretical result. There are a number of competing explanations for why it works across such a wide range of applications -- and thus, at least as many possible ways to extend it to three dimensions.

The actual exponent for international trade is more like 1.9 than 2.0, by the way, but that's close enough to the square to make "gravity model" a reasonably accurate description.

Anthony 08-01-2006 12:19 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by thrash
Can't be, since the gravity trade model in GT:FT uses 1/D^2 (although it is concealed by the logarithms used in the actual tables).

Good point. It might be simple reading on the gravity trade model, most of which seem to use an exponent fairly close to 1. I suspect the real problem is that remoteness is ignored and that most interstellar polities are rather limited in size.

whswhs 08-01-2006 01:49 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by zogo
I would argue that such a point still exists for you whswhs. Would you play in a system where you needed to do balistics equations everytime someone fired a projectile weapon? ;-)

No, but I'm not talking about doing it in a game. I have in fact worked out interplanetary orbital trajectories for pleasure, and that's a lot like doing firearm ballistics. But doing it in a game would be a mistake, because the actual play of games is devoted to other sorts of fun.

DrTemp 08-01-2006 03:13 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by thrash
Can't be, since the gravity trade model in GT:FT uses 1/D^2 (although it is concealed by the logarithms used in the actual tables).

It looks like a simple omission -- there should be another variable as an exponent on the distance factor.

When I asked Jim Maclean (the professional economist behind GT:FT, for those who don't know) he suggested that 1/D^3 was probably close enough.
[...]

So... has anyone submitted this as an erratum yet?

Jon F. Zeigler 08-01-2006 06:41 PM

Re: Gravity model of trade volumes
 
I'm over a thousand miles away from my notes, and I don't recall enough to know whether there's just a dropped exponent there, but I suspect there is. What we've really got here is the economic equivalent of Olbers' paradox - and just as the sky is dark at night, you really don't want your model predicting an infinite amount of trade coming in to every world in the galaxy.

If you lot can agree on a reasonable value for the exponent in a three-dimensional universe, and submit an erratum, I'd be happy to nod my head and say "yes" when the buck gets passed to my desk.

Anthony 08-01-2006 07:30 PM

Re: Gravity model of trade volumes
 
The missing factor on trade models is the fact that the larger the network of potential trade partners, the lower the trade with any given partner. That's what would actually prevent Olber's Paradox in this case, though adjusting the exponent for range may not be a bad idea regardless.

GoodGame 08-01-2006 07:37 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Qoltar
You know if you over-analyze ANYTHING this way the end result is "too many numbers , not enough FUN! "

- E.W. Charlton
(Less talk, more Bloodwine!)


But still if you know better on a subject, it's hard to sometimes let the grossly unrealistic stuff just fly. Myself, I just picked up Business for Dummies, so this is all news to be.

DrTemp 08-01-2006 11:18 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
[...]
I suggest 3.
[...]

For 3D maps, that is. Maybe one could add "^(number of dimensions on the map)" to the formula in Space. That way, some Infinite Worlds in Space version with 3+1 dimenions would be covered, too, as would be Traveller-like settings with some kind of two-dimensional "jump space structure".

Anders 08-02-2006 02:01 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
But the real problem with taking into account the network of potential trade partners is that it requires that you to generate all the planets in the campaign. You can do that with a computer and a basic knowledge of programming. And in fact I am tempted to find a FORTRAN compiler for my Mac or to familiarise myself with one of the funky newfangled languages you youngsters program in and do just that. There are, however, two reasons why the Space rules cannot take that approach.

A real man generates all the systems randomly, by hand. Then he dies of old age.

sir_pudding 08-02-2006 11:30 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
I suggest 3.

I don't know if you know this, but you actually have to send an email to errata@sjgames.com.

zogo 08-02-2006 12:35 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by GoodGame
But still if you know better on a subject, it's hard to sometimes let the grossly unrealistic stuff just fly.

For some people it is. I know enough about physics to know that the idea of an FTL drive that doesn't play merry hell with cauality (people arriving before they leave etc.) makes no scientific sense, but can play in FTL sttings without blinking.

I can list at great length the utter absurdities not only physical, but social with a standard Super-Hero world, and yet supers is still one of my favorite genres.

DrTemp 08-03-2006 04:00 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
I didn't. Thanks for the pointer.

Is there a consensus for an exponent of three?[...]

For most applications, that's fair enough. It's just that "number of dimensions of the map, normally 3 for a space map" would be even more accurate.

Anders 08-03-2006 07:40 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Agemegos
So do we go with '3' or 'the number of dimensions on the map'?

"Number of dimensions".

thrash 08-03-2006 08:19 AM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by DrTemp
It's just that "number of dimensions of the map, normally 3 for a space map" would be even more accurate.

Hear, hear.

Agemegos 08-04-2006 05:38 PM

Re: Gravity model of trade volumes
 
Okay, I have written to errata@sjgames.com as follows:

Quote:

In GURPS Space, on p. 95, a 'gravity trade model' for estimating trade flows is given as:

T = (K * V1 * V2)/D

I believe that this ought to be:

T = (K * V1 * V2)/(D^3)

or possibly

T = (K * V1 * V2)/(D^N), where N is the number of dimensions in which space is mapped.

The reason is that the version in which trade is proportional to 1/D produces "the economic equivalent of Olbers' paradox" (Jon F Zeigler), in which trade volumes would tend to infinity in large settings.


I note, further, that gravity models are appropriate only in cases in which transport costs are proportional to distance, and might not be appropriate for some settings with Jump drives or stargate networks. Logit models in terms of generalised transport cost would be more generally appropriate, but are probably too involved for use by most gamers.

David Johnston2 03-04-2011 12:40 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Brett (Post 273823)
In the otherwise good planetary design sequence in GURPS Space, there is a formula suggested for estimating the volume of trade (T) between any pair of planets with given economic outputs (V1 and V2), separated by a distance D. The formula is

T = k.V1.V2/D

where k is a constant set by the GM to reflect the specifics of his setting.

Anyone who attempts to map any reasonably large number of worlds and apply this formula pairwise is in for a nasty surprise. .

Well, not anyone. I for example, assumed that no numerically significant trade route was longer than about 15 light years in distance (with trade at longer ranges passing through economically significant planets and thus being subsumed into the trade of those planets) . Thus, it wasn't "any pair of planets". It was "any pair of planets between 15 light years". And, since there would be only about four economically significant planets at most in that range, the problem simply never arose.

Anthony 03-04-2011 02:58 PM

Re: Gravity model of trade volumes
 
Holy thread necromancy.

Crakkerjakk 03-04-2011 03:01 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Anthony (Post 1133098)
Holy thread necromancy.

Seriously.

Grouchy Chris 03-04-2011 04:13 PM

Re: Gravity model of trade volumes
 
Quote:

Originally Posted by Anthony (Post 1133098)
Holy thread necromancy.

Necromancy is traditionally considered unholy.

vierasmarius 03-04-2011 06:12 PM

Re: Gravity model of trade volumes
 
Very interesting (if ancient) discussion. Are there any ideas for a non-gravity model, for cases like high surface-to-orbit but low orbit-to-orbit costs?

sjard 03-05-2011 09:46 PM

Re: Gravity model of trade volumes
 
And considering almost none of the new posts add anything to the thread I'll let it go back to its rest. Closed.


All times are GMT -6. The time now is 07:06 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.