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. |
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But changing to a more detailed model with lots of factors and more complicated formulae does, in my opinion, not help at all. |
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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?" |
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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!) |
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I love the former; the latter makes my head explode. (See the Slam rules.) ;) |
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Question to JFZ: Is that the case? |
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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).
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It looks like a simple omission -- there should be another variable as an exponent on the distance factor. Quote:
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. |
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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. |
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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.
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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. |
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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. |
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Okay, I have written to errata@sjgames.com as follows:
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Holy thread necromancy.
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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?
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And considering almost none of the new posts add anything to the thread I'll let it go back to its rest. Closed.
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