Chapters

* Title * Contents * Introduction * Place * System * Design * Using * Future * Bibliography

Sections

* Design * Two_Simple * Sell * MULE * MULEvsMarketPlace * Incentives * Trade_Dependence * Symmetric_Commodities * Illustrating_Externalities * Showing_The_Model



Learning from the Design Experience



How does MarketPlace fit into the universe of games with similar goals? What kinds of considerations underlay the design choices made in constructing MarketPlace? This section first discusses games that have goals similar to MarketPlace's.




Greg Kimberly/gregkimb@gak.com