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