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Herbwise Freeman
EVE University Ivy League
0
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Posted - 2015.01.20 12:47:59 -
[1] - Quote
I'm a third year University student who has to propose and carry out a research project relevant to my area of study, which is primarily animal behavior. Whilst it is certainly permissible to relate much of what we are taught to how humans behave, one must do so with a pinch of salt as most of the basal challenges to existence have been removed as civilization has progressed (especially true in the western world). No longer must one fight for territory, or resources; except that is, in EVE online.
Looking primarily at optimal distribution, EVE provides the perfect sandbox in which to test if humans are acting optimally with regards to their distribution throughout New Eden. Now you may argue, why couldn't this be done in any game? and whilst to some extent that may be true, the structure and nature of EVE make it (in my opinion) the most suitable candidate for such a study. The contrast between that of hi-sec and low-sec draws many parallels with that of habitats offering high and low resources, and the fact that the game is devoid of 'safe' zones means that unlike other games risk is persistent and will influence your every action.
To cut a long post short, what I am asking for (if possible) is a database of players, their home system (one most frequently visited/time spent in), the security status of the system and whether or not they are in an alliance. No personal information need be obtained. I am simply wishing to evaluate the relationship between the aforementioned variables to see if eve players are behaving optimally.
Any comments or feedback on the feasibility of such a research project would be gladly received. |

Herbwise Freeman
EVE University Ivy League
0
|
Posted - 2015.01.20 13:08:05 -
[2] - Quote
I knew that would come up, replace player names with a number and alliances to a boolean value. Ideally I'd like to know the size of the corp but wouldn't want to risk people deciphering who was who. To increase the chances of this being feasible, data for a single system would work, albeit a heavily populated one.
No malice is intended here, although that will likely fall of deaf ears.
Results would be published if this were to happen. |

Herbwise Freeman
EVE University Ivy League
0
|
Posted - 2015.01.20 14:41:12 -
[3] - Quote
CCP often produces statistics on player habits, I see no reason why they wouldn't want to collaborate and in turn better understand their customers. Simple stating the order of which habitat (you believe) are most heavily populated tells us nothing. The theory suggests that as available resources increases so too would population density, until the share of resources per individual is less than that found in areas of lower resources. However whilst resources are the primary limiting factor, risk is also a limiting variable and the effect this has is not as well understood. |

Herbwise Freeman
EVE University Ivy League
0
|
Posted - 2015.01.20 15:49:49 -
[4] - Quote
Axloth Okiah wrote:I love the idea but im not convinced of the validity. How do you define optimal behaviour? And how do you infer it from the correlation between number of players and the sec status of their home system?
Game theory defines optimal behaviour, whether or not it truly is is irrelevant. Basically if the trend meets the criteria set out in my last post it would be considered optimal. The reason it's considered optimal is that it presumes that the distribution allows for greatest resource acquisition per individual (on average). |

Herbwise Freeman
EVE University Ivy League
0
|
Posted - 2015.01.20 16:04:21 -
[5] - Quote
Ilandrin Yona wrote:I've never understood how comparisons can be made between Eve and real world behavior. In the real world we need to have access to resources such as food for our survival. But in Eve we don't need anything to survive. My character can sit and do nothing for a year and he will still be the same. Nothing will change. Eve is a game. The motivations that drive players have nothing to do with real life motivations. Players don't need to be concerned with optimal behaviors because there are no real consequences. I just don't see how the behavior of people in a game can be compared to their behavior in real life.
Well let's run the data and see if it agrees with your assumption. I personally don't care what the result is, I care about the reasoning behind it being what it is. |

Herbwise Freeman
EVE University Ivy League
0
|
Posted - 2015.01.20 19:23:17 -
[6] - Quote
Ilandrin Yona wrote:Herbwise Freeman wrote:Ilandrin Yona wrote:I've never understood how comparisons can be made between Eve and real world behavior. In the real world we need to have access to resources such as food for our survival. But in Eve we don't need anything to survive. My character can sit and do nothing for a year and he will still be the same. Nothing will change. Eve is a game. The motivations that drive players have nothing to do with real life motivations. Players don't need to be concerned with optimal behaviors because there are no real consequences. I just don't see how the behavior of people in a game can be compared to their behavior in real life. Well let's run the data and see if it agrees with your assumption. I personally don't care what the result is, I care about the reasoning behind it being what it is. Being logged out for a year is analogous to hibernation or migration. Find me a player that literally does nothing and then convince me they make up then majority and your argument would hold. Furthermore as eve allows you to pay for game time with in game credit, there is your resource upon which the individual depends. I didn't think I was making an argument. I just don't see any parallels between real life needs and "needs" in a game. Because I don't actually need anything in the game. I don't even have to play at all. If I don't satisfy my needs in real life (do nothing) I will die. If I do nothing in game my character does not die. Therefore my motivations for doing things in game are not comparable to my motivations for doing things in real life. But I don't mean to try to disused you from your research. Only saying that I disagree that it is meaningful.
Oh of course, nothing meaningful would result in a conclusion either way, I just thought it would be interesting to see if the assumption held true. |

Herbwise Freeman
EVE University Ivy League
6
|
Posted - 2015.01.21 10:59:42 -
[7] - Quote
Axloth Okiah wrote:Herbwise Freeman wrote:Axloth Okiah wrote:I love the idea but im not convinced of the validity. How do you define optimal behaviour? And how do you infer it from the correlation between number of players and the sec status of their home system? Game theory defines optimal behaviour, whether or not it truly is is irrelevant. Basically if the trend meets the criteria set out in my last post it would be considered optimal. The reason it's considered optimal is that it presumes that the distribution allows for greatest resource acquisition per individual (on average). Imagine if you will a fish tank where twice as much food is deposited at one end than is the other. Come feeding time you would expect twice the number of fish to aggregate on the side with twice as much food. That is optimal and the example I've used is a famous experiment used to justify the existence of optimal foraging behaviours. I see, but wont the results change depending on how you define your "resources"? Different players are after different things. Not everyone's resource they are foraging for is rats and asteriods. Large number of players forage for resources such as kills, tears or lore. Either way, I'm looking forward to seeing the results. And let me know if you need anything wormhole related for this.
That's a very good point. Hunting for players can be viewed in two lights, on one hand it could be seen as a defensive/aggressive act aimed at protecting ones territory (or acquiring more) on the other it could be seen as resource acquisition akin to how a lion consumes prey. Again we must consider which is the norm and model according to that, less we exclude one of the two groups and focus our research on the other. I envisioned resources as being the 'wealth' of a system, that is the average total value of assets in that system, belts, anoms etc... Obviously that would be incredibly hard to map and thus I was relying primarily on security status to assume system wealth.
That type of question is exactly what is needed and is much encouraged, thanks!
As for the corpmatre who suggested academic channels, I am not familiar with this, could you elaborate? |

Herbwise Freeman
EVE University Ivy League
6
|
Posted - 2015.01.21 11:39:35 -
[8] - Quote
Whilst I appreciate your feedback, I don't think you're getting the point. I'm not saying that everything need be optimal, of course suboptimal behaviour occurs in game and in nature. If fun ganks were the norm then quickly a resource defecit would manifest rendering them too costly to undertake. I'm aware a portion of the populous of eve have wealth untold but the fact that eve sees consistent inflation indicates that the wealth (resources) generated are not being consumed as fast as they are acquired. Granted its a tangent point but it is indicative of the player base as a whole are at least trying to forage optimally.
I'll admit that because resources and isk are distinct it muddies the water some what but its safe to say that the sum material generated is greater than that destroyed. |
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