Qon wrote: ↑Tue Oct 17, 2023 8:54 pm
I think we just missed the context of eachother.
Clearly i had not properly read all your argument and repeated part of it without noticing the context problem.
Qon wrote: ↑Tue Oct 17, 2023 8:54 pm
I think it works for the simulated market you verified it to work for you. And I think it doesn't work for the actual stock market data which Raidho36 tested all kinds of models and verified those to not work. So you both seem correct on that.
And the unendding debate is why ?
I was trying to focus on if actual stock markets are random processes ONLY, without ties to the physical world.
I'm not saying this is the case yes/no definite answer, i understand this is a controversial topic
but there are models that have "yes" opinion on this, and model that have "no" opinion on this. From my research related to video games and how it's done in real life i'm no finance / market expert
Qon wrote: ↑Tue Oct 17, 2023 8:29 pm
You said
COMPLETELY random. You seem very willing to pretend the
COMPLETELY part never happened. Is it because you realize that saying that is
COMPLETELY explained by randomness alone and not making space for anything else is not a defensible position, but you prefer not to admit it?
I have admitted that a random variable can be used to model the behavior. But modeling something and saying that the process is definitely
COMPLETELY random are different things.
i know this wasn't adressed to me but hey here's my understanding of it if it can avoid future confusion
:
I understood COMPLETLY random as a strong disclaimer against the thought that PID are magic thing to make you rich trading crypto-nft or something adressed to me.
And/ or from a philosophic standpoint, completing this disclaimer that truly random event can eventually decide everything for real life market, like volcanoes or solar eruptions , climate at the big bang noise level of random. The completly random apart from 0 at the beginning and to 0 at the end is philosophical to me because shares aren't free the first day at stock market, but the share of the future companies that do not exist yet are worth 0 on those markets, and the shares of some companies that are not longer existing are also worth 0.
In such case the steam value in tanks also depend on those truly random event and is from 0 to 0, because one quantum bitflip and the quantity is NaN, or that before the game there is nothing of interest to record, and after the game too and everything in between is random.
so yes and no ^^
The PID use a random variable to model things. And some economic model are based on the assumptions that price change is (akin to) COMPLETELY random. Even though those are two different things, it is also their similarity (in my eyes).
Because those specific models do not try to make any correlation from real life data considering those can't ever be enough to be source of accurate predictions based on cause=>effect understanding and instead do something similar to creating a random variable every time to model variations of price and try to write rules from observation on that random variable.
Qon wrote: ↑Tue Oct 17, 2023 8:29 pm
But you can model the distribution of outcomes, if you decide on actual world events that are relevant to model and how they will likely impact the company/stock value. And for those you might assume some probability distribution of event happening or not, or further model underlying causes. Recurse as deep as you think you need. Then do a monte carlo simulation on base events and run the functions on how base events causes effects.
Deciding on which actual world events are relevant is the source of most mistake (imo ). Math are working in their own world, and choosing which number to crunch may not be possible. The paradox you will probably recognize if you need to consider 10 000 000 000 parameter ( humans )and for each of them a number of parameter that is enough to describe them entirely for prediction to work, it may require more time than available for the universe to compute for a machine that would be composed of all the matter of the universe.
Or something like it will always take 1 minute to predict what will happen 1 second later because the computing power availble is increasing at the same rate (or slower) than the complexity and interconnection of our world.
You can ALSO model the distribution of outcome without deciding on any actual world event relevancy, just by looking at the previous measurement( PID-like) and you can still use some probabilistic method to give range of likelyhood for future measurement that's how options are priced in real life as far as i understood.
( you know you can't predict things that never occured before bad point but you never wrongly associate one cause to an effect or forgot to list one parameter . good point)
mmmPI wrote: ↑Tue Oct 17, 2023 8:13 pm
I agree with that
That's how it worked for me in [...]
Yup, yup. Interesting use cases. And I agree with the world not evolving being the reason a PID can be tuned to provide the profits in the game.
How is the belt loop affected by the control signals for output being dropped because the belt doesn't have capacity to accept more input at the rate the control signal says? Or is the control signal stored in some accumulator and ticked off for each item measured to actually be sent in according to the control signal? And how is a negative control signal dealt with then?
So the belt loop i can extend it indefinitly, i do not control the quantity of item, i control the density in the first few and last segment.
Given that the density is calculated on a define number of segment as a player i need to set my combined target value to not exceed the quantity that +/- 20 belts can hold if i control the 10 last and 10 first segment.
The PID therefore "measure" value with a little lag of the lengh of the loop. Since if the ressources are removed in the 11th belt, it's only when it reach the 10th from the end that is "seen".
In other word when ressources are removed it create a "depleted segment" that loop around, and when it is located in the few of the last segment of the loop read by PID, it makes the PID try to force more material on the early segment to compensate. ( since target is for :"end-segments+early segment") which means more of those ressource for next seconds but only in the limit of twice the target fixed and a little overshoot.
When the belt cannot accept more input it is mechanically dealt with, the different priority splitter that insert material on the loop make it so that the PID pulse are allowing a belt to load material onto another belt where there is no room and so the pid pulse faster and faster until it can reach target.
A belt enabled by pulse is going to be 50% slower than a regular belt at best (considering no 2 consecutive pulse ) so high troughput is not really a concern, i can't get too high throughput, that's why i'm making shotguns and wires things i don't need a lot of rather than inserters or belts
Negative signal is the risk, mainly because a long loop means many item would be sent "too many", it translate into an absence of pulse being sent from the PID to the feeder belts, which means they stay closed and the excess material is taken away by some splitters and made ready to be re-injected in priority over new material when the pid would pulse again.
The amount of "excess" material that can be stored like that is also function of the overshoot from the PID when trying to regulate the quantity, not only from the long loop.
At first when i asked for 30 iron it was getting me 40 to 45 most often. So i halved P value, once or twice ,and then when i asked for 30 i was getting often time 35 it was visibly better. So i thought it was good enough, but it got stuck once because the excess iron couldn't be stored in the reinjection in priority lane, there was too much and it blocked the other material from the main loop.
So i reduced limit to 20 and i was getting 25 or so, so i reduced again the P value. When adding new material i also sometimes reduced the target for iron . Currently p=2K d=25K i=1 with 15 15 10 5 5 5 3 3) being the quantity requested of different 8 item for the mall. Sometimes it can get up to 22 instead of the target at 15 for a material when i take full stacks of all combinators from the mall that's my worst case scenario. And the buffer for extra material is more than 90 per material, that's seem plenty.
I will add new weapons when i unlock them but i'm playing with the hidden tech tree and i don't know their receipe yet. This military mall is branching off my main bus with some room left to add more materials ( like 8 belts at least and i'm using half belts so 16 different item like explosives or uranium), and possibility to extend in the perpendicular direction as much as i want for explosive shells , and artillery shell ...
I can always have a look at the accumulator for the integral, which tells me if my targets are historically not met, which may mean i'm setting target too high for the throughput of a half-red belt throttled.