Not that I am aware of, because it is computational expensive, especially if you want to support something other than 1:1 trades.
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There are tools which compute that.
Shouldn’t take long to find these possible circles.
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[Games = nodes and trade offers are directed edges between nodes]
Finding circles is not hard, but what you are actually searching is finding the set that maximizing the number of edges that form circles.
My gut feeling tells me that this task is np-hard.
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You have a list of your items on the columns and a list of items others like to trade on the rows.
You then click on each connection, where you think it would fit.
Sure it’s a bit more work, but trading is anyway.
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Haven’t looked at Barter
Can you there trade only 1 on 1, or also with multiple users?
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Like in my scenario described above?
Math Trades are trades with theoretically unlimited middleman
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1 to 1. The site checks your wishlist and the list of games you're offering, and it matches you with everyone who has something you want and you have something they want.
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Although that’s totally different, it’s probably worthy to look through it.
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I've only ever seen them on boardgamegeek.com, but that's, um...for board games.
Good luck!
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Yeah, I‘ve seen it there and now was curious if it would work with pc games too.
Here it would be easier, as you wouldn’t need to ship anything, so the trade could be worldwide.
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For just 3 people, that would require each one to trust 2 others so 2x3 = 6 "trust" instances instead of 4, had it been one person to do the whole deal with each of the others instead. People barely trust one person with their game. What would be the fail scenario here? 3 people with the wrong game or worse? The problem isn't computational, it's one of trust..
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Yeah, that would be an issue
Maybe only allow people to participate if they have certain rep (or at least limit those that have only few trades)
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They are bilateral trusts so A&B ≠ B&A. Imagine it as if each person presses a button to aknowledge their trust to the other person. They both have to press the button for each other. For 2 people that's two presses, not one. If one person doesn't press a button then all trusts turn to invalid. The formula here is [n! / (n-r)!]
and r=2
in this case.
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I was about to say you're right, and admit that I'm wrong. Then I realized that I'm not.
If we envision a trade where A gives to B gives to C gives to A, we don't need 6 trusts, but 3 - A does not need to trust B, A only needs to trust that C will give to A, regardless of whether or not B gives to C. Likewise, B does not needs to trust that C will give to A, B only needs to trust that A will give to B, and C only needs to trust that B will give to C.
Or, to continue with your button scenario, each person only has to push one button to acknowledge that he/she trusts the person from whom he or she will be receiving their item. If I'm part of the circle, I only care that I get my item - if someone else in the circle gets screwed, it's their problem, not mine.
That actually means the formula is N
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Was thinking about this.. and perhaps it could be implemented/interpreted both ways, if we take into account actuall "trust" and depending how secure or efficient this system will be:
So I think in the end either trust system could be accepted. It depends what is required with regards to security.
I suppose there's always a trade-off between efficiency and security..
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Because games all have different inherent values, as well as different perceived values by each individual, it would work a lot better if there was some kind of universal currency with a stable value, that everyone could use to smooth out trading. You know, like, money, or CSGO Keys
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I've done a lot of math trading on bgg, but the board game community is a lot smaller, and there are far fewer instances of scamming. I'm not sure how well it would work for video games.
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Are there any sites which do Math Trades?
This is when everyone enters all the games (or other items) to trade. When everybody did that, you can mark which trades you would do. Then a program would run over it and find any matches, no matter how many middle man would be in there. That way more trades then 1on1 would be possible.
Example:
I have games A
I would like to trade for B
but the owner of B only trades for C
But that owner would trade for A
so we can all trade
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