Intelligent Energy Choices: a simulation/game for educating the public


Intelligent Energy Choices (IEC) is an online/offline game/simulation that 
was designed to provide educators at high schools and college levels ? and 
engage the general public ? with an interactive tool that allows users to 
?control? their countries and, by doing so, control the fate of the 
world. The conclusion from playing and observing IEC is that Millenium 
goals can be satisfied while the countries that they rule and the World at 
large prosper. IEC is an agent-based simulation/game in which the world's 
twenty-five most populous countries are represented either by autonomous 
agents (simulation) or players. IEC is focused on energy use and climate 
change and their global and national impact on climate and prosperity. The 
algorithm is based on Cap and Trade (at this stage of development there is 
no trade but there is Share). The specific Millenium goals the IEC 
addresses are 
Goal 7: Ensure environmental sustainability 
Target 7.A: Integrate the principles of sustainable development into 
country policies and programmes and reverse the loss of environmental 
resources 
Goal 8: Develop a global partnership for development 
Target 8.B: Address the special needs of the least developed countries

IEC uses the following World Bank energy related indicators: 
GDP (Constant 2000$) 
Energy Use 
Energy Mix (Fossil; CRW; Renewables ? in%) 
Population 
Population growth

It uses the 2003 data as a reference and monitors development based on 
individual and collective (class) set of decision makers. Students can 
validate assumptions based on comparisons of outcome with ?future? data 
from 2003 to the present. Individual and collective decision making is 
specified below.

Collective (class) Choices: 
Cost of carbon footprints. 
Distribution of carbon bank 
Price increase of fossil fuels 
Price decrease of alternative fuels 
  
Country (Individual) Choices: 
Desired growth of GDP or GDP/Capita

Play includes the following:

Set desired energy growth (in %) -> System calculates energy need based on 
current energy intensity. Based on price and allocation system determines 
the cost. Find mechanisms (saving, trade, increase GDP/capita) to lower 
energy intensity.

1st. Step:

Energy cost of the GDP = (Price_Fossil*InitialPercentFossil + 
PriceAlternatives*Percentalternatives + 
PriceCRW(0)*PercentCRW)*TotalEnergy. 
Consumption + saving = GDP ? Energy Cost 
For the simulation either set saving = 0 or Consumption = Saving. 
Carbon footprints = PercentFossil*TotalEnergy*0.07 in tons 
Cost of carbon footprints = 50*Footprints. 
Needs to subtract cost of carbon footprints from consumption + saving. 
Calculate New Saving + Consumption 
Minimum consumption 1$/day 
No subsidy in the first step.

Next - STEP:

Select GDP growth (in the simulation mode it might be decent attempt at 
increase 2% of previous growth (5% to 5.1% for example) ? in the game mode 
this is the key choice of players). 
Calculate Energy Intensity, population growth and CRW - based on the 
algorithm above and the previous GDP/Capita. 
Calculate new population. 
Calculate new GDP based on the selected growth. 
Calculate how much additional energy the increase in GDP will require 
based on the energy intensity. 
The CRW component of the energy mix is fixed and is based on the 
GDP/Capita as mentioned above. The rest of the energy is based in the 
simulation on the lowest cost and in the game on individual choices. 
Calculate the cost of the mix. 
Calculate the carbon footprints and their cost. 
If qualifies ? calculate the subsidy based on the accumulation from the 
previous round. 
Subtract the energy cost and add the subsidy to the new GDP to get 
consumption + saving. If number below the minimum consumption reduce the 
GDP growth and start again. If this doesn?t work ? you need help.


Try it out