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.
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