Not signed in (Sign In)
    • CommentAuthorCelinth
    • CommentTimeJan 13th 2008
     
    Ok, the AH is just too fun to play around with. A risk free stock market.

    I don't really know how things should be. I just know how I am doing things now. I look for good deals. Buy them. Resell them at a higher price. Well, sometimes I keep things I need too. I hate getting stuck with an item that has a buyout average of 1 gold while the minimum bid stays at 1 silver for weeks on end. Or having to wait a month before the average buyout gets pulled down to what it should be. The averages used now are too stiff.

    When deciding what items to purchase/resell, I would be interested in a current lowest bid average. This might be something that only shows up when you do a single item scan form the appraiser tab. Prices don't remain constant. So, a moving average of some kind is needed. First and second order exponential smoothing are often easier to implement than even a moving average. Give control of the parameters to the user. I would suggest order statistics, but the distributions are different for every item. And most aren't even normal.

    Another useful thing to know is how spread out the smoothed lowest bid values are. An exponentially smoothed absolute deviation is easy to implement, dynamic and it effectively shows how spread out the minimum bids have been. I would then make my decision to buy an item based on how it compares to the smoothed low bid.

    Many trade skill items sell by the score. I would be less interested in the smoothed minimum bid, and more interested in the smoothed 20th lowest item bid, or smoothed 40th lowest item bid. Again, this can be a parameter set by the user for the item. Silk cloth: 60th item lowest bid. If there are 3 stacks of 20 on the bottom, then the third lowest stack price would be the lowest bid price used.

    Anyway, a smoothed lowest bid price would be useful to me.

    Tom Ellis
    Celinth, Agrammar
    • CommentAuthortestleK
    • CommentTimeJan 13th 2008
     
    interesting idea for a stats module, have you thought of writing the module yourself? AADV is very simple when it how it functions for adding your own modules be it evaluators, stats, or filters... I would love to see how well this functions in action
    • CommentAuthorKinesia
    • CommentTimeJan 13th 2008
     
    If you aren't up to programming it yourself you can certainly still put a request in to get it done, but some of our coders (ie. me) have slightly less stats knowledge and would need a much more complete description of what to do with prices to code it.
    • CommentAuthorCelinth
    • CommentTimeJan 16th 2008
     
    I have had thoughts of coding it myself, yes. But I don't know where to begin. I'd need references for the language, access to the source code, examples of code, a compiler, etc. Usually the first step is a huge leap when encountering a new language.

    I'll poke around google and see if I can find things to start with. I figure: "World of warcraft module code compiler" should turn up what some of what I need.

    Thankfully the code I propose is wimpy. If I get stopped at my first step (Hello World), I'll put a request for code in. I'll fill out all the details. It's pretty short compared to other statistical coding. Overall its an easy stats concept to understand too and may be worth a peek for its own sake. Next week I have two days off of teaching. I can put some time in then.

    Hmm, a thought. Are the table structures dynamic? Can I add a field(s) to the data stored for the items table on the fly? Or do I need to submit a request to you to add the fields(s)?

    Tom
    • CommentAuthorRockSlice
    • CommentTimeJan 16th 2008
     
    Posted By: CelinthI have had thoughts of coding it myself, yes. But I don't know where to begin. I'd need references for the language, access to the source code, examples of code, a compiler, etc. Usually the first step is a huge leap when encountering a new language.


    References for the language: I use http://lua-users.org/wiki/TutorialDirectory and wowwiki a lot. More in-depth can be found at http://lua-users.org/wiki/LuaShortReference />Access to the source code: Interface\Addons\<addon's directory> (or svn.norganna.org)
    Examples of code: Auc-Advanced I found to be very well laid out when I joined the group
    Compiler: WoW compiles it on runtime.
    • CommentAuthortestleK
    • CommentTimeJan 16th 2008
     
    As RockSlice states, no compiler needed just open up notepad and write / edit code as desired. What REALLY helped me get started was writing hello world / other silly scripts from what I learned (and still learn) over at wowwiki.com <they have a great addon writing section / help

    Then I started looking at evaluators and what they did (since I knew that already) I was able to start trying to decode the lua to figure out how it did what it did. Now I'm writing an evaluator and getting in there and just doing it has been the biggest help for me.

    The devs here have done very well at laying out their code and commenting it so its pretty easy to follow once you get the hang of it..

    There are some simple things you can mess with to get started (there is an example evaluator in the btmscan directory called evaltemplate (I think) that kind of walks you through how evaluators work (Granted what you want is a stat module not an evaluator but it might be a good place to muck around in for practice) Not sure if we have other templates (willing to be we do)
World of Warcraft™ and Blizzard Entertainment™ are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.