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- The current design of Ouroboros allows for anyone who holds stake to technically have a chance to be a slot leader and therefore advance the network
- [5:45]
- in practice, most will want to delegate their stake to a stakepool that is reliable
- [5:45]
- so there are two eras
- [5:46]
- One is when we are still in the replicated world
- [5:46]
- meaning that more delegates add no additional resources to the system
- [5:46]
- and one is in the Sharded world
- [5:46]
- where more delegates means more resources
- [5:46]
- during the first era, it makes sense to try to keep the number around 25-100
- [5:47]
- Assuming the majority show up reliably for their slots
- [5:47]
- During the latter era, it would be nice to have thousands
- [5:47]
- This requires slightly different incentives and designs
- [5:47]
- So for Shelley, we are going to focus on the following
- [5:48]
- 1) Make it really easy to register and run a stakepool
- [5:48]
- 2) Make it really easy for an end user to delegate their stake to a stakepool
- [5:48]
- 3) try to stabilize the network topology around 25-100 stakepools maintaining the network
- [5:49]
- 4) Make sure there are lots of relays and full p2p nodes to provide network resilience
- [5:49]
- There are a lot of subtle things we have to update, change or improve to make this fully work out
- [5:50]
- and we are also examining different game theoretical models
- [5:50]
- the game theory is basically breaking the world into a set [ _ _ _ ... _ _ _ ]
- [5:50]
- with two players
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- H
- [5:50]
- and L
- [5:50]
- H has a high probability of showing up for their slot when the time comes (>0.9)
- [5:51]
- L has a low probability of showing up for their slot when the time comes (> 0.1)
- [5:51]
- we assume a U distribution of players so most will cluster around these two roles
- [5:51]
- So there is a target network efficiency
- [5:51]
- NE is defined as the amount of slots filled over the total amount of slots
- [5:51]
- so 1 means 100 percent of all slots have been filled for the epoch
- [5:52]
- so you set a target and have to calculate the ideal balance of H to L in the system
- [5:52]
- and then you have two levers you can pull to shift players from L to H or H to L
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- rewards
- [5:52]
- which equal inflation + transaction fees
- [5:52]
- and punishments
- [5:53]
- which are things like slowing down quality of service to even making coins inaccessible for some time period if a person doesn't delegate or is in the L set (edited)
- [5:54]
- the goal is optimize the game so that the least rewards are given to ensure NE is above target
- [5:54]
- therefore, we minimize the operational cost of the network
- [5:54]
- so there are lots of interesting questions
- [5:54]
- such as P(H | high percentage of stake)
- [5:54]
- P(L | high percentage of stake)
- [5:54]
- and so forth
- [5:55]
- and how to estimate these without necessarily having empirical data
- [5:55]
- The other challenge is dealing with expectation of ada value
- [5:55]
- this greatly impacts whether someone thinks the reward is sufficient
- [5:56]
- but this isn't a well understood notion
- [5:56]
- So we are starting with some very simple models right now with the Oxford team
- [5:56]
- and building complexity slolwly
- [5:56]
- and our hope is to deduce an ideal model
- [5:57]
- We can always make an educated guess and that's actually what Satoshi and others have done
- [5:57]
- but it's not optimal
- [5:57]
- punishments are also interesting, they are understudied as well
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