Round 3 · simulation 10 · mcts-m2b.m2b-bra-greedy

Round 2029

Round 3 of 20 in simulation 10 of Brazil, greedy, 20 years: 5 actions, and the index +0.060 to 11.62.

Model 0.2.0 · graph 0.2.0 · parameters 0.1.1

State in and state out

The simulation as it came into 2029 (the end of 2028) and as it left it.

Capability index
11.62 (+0.060)
In: 11.56
Rank by index
31
In: 31
Domains at Tier 1
0
In: 0
Credits carried
173
In: 112
Each domain's mean score and tier coming in and going out
DomainInOutChangeTier
Critical Technology8.858.85−0.0046
Strategic Infrastructure13.5713.56−0.0123
National Security9.339.32−0.0045
Human Capital12.2012.49+0.2895
Information & Influence11.6311.74+0.1146
Governance & Integrity11.9811.98−0.0019
Financial Strength12.8512.85−0.00310
Production & Innovation11.6911.85+0.1698 → 6
Trade & Investment11.9011.90−0.0088

Decision, shocks and propagation

What happened in 2029: the credits, the greedy method's decision and its actions, any shocks and upside events, the tier changes, and the groups that moved most, split into what was invested, lost to decay, struck by events and carried through the dependency graph.

Credits. Income 428, plus 112 carried in. Maintenance 302. Spent 64 on actions (build 39, buy 13, partner 13). 173 carried over.

  • BuildDigital & AI Competence13 credits for 1.18 levelshighest_marginal_returnahead of Technical & Vocational Skills by 2 per cent
  • BuildTechnical & Vocational Skills13 credits for 1.20 levelshighest_marginal_returnahead of Lifelong Learning & Reskilling by 3 per cent
  • BuildLifelong Learning & Reskilling13 credits for 1.28 levelshighest_marginal_returnahead of Technology Adoption & Diffusion by 10 per cent
  • BuyTechnology Adoption & Diffusion13 credits for 1.25 levelshighest_marginal_returnahead of Alliances & Security Cooperation by 0 per cent
  • PartnerAlliances & Security Cooperation13 credits for 1.44 levelshighest_marginal_returnahead of Foundational Education by 1 per cent

Tiers. Production & Innovation Tier 8 to 6.

The groups that moved most in 2029, and what moved them
Moved mostChangeInvestedDecayEventsGraph
Technology Adoption & Diffusion+1.24+1.250.000.00−0.01
Lifelong Learning & Reskilling+0.80+0.800.000.000.00
Technical & Vocational Skills+0.74+0.740.000.000.00
Digital & AI Competence+0.73+0.730.000.000.00
Alliances & Security Cooperation+0.71+0.720.000.00−0.01
Foundational Education+0.34+0.340.000.000.00