Digging up the $TOMB
$TOMB is starving from lack of utility. Can a P2E project to fix it?
$TOMB as a primary token for P2E project
“Grave diggers” (naming is a subject of discussion) — is a P2E project, which utilises unlimited supply of $TOMB to its extend.
Terminology
- $TOMB — main “ecosystem” token
- recruiting — an irreversible process to recruit a $DIGGER for $TOMB
- $DIGGER — non-fungible token
- digging — a process, which occupies $DIGGER with digging $GRAVEs
- $GRAVE — incentive fungible token, which is mined through digging
- $GEM — non-fungible token, which may be mined through digging
- $SHOVEL and $FOILCAP— non-fungible tokens, which may be used to enhance $DIGGERs characteristics
- $GDHR — fungible token, which is used to claim a share of protocol earnings
Index
- GRAVE DIGGERS
- GRAVEYARD MANAGEMENT FUND
- DIGGERS’ GUILDS
Meet $DIGGERs
$DIGGERs are a community of arbitrary qualified persons, who wish to dig graves. Every $DIGGER can be appraised by a set of characteristics:
- Dexterity — is responsible for pace at which $DIGGER mines $GRAVEs
- Intellect— is responsible for chance of finding $GEMs while mining $GRAVEs
- Glamour—responsible for additional appraisal of $DIGGER’s rarity (does not affect digging in any way)
Recruiting a $DIGGER
$DIGGERs don’t want to work for free, furthermore they want an employment contract to be signed. To sign an employment contract, an employer would need to lock certain amount of $TOMB for agreed-upon term.
When employment contract is signed, a random $DIGGER is chosen from multiverse of $DIGGERs. Their characteristics are random too, but will obey Normal (Gaussian) distribution law. The resulted value V of singular characteristic will be calculated as:
Where bias — pseudo-random number from -128 to 127, which obeys Normal distribution law.
Thus, creating a noticeable disperse in $DIGGERs rarity.
Payment multiplier
Recruiting a $DIGGER requires $TOMB to be locked for an arbitrary period from 1 week to 4 years. On signing, 0.5% $TOMB will be withhold as fee and transferred to Graveyard Management Fund, more on that in the next paper. The more $TOMB will be locked for recruiting a $DIGGER, the harder this $DIGGER will work, linearly.
NOTE: Payment multiplier will be calculated before fee withhold, that means 100 $TOMB lock will receive 100x multiplier.
Thus, providing incentive to lock more $TOMB for single $DIGGER.
Commitment multiplier
Period of locked $TOMB affects commitment of $DIGGER — the longer the contract, the harder $DIGGER will work, for example:
- locking $TOMB for 4 years (208 weeks) will yield 1x commitment multiplier
- for 1 year (52 weeks) — 0.25x
- for 1 month (4 weeks) — 0.019x
- for 1 week — 0,0048x
Thus, providing incentive to lock $TOMB for longer period.
Motivation multiplier
Furthermore, as contract term progresses, the $DIGGERs working power will change, as it gets tired close to middle of digging, but has a “second wind” near the end of employment contract. $DIGGERs’ Dexterity will change in correspondence with a predefined curve:
On the graph, the X axis represents employment contract from 0 (contract start) to 1 (contract end). The Y axis represents Dexterity multiplier. Quick recap:
- $DIGGER will start with 1x multiplier
- the multiplier will be steeply reducing down to 0.244x near half of employment contract
- after approx. half of contract, the multiplier will rapidly increase up to 6.5x at the end of employment contract
Thus, providing various cases to buy or sell $DIGGERs on NFT exchanges depending of their current motivation.
Releasing $DIGGER
After the contract is depleted — $DIGGER can be released for 1 $GRAVE and 1$ TOMB to unlock underlying $TOMB. In this process:
- 1 $GRAVE, used in burial, will be b̶u̶r̶n̶e̶d filled.
- 1 $TOMB, used in burial, will be b̶u̶r̶n̶e̶d placed.
- $DIGGER will be b̶u̶r̶n̶e̶d buried forever, but with a smile on their face, as they accomplished their life goal.
Firing $DIGGER
$DIGGER can be fired before contract’s expiration, refunding $TOMB to employer. This will upset him, as he can no longer fulfil his contract and life goal. To compensate, a penalty will be withdrawn, at least 25% of locked $TOMB value. Furthermore, the earlier $DIGGER is fired, the bigger penalty is.
$TOMB, which was withhold as penalty, will be transferred to Graveyard Management Fund.
Thus, a way to appraise sole $DIGGER in arbitrary moment — providing a way for arbitraged ‘floor sweeping’.
Sending $DIGGERs to dig $GRAVEs
Staking $DIGGERs at graveyard will occupy them with work. $DIGGER’s characteristics (without multipliers, but with equipment) will be constantly qualified against arithmetic mean of all $DIGGERs in the graveyard, to calculate relative characteristics:
- If $DIGGER’s characteristic’s value is greater than mean — this characteristic will be boosted.
- If it is less than mean— will be reduced.
The resulting value may be between 0.5 and 2, that means, $DIGGER with the most Dexterity in the graveyard will have relative Dexterity of 2. $DIGGER with the least Dexterity in the graveyard will have relative Dexterity of 0.5.
Digging $GRAVEs
$DIGGERs work whole day, without weekends or vacations. For 1 $DIGGER that has:
- 1 relative Dexterity
- 1x payment multiplier
- 1x commitment multiplier
- 1x motivation multiplier
it is programmed to dig 4 $GRAVEs per day.
That means, a $DIGGER with relative Dexterity of 1.1, worth 100 $TOMB locked for 2 years, in the middle of their contract, will dig:
55 $GRAVEs per day.
NOTE: $GRAVE will not be fractional, so it will be possible to claim, own and trade only integer amounts of $GRAVE.
NOTE: $GRAVE will not have max cap.
Finding $GEMs
After finishing digging another $GRAVE, a $GEM can be found. $GEMs are unique non-fungible tokens, which rarity will be randomly distributed as an absolute of Normal (Gaussian) distribution from 1 to 256. Meaning, that most $GEMs will have rarity from 1 to 20. For 1 $DIGGER that has 1 relative Intellect it is expected (but not guaranteed) to find 1 $GEM every 134 400 $GRAVEs (~100 years of constant work).
Relative Intellect, however, will boost, or diminish chances quintically. That means, a $DIGGER with relative Intellect of 1.75 is expected to dig:
1$GEM approx. every 7112 dug $GRAVE.
NOTE: rolling for $GEM collecting will happen on claim (when $GRAVEs are minted)
Equipment for $DIGGERs
A variety of equipment can be bought for $GRAVEs. Singular $SHOVEL can permanently enhance $DIGGER’s Dexterity, while $FOILCAP will enhance $DIGGER’s Intellect.
Sole $DIGGER can carry only single piece of every equipment type. If new equipment is applied to $DIGGER, the previous equipment in corresponding slot will be burned. There is no way to remove equipment from $DIGGER once it was assigned to them. When $DIGGER is buried — all equipment will be buried with them.
Equipment can be appraised by 2 characteristics:
- quality — is defined randomly at mint
- level — a multiplier for equipment’s quality
Quality is picked randomly with respect to Normal Distribution law, in range from 1 to 256. Applying equipment to $DIGGER will boost corresponded base characteristic with quality amount. Example:
$DIGGER with 150 Dexterity, with $SHOVEL of 110 quality and 1 level will have base Dexterity of 260 — making him the most powerful $DIGGER between everyone unequipped (max value for base characteristic’s value is 256).
The Auction
A sole equipment can be bought from Dutch Auction. A random piece of equipment is displayed at auction at any time in one of 10 auction slots.
Initial price — is the whole $GRAVE circulating supply (all minted $GRAVE without burned $GRAVE). Auction’s price will diminish as auction progress, as depicted below and will, at maximum, take 6 hours to reach final price of 1 $GRAVE:
That means, that equipment may be bought from auction at 1/100th of $GRAVE circulating supply approx. 2 hours after start. First one to buy from auction, will pay in$GRAVE and acquire listed equipment. This auction slot will be immediately filled with new item, and a 15 minute break will start.
$GRAVE, which was spent at the Auction, will be transferred to Graveyard Management Fund.
The Lab
At Lab a piece of equipment can be levelled up to boost its stats. Each level will boost equipment’s quality with quadratically diminishing returns:
That means:
- level 1 equipment will yield 1x quality multiplier
- level 4 — 2x
- level 9 — 3x
To level up equipment, $GRAVE can be used. Levelling up equipment is exponentially hard, and each step will require substantially greater amount of $GRAVE. Initial price of levelling up (lvl.1 -> lvl.2) is defined to be accessible for regular $DIGGER (illustrated in Digging $GRAVEs paragraph) after a week of hard work — 28 $GRAVE.
To describe depicted above graph:
- lvl.3 -> lvl.4—206 $GRAVE
- lvl.8 -> lvl.9—30 705 $GRAVE
There is a way to pay less $GRAVE than is required for an upgrade, but with risk of botching equipment in process. For example, paying 50% of required $GRAVE will lead to success only in 30% of cases.
Botched up equipment will be burned.
$GRAVE, accrued from the Lab operations, will be transferred to Graveyard Management Fund.
Thus, creating in situ utility for $GRAVE.
Finalised formulae of $DIGGER’s dig-ability
Where:
- |d| — absolute Dexterity
- d — base Dexterity
- S_l — applied $SHOVEL level
- S_q — applied $SHOVEL quality
- d with hat — relative Dexterity
- D with bar — mean Dexterity in the graveyard
- min(D), max(D) — extremum Dexterity values in the graveyard
- P — progress through employment contract
- b — current block number
- B_s — start of contract block number
- B_e — end of contract block number
- M_M — motivation multiplier
- M_P —payment multiplier
- M_C— commitment multiplier
- i with hat — relative Intellect (calculates like relative Dexterity)
22500 — empiric value of generated blocks in FTM network in 6 hour period
How this project might benefit TOMB ecosystem?
- An additional use case for $TOMB, will increase demand pressure.
- $TOMB, locked to obtain $DIGGER is withdrawn from circulation entirely, will diminish sell pressure.
- $TOMB / $GRAVE obtained as fees or profits are used in Graveyard Management Fund strategies to yield secondary profits, which are distributed back at the community.