Levels — best game on each format
Gains captured: how much of what was actually on this island
got taken, with autarky at 0.0 and the frontier at 1.0.
Not raw efficiency — two islands are not equally hard, and one where autarky
already scores 0.82 has almost nothing on the table while one at 0.60 has a
great deal, so ranking on raw efficiency ranks the draw. Below zero means the
traders ended up worse off than if they had never traded, which is a real
outcome and is not clamped.
The level is the format — traders, goods, days — and
not the island: the island is drawn per round, so a seed is a roll rather than
a level, while four traders face a different frontier from two and thirty
days is more room to learn than three.
A game is one attempt, and may be more than one round:
a one-round game scores that round, a several-round game scores the median
of its rounds. The rounds have to be declared as one game before they are
played — ten rounds played and the best three called a game afterwards is
cherry-picking with a statistic on top.
Traders — best game, as a multiple of playing alone
Each trader against their own autarky, because raw Cobb-Douglas
utilities are not comparable between traders. 1.00× is the line
— below it, trade left them worse off than never trading. Ranked on the best
round: a lucky island or a partner who happened to want what you could make
still counts, which is what a high score is. The median and the round count
sit beside it, so you can see whether a top score was one round or a habit.