Generally, the 1/e rule in this situation implies you should evaluate prices until Wednesday afternoon for the max sell price up to that point, and then sell the next time you see a price higher than that max (or Saturday afternoon whichever comes first). You won't always get the best price this way, but you'll perform better than any other know strategy. This strategy works with friends, too, as you can account for their prices in this strategy.
The only reason this may not be the best strategy here is that there are ways of having some information about future prices.
[1] https://en.wikipedia.org/wiki/Secretary_problem [2] https://en.wikipedia.org/wiki/Optimal_stopping
I am not super well versed on the secretary problem but I think some people have already looked into it for AC [1].
In general, what I was looking was to associate a risk profile to a series of decisions of either HOLD or SELL(amount) given the current probability distribution.
[1]: https://www.reddit.com/r/GAMETHEORY/comments/fn2grx/optimizi...
You can afford to be far more risky than the model suggests if you have a few friends or an active Discord group because on any given day you can almost surely find an island with a profitable price if you need it in a pinch.
It's been super impressive to watch how quickly the devs there have built out really useful features, and managed the growth in interest - pretty sure the Turnip Exchange Discord is >22,000 people.
And for sure, if you have access to other people islands a lot of this becomes moot, as you will probably just sell at the highest price in any of your friends islands :)
I think it's absolutely fascinating. I'm not by any means a person with credentials to be doing psychoanalysis, but what it seems like is some people are hurt by the fact that other people are able to accomplish more and benefit from it while they are playing 'fair and square' for almost no practical benefit. It seems like a mix of jealousy and harm to their own feeling of accomplishment.
Which relates to this comment for this reason: I'd argue nothing in this game is really fun on its own. It's a busy work simulator. The only real reward is the end result of having done the work. So I think people derive fun from this game in ways that are unusual for video games. Cheating here feels more like "cheating" in real life, to some.
And if you watch different people play this game, you will see that kind of thing play out. Different people get entirely different things out of Animal Crossing games.
I'd argue folks who are ending friendships and getting genuinely angry over time traveling have an unhealthy attachment, but it feels like unhealthy attachment over fiction and leisure has been on the rise over the past ...decade? or so, and so maybe that's not anything in particular to do with Animal Crossing (though, maybe it is partially to do with quarantine, right now.)
Turnips are a terrible way to make bells in the single-player game. You have to buy a stack of them for around 10,000 bells and then wait all week for the market to pop. Let's say you see it pop to 130-160, which is a fairly common range in my experience. For all the hassle of buying and storing turnips (AC's inventory management is high effort and turnips have additional restrictions) you might net 6,000 bells per inventory space. Thing is, Animal Crossing regularly generates bugs and insects which sell for 2,000-8,000 bells. They are also one inventory space, and they are available all the time with no expiration or holding strategy needed. There are also abundant resources like iron ore, where a crafted stack of 30 ore in one inventory space will net you 22,500 bells in profit. Turnips are low value per inventory slot.
To get around this, players coordinated online. Sometimes turnips hit a jackpot price in the 300-600 bell range. So that stack is suddenly worth 60,000 and now we see inventory efficiency worth playing with turnips. All you have to do is join an online group and someone will be having a jackpot day every day. You do have to share profits with the host but the scheme is still worth it.
This is a big economy mistake. 60,000 bells is quite a lot of money in AC, and a backpack full of turnips turns into 2,400,000 bells which is enough money to bypass most of the game. Avg item price is magnitude 3-4 so these are effectively free now. All from doing a single turnip scheme. Of course players will do this with multiple backpack loads and become deep millionaires living off bank account interest.
Nintendo's second mistake was to fix this exploit by attacking a symptom and not the root cause. They reduced interest rates by a magnitude, making it balanced for ppl with huge savings accounts and worthless for anyone playing the game as intended. We of course see the folly in this approach in OPs blog where his wife was punished for playing the game as intended. She is now incentivized to join the turnip schemers, making the problem worse.
Nintendo should either cap the amount of turnips you can sell on a friend's island, reduce the turnip value for island visitors, or disallow visitors selling turnips altogether. Then the bank accounts can remain as is.
Anyone with experience tuning f2p economies would have seen this leak a mile away and prevented it from ever happening. Now Nintendo only has bad options since removing player assets is never an option. Once you leaked you leaked.
Musings from a former f2p economy designer.
Plotting the different strategies, then fitting a straight line (passing through the risk free point) would allow us to say "strategies falling above the line have market beating Sharpe ratios and strategies falling below are underperforming".
You'll notice I am returning the expected return and variance of the returns. I didn't talk about it too much (besides a high level risk vs. returns at the end) because I didn't want to introduce another concept, but you can readily compare the sharpe ratio using those.
I did a quick analysis (which I had put here but I can't properly format it) here: https://gist.github.com/scast/d7ab3a0f5c5458c11d8624cc73806d...
Which isn't down to the code, I should add, but more that they don't (yet?) know how many times the random generator can be spun outside of the turnip price price setting which obviously makes their predictions very finger in the wind.