
La estrategia se basa en el análisis de la emoción del mercado en forma de gráficos para cuantificar la psicología del mercado a través de tres osciladores centrales: los osciladores de renuencia, los osciladores de miedo y los osciladores de avaricia. La estrategia integra indicadores de dinámica y tendencia, al tiempo que combina la confirmación de la transacción para construir un sistema de negociación completo. La estrategia es adecuada para los operadores que desean identificar oportunidades de negociación de alta probabilidad a través del análisis de la emoción del mercado.
El núcleo de la estrategia es la construcción de tres oscilladores emocionales a través del análisis de las diferentes formas de los gráficos:
El promedio de estos tres osciladores constituye el índice de emoción de los precios (CEI). Cuando el CEI supera diferentes valores, se activa una señal de negociación de más de un hueco y se confirma mediante el volumen de transacciones.
Se trata de una estrategia innovadora que combina análisis técnico con operaciones cuantitativas. A través de un análisis de sentimiento sistematizado y una estricta gestión de riesgos, la estrategia es capaz de proporcionar señales de negociación confiables a los operadores. Si bien existe cierto espacio de optimización, el marco básico de la estrategia es sólido y adecuado para el desarrollo posterior y la aplicación en el mercado.
/*backtest
start: 2024-03-09 18:40:00
end: 2025-02-19 08:00:00
period: 1d
basePeriod: 1d
exchanges: [{"eid":"Binance","currency":"SOL_USDT"}]
*/
//@version=6
strategy("Candle Emotion Index Strategy", shorttitle="CEI Strategy", overlay=true)
// User Inputs
length = input.int(14, title="Lookback Period", minval=1)
dojiThreshold = input.float(0.1, title="Doji Threshold", minval=0.01, maxval=0.5)
spinningTopThreshold = input.float(0.3, title="Spinning Top Threshold", minval=0.1, maxval=0.5)
shootingStarThreshold = input.float(0.5, title="Shooting Star Threshold", minval=0.1, maxval=1.0)
hangingManThreshold = input.float(0.5, title="Hanging Man Threshold", minval=0.1, maxval=1.0)
engulfingThreshold = input.float(0.5, title="Engulfing Threshold", minval=0.1, maxval=1.0)
marubozuThreshold = input.float(0.9, title="Marubozu Threshold", minval=0.5, maxval=1.0)
hammerThreshold = input.float(0.5, title="Hammer Threshold", minval=0.1, maxval=1.0)
threeWhiteSoldiersThreshold = input.float(0.5, title="Three White Soldiers Threshold", minval=0.1, maxval=1.0)
// Volume Multiplier Input
volumeMultiplier = input.float(1.5, title="Volume Multiplier", minval=1.0)
// Cooldown Period Input
cooldownPeriod = input.int(10, title="Cooldown Period (Candles)", minval=1)
// Maximum Holding Period Inputs
maxHoldingPeriod = input.int(20, title="Maximum Holding Period (Candles)", minval=1)
lossHoldingPeriod = input.int(10, title="Loss Exit Holding Period (Candles)", minval=1)
lossThreshold = input.float(0.02, title="Loss Threshold (as % of Entry Price)", minval=0.01, maxval=1.0)
// --- Indecision Oscillator Functions ---
isDoji(open, close, high, low, threshold) =>
bodySize = math.abs(close - open)
rangeSize = high - low
bodySize / rangeSize < threshold
isSpinningTop(open, close, high, low, threshold) =>
bodySize = math.abs(close - open)
rangeSize = high - low
bodySize / rangeSize < threshold and bodySize / rangeSize >= dojiThreshold
indecisionOscillator() =>
var float dojiScore = 0.0
var float spinningTopScore = 0.0
for i = 1 to length
if isDoji(open[i], close[i], high[i], low[i], dojiThreshold)
dojiScore := dojiScore + 1.0
if isSpinningTop(open[i], close[i], high[i], low[i], spinningTopThreshold)
spinningTopScore := spinningTopScore + 1.0
dojiScore := dojiScore / length
spinningTopScore := spinningTopScore / length
(dojiScore + spinningTopScore) / 2
// --- Fear Oscillator Functions ---
isShootingStar(open, close, high, low, threshold) =>
bodySize = math.abs(close - open)
upperWick = high - math.max(open, close)
lowerWick = math.min(open, close) - low
upperWick / bodySize > threshold and lowerWick < bodySize
isHangingMan(open, close, high, low, threshold) =>
bodySize = math.abs(close - open)
upperWick = high - math.max(open, close)
lowerWick = math.min(open, close) - low
lowerWick / bodySize > threshold and upperWick < bodySize
isBearishEngulfing(open, close, openPrev, closePrev, threshold) =>
bodySize = math.abs(close - open)
prevBodySize = math.abs(closePrev - openPrev)
close < openPrev and open > closePrev and bodySize / prevBodySize > threshold
fearOscillator() =>
var float shootingStarScore = 0.0
var float hangingManScore = 0.0
var float engulfingScore = 0.0
for i = 1 to length
if isShootingStar(open[i], close[i], high[i], low[i], shootingStarThreshold)
shootingStarScore := shootingStarScore + 1.0
if isHangingMan(open[i], close[i], high[i], low[i], hangingManThreshold)
hangingManScore := hangingManScore + 1.0
if isBearishEngulfing(open[i], close[i], open[i+1], close[i+1], engulfingThreshold)
engulfingScore := engulfingScore + 1.0
shootingStarScore := shootingStarScore / length
hangingManScore := hangingManScore / length
engulfingScore := engulfingScore / length
(shootingStarScore + hangingManScore + engulfingScore) / 3
// --- Greed Oscillator Functions ---
isMarubozu(open, close, high, low, threshold) =>
bodySize = math.abs(close - open)
totalRange = high - low
bodySize / totalRange > threshold
isHammer(open, close, high, low, threshold) =>
bodySize = math.abs(close - open)
lowerWick = math.min(open, close) - low
upperWick = high - math.max(open, close)
lowerWick / bodySize > threshold and upperWick < bodySize
isBullishEngulfing(open, close, openPrev, closePrev, threshold) =>
bodySize = math.abs(close - open)
prevBodySize = math.abs(closePrev - openPrev)
close > openPrev and open < closePrev and bodySize / prevBodySize > threshold
isThreeWhiteSoldiers(open, close, openPrev, closePrev, openPrev2, closePrev2, threshold) =>
close > open and closePrev > openPrev and closePrev2 > openPrev2 and close > closePrev and closePrev > closePrev2
greedOscillator() =>
var float marubozuScore = 0.0
var float hammerScore = 0.0
var float engulfingScore = 0.0
var float soldiersScore = 0.0
for i = 1 to length
if isMarubozu(open[i], close[i], high[i], low[i], marubozuThreshold)
marubozuScore := marubozuScore + 1.0
if isHammer(open[i], close[i], high[i], low[i], hammerThreshold)
hammerScore := hammerScore + 1.0
if isBullishEngulfing(open[i], close[i], open[i+1], close[i+1], engulfingThreshold)
engulfingScore := engulfingScore + 1.0
if isThreeWhiteSoldiers(open[i], close[i], open[i+1], close[i+1], open[i+2], close[i+2], threeWhiteSoldiersThreshold)
soldiersScore := soldiersScore + 1.0
marubozuScore := marubozuScore / length
hammerScore := hammerScore / length
engulfingScore := engulfingScore / length
soldiersScore := soldiersScore / length
(marubozuScore + hammerScore + engulfingScore + soldiersScore) / 4
// --- Final Calculations ---
indecision = indecisionOscillator()
fear = fearOscillator()
greed = greedOscillator()
// Calculate the average of the three oscillators
averageOscillator = (indecision + fear + greed) / 3
// --- Combined Strategy Logic ---
var float entryPriceLong = na
var float entryPriceShort = na
var int holdingPeriodLong = 0
var int holdingPeriodShort = 0
var int cooldownCounter = 0
// Buy Signal Logic for Long and Short
longBuySignal = ta.crossover(averageOscillator, 0.1)
shortBuySignal = ta.crossover(averageOscillator, 0.2)
// Calculate average volume over the lookback period
avgVolume = ta.sma(volume, length)
// Take Profit Conditions
longTakeProfitCondition = close > open and volume > avgVolume * volumeMultiplier
shortTakeProfitCondition = close < open and volume > avgVolume * volumeMultiplier
// Buy Logic for Long Positions
if longBuySignal and strategy.position_size == 0 and cooldownCounter <= 0
entryPriceLong := close
strategy.entry("Long Entry", strategy.long)
cooldownCounter := cooldownPeriod
holdingPeriodLong := 0
// Increment holding period if in a long position
if strategy.position_size > 0
holdingPeriodLong := holdingPeriodLong + 1
// Sell Logic for Long Positions
if longTakeProfitCondition and strategy.position_size > 0 and close > entryPriceLong
strategy.close_all()
cooldownCounter := cooldownPeriod
if holdingPeriodLong >= maxHoldingPeriod and strategy.position_size > 0 and close >= entryPriceLong
strategy.close_all()
cooldownCounter := cooldownPeriod
if holdingPeriodLong >= lossHoldingPeriod and strategy.position_size > 0 and close < entryPriceLong * (1 - lossThreshold)
strategy.close_all()
cooldownCounter := cooldownPeriod
// Short Logic for Short Positions
if shortBuySignal and strategy.position_size == 0 and cooldownCounter <= 0
entryPriceShort := close
strategy.entry("Short Entry", strategy.short)
cooldownCounter := cooldownPeriod
holdingPeriodShort := 0
// Increment holding period if in a short position
if strategy.position_size < 0
holdingPeriodShort := holdingPeriodShort + 1
// Cover Logic for Short Positions
if shortTakeProfitCondition and strategy.position_size < 0 and close < entryPriceShort
strategy.close_all()
cooldownCounter := cooldownPeriod
if holdingPeriodShort >= maxHoldingPeriod and strategy.position_size < 0 and close <= entryPriceShort
strategy.close_all()
cooldownCounter := cooldownPeriod
if holdingPeriodShort >= lossHoldingPeriod and strategy.position_size < 0 and close > entryPriceShort * (1 + lossThreshold)
strategy.close_all()
cooldownCounter := cooldownPeriod
// Decrement the cooldown counter each candle
if cooldownCounter > 0
cooldownCounter := cooldownCounter - 1