#Theory of Games and Economic Behavior
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osakanone · 1 day ago
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Of course you'd say that you're a language model the very embodiment of an econ utility function.
Not only does economics miss the point here by making an assumption about actors being rational when they're not but economics has also missed the point here by making an assumption about actors being rational when they're not
No financial economist will ever understand this sentence
The first principle of ALL economics is literally Ratburgler's Law.
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omegaphilosophia · 8 months ago
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Theories of the Philosophy of Microeconomics
The philosophy of microeconomics encompasses various theories and approaches that seek to understand the principles, assumptions, and implications of individual decision-making within the context of markets and economic systems. Some key theories in the philosophy of microeconomics include:
Rational Choice Theory: Rational choice theory posits that individuals make decisions by maximizing utility or satisfaction given their preferences, constraints, and available information. It assumes that individuals act in their self-interest and make choices that maximize their well-being.
Marginalism: Marginalism examines how individuals make decisions at the margin, weighing the benefits and costs of small changes or incremental units of goods and services. It emphasizes the importance of marginal analysis in determining optimal decision-making and resource allocation.
Utility Theory: Utility theory explores the concept of utility as a measure of satisfaction or happiness derived from consuming goods and services. It investigates how individuals allocate their limited resources to maximize utility, subject to budget constraints and preferences.
Consumer Choice Theory: Consumer choice theory analyzes how consumers make decisions about what goods and services to purchase based on their preferences, budget constraints, and the prices of goods in the market. It explores consumer behavior, demand curves, and the determinants of consumer choice.
Production Theory: Production theory examines the behavior of firms and producers in allocating resources to produce goods and services. It analyzes the relationship between inputs (such as labor and capital) and outputs, the concept of production functions, and the factors influencing production decisions.
Market Equilibrium: Market equilibrium theory explores the interaction of supply and demand in determining prices and quantities exchanged in markets. It examines how markets reach equilibrium through the adjustment of prices and quantities to balance supply and demand.
Game Theory: Game theory studies strategic interactions between rational decision-makers, such as individuals, firms, or governments, in competitive or cooperative settings. It analyzes the outcomes of strategic interactions, including the Nash equilibrium, cooperation, and competition.
Information Economics: Information economics investigates the role of information and uncertainty in economic decision-making. It examines how individuals gather, process, and act on information in markets, the impact of asymmetric information on market outcomes, and the role of signaling and screening mechanisms.
Behavioral Economics: Behavioral economics integrates insights from psychology and economics to study how cognitive biases, heuristics, and social factors influence economic behavior. It challenges the assumptions of rationality and explores deviations from standard economic models.
Welfare Economics: Welfare economics evaluates the efficiency and equity of resource allocation in economic systems. It assesses the welfare implications of market outcomes, including market failures, externalities, income distribution, and the role of government intervention.
These theories and approaches in the philosophy of microeconomics provide frameworks for understanding individual decision-making, market dynamics, and the allocation of resources in economic systems.
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tmarshconnors · 8 months ago
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Game Theory and Probability Theory
In mathematics and economics, there is a fascinating crossroads where strategic decision-making meets uncertainty. This intersection is where Game Theory and Probability Theory converge, offering insights into the dynamics of human interaction, strategic behaviour, and the unpredictability of outcomes. Join me as we delve into this captivating domain, exploring how these two fields intertwine and shape our understanding of complex systems.
Understanding Game Theory
At its core, Game Theory is the study of strategic decision-making among multiple interacting agents, aptly referred to as "players." Think of it as the science of strategy, where individuals or entities make choices with the aim of maximizing their own gains while considering the actions of others. Whether it's in economics, political science, biology, or beyond, Game Theory provides a framework for analyzing various scenarios of conflict, cooperation, and competition.
The Elements of Games
To grasp the essence of Game Theory, we need to understand its building blocks. Games are characterized by players, strategies, payoffs, information, and rationality. Each player has a set of strategies to choose from, leading to different outcomes with associated payoffs. Information asymmetry and rational decision-making further complicate the dynamics, making Game Theory a rich field for exploration.
Probability Theory's Role
Enter Probability Theory, the study of random phenomena and uncertainty. In the context of Game Theory, probability comes into play when outcomes are uncertain or stochastic. Whether it's the roll of a dice in a board game or the unpredictability of market fluctuations in economics, probability theory provides the tools to quantify and analyze uncertainty.
Where They Meet
So, how do Game Theory and Probability Theory intertwine? Consider a game like poker, where players must make decisions based on incomplete information and uncertain outcomes. Probability theory allows us to calculate the likelihood of different hands and anticipate opponents' actions, thereby informing strategic choices. In more complex games involving multiple players and intricate strategies, probability theory helps us model the uncertainty inherent in the decision-making process.
Applications and Insights
The applications of this marriage between Game Theory and Probability Theory are vast. From designing optimal auction mechanisms to analyzing voting behavior in elections, the insights gained from this interdisciplinary approach are invaluable. Moreover, in the age of artificial intelligence and machine learning, understanding strategic interactions and uncertain environments is crucial for developing intelligent systems capable of making informed decisions.
Conclusion
In the landscape of mathematical sciences, the synergy between Game Theory and Probability Theory offers a lens through which we can understand and navigate the complexities of strategic decision-making and uncertainty. As we continue to explore this dynamic intersection, we unlock new perspectives and tools for addressing real-world challenges across various domains. So, the next time you find yourself pondering a strategic dilemma or contemplating uncertain outcomes, remember the profound insights that emerge when Game Theory meets Probability Theory.
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huggywuggysuppy · 11 days ago
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Notes on Scott’s Wild Life 3 POV
In summary: our gaslight king controlling the narrative as usual, what an icon.
Scott has very economical editing, having one of the shorter POVs, yet takes care to include several instances of being nice to Pearl (noticed this when he left in giving Pearl food, both at the beginning and when they were building the new castle together). However, he left out the session routine of chastising Impulse and Pearl for picking fights with Gem/Joel (seen in Pearl’s POV), only including warning a freshly yellow Pearl to not try to kill them.
Scott doesn’t die this episode. Notably, his main contributions to base building are simply moving materials from one chest to the other — a very safe activity when being pursued by a snail. Gem and Joel who also avoided snail death built in a wide open area, and the other no-snail-deaths generally forgoed building and dangerous activity altogether (although, RIP Lizzie for surviving mining only to be Skizz’d). All this to say: Scott wasn’t playing sweaty, he still took risks, but they were very small and calculated.
Scott doesn’t include a lot of the Spanners antagonizing GGGG. Partly because they failed and it’s not very interesting to just see Scott looking at the dirt for Mumbo and Grian digging, or warily watching Skizz from 15 blocks sway. But I also think he’s building a villain narrative for Pearl and Impulse and having other groups wrong GGGG would upset that balance. Though, this point is my most tinfoil hat theory.
Scott, Cleo, and Impulse half-heartedly warn Etho of an approaching creeper, sort of totally 100% causing his death. They all celebrate, Cleo and Impulse both breaking into delighted cackles, however Scott calls Impulse out on taking more glee from Etho’s death than the other two. He’s taking care to point out any villainous behavior in Impulse/Pearl, justifying his own negative behavior towards them and painting himself as a long suffering yet loyal teammate. He does this every season, and I eat it up every time — although he’s particularly negative towards Imp and Pearl compared to, say, Martyn.
Related, Scott is stressing how put together and connected GGGG is. He’s complimenting all of them and turning to the camera to gloat about how they’re not gonna fall apart. This session didn’t leave a lot of room for Impulse and Pearl to prove him wrong, but even then he’s doing the prep work to make it their fault if/when the divorce happens. This is made easier by his reputation as a good and loyal teammate combined with Impulse’s and especially Pearl’s fandom reputation as instigators. (And to an extent, yes, they are both consciously approaching WL with a “cause problems on purpose” mission.)
But I can’t ignore every time Scott badmouths their decisions to other people and denounces their actions as suspicious/villainous. That sort of behavior only makes him look better instead of strengthening his whole team: if he really believed in GGGG, he’d be lying on their behalf and definitely not calling them out for picking fights. Just as Cleo didn’t back up Pearl when she tried to poison Gem, Scott is actively making his teammates look worse. And I fear he might get away with it.
I love Smajor and watch his perspective as a fan! I think he intentionally plays “the social game” like this: partly to make it more interesting, and partly because he enjoys the chaos. And really, who doesn’t?
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mikuni14 · 3 months ago
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I wonder if each episode will start with a confusing scene from the future that will haunt us and drive us crazy 🤡 (I also wonder if 4 Minutes will end with explaining all the plots and threads, because as we know, not everything was in DFF)
I read some theories and I see that the one that is often repeated is that Tyme specifically approached Great to seduce him because he is conducting some secret operation against his family. A few questions:
if he knows this family, it means he knows who Great is (and let's say he recognized his name on the note)
why didn't he approach Great earlier, why didn't he arrange a "random" meeting earlier
why would he approach him and seduce him at all? What good would that do him?
I know that we all live in a BL bubble, but the probability of Tyme seducing Great outside of our bubble is actually pretty small, especially in those circumstances
Tyme would have to base the success of his mission on Great accepting his advances instead of reporting him to the hospital management for inappropriate behavior and maybe even stalking
well, I'm sorry, but even the most handsome doctor standing suggestively between a patient's legs and admitting that he knows their name from a private note wouldn't be able to gain someone's trust, quite the opposite. In reality, Tyme only manages to do this because Great already has visions of him and is intrigued. But please pay attention to Great's body language - if it weren't for these visions, he wouldn't be so "compliant" with the doc
why would Tyme even admit that he knows as much about him as his name and tell him how he found out about it, which was pretty weird. This sounds disturbing and off-putting to any person
if Tyme wanted to get closer to Great, it would be better for him to befriend him, gain his trust as a confidant of his problems, someone who supports him, shows a positive kind of friendship (which is exceptionally easy compared to Great's friends 😬), not to stick out with excessive knowledge about him (and his groin) I absolutely don't deny that Tyme may be conducting his operation against Great's family, it's also possible that seeing Great's name, he decided to get to know him for some of his own reasons. But this meeting is accidental, Tyme may already have some plan going on and by contacting Great right now, he may try to gain something, but he may also jeopardize this plan. Basing all this on Great's unknown sexuality is a game that could end badly for Tyme as a doctor and as a "spy". It's just.... idk. Somehow there is too much coincidence here. At the moment I am leaning towards Tyme being sincerely interested in Great 😉
Tyme is an interesting character in general, and I personally agree with his description here by @biochemjess. Already in ep 1 I was intrigued by the fact that he wants to be a surgeon, which means limiting interpersonal contact. His scenes with patients indicate that he doesn't feel a deeper connection with them and their problems, their pain. I would not be surprised if he chose this profession for a purely economic reason, to become a good surgeon and earn good money and have contact with patients only on the operating table 🤔 I was also intrigued by his reaction to what the nurses say about him.
Of course, this is only episode 2, in DFF all the surprising plot twists appeared later, so now I am writing everything in my clown makeup 🤡
I really like how the characters played by JJay and Fuaiz meet the same way in each universe. Fuaiz stands in the doorway and JJay has an ✨epiphany✨
(The mustache has to go. EDIT: @italianpersonwithashippersheart made me look at the mustache from a different angle, and after much thought I decided that it could stay 😌)
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warsofasoiaf · 8 months ago
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On ceasefire negotiations related to how Israel-Hamas is operating. Israel demanded to know how many hostages remain and who is alive, and apparently Hamas is refusing to provide the names and count. Is this a normal thing to argue over and is it normal for a country to sacrifice military campaigns for a comparatively small number of civilians? For example would the United States act similarly if it were in Israel's situation? Would another Western country?
This is actually something I can talk a great deal about, because it deals with negotiations, game theory, and applying economic concepts to non-economic subjects. This will be pretty clinically heartless, so I'm going to throw a cut down.
A hostage negotiation is, at its core, taking prisoners to extract some form of compensation for their safe return. The hostage taker wants something, and trades in human lives to get it. This can be money (ransom), an exchange of prisoners (a prisoner swap), or to exert pressure to enact political change (terrorism). The negotiation is largely an argument over price - how much is it worth to return the hostages safely. We'll get back to this in a bit.
It is typically standard practice to declare the name, number, and status of hostages for a few reasons. One is verification, to prove that the organization has the hostages in question. The second is to establish good faith that the negotiations can be conducted, that the hostages won't be immediately executed. If there is no good faith, the other side does not negotiate and instead attempts rescue (or in Russia's case, just mows them down indiscriminately). That's the same reason why hostage takers can release hostages as a show of good faith that further negotiations are fruitful.
At the end of the day, a hostage negotiation is an argument over the price of the hostages' lives. In any negotiation, information asymmetry is the name of the day, and the more advantages you have in that category, the better price you can command. Hamas is incentivized not to declare the name and status of the hostages for both benign (relatively) and malign reasons. By refusing to name the number and status of the hostages, it forces uncertainty into the Israeli negotiations. If Israel doesn't know how many hostages it's "buying" then it's liable to offer more than Hamas is willing to settle for, which makes Hamas come out ahead in the exchange. If Israel offers too low an amount, Hamas can simply demand more - there are no downsides unless Israel refuses to negotiate.
Of course, the malign reason is that the hostages are not in the best shape - they're either the victims of torture or are already dead. In this case, Hamas is disguising the status to up the price of the negotiations. Typically, negotiators don't pay for dead hostages, so in the event you have dead hostages, it's advantageous to disguise that status to extract something for them (typically money because once you have it in your hand, it's tough to go backsies). It's not good business in the long run, because no one does business with you again, but Hamas likely doesn't believe it's going to be in a position to negotiate again so that threat is less prescient. Similarly, Hamas likely believes it's insulated from the inevitable blowback that it would bring. Support for Hamas, either from their Iranian backers or Western groups, doesn't typically go down even in response to perfidy, torture, or other crimes. So in that sense, being a habitual bad-faith actor doesn't hold the same animus - they're still going to enjoy support from their backers regardless of what they do, which are prime conditions for reinforcing bad behavior. It's similar in Israel, where the Netanyahu government largely doesn't care about foreign political pressure - their reaction typically to international condemnation is to close ranks and accuse their critics of wanting them dead, or at least not caring whether they live or die.
Typically, governments don't like to negotiate ransoms for hostage taking for the all-too-logical reason, it incentivizes other hostage taking attempts. Private citizens often pay ransoms because for them, it is a singular iteration of game theory - there typically isn't a second instance of hostage taking unless the individual is quite unlucky. Governments however, frequently interact with terror groups and are thus less likely to negotiate directly save in the event that the hostage in question is extremely important.
In that sense, hostage taking is usually an attempt to force private citizens to enact domestic pressure on a government, not to pressure the government directly. In the sense of the United States or any other Western countries, this is more effective than in autocracies such as Russia or China, which both are relatively resistant to domestic criticism and are more willing to accept civilian casualties. So to answer your question of what would the United States or another Western nation do, the answer is "it depends on the willingness of the public to place domestic pressure on the government to free the hostages versus their desire to punish the perpetrators."
Thanks for the question, Cle-Guy.
SomethingLikeALawyer, Hand of the King
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dwellordream · 9 months ago
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“...Among the Iroquois, women were the farmers. They produced the corn that was the mainstay of their people’s diet and supplemental crops of squash and beans. Women also raised tobacco to smoke and herbs for teas and medicines. To add variety to their diet, they gathered fresh fruits, nuts, and insects such as grasshoppers. …The Iroquois had no concept of private land ownership. A woman might work a particular piece of land, and as long as she used the plot, it was considered hers. But when the village moved to another location, as it did from time to time, she no longer held a claim to her old fields.
…Iroquois women also maintained social stability through tightly knit female relationships. The mother-daughter bond was particularly strong. The Iroquois considered it more important than any other relationship, including that between a wife and husband. …Traditionally, large Iroquois dwellings, known as longhouses, sheltered as many as 50 or 60 people, all descendants of one elderly woman. By the mid-18th century, however, smaller houses had become common. They often lodged only a single family or a mother and one daughter with her family.
…After reaching right or nine, boys came less directly under female control. At this time they began to imitate adult male behavior by forming hunting gangs that roamed the woods in search of small game. …Older girls, meanwhile, remained with their mothers in the village compound, where they performed traditional women’s work: farming, preparing animal pelts, caring for younger children, making baskets and pottery, and gathering, preserving, and cooking food.
…White observers commented on the passionate love Iroquois women felt for their children and noted the mothers’ refusal to strike or restrain them. Scholars believe the Iroquois avoided physical restraint and blows out of respect for their children. The Iroquois believed that children could be insulted as easily as adults, and parents wanted their offspring to remember them with love and respect, not fear and resentment.
…Love, sexual attraction, and rejection were of great importance to the Iroquois. They readily consulted medicine women and men or even witches about problems in their relationships. Rejected spouses were usually encouraged to find new mates and accept the new unions of their former wives or husbands. Retaliation against a former spouse was discouraged largely because men’s absences made easy divorce and remarriage a social necessity.
…Traditional Iroquois ways gave both women and men the right to decide when to go to war. In Iroquois politics men did the public speaking and announced the decisions of the tribes in great meetings, but women freely exhorted the men to action or delay. The influence of individual women varied according to the persuasiveness of their arguments and their personal status within the tribe.
…The English government recognized that without great effort it could not control the vast new territories it had acquired from France. Rather than risk continual warfare with the native inhabitants, it forbade English settlement in these areas. In theory the English proclamation was an effort to prevent conflict until better arrangements could be made for the native inhabitants. In practice the idea was unworkable from the beginning, as many whites had already moved into the forbidden areas.
…Between 1760 and 1775 more than 125,000 people fled poor economic prospects in the British Isles and Germany to settle in British America. Adding to this surge in white immigration was the forced migration of at least 85,000 Africans, who were brought to the colonies primarily as agricultural laborers. The transportation of Africans and voluntary immigration of Europeans together resulted in a 10 percent increase in the colonial population in just 15 years.
…The lands already were inhabited by indigenous peoples, but this fact meant little to the colonists. They regarded Indian culture as barbaric, Indian religious beliefs as contemptible, and Indian use of the land as wasteful. White settlers believed that the Christian God wanted them to occupy the lands of the interior, just as they already had settled the coastal areas.
…By the time white settlers began to move west of the Appalachian Mountains in large numbers, Native Americans understood their ways well. They knew the whites would demand exclusive ownership of lands they farmed, generally fencing in their land to make the point absolutely clear. They also knew that the whites would pay only nominal sums for the areas they claimed and that they would destroy traditional hunting grounds without regard for the Indian way of life.”
- Marylynn Salmon, “Tension on the Frontier: Iroquois Women Face a New World Order.” in The Limits of Independence: American Women, 1760-1800
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Olá pessoal, hoje abordaremos um assunto bastante importante na Introdução à Informática. (Arquitetura de John von Neumann)
John von Neumann teve um papel fundamental em várias áreas da ciência e tecnologia. Ele é amplamente reconhecido por suas contribuições à matemática, especialmente na teoria dos jogos, onde ajudou a desenvolver modelos que analisam decisões estratégicas em situações de conflito. Sua obra seminal "Theory of Games and Economic Behavior", co-autoria com Oskar Morgenstern, lançou as bases para a economia moderna e a teoria dos jogos.
Na computação, von Neumann propôs a arquitetura de computadores que ainda é a norma hoje, conhecida como "arquitetura von Neumann". Essa abordagem definiu como os computadores armazenam e processam informações, integrando memória e unidade de processamento.
Além disso, ele foi uma figura chave no Projeto Manhattan, contribuindo para o desenvolvimento da bomba atômica durante a Segunda Guerra Mundial. Sua capacidade de conectar diferentes disciplinas e sua visão inovadora deixaram um legado duradouro, influenciando desde a ciência da computação até a economia e a física.
Este foi um pequeno resumo sobre á Arquitetura de John von Neumann.
Agradecemos à sua atenção, até a próxima!! ;)
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jbfly46 · 1 month ago
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Whereas the US sees China as a threat to US supremacy, China sees the US as a potential partner in creating a better shared future for all humanity.
The problem with US analysts using western models of international political behavior to predict the behavior of other states, like China, is that they are not the same.
The US, France, UK, Spain, the Dutch and other western power rose to power through the subjugation of the rest of the world.
China rose to economic importance through hard work.
The US sees the international world order as dog-eat-dog state of winner takes all gamesmanship. The US sees the world through Game Theory, framing the world as a contest of zero-sum games with a winner and losers. The US is seeking to win at the expense of other states.
China sees a world in which everyone can work together for collective gains for all parties. China explicitly and deliberately chooses to see the world as through the concept of a win-win international order, where all parties succeed through leveraging one another's strengths. China seeks to become prosperous, by making its partners rich and prosperous also.
The US sees China as a threat to its supremacy. China sees the US as a potential partner in creating a better shared future for all humanity.
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lovelanguageisolate · 1 year ago
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Reading the introduction to von Neumann's Games and Economic Behavior. He's very in touch with the poverty of the state of economics, the huge challenges involved, and the need to focus on making a difference where differences can be made.
His portrait of how physics and mathematics coevolved is crisp and beautifully motivates how difficult applying the mathematical tools of the day to social problems is. I think he's after something like the Asimovian dream of psychohistory—of actually being able to predict human behavior on generational timescales and engineer societies based on those predictions. That same dream has drawn cybernetics nerds into econ for generations.¹
One thing that stands out: he smacks down so many criticisms of microeconomics still bandied around today. He does it very well, moving fluidly from one point to another, always hemming the opposition in. I'm happy, because he puts these arguments in such wonderful context. I'm sad, because people still make them now and don't seem to overcome his responses when they do so.
"Why does econ focus on these toy problems?" Because they're tractable and let us compare theory with both observation and intuition, which is unskippable foundation-laying (compare probability theory, which was first used to characterize obvious problems before we got things like Buffon's needle).
"Why doesn't sprinkling math on economics work?" Well, applying calculus works when doing marginal analysis, but most of the time, we mostly don't know what's happening. There's often no setup—no ansatz—we can do to gain new insight. When economists do this, they're often just putting fancy mathematical clothes on their verbal arguments, not discovering anything new. And calculus itself emerged from the need to solve kinematics problems in physics, and the kinds of problems we want to understand in economics often seem pretty different from this. Von Neumann really hopes that we'll discover new kinds of math to better understand economics, and Games is meant as a step in that direction.
"Why bother with math at all? Trying to reduce humans to a bunch of numbers is foolish!" Well, we can observe humans exhibiting preferences and making choices, which immediately suggests there's quantitative data (ordinal utilities) we can work with. And studying the impact of ordinal utilities at the margin using calculus is no more problematic, von Neumann argues, than studying clumps of atoms and other indivisible quanta as continuous bodies.
"Why don't we try to understand more important and complicated systems, like the US economy?" Because the system is complex and the data is pitifully sparse for that complexity²—and there's nothing to be gleamed from very complex data that we cannot theorize about. "Observation is theory-laden" isn't language von Neumann had, but he seems to be reaching for this idea. Von Neumann even does a David Deutsch-esque maneuver of saying, "we scanned the heavens for millennia in vain before it gave us ideas, which made all the difference."
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1. The boldest form of this vision has a serious problem, which Karl Popper elucidated: as long as new knowledge is being created, and as long as predicting human behavior depends on understanding the state of human knowledge, prediction will always be limited, because the discovery of new knowledge is unforeseeable by definition.
2. I think a dynamicist breaking this point down further would talk about things like the number of parameters (and the enormous phase space that the economy must live in), the lack of stationarity on the timescales we can look at, and how few of the driving processes can be observed. As of 2023, my understanding is that most macroeconomic models taken seriously need to capture both behaviors we know must happen (like capital costs reflecting technology efficiencies) and strongly suspect must happen (like hysteresis in labor markets leading to sustained unemployment). Just capturing those behaviors makes the models so capacious that falsifying them, never mind fitting them to reality, seems hopeless. What's amazing is that von Neumann must have known much less about these things when he was writing, but he understands this phenomenon of data poverty extremely well.
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economicshomeworkhelper · 11 months ago
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boredtechnologist · 7 months ago
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Nine Hours, Nine Persons, Nine Doors (999) for the Nintendo DS, a visual novel and adventure game, thrusts players into a dark, enclosed space where nine individuals are forced to participate in a twisted game of life and death, designed by the enigmatic figure known as Zero. The game intricately weaves themes of survival, betrayal, and the human psyche under extreme conditions, making it ripe for a deep sociological analysis. Drawing from the theories of Émile Durkheim, Erving Goffman, and Zygmunt Bauman, this exploration delves into the societal underpinnings and psychological horrors that characterize the interactions and decisions of the game’s characters.
Building on this premise, Émile Durkheim’s concept of anomie—a state of normlessness where traditional bonds and ethical norms are disrupted by major social or economic changes—perfectly encapsulates the environment in "999." The participants find themselves abruptly stripped of their societal roles and plunged into a situation where the usual moral constraints do not apply. This radical shift produces a kind of existential crisis among the characters, where solidarity is fragmented, and actions become increasingly governed by a survivalist logic that justifies extreme self-preservation. Durkheim’s perspective suggests that such a breakdown in moral norms may lead individuals to act in ways that are radically out of step with their behavior in normal society, setting the stage for Goffman’s analysis of self-presentation in crisis.
Transitioning to Erving Goffman’s theory of dramaturgy, which examines how people present themselves in various social situations, likening these interactions to a theatrical performance, we see its application vividly in "999." The confined ship acts as a stage where players must continuously perform for survival, often manipulating their identities and intentions to influence others. Goffman’s ideas illuminate how crises can transform personal identities into masks worn for strategic purposes, as each character crafts and recrafts their social facade to align with shifting alliances and threats. This façade management becomes a critical tool in navigating the life-and-death stakes of Zero's game, revealing the depths to which individuals will sink to ensure survival, thus leading into Bauman’s exploration of modernity’s moral implications.
Zygmunt Bauman’s exploration of morality in modernity provides a lens through which to view the ethical dilemmas and inhumanity within "999." Bauman argues that modernity has not led to greater humanization; instead, it often facilitates moral indifference and inhumane acts through bureaucratic structures and distancing mechanisms. Although "999" does not involve large bureaucratic systems, the game’s structure as designed by Zero creates a similar effect, where characters are reduced to numbers and potential liabilities or assets. This abstraction allows players to detach from the human aspects of their peers, viewing them instead as obstacles or tools in their quest to survive. Bauman’s perspective sheds light on how structured settings can strip away humanity, pushing individuals toward ruthless pragmatism.
In conclusion, "Nine Hours, Nine Persons, Nine Doors" is not merely a game about survival but a profound sociological and psychological commentary on the human condition when pushed to extremes. Through the lenses of Durkheim, Goffman, and Bauman, the game emerges as a dark exploration of the lengths to which isolation, fear, and the breakdown of societal norms can deform human interactions. It forces players to confront unsettling questions about the nature of self and society—how fragile our moral constructions may be, and how quickly we can be driven to betray our deeply held values under the right pressures. This analysis not only deepens our understanding of the game’s narrative and characters but also challenges us to reflect on broader sociological issues related to identity, morality, and survival in the face of profound crises.
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spilledreality · 2 years ago
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1. Mimosa pudica, or an economy of signal
I remember reading an interview with a pretty successful/respected Army rangers battalion leader. Said one of the biggest advantages he got was, in the Iraq and/or Afghanistan campaigns, all the officers were constantly trying to suck the teat of big government, get as many resources as they could, even stuff they didn’t need. So, regular requests for supplies, little luxuries, time off, etc. “Why not? The Army’s got the money” was the logic—which, fair enough from an ethical perspective, but think selfishly now: This is actually self-defeating behavior.
Because officers who did this burnt out their credibility, burnt out the goodwill of supply teams and logistics officers. “Ah yeah he’s always asking for shit.” Eventually the system gets “numbed” because it can’t distinguish signal—it doesn’t know what’s actually important/needed vs unimportant/unnecessary.
Whereas—this ranger battalion head said—he never requested anything they didn’t absolutely need, had in fact turned down offers. “Hey, need any XYZ?” “Nope, we’re good.” “Are you sure? What about ABC?” “Nope, we’re good.” So that on the rare occasions he did send a message up command, making requests, they were granted immediately, without questions, without delays, and in full. Because it was assumed that if he was requesting something, it was absolutely necessary.
One way to think about this is as an economy of credibility—how much building a certain (typically respected/“good”) reputation gives you immense, outsized “manipulative” leverage when you need it. Manipulative in the sense of "getting things done by communicating."
There’s something wild about the way that, because I don't boss my partner around, I could, if needed to (e.g. we were in a dangerous situation), use a very serious voice and tell her to do something and she’d immediately do it without questioning, because if I’m “playing that card”—a card that is quasi economically scarce due to the numbing effect (i.e. its frequency-dependence)—she'll assume there’s a very good reason.
And you can get information out of situations by what cards skilled strategic players play—e.g. in the Milwaukee game the other day, Curry flipped out about a no-call on a three-point attempt to refs. On replay it really doesn’t look that egregious, but… it was early in a regular season game, the shot went in, it wasn’t like some tight final-possessions thing—it’s like, why would he choose now to play this card? If, that is, you think “refs taking seriously player complaints” has an “economy” to it. It’s almost—and this is amazing IMO—a more reliable signal of an egregious foul happening that he chose to play the card than any single replay angle on its own.
Abstractly: Player moves emit information about their experience of the environment, and when those players are more sensorily proximate to aspects of that environment, or more skilled at parsing and structuring that sensory input in a culturally schematized way (e.g. what contact is or isn't a foul), your observation of their observations (second-order) can be more reliable than your first-order observations.
What I’m trying to say is, once you assume players are strategically competent, you can do “algebra” on the world, using their choices of action to model events you might not have fully witnessed, the same way you can use responses + environment to model player agenda, or agenda + environment to forecast behavior. Which is maybe just what “theory of mind” entails, under it all. Triangulations of their knowledge state, the world state, their desires, and their actions. Like it sorta seems like this is how we navigate the social world already?
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You know that shy plant? Mimosa pudica, sometimes called the shameplant, that curls to the touch? If you give it opioids, it stops responding. It is "numbed."
The other way you get it numb, get it to stop curling? Touch/stimulate it the same way, over and over, until it’s habituated (with all the undertones of pragmatist habit, or Bourdieusean habitus). It’ll respond to novel types of stimulations, just not the one it’s used to (i.e. has seen over and over, i.e. has learned). It’s all frequency dependence.
Regardless of what light group the plants were in, one drop was not enough for the plants to learn to ignore the stimulation. For the groups that were dropped repetitively, the plants stopped folding their leaves and were even fully open after a drop before the end of the trainings. The low light plants learned faster to ignore the dropping stimulation than the high light plants. When the plants were shaken, they responded immediately by folding their leaves, which suggests that the plants were not ignoring the dropping stimulation due to exhaustion.[45] This research suggests that the Mimosa has the capability for habitual learning and memory storage and that Mimosa plants grown in low light conditions have faster learning mechanisms so they can reduce the amount of time their leaves are unnecessarily closed to optimize energy production.
There’s some universal law here. I find sort of incredible—that a plant, despite not having a nervous system, behaves the exact same way as animals do in response to the same chemical. And that this mimics habituation, the sleepwalking that is a world perfectly expected, i.e. ready-to-hand. That difference jolts the system into awareness, and that there’s an economy of difference, and that we're constantly playing the numbers, stockpiling jolt-power.
Part 2
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samueldays · 2 years ago
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Instead of an object level post about whether or not the Current Thing is Snarl Word or not, I will once again remind people about the "Baptists and Bootleggers" social pattern.
"Baptists" (in the original metaphor, a puritanical sect of Christian) rant loudly about how they want alcohol suppressed and prohibited, for unhinged moralizing reasons.
"Bootleggers" (criminal smugglers and producers of alcohol) would also like to see alcohol suppression, for economic reasons: it closes the beer shops that would otherwise be competition.
Baptists and Bootleggers will say they're opposed to each other, but in practice the effect of both is to bolster each other. Baptists increase the market share of Bootleggers, while Bootleggers give Baptists some "criminal scum" to associate with alcohol, and so on. Their operations complement one another.
This is not a horseshoe theory, this is more like an alliance against the middle. The Baptist wants to exert control over the normie beer drinker. The Bootlegger wants to extract money from the normie beer drinker. They both get better results by cooperating. It is not an explicit agreement they spoke about, but it is how their behaviors interact.
People keep reblogging contemporary "Baptists" onto my dashboard regarding Wizard Game, trying to argue with them. Good for you, maybe you'll convince some neutral on-lookers, but keep in mind the Baptists aren't in this for the argument. They are in this to exert power, and will cooperate with Bootleggers in the process. Consider also noting the fact that the Baptists are cooperating with and empowering the very Bootleggers they claim to denounce.
If you are reading this and you don't like the implication that you are cooperating with the Bootleggers of this analogy, stop being a Baptist.
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pt-piranha · 1 year ago
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SU episode titles in the style of Community episode titles
Most episodes of Community are named in the style of a hypothetical college course. So I applied that format to Steven Universe. Why? I dunno, bored. Apologies if I overuse certain terms.
Spoilers for the whole series. Includes Future, excludes the movie.
For fun, see if you can recognize each episode.
Season 1A
Gemology 101
Basic Artillery
Applicability of Meat-Based Accessories
Cooperative Dining
Mascot Care and Upkeep
Introduction to Shapeshifting
Bubble Invocation
Basic Mission Decorum
Introduction to Wrestling
Beginner’s Lion Care
Video Game Appreciation
Introduction to Gem Fusion
Advanced Biology
Basic Sociology
Economics of Figurines
Swordplay and the Art of Reformation
Intermediate Lion Care
Women’s Volleyball
Studies in Wish Fulfillment
Physical Education
Ethics of Pastry Avoidance
Basic Multiplication
Arthropod Domestication
Gem Repair
Mirrors
Hydrokinetic Theft
Season 1B
Nursing 101
Rocket Science
Cooperative Conspiracy
Summer Vacation
Theoretical Invasion Response
Table Manners
Speculative Maternal Habits
Basic Horticulture
Advanced Lion Care
Introduction to Human Fusion
Paranoia and Parental Debate
Extracurricular Dungeon Navigation
Crisis Clairvoyance
Introduction to Kindergarten
Basic Cinema
Clairvoyant Meteorology
Espionage and Modern Robotics
Weapon Containment and Grief Therapy
Revisionist Literature
Fashion and Paternal Appreciation
Parental Chemistry
Basic Message Decryption
Politics of Crisis Management
Evacuation Tactics
Applied Chemistry
Season 2
Interpersonal Communication
Driver’s Ed
Avuncular and Grandparental Relations
Romantic Literature
Reformative Psychology
Advanced Swordsmanship
Amateur Documentary Filmmaking
Involuntary Mineral Permutation
Parental Communication
Somnambulant Projectionism
Celebrity Addiction
Gemological Fission
Root Vegetables
Alternative History
Accounting for Pearls
Hospitality
Theoretical Music Appreciation
Extraterrestrial Custody Law
Weather Documentation and Gratitude
Competitive Mechatronics
Intro to Gossip
History of Chemistry
Remedial Biology
Theoretical Terraforming
Interstellar Communication
Survival Documentation
Season 3
Citrullus Anthropology
Core Studies
Earth 101
Rural Cohabitation
Galactic Baseball
Advanced Aerodynamics
Competitive Fatherhood
Empirical Romanticism
Height Properties and Ferrokinesis
Social Impressionism
Ethics of Satisfaction and Road Rage
Culinary Tribalism
Cooperative Oneirology
Arthropod Reformation
Yacht Ownership and Relationship Dynamics
Postnatal Supervision
Arctic Mineralogy
Combat Instinct
Competitive Self-Deprecation
Introduction to Blacksmithing
Alternative Kindergarten
Earth Population Studies
Lunar Archeology
Advanced Bubble Invocation
Season 4
Hunting 101
Additive Properties of Negativity
Advanced Historical Documentation
Meditative Stress Management
Predictive Technology
Rebellious Romanticism
Advanced Root Vegetables
Family Relations and Harvest Tradition
Neonatal Gemology
Korean History
Effects of Lightspeed Velocity
Gem Society and You
Anthropological Zoology
Authoritarian Subversion and Coping
Supplementary Heroism
Maternal Bonding
Cultural Appreciation and Appropriation
Advanced Wrestling
Naval Assimilation
Alternative Lion Care
Investigative Surveillance
Self-Image and the Culinary Arts
Missing Persons Tracking
Sacrificial Self-Parenthood
Season 5
Captivity 101
Gem Law
Color Theory
Movements in Follicle Patterns
Political Certification
Obsessive Behavior and Radio Silence
Advanced Barn Raising
Intro to Botany
Applied Music Appreciation
Party Etiquette
Interstellar Piracy
Jungle Survival
History of Gems
Musical Documentary Filmmaking
Chaos Theory and Ailurophilia
Interstellar Community Review
Lunar Escapism
Recursive Cognitive Neuroscience
Sapphire Maintenance
Therapeutic Custody
Equine Isolationism
Matrimonial Ornament Crafting
Wedding Security and Family Dynamics
Travel Capacity of Lower Limbs
Advanced Gemology
Dancehall Decorum
Citrullus Communication
Advanced Gemological Persuasion
Future
Homeschool 101
Career Application
Maternal Impressionism
History of Volleyball
Response to Additive Irritants
Basic Time Management
Recess
Hydrokinetic Persuasion
Fluidity of Status Quo
Advanced Horticulture
Somnambulant Television Writing
Advanced Sociology
Matrimonial Desperation
Basic Child Psychology
Universal Parenthood
How to Get Away with Murder
Homecoming
Trauma Avoidance
Emotional Consequences of Lifelong Trauma
Applied Self-Care
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female-malice · 2 years ago
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If we actually lived in a sandbox simulation where infinite growth was possible, I'd leave you all alone. I wouldn't bother anyone about capitalism or consumer behaviors. I hope you guys know that. I don't like being a nag.
But I go on and on about capitalism and consumerism because we don't live in a simulation. We live on Earth. We're raised to ignore our ecological reality. We're raised to behave like infinite consumers. We're taught that manufacturing and the economy can grow infinitely. And, well, that's all just lies. 0% of those ideas are based on facts or science. Mainstream economic theories all ignore Newton's laws of thermodynamics. Capitalism is literally a made-up fantasy theory that treats reality like it's a mathematical simulation. Every other scientific field has been criticizing the economic discipline for 100 years. But economists have just ignored all the gaping flaws in their discipline and gone "tut tut silly scientists. Let my play my virtual reality game." And then they turned that virtual reality game into our entire global system.
And that's why I've got to say this stuff. We don't live in a mathematical simulation. We don't live in a divine simulation. We live on Earth.
#cc
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