(Roughly) Daily

Posts Tagged ‘Rochambeau

“Games are a compromise between intimacy and keeping intimacy away”*…

… Maybe, as Greg Costikyan explains, none more so than Rochambeau (or “Rock-Paper-Scissors” as it’s also known)…

Unless you have lived in a Skinner box from an early age, you know that the outcome of tic-tac-toe is utterly certain. At first glance, rock-paper-scissors appears almost as bad. A four-year-old might think there’s some strategy to it, but isn’t it basically random?

Indeed, people often turn to rock-paper-scissors as a way of making random, arbitrary decisions — choosing who’ll buy the first round of drinks, say. Yet there is no quantum-uncertainty collapse, no tumble of a die, no random number generator here; both players make a choice. Surely this is wholly nonrandom?

All right, nonrandom it is, but perhaps it’s arbitrary? There’s no predictable or even statistically calculable way of figuring out what an opponent will do next, so that one choice is as good as another, and outcomes will be distributed randomly over time — one-third in victory for one player, one-third to the opponent, one-third in a tie. Yes? Players quickly learn that this is a guessing game and that your goal is to build a mental model of your opponent, to try to predict his actions. Yet a naïve player, once having realized this, will often conclude that the game is still arbitrary; you get into a sort of infinite loop. If he thinks such-and-so, then I should do this-and-that; but, on the other hand, if he can predict that I will reason thusly, he will instead do the-other-thing, so my response should be something else; but if we go for a third loop — assuming he can reason through the two loops I just did — then . . . and so on, ad infinitum. So it is back to being a purely arbitrary game. No?

No…

Read on for an explanation in this excerpt from veteran game designer Greg Costikyan’s book Uncertainty in Games: “The Psychological Depths of Rock-Paper-Scissors,” from @mitpress.

* Eric Berne

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As we play, we might send carefully-plotted birthday greetings to Vilfredo Pareto; he was born on this date in 1848. An engineer, mathematician, sociologist, economist, political scientist, and philosopher, he made significant contributions to math and sociology. But he is best remembered for his work in economics and socioeconomics– particularly in the study of income distribution, in the analysis of individuals’ choices, and in his studies of societies, in which he popularized the use of the term “elite” in social analysis.

He introduced the concept of Pareto efficiency (zero-sum situations in which no action or allocation is available that makes one individual better off without making another worse off) and helped develop the field of microeconomics. He was also the first to discover that income follows a Pareto distribution, which is a power law probability distribution. The Pareto principle ( the “80-20 rule”) was built on his observations that 80% of the wealth in Italy belonged to about 20% of the population. 

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So, who’s going to take out the garbage?…

 

Decide the question– indeed, any of many questions– with Extreme Rock-Paper-Scissors:

via Top Cultured

For another alternative, see “Beyond Rochambeau.”

 

As we cast our fates, we might recall that Jacobean dramatist John Fletcher– a largely collaborative writer who worked with many, most notably with Beaumont (e.g., Philaster) and Shakespeare (e.g., Henry VIII, Two Noble Kinsmen), whose fame at the time rivalled Shakespeare’s, and who replaced the Bard after his retirement as house playwright of The Kings Men– was baptized on this date in 1579.  Clearly, it didn’t take…

source

 

Written by (Roughly) Daily

December 20, 2011 at 1:01 am

Beyond Rochambeau…

There are times when Rock-Paper-Scissors just doesn’t have the…  well, gravity that one feels is appropriate to the question being decided.  Happily, author and blogger Mark Rayner has ridden to the rescue with an altogether apt alternative:  Monkey-Pirate-Robot-Ninja-Zombie

Mark explains:

Each thing can beat two other things, and is, in turn beaten by two other things.

The players both count to five (three), though it is obviously better to repeat the name of the game (Monkey! Robot! Pirate! Ninja! Zombie!). Each time you raise your fist and swing it down. On the fifth (third) count, you form your hand into one of the five gestures. (It is recommended that in addition to the hand gesture, you also add an aural component to this — see below for suggested noises.)

So, what beats what, and what are the gestures? What?

* Monkey fools Ninja
* Monkey unplugs Robot
Suggested noise: ee-ee-eek!

* Robot chokes Ninja
* Robot crushes Zombie
Suggested noise: ex-ter-min-ate!

* Pirate drowns Robot
* Pirate skewers Monkey
Suggested noise: arrrrr!

* Ninja karate chops Pirate
* Ninja decapitates Zombie
Suggested noise: keeee-ah!

* Zombie eats Pirate
* Zombie savages Monkey
Suggested noise: braaaaaaaaaainsss!

See the hand gestures illustrated here.

As we approach big decisions with a deeper sense of propriety, we might recall with horror that it was on this date in 1613 that The Globe Theatre, which had been built in 1599 by Shakespeare’s company, the Lord Chamberlain’s Men, was destroyed by fire.  Shakespeare had retired to Stratford in 1611.

A second Globe was built on the same site; it opened in June, 1614, and closed in 1642.

Before the fire…