86 lines
7.6 KiB
Markdown
86 lines
7.6 KiB
Markdown
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**"The Evolution of Trust"**
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This interactive guide is heavily based off Robert Axelrod's groundbreaking 1984 book, [The Evolution of Cooperation](https://www.amazon.com/Evolution-Cooperation-Revised-Robert-Axelrod/dp/0465005640)! I was also heavily inspired by his 1997 sequel, [The Complexity of Cooperation](http://press.princeton.edu/titles/6144.html), and Robert Putnam's 2000 book on America's declining "social capital", [Bowling Alone](http://bowlingalone.com/).
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yes i'm a bookworm nerd, plz don't bully me
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**"Fewer and fewer people say they trust each other"**
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To see a thorough statistical take on this, check out [Our World In Data](https://ourworldindata.org/trust). Mmmm stats~
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**"The Game of Trust"**
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This game is also known in game theory as the infamous *Prisoner's Dilemma*. The Prisoner's Dilemma is named after a story where two suspects can either squeal on their partner-in-crime ("cheat"), or stay silent ("cooperate"). I chose not to do this story because 1) in this case, both players "cooperating" would be bad for society, and 2) it's unrealistic, everyone knows that snitches get stitches
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**"You won't know in advance when the last round is"**
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In the repeated game of trust (also known as *Iterated Prisoner's Dilemma*), it's important that neither player knows *when* the last round is. Why? Think about it - on the last round, both players would know their action has no consequence, so they'd both cheat. But that means in the second-last round, their actions can't change the next round, so they'd also both cheat. But that means in the third-last round... etc etc.
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**"Copycat"**
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This strategy is better known in game theory as *Tit For Tat*. It was created by Anatol Rapoport in 1980, for Robert Axelrod's game theory tournament. I chose not to use the name "Tit For Tat" because 1) it *sounds* mean, although it's a nice & fair strategy, and 2) a lot of the public have already heard about Tit For Tat, so if I used that name, players might just place their bets on this character because they've already heard of "Tit For Tat".
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**"You may be skeptical about the Christmas Truce"**
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There was another guy who was skeptical, too. During the truce, a German corporal remarked with disgust, ["Such a thing should not happen in wartime. Have you no German sense of honor?"](http://time.com/3643889/christmas-truce-1914/)
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That man was Adolf Hitler.
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You can't make this sh\*t up.
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**"For culture to evolve"**
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There's a new, super-young interdisciplinary field that I'm really *excited* by, called *Cultural Evolution*. Admittedly, it's a bad name, not least because it sounds uncomfortably close to "Social Darwinism". Which it's not. Pinky promise.
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One core part of Cultural Evolution Theory is culture evolves the same way life does: through variation & selection. Variation: people differ in beliefs & behaviors, and invent new ones almost every day. Selection: people try to imitate their heroes & elders, and adopt their beliefs/behaviors.
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(Note: this is *not* quite Richard Dawkin's "meme" theory. "Meme" implies, that, like genes, ideas come in discrete chunks & replicate with high fidelity. This is obviously untrue. Also you can't say "meme" with a straight face these days, so whatever)
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The reason why I think Cultural Evolution is so promising, is that it could integrate *all* the human sciences: psychology, sociology, economics, anthropology, political science, neuroscience, biology. The greatest problems of our time do not obey conventional academic boundaries – so, it's about dang time we created a common language between the sciences and humanities.
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If you want to learn more about Cultural Evolution Theory, I highly recommend Joseph Heinlich's 2015 book, [The Secret of Our Success](http://press.princeton.edu/titles/10543.html)!
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**"[Always Cheat's] exploitativeness was its downfall"**
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You may have heard that someone found a player strategy that can "exploit evolution". From the [Scientific American](https://www.scientificamerican.com/article/game-theory-calls-cooperation-into-question1/): "[Press & Dyson's results] suggested the best strategies were selfish ones that led to extortion, not cooperation."
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Press & Dyson's findings *are* really important, but Scientific American confused two different uses of the word "evolutionary". The first use, the way this interactive guide used it, was to mean that the *tournament's population* changes over time. The second use, the way P&D meant it, was that the *player's rules* changes over time. For example: Detective is "evolutionary" since it changes its own rules, while Copycat is *not* "evolutionary" since it sticks to its principles.
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So, P&D found strategies that could exploit "evolutionary" *players* like Detective, but their strategies _still could not exploit the evolution of the tournament_, because in the long run, fair & nice strategies still win.
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**"We have fewer friends -- period."**
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Seriously, go read Robert Putnam's 2000 book, [Bowling Alone](http://bowlingalone.com/). Yeah it's a bit outdated by now, 17 years later, but its core findings and lessons are still true as ever -- probably even more so.
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**"Non-zero-sum game" / "Win-Win"**
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This is kinda cheesy, but I still adore the 1989 book, [The Seven Habits of Highly Effective People](https://www.amazon.com/Habits-Highly-Effective-People-Powerful/dp/0743269519) -- especially Habit #4: Think Win-Win.
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Because, contrary to popular belief, coming up with Win-Win solutions is hard, takes lots of effort, and is emotionally painful. Heck, I'd go even further – I'd say our culture's default stance of Win-Lose "us versus them" is the easy path, the lazy path, the equivalent of activism junk food.
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Anyway. Exaggerations aside, I strongly believe "Win-Win" / "Non-Zero-Sum" is something we all urgently need -- in our personal lives, social lives, and _definitely_ political lives.
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**"Copykitten"**
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Just like how Copycat's original name was Tit For Tat, Copykitten's original name is *Tit For Two Tats*. Same rule: Cooperate, unless the other players cheats *twice* in a row.
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There's another forgiving variant of Tit For Tat called *Generous Tit For Tat*. It's got a similar but slightly different rule: Cooperate, but when the other player cheats, forgive them with a X% chance. This design, with the variable "X", lets you set different "forgiveness" levels for the player.
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**"Simpleton"**
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Also known as Pavlov, or Win-Shift-Lose-Stay.
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**"Our modern media [...] has increased our miscommunication"**
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I'm only in my twenties, I don't know why I always sound like an old grump shaking my fist at a cloud. But, yeah, anyway, go read Neil Postman's 1985 book, [Amusing Ourselves To Death](https://www.amazon.com/Amusing-Ourselves-Death-Discourse-Business/dp/014303653X). It's about how the communications technology we use subtly shapes our culture ("the medium is the message") and how technology that is biased towards quick & fast information (TV in 1985, social media now) turns us all into trivial, short-term thinkers.
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Although I don't agree with _everything_ in his book, it's a real eye-opener, and surprisingly prescient for 1985. His rant against Sesame Street is kinda weird, though.
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**"Build relationships. Find win-wins. Communicate clearly."**
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Giving advice can come off as condescending, so let me be perfectly honest: I do *not* have any of this figured out, personally. I'm bad at developing friendships, especially with people of different political views than me. I occasionally forget about win-wins, and lapse into "us versus them" thinking. And judging by this rambling, I'm also still terrible at communicating clearly.
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But I want to get better. This stuff is *hard*. Building peace & trust in the world, from the bottom up, is *hard*.
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And that's why it's worth it. <3
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