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There is another side to this coin, however. One that I care deeply about, and that carries just as much weight and impact as anything mentioned above: if you ever want to get anywhere as a person, society, or species, you can’t afford to negate gentleness either.
Quick note: We’re gonna dive into game theory here, so if you’re new to/rusty on the terminology, the single best thing you can do is click here for a brilliant interactive crash course on all the meaningful bits. If you’re short on time you’re better off prioritizing this click rather than reading the rest of this post (Nicky Case is amazing)!
Should you make like Jesus and always turn the other cheek, or should you play like Lucifer himself and ruthlessly exploit everyone you meet? Maybe you need a complex web of conditions defining how you act towards others based on your relationship so far, or maybe you can just do unto others as they do unto you.
WE’VE ACTUALLY KINDA SOLVED IT!
We’re doing this to establish that whatever mysterious strategy we end up discovering later on which can demonstrably, empirically, and objectively thrive under these conditions - must be the brilliant strategy best applied to the majority of real-life situations.
Let’s get to it:
Repeated/One-off Rounds - Most real-life situations (whether between people or nations) are not one-time events, but rather involve repeated interactions over time. With the exception of aggressive drunks outside pubs, we usually develop a long-term repertoire of past actions with one another. To clarify, even a single conversation can technically be defined as a “repeated interaction” (so long as each side gets more than 1 line of dialogue each)!
Imperfect/Perfect Information - We have imperfect information about each other's intentions, payoffs, and the consequences of our actions. Plenty of room for error.
Communication: On/Off - We can certainly communicate with one another, whether explicitly or implicitly. Misunderstandings, bluffs and lies are completely possible, but are forms of communication nonetheless.
Asymmetric/Symmetric Payoffs - The cost/reward for defection/co-operation vary greatly between contexts. This is likely the highest variance condition here.
Variable/Constant Group Size - Groups can grow, shrink, merge and split depending on the actions of their members. Furthermore, interactions can be between, and affect, multiple participants at once.
Emotionality: On/Off - Anger, fear, empathy, can all affect decision making. That’s not even mentioning cognitive biases (#UncleKahneman).
Uncertainty: So On It Hurts/Off - Nobody knows anything about anything or anyone for sure and we’re all terrified mortal coils. The technical term for this is Environmental Uncertainty and Social Uncertainty.
Quick note: This is mainly because I suspect a significant portion of you have already heard some version of this before, and that the other, equally significant portion of you that hasn’t, would enjoy it being covered while favouring promptness. To the remaining, probably much tinier portion of you (yet still equally significant!) that would actually love to read a full breakdown - I can only humbly ask for your forgiveness and direct you .
Rule 1 - Be nice (technically meaning always co-operate on the first round).
Rule 2 - From then on just copy what the other player did in the previous round (meaning an eye for an eye and a hug for a hug).
Sounds good, but NOT GOOD ENOUGH!!!
Repeated Rounds: TRUE - There were 200 of them!
Imperfect Information: TRUE - Programs didn’t know the strategy of their opponents ahead of time.
Communication On: FALSE - The programs couldn’t chit-chat or gossip.
Asymmetric Payoffs: FALSE - The cost/reward matrix for co-operate/defect was symmetrical and constant.
Variable Group Size: TRUE - While programs technically fought 1v1, the outcome of each fight affected the overall group representation of each program on the board. Each win increased the probability that a program will meet a like-minded partner and directly influenced the viability of its strategy.
Emotionality On: FALSE - The programs never got to learn about love.
Uncertainty On: HALF TRUE - While the programs certainly suffered from Social Uncertainty, not knowing how their adversary would react, they did enjoy the very important luxury of Environmental Certainty, with perfect reliability for inputs and outputs, and no risk of earthquakes.
It seems we're missing Communication, Emotionality, Environmental Uncertainty, and Asymmetric Payoffs. Close but no cigar.
In a world full of Tit for Tats, any of these Ominous Ms can lead to a catastrophic cycle.
Say two Tit for Tats run into each other in real life. Both are immediately nice to one another and begin to reciprocate said niceness ad infinum. Utopia is within reach. However, throughout the entirety of their relationship, all it would take is one tiny error, one tragic misplaced M by either one, to immediately initiate an ever-escalating cycle of mutual retaliation until one or both drop dead.
Even if it’s costly, you must find a way to cut terrible feedback loops. You need one additional power: GENTLENESS! Get a load of this:
How risky? Asymmetrically so! Asymmetric Payoffs (I told you they’d be back) are all around us, since in real life no two players ever engage on equal footing. Each player has a different ratio between how much they want something, what it’d cost them to get it, and what capabilities are at their disposal. The risk/reward matrix is always dynamic and far from symmetric between players.
Even when facing a “stronger” player, who says you have to engage with asymmetric strength symmetrically? There are many kinds of rewards, and one form of strength can be completely negated by another (think of the difference between Tank vs Tank and Tank vs RPG). Furthermore, since Uncertainty: On, outcomes are always unpredictable for both sides - each one could potentially outmaneuver, attrition, shift vectors, or just plain luck out vs the other, regardless of the perceived reward matrix.
In the long run, the cost incurred each time you attempt to cooperate and get exploited usually pales in comparison of the cost of never trying at all.
Rule 1 - Be nice (technically meaning always co-operate on the first round).
Rule 2 - From then on just copy what the other player did in the previous round (meaning an eye for an eye and a hug for a hug).
Rule 3 - After you retaliate, always try to co-operate again in the next round.
Congratulations! We’ve just created “Generous Tit for Tat” (coined by Axelrod himself)! It maintains the key benefits of regular Tit for Tat, while possessing the ability to break out of Ominous M cycles should they arise. We’ve also finally come full circle to the title of this post! It’s been emotional.
Wear whatever scars you collect on your journey with pride!