RPS Chapters 4-5

In chapter 4 I particularly enjoyed reading about the mathematical intricacies of rock, paper, scissors and the different factors that can alter the game. One such characteristic is the game’s identity as a “zero-sum game.” Fisher explains zero-sum games as: a win is worth one point, a loss is a negative point, and draw is worth nothing for both sides. Also, in a zero-sum game all of the possible outcomes add up to zero, hence the name, zero sum game. He goes on to say that the best way to play rock, paper, scissors is to implement the Minimax principle. In other words, the most logical way to win is not to maximize point increases, but instead to minimize your losses. However, it is extremely difficult if not impossible to purposefully minimize your losses without knowing your opponent’s play pattern/strategy, especially considering true randomization is rare in rock, paper, scissors. However, if some semblance of randomization was achieved with each possible play having a 1/3 chance of occurring, then a “balanced tension” occurs. Fisher notes that this is described as “intransitive” by mathematicians which simply means that “the fact that rock beats scissors and scissors beats paper does not imply that rock beats paper. These characteristics make rock, paper, scissors the decision-making, conflict-settling tool that it is.

As for chapter 5, I found the binary of threats and promises very applicable to current classwork. Fisher describes threats as being “cheaper than promises, because if a threat is effective, it will not need to be followed through.” I interpreted this in the context of our game development project. In the vast majority of games, the player is able to be penalized for failed actions. In the game, it is the threat of potentially being penalized that motivates the player to play the game properly. Promises also apply here, but in a less traditional way than we see in Fisher’s stories of parent-child dynamics. Because of the programmed and predetermined responses to actions by the player, the game promises to react a certain way whether that is to penalize, reward, or otherwise. But for the sake of Fisher’s stories, promises have a more positive, reward-oriented connotation. Compared to people, games are immensely more capable of enforcing their threats and keeping their promises.

6 Responses

  1. James Bachmann says:

    Another thing that can be taken into consideration is the balance between threats and rewards. If a person is only threatened and never rewarded, as well as the threats are carried out, life becomes miserable. On the other hand, if only rewards are provided and there is no punishment, people could lose incentive in doing things and not care because they would not suffer a consequence. So a fine balance seems to be the best, but hardest path to tread on.

  2. Ahsan Ahmad says:

    I like the theme of strategic randomization that is running throughout the chapters. Just as being ‘randomly random’ is the optimal strategy with Rock Paper Scissors, I feel like threats and promises can be used in a similar, random manner in daily life for maximum efficiency. As Wogan mentioned, promises are more expensive since they have to be followed upon for the sake of maintaining their credibility. To achieve an optimal state, the implicit cost of following up on a promise could be weighed against the benefit incurred by a ‘cheap threat’ (where you don’t have to do anything, because your threat is threatening enough). In this way, a cost-benefit model of sorts could be established which could help shape the randomization strategy to be used in such situations. What could be the right combination of threats and promises so that you get maximum benefit for minimum effort?

  3. Rachel Helbling says:

    I agree and also think that learning more about rock paper scissors was a very interesting part of the chapter. I’ve played rock paper scissors many many times but I have never really thought much about it. Everything that fisher says makes sense and shows the intricacies that I have never noticed. I also found it very interesting to hear some of the data, like how many people play rock or paper or scissors and how it is not perfectly even. I really like your connection of chapter 5 to games! I agree that games are better at enforcing threats and keeping promises. If humans continue to not follow through with threats they make and keep breaking promises, people will lose all incentive and nothing will ever get done.

  4. Shanay Amin says:

    I agree, and I really enjoyed the part where Fisher analyzed rock paper scissors. It is an great example of how such a simple game can actually use strategy. I have recently been playing the new Spiderman game, I think they have a great balance of threats and rewards which really makes the game fun. If you die you do get setback but not enough to be demoralized and stop playing, but just enough for you to be careful. I think games that have this balance are much more exciting to play.

  5. Hyewon Hong says:

    Fisher explains how rock. paper, scissor, is a zero sum game, and with that has everyone with an equal chance of winning. Yet I find it interesting how everyone still has a strategy that they try to go into every match with, thinking (or more likely hoping) that it will give them the upper hand. If we do cooperate, as Fisher suggests, to turn this zero sum game into a “win, win” game, I feel like that would destroy what makes rock, paper, scissor a “fun” game to play. Obviously, not Fisher’s intended point as we should certainly try to cooperate in cases like the cold war.

  6. Josephine Bossidy says:

    I too thought the introduction to the chapter was very interesting. I enjoyed how Fisher took the time to explain the mathematical logic behind the game. I had never considered the math while playing the simple game of rock, paper, scissors and truthfully thought it was just luck. Adding to that, I liked how Fisher addressed the strategy involved in the game and like you mentioned, how there was a balanced tension between the 1/3 chance of what the other player was going to choose. This rationale made me consider my own triumphs and loses during rock, paper, scissors. When Fisher mentioned that without knowing we get into a pattern of choices, I laughed too myself. Whenever I played the game I always had a pattern of rock, scissors, and then of course paper. Fisher’s notion that randomization is the best strategy makes sense, for the way I played was far too predictable.