In statistics, one learns very early on that independent random variations tend to cancel out when grouped together. By the law of large numbers, the collective behavior of many independent random entities tends to closely reflect the average behavior of these entities. This is very convenient if we see the random variations as being meaningless noise and were only interested in the average. But if the variations contained all the interesting complexity, then the complexity is washed away in the aggregate. In a generic society, the generics may be highly varied and individually very complex. Naively put them in a group and the collective behavior is simpler – quite plausibly, the variations cancel toward zero and the group achieves nothing as a whole.
This all changes if the random variations were not independent and tended to align along certain dimensions. The variations will be amplified wherever they align, and the collective behavior of the group cleanly emphasizes the alignment of its constituents. If we want a group of generics to retain a meaningful identity distinct from the average of its members, we need to give the generics a desire to align with each other in behavior or motivation. The topic of today’s post is the coherency domain, which contains ideas that lend well to being mixed with other constructs to describe nontrivial social behaviors. As an example, I will use concepts from the coherency domain to describe the gaming combos, which are a set of methods for creating alignment even between unrelated or mutually exclusive activities through the common participation of a bigger event.
The Coherency Domain
The central concept in the coherency domain is that of perceived evaluation similarity – the belief that one evaluates a scene in a similar way as other generics (even if their roles in the scene are dissimilar). Two generics may have different senses / evaluations / agents, but if there are high-level commonalities in the visible consequences of their judgments then they may resonate according to the metric of perceived evaluation similarity. For a more technical description, let’s introduce the senses Coherency-Resonant
and Coherency-Antiresonant
. The former captures the idea of perceived evaluation similarity, and the latter captures the feeling of being left out from a resonant group. Coherency-resonant
can be defined like:
define Coherency-Resonant(scene): (scene -> boolean) as
let generics = GetGenerics(scene),
let my_causal_estimate, my_evaluation =
EventInterpretation(SplitPriorPosterior(scene)),
if there is some generic in generics where
Mirror(scene, generic) = Success(mirrored_scene)
then
let their_causal_estimate, their_evaluation =
EventInterpretation(SplitPriorPosterior(mirrored_scene)),
if IsSimilar(my_evaluation, their_evaluation) then true
otherwise false
otherwise false
The definition here has some nested layers but it mostly uses concepts we already discussed in previous posts. First, we find the other generics that appear in a scene, and we split the scene into its prior and posterior information so that we can use event interpretation to get an evaluation for the scene. Then we try to mirror the scene to the other generics, and when successful we use event interpretation on the mirrored scenes to get the evaluations from the other generics’ perspectives. If there is significant similarity between the evaluation from the origin generic’s perspective and the evaluation from a different perspective, then the sense of Coherency-Resonant
is triggered.
I believe there is a need to emphasize several points about this definition. Firstly, this whole thought process happens inside one generic’s mind, and generally it doesn’t know the actual thought processes of other generics. The origin generic can only make educated guesses based on his knowledge. Secondly, when performing event interpretation on the mirrored scene the origin generic doesn’t necessarily assume that all other generics think the same way he does. The encoding of the mirrored scene is still aware that the scene is being viewed from a different individual’s perspective, and if the origin generic had a recursive model of this other individual then his lens can use this recursive model to produce evaluations based on the other individual’s tendencies. Lastly, the comparison here is being made between evaluations instead of senses. Evaluations can be more complex and may depend on specific details in the scene or even certain memories in the experience foundation1. Though the definition of Coherency-Resonant
is relatively simple in the grand scheme of things, the conditions for triggering this sense can be quite nuanced due to the complexity hidden in the recursive models and in the evaluations being produced by the lens.
The other sense in the coherency domain, though named Coherency-Antiresonant
, doesn’t simply mean the lack of Coherency-Resonant
. In fact the two senses are not mutually exclusive. Coherency-Antiresonant
describes a perceived misalignment in evaluations that were successfully aligned in other individuals. It can be defined like:
define Coherency-Antiresonant(scene): (scene -> boolean) as
let generics = GetGenerics(scene),
let my_causal_estimate, my_evaluation =
EventInterpretation(SplitPriorPosterior(scene)),
if there is some generic in generics where
Mirror(scene, generic) = Success(mirrored_scene), and
Coherency-Resonant(mirrored_scene)
then
let their_causal_estimate, their_evaluation =
EventInterpretation(SplitPriorPosterior(mirrored_scene)),
if not IsSimilar(my_evaluation, their_evaluation) then true
otherwise false
otherwise false
Like the Coherency-Resonant
sense, in this definition we find other generics in the scene and use event interpretation + the Mirror
function to determine the evaluations from multiple perspectives. However, we require that the evaluations be dissimilar (note the not
before the IsSimilar
), and also that the Coherency-Resonant
sense be successfully triggered from some other generic’s perspective. This usually implies the existence of at least three participants in the scene – the origin generic, the generic who is subject to comparison in this definition, and some third generic who resonates with the second2. It’s possible to have four generics in the scene and create a two vs. two scenario, where each pair of generics are resonant with each other but not with the other pair. Under this scene, the generics would experience both the Coherency-Resonant
and the Coherency-Antiresonant
senses.
If most individuals in an environment have an agent favoring the first-person Coherency-Resonant
evaluation, then we may see generics grouping together in ways that emphasize naturally-occurring alignments in thought processes. Merely being in the presence of a resonant group can alter one’s lens to more closely resemble those of the group, since the observer will witness many behaviors that are well-explained by the shared evaluations, and therefore his lens will produce similar evaluations more often to improve its predictive accuracy. Since information about the motives of generics make up a significant portion of a lens’s evaluation, we’d expect to find resonance in any group of generics engaging in similar activities with similar motives.
Those who are seeking the Coherency-Antiresonant
sense may have counterculture tendencies, and may even form groups of individuals specifically trying to be different from other groups. On the other hand, generics may have negative feedback loop agents that are energized by the first-person Coherency-Antiresonant
evaluation but work toward reducing the production of the Coherency-Antiresonant
sense. The wishes of such an agent can be achieved trivially by avoiding those who prefer dissimilar activities / have dissimilar thought processes. But the agent can also achieve its goal in a nontrivial way by making other generics recontextualize their activities to emphasize an evaluation shared by all participants. It is possible that creative thinking on the part of the Coherency-Antiresonant
minimizer agent is what led to the discovery of the somewhat intricate yet very commonplace game combos, which are useful for creating resonance even when individuals engage in different activities or act with different motivations.
The Cooperative Game Combo
One method of introducing resonance between generics without changing their behaviors too much is by inventing a common goal that encompasses multiple existing behaviors. This common goal, also known as the cooperative game, could simply be the celebration of a festival which requires performing a set of actions as rituals, or it can be the completion of a composite task that can only be done through the actions of multiple individuals of diverse roles3. In either form, the cooperative game is designed so that existing behaviors in a group of generics conveniently accomplish various sub-goals of the overarching common goal. By doing this, highly diverse behaviors are recontextualized as actions that serve a common goal, and all individuals participating in the game may feel the Coherency-Resonant
sense due to a perceived similarity in motives. When activities with dissimilar motives are able to generate resonance due to the existence of a cooperative game, we say that the various motives and the desire to achieve resonance have come together to form a cooperative game combo.
In order for the cooperative game combo to exist, we generally need the participants of the game to satisfy a number of conditions:
- The generics are motivated to generate the
Coherency-Resonant
sense.- Without this condition, the generics would be perfectly content doing their activities in isolation without needing a festival / composite task.
- The generics are motivated to engage in activities that are somewhat independent, i.e. the activities do not mutually exclude each other, but working on one activity does not require or imply working on the other activities.
- Clearly it’s not possible to complete the common goal if some activities are mutually exclusive. But if activities tend to require or encapsulate each other, then there is no need to introduce an external structure to tie the activities together.
- The generics are capable of successfully performing their activities without too much difficulty or risk of failure.
- The cooperative game is only successful if all its constituent activities are successful. One failure can ruin the experience for others, so the participants are motivated to exclude excessively difficult activities from the combo.
As an interesting consequence, participants in a cooperative game combo could be motivated to assist with (or even directly participate in) other activities of the cooperative game, even if they originally didn’t feel any urge to perform such other activities. The success of all activities is relevant due to their contribution toward the overarching common goal, so participants would still experience resonance when assisting or dabbling in these other activities. This tendency helps spread awareness and interest in the activities of the cooperative game, which would create future opportunities for resonance simply by encouraging larger groups of generics to partake in those activities. The cooperative game basically acts like an efficient catalyst for the rapid production of the Coherency-Resonant
sense.
The Competitive Game Combo
Let’s suppose we had a group of generics whose behaviors follow the dynamics of the Rivalry
domain. For instance, they may be acting to maximize the production of the Rivalry-Selfish
sense by trying to create the sense of Gain
while simultaneously creating the sense of Pain
in others. Usually, two competing generics can’t both feel the Rivalry-Selfish
sense since both players require their rival to “lose”. By the very nature of their motives, it is common for their activities to be mutually exclusive, and therefore their activities can’t both be included in a cooperative game combo4. However, there is another method of creating resonance even between competing players of a Rivalry
-heavy environment. One can create a common task called a competitive game which simply asks for its participants to try their best at achieving their own mutually exclusive goals. Of course, most participants of the competitive game will fail and only the champion of the game succeeds. However, all participants have succeeded in at least attempting to achieve their goal, and they may feel the sense of Coherency-Resonant
since they all appear to have a similar motivation of trying their best to become the champion.
In this way, even though the participants of the game engage in essentially the same activities with or without the competitive game structure, the existence of the game has recontextualized the activities so that the goal is simply a best-effort participation in the game. Regardless of success or failure, engaging in the activities produces an evaluation related to this new goal of simply participating in the game, and all generics will be able to resonate on the commonality of this evaluation. When activities with mutually exclusive goals (usually Rivalry
-related) are able to come together and produce resonance through the existence of a competitive game, we say that the motives of the mutually exclusive goals and the desire to achieve resonance have come together to form a competitive game combo.
Like the cooperative game combo, there are a number of conditions that we usually need for the competitive game combo to work correctly:
- Participants in the game believe that they are all trying to achieve mutually exclusive goals.
- If the participants do not believe this, then they might not believe that they are all taking the competitive game seriously or that they all needed to spend significant effort to participate in the game. This ruins the sense of resonance between the players.
- Participants are motivated to generate the
Coherency-Resonant
sense.- If participants did not care about resonance then they do not need a competitive game. They would be fine with simply attempting to achieve their goals in isolation.
- The participants’ motivation to find resonance is greater than their motivation to avoid failure.
- A competitive game tends to attract strong rivals, so generics who are strongly motivated to succeed in their goals would avoid participating in such games even if they desired resonance5.
It’s possible to create an extra layer of resonance by grouping players in a competitive game into teams. If the overall goals of the teams are mutually exclusive, then the same principles apply and all participants in the competitive game will be resonant in their shared motivation of trying their best to make their team win. However, there is also resonance between team members after each success or failure in the game, as each person perceives the other team members as having the same evaluation of the situation. It is possible to take this idea one step further and design the competitive game so that each team must complete a composite task (thereby forcing the team members to engage in diverse activities). By doing this, the members of each team would be participating in a cooperative game nested inside a competitive game. This creates resonance in at least three different ways as the generics participate in the overall team vs. team competitive game.
Closing Words
Cooperative games and competitive games both have fairly intricate rules / designs, so it seems strange that they would be commonplace in a generic society. But we only need one individual to invent these designs in order for the other members of a Coherency
-dominated generic society to recognize the utility of the game combos. Those observing the activities of the games (or related artifacts such as preparation or spectatorship of the games6) may experience the Coherency-Antiresonant
sense, and those who dislike the antiresonance may choose to take part one way or another. In this way, the games tend to advertise themselves and awareness of the games rapidly spreads across the generic society. Perhaps this explains how even ancient human civilizations were able to come up with cooperative & competitive game designs, and how the game combos ended up being so commonplace in human society.
Footnotes
- I wonder if this post is feeling like a big mash-up of all the previous posts, considering all the older technical terms being brought up here. I guess it was a good idea to bold and italicize the terms after all.
- Under a complicated setup where the recursive model of the other generic itself has an inaccurate recursive model of the origin generic, it might be possible to trigger
Coherency-Antiresonant
with just two participants. I think this variation would still behave similarly to the normal version with three or more participants, but let me know if you have any thoughts about this. - Examples of festivals in human society include events like school talent shows, holiday celebrations and charity fairs. Examples of composite tasks include producing plays / movies, or playing music in a band / orchestra.
- Here we assume the definition of the activity requires successfully triggering
Rivalry-Selfish
. If so, it’s problematic to include even the activities of one player in a cooperative game, since it’s difficult to guarantee success if the rival has similar or higher skill. On the other hand, if we apply the competitive game combo and recontextualize the activity so that only participation is required (i.e. winning is not necessary), then there is no problem including the activities of one or more competing players into a greater cooperative game. - Usually in competitive games found in human society, the goal of the game is to assert some level of control over the opponent in a restricted environment. For most games (i.e. anything but the world championships) the inherent reward of winning is small and the inherent punishment of losing is small, so it seems like the competitive game is designed to maximize the number of willing participants and to create the feeling of resonance in a pure form. However, some people react strongly to the feeling of losing control, and would be motivated not to play the competitive game even if there was no other consequence for defeat.
- Such artifacts can themselves be considered part of a greater festival that contains other games within it.