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Some content in this audio is
not covered under a Creative

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Commons license.

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For more information, see the
course materials on the MIT

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PROFESSOR: Grabbing a bunch of
index cards and scribbling

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things down.

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AUDIENCE: Yes.

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PROFESSOR: Pretty much
how I get by.

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Another group?

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AUDIENCE: So our group
is [UNINTELLIGIBLE],

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[UNINTELLIGIBLE], and Jason.

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We don't have a rep
[UNINTELLIGIBLE].

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But [UNINTELLIGIBLE].

00:00:47.860 --> 00:00:49.812 align:middle line:90%
[LAUGHTER]

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We're doing like a real
time, supernatural

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horror/cooperative game.

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PROFESSOR: OK.

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Oh, like real time
[UNINTELLIGIBLE] theme?

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AUDIENCE: Yeah.

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PROFESSOR: I'm excited.

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I'm excited.

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PROFESSOR: One, two,
three, four.

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All right, who else?

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AUDIENCE: it's me, it's
Tanya, Patrick, and

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Justin who are here.

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PROFESSOR: [UNINTELLIGIBLE].

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OK.

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You guys have kind of
a [UNINTELLIGIBLE].

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AUDIENCE: And how do you
describe this game?

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AUDIENCE: It's building
a family tree game.

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AUDIENCE: Geneology
path building.

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AUDIENCE: Yeah.

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It's a path building game
involving family members.

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AUDIENCE: Consider it geneology
path building.

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AUDIENCE: It's kind of like
a Family Feud game.

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Except, it's a little
bit stranger.

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PROFESSOR: So I think
Jay and Mia.

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AUDIENCE: Yeah.

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[UNINTELLIGIBLE PHRASE]

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PROFESSOR: And Calvin and
Jason, you've been

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[UNINTELLIGIBLE] in that.

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AUDIENCE: Oh.

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[UNINTELLIGIBLE]

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and things.

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AUDIENCE: [UNINTELLIGIBLE].

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PROFESSOR: So right now we
have a-- we don't have a

00:01:52.800 --> 00:01:53.195 align:middle line:90%
[UNINTELLIGIBLE].

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The idea we have is pretty much
you want to get a certain

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sets of cards.

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And we get sets by drawing cards
or trading with other

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people or--

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but it's also you can take cards
if you want, but if you

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get caught, then it's up to the
other players whether you

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get punished or not.

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PROFESSOR: OK, if you
get caught then--

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OK.

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So [UNINTELLIGIBLE].

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That sounds good.

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So it sounds like we
have four teams.

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[UNINTELLIGIBLE PHRASE]

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So today I'm planning on, for
the most part, just going

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through the lecture stuff that
I had planned for today and

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for last Wednesday.

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And if there's any time left,
we could finish up with

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[UNINTELLIGIBLE].

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And that's what I'd
like to do.

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But if there's only like an hour
left, then I think I'd

00:02:50.830 --> 00:02:54.015 align:middle line:84%
probably rather you play
one more game.

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As this is a useful exercise,
but playing these games are

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just as useful and frankly
a better design.

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All right.

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Let's see.

00:03:05.756 --> 00:03:08.510 align:middle line:84%
So I think I'll start with
Wednesday's stuff first, which

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is the last [COLERA]

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reading for the entire
semester.

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I did, in fact, actually look
a little bit into the weird

00:03:15.720 --> 00:03:21.612 align:middle line:84%
eskimo stuff from Monday, and
one thing, I don't actually

00:03:21.612 --> 00:03:22.760 align:middle line:84%
think he was speaking
figuratively.

00:03:22.760 --> 00:03:25.800 align:middle line:84%
I think he was actually
describing something that he

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had done some anthropoligical
research on-- this is a ritual

00:03:32.254 --> 00:03:36.615 align:middle line:84%
that a very, very
[UNINTELLIGIBLE], just a fine

00:03:36.615 --> 00:03:39.430 align:middle line:90%
group of eskimos do.

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It reminds me a lot of the sort
of recitations that you

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get that sometimes has
a morbid quality,

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sometimes they don't.

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But this reminds you of either
historical events, or

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important things to do.

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Like the easiest one that
I keep in my brain is

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righty-tighty, lefty-loosey.

00:03:54.970 --> 00:03:58.590 align:middle line:84%
That teaches you something
of how screws work.

00:03:58.590 --> 00:04:00.894 align:middle line:84%
But then they're a little bit
like ring around the rosy,

00:04:00.894 --> 00:04:01.870 align:middle line:84%
with a pocket full
of poseys, ashes,

00:04:01.870 --> 00:04:03.425 align:middle line:90%
ashes, we all fall down.

00:04:03.425 --> 00:04:06.850 align:middle line:84%
But it's actually a
commemorative little poem

00:04:06.850 --> 00:04:11.138 align:middle line:90%
about the black death.

00:04:11.138 --> 00:04:14.010 align:middle line:84%
That's what that
song is about.

00:04:14.010 --> 00:04:18.029 align:middle line:84%
So you have these
little things.

00:04:18.029 --> 00:04:20.920 align:middle line:84%
That particular example that
he was describing was more

00:04:20.920 --> 00:04:25.070 align:middle line:84%
about this recitation that you
sort of remember the procedure

00:04:25.070 --> 00:04:28.465 align:middle line:84%
in which things are supposed
to be done.

00:04:28.465 --> 00:04:30.250 align:middle line:84%
But they're [UNINTELLIGIBLE],
they're sort of

00:04:30.250 --> 00:04:30.940 align:middle line:90%
[UNINTELLIGIBLE]

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reenactment about what you
do in order to I guess

00:04:34.754 --> 00:04:36.185 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:04:36.185 --> 00:04:40.540 align:middle line:84%
or something like that
to basically perform

00:04:40.540 --> 00:04:43.682 align:middle line:90%
taxodermy on an animal.

00:04:43.682 --> 00:04:46.740 align:middle line:90%


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One of those ways where a
playful experience was pretty

00:04:50.070 --> 00:04:54.646 align:middle line:84%
much it's been used as
a learning tool.

00:04:54.646 --> 00:04:58.920 align:middle line:84%
And that kind of gets back to
something I was mentioning

00:04:58.920 --> 00:05:00.460 align:middle line:90%
much earlier in this course.

00:05:00.460 --> 00:05:04.600 align:middle line:84%
In many ways, learning
how to play a game is

00:05:04.600 --> 00:05:06.730 align:middle line:90%
literally very exotic.

00:05:06.730 --> 00:05:09.116 align:middle line:84%
You can't figure out how to play
the game unless you have

00:05:09.116 --> 00:05:10.880 align:middle line:90%
figured out all the rules.

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And if the rules happen to have
some sort of correlation

00:05:12.555 --> 00:05:14.956 align:middle line:84%
to something real world, you
might end up learning

00:05:14.956 --> 00:05:16.100 align:middle line:84%
something about that
real world.

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Whether you transfer to back
to actually something real

00:05:18.860 --> 00:05:24.690 align:middle line:84%
world is kind of actually the
topic of what Wednesday's

00:05:24.690 --> 00:05:27.855 align:middle line:90%
reading about.

00:05:27.855 --> 00:05:28.370 align:middle line:90%
[UNINTELLIGIBLE]

00:05:28.370 --> 00:05:33.160 align:middle line:84%
talks about mimicry and things
being kind of taken over by

00:05:33.160 --> 00:05:35.180 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:05:35.180 --> 00:05:37.360 align:middle line:84%
Now he uses these grand,
sweeping statements which I

00:05:37.360 --> 00:05:40.580 align:middle line:84%
think sound a lot more modest
when they're in the original

00:05:40.580 --> 00:05:42.360 align:middle line:84%
language, and what to translate
[UNINTELLIGIBLE]

00:05:42.360 --> 00:05:46.210 align:middle line:84%
sound like you're saying, and
this huge wave of competitive

00:05:46.210 --> 00:05:48.418 align:middle line:90%
games took over witch doctors.

00:05:48.418 --> 00:05:52.250 align:middle line:90%


00:05:52.250 --> 00:05:56.980 align:middle line:84%
But I think what he's referring
to, and if we notice

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the readings for that chapter
three and chapter eight.

00:05:58.760 --> 00:06:01.936 align:middle line:84%
So there's a whole bunch of
stuff that's missing, and we

00:06:01.936 --> 00:06:05.040 align:middle line:84%
kind of wanted to spare you
from the bad translation.

00:06:05.040 --> 00:06:13.010 align:middle line:84%
But the idea is that there is a
lot of stuff that basically

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mimicry, the old process of
putting on masks, putting on

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costumes, and being someone else
has great societal power.

00:06:22.680 --> 00:06:27.110 align:middle line:90%
This had great societal power.

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And this is more of an
anthropological thing.

00:06:31.370 --> 00:06:34.420 align:middle line:84%
But the idea being you have
these people-- who are

00:06:34.420 --> 00:06:36.510 align:middle line:84%
effectively leaders
of groups--

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shamans, witch doctors, fortune

00:06:38.470 --> 00:06:41.410 align:middle line:90%
tellers, maybe just elders.

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And they would have costumes,
they'd have masks that not

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only gave them station, what
when I wear this robe I am now

00:06:51.600 --> 00:06:54.450 align:middle line:84%
in charge of this tribe,
but also turned them

00:06:54.450 --> 00:06:57.760 align:middle line:90%
into somebody else.

00:06:57.760 --> 00:07:02.372 align:middle line:84%
Now, if you look at ancient
accounts of the Egyptian

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pharoahs, for instance, in
order to actually give up

00:07:05.300 --> 00:07:08.270 align:middle line:84%
their own name and then they
take on a new name.

00:07:08.270 --> 00:07:09.596 align:middle line:84%
And a lot of them actually just
become Pharaoh in the

00:07:09.596 --> 00:07:15.530 align:middle line:84%
same way that a lot of Roman
emperors just become Caesar.

00:07:15.530 --> 00:07:18.000 align:middle line:84%
You can think of Caesear
as just being king.

00:07:18.000 --> 00:07:21.952 align:middle line:84%
So it becomes a title, but
you also become a person.

00:07:21.952 --> 00:07:23.928 align:middle line:90%
A lot of the--

00:07:23.928 --> 00:07:24.916 align:middle line:90%
I'm trying to remember--

00:07:24.916 --> 00:07:31.820 align:middle line:84%
Persian, I think, emperors
become Darius or Cyrus.

00:07:31.820 --> 00:07:33.290 align:middle line:90%
Kind of just one word.

00:07:33.290 --> 00:07:36.230 align:middle line:84%
This is one name that was
given to the king.

00:07:36.230 --> 00:07:39.180 align:middle line:90%
That's who you become.

00:07:39.180 --> 00:07:45.990 align:middle line:84%
And that kind of combined with
aesthetic solemn rituals.

00:07:45.990 --> 00:07:48.683 align:middle line:84%
A lot of these are not what
you would recognize

00:07:48.683 --> 00:07:51.350 align:middle line:90%
as games right now.

00:07:51.350 --> 00:07:55.250 align:middle line:84%
But in many ways they sort of
tap into the same sort of

00:07:55.250 --> 00:08:00.150 align:middle line:84%
pleasures of sort of critical
and losing control.

00:08:00.150 --> 00:08:04.120 align:middle line:84%
Once in a while, you don't
have to be sort of all

00:08:04.120 --> 00:08:06.120 align:middle line:90%
inhibited and obeying laws.

00:08:06.120 --> 00:08:08.620 align:middle line:90%
You can just cut loose.

00:08:08.620 --> 00:08:12.429 align:middle line:90%
And in superstitious tribes,

00:08:12.429 --> 00:08:15.510 align:middle line:90%
superstitition will be the excuse.

00:08:15.510 --> 00:08:19.460 align:middle line:84%
But you don't actually
necessarily need that reason.

00:08:19.460 --> 00:08:22.750 align:middle line:84%
And I think one thing that
[UNINTELLIGIBLE]

00:08:22.750 --> 00:08:25.790 align:middle line:84%
sort of describes in chapter
eight is how--

00:08:25.790 --> 00:08:28.195 align:middle line:90%
we kind of get that today too.

00:08:28.195 --> 00:08:33.260 align:middle line:84%
He was describing stuff like
identification, for instance,

00:08:33.260 --> 00:08:39.536 align:middle line:84%
when somebody who could be
you wins something for no

00:08:39.536 --> 00:08:42.917 align:middle line:84%
particular good reason, against
incredible odds.

00:08:42.917 --> 00:08:48.604 align:middle line:84%
And is there some sort of
mechanism for you to feel I am

00:08:48.604 --> 00:08:51.176 align:middle line:84%
now happy partly for this
person's success, therefore,

00:08:51.176 --> 00:08:53.740 align:middle line:90%
I'm a winner.

00:08:53.740 --> 00:08:59.412 align:middle line:84%
Then you get to have that
experience of ecstasy.

00:08:59.412 --> 00:09:02.460 align:middle line:90%
You get to that news.

00:09:02.460 --> 00:09:04.116 align:middle line:90%
A couple of videos.

00:09:04.116 --> 00:09:10.113 align:middle line:84%
Some of them it's tongue and
cheek, but hopefully that

00:09:10.113 --> 00:09:11.363 align:middle line:84%
you-- it will kind of illustrate
my point as well.

00:09:11.363 --> 00:09:27.430 align:middle line:90%


00:09:27.430 --> 00:09:34.050 align:middle line:84%
So was anyone here in
Boston in 2004?

00:09:34.050 --> 00:09:36.500 align:middle line:90%
You were in Boston in 2004?

00:09:36.500 --> 00:09:39.438 align:middle line:84%
What happened in
Boston in 2004?

00:09:39.438 --> 00:09:40.794 align:middle line:90%
AUDIENCE: With the Red Sox?

00:09:40.794 --> 00:09:41.246 align:middle line:90%
PROFESSOR: Yes.

00:09:41.246 --> 00:09:46.801 align:middle line:84%
The Red Sox won after, what, 86
years of coming real close

00:09:46.801 --> 00:09:50.575 align:middle line:84%
and never actually winning
a World Series.

00:09:50.575 --> 00:09:55.950 align:middle line:90%
And I'm going to--

00:09:55.950 --> 00:10:00.850 align:middle line:84%
This is a neat little
video that I have.

00:10:00.850 --> 00:10:03.310 align:middle line:84%
I just kind of then just use
this as a back drop.

00:10:03.310 --> 00:10:05.906 align:middle line:84%
I think this is right
around Fenwick Hall.

00:10:05.906 --> 00:10:07.394 align:middle line:84%
I'm not so sure it's
[UNINTELLIGIBLE].

00:10:07.394 --> 00:10:10.370 align:middle line:90%


00:10:10.370 --> 00:10:13.662 align:middle line:84%
Sorry, the wireless in this
particular corner of the

00:10:13.662 --> 00:10:16.840 align:middle line:90%
office can be bad.

00:10:16.840 --> 00:10:19.750 align:middle line:84%
This is-- actually let
me skip a little bit.

00:10:19.750 --> 00:10:34.450 align:middle line:90%


00:10:34.450 --> 00:10:38.566 align:middle line:84%
So for those of you who don't
know the story, actually how

00:10:38.566 --> 00:10:41.920 align:middle line:84%
many of you don't know what
happened in 2004 around here?

00:10:41.920 --> 00:10:42.790 align:middle line:84%
AUDIENCE: Well I don't
know exactly what

00:10:42.790 --> 00:10:44.040 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:10:44.040 --> 00:10:47.020 align:middle line:90%


00:10:47.020 --> 00:10:54.140 align:middle line:84%
PROFESSOR: So basically what
happened around here was the

00:10:54.140 --> 00:10:59.910 align:middle line:84%
Red Sox were down 3, 0
against the Yankees.

00:10:59.910 --> 00:11:02.844 align:middle line:84%
And managed to come
back from them.

00:11:02.844 --> 00:11:05.778 align:middle line:84%
And then they beat the Cardinals
and they won the

00:11:05.778 --> 00:11:07.245 align:middle line:90%
World Series.

00:11:07.245 --> 00:11:09.890 align:middle line:84%
Now, this is, of course,
after 86 years, again.

00:11:09.890 --> 00:11:13.717 align:middle line:84%
I mentioned really people
just not winning at all.

00:11:13.717 --> 00:11:14.700 align:middle line:90%
But coming really close.

00:11:14.700 --> 00:11:16.500 align:middle line:84%
Each time they get really,
really close and then they'd

00:11:16.500 --> 00:11:20.364 align:middle line:90%
magnificently flub it.

00:11:20.364 --> 00:11:22.300 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:11:22.300 --> 00:11:27.990 align:middle line:84%
So this earlier video here is
what Boston looked like when

00:11:27.990 --> 00:11:31.410 align:middle line:90%
it was down 3, 0.

00:11:31.410 --> 00:11:32.660 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:11:32.660 --> 00:11:45.990 align:middle line:90%


00:11:45.990 --> 00:11:50.015 align:middle line:84%
The funniest thing that every
time the Red Sox actually won

00:11:50.015 --> 00:11:51.660 align:middle line:90%
it was like an awakening.

00:11:51.660 --> 00:11:57.160 align:middle line:90%
So they weren't at Fenway.

00:11:57.160 --> 00:12:01.048 align:middle line:84%
When all of these celebrations
that-- can you see once the

00:12:01.048 --> 00:12:02.298 align:middle line:90%
buffering stops.

00:12:02.298 --> 00:12:08.480 align:middle line:90%


00:12:08.480 --> 00:12:13.150 align:middle line:84%
All the celebration that's going
on is occurring miles

00:12:13.150 --> 00:12:17.346 align:middle line:84%
and miles, probably 100 miles
away from where the game's

00:12:17.346 --> 00:12:21.242 align:middle line:84%
actually happening with
the Cardinals.

00:12:21.242 --> 00:12:23.780 align:middle line:84%
And of course, everyone was
watching it on TV, everyone's

00:12:23.780 --> 00:12:27.140 align:middle line:90%
identifying with the Red Sox.

00:12:27.140 --> 00:12:30.971 align:middle line:84%
And right now you are sort of
seeing like, as far as I can

00:12:30.971 --> 00:12:33.306 align:middle line:84%
tell probably the Northeastern
students

00:12:33.306 --> 00:12:35.650 align:middle line:90%
who were around Fenway.

00:12:35.650 --> 00:12:39.160 align:middle line:84%
But in here, the vehicles
driving by and

00:12:39.160 --> 00:12:41.120 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:12:41.120 --> 00:12:47.000 align:middle line:84%
Everybody was listening on the
radio, you can see the cars

00:12:47.000 --> 00:12:47.560 align:middle line:90%
driving by.

00:12:47.560 --> 00:12:48.649 align:middle line:90%
Everybody knows immediately.

00:12:48.649 --> 00:12:51.144 align:middle line:84%
Everyone in Boston immediately
knew it

00:12:51.144 --> 00:12:52.142 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:12:52.142 --> 00:12:54.637 align:middle line:84%
If they weren't watching
the game, they would

00:12:54.637 --> 00:12:56.134 align:middle line:90%
have heard it anyway.

00:12:56.134 --> 00:12:59.128 align:middle line:84%
Because they have no
affirmative claims.

00:12:59.128 --> 00:13:02.621 align:middle line:84%
The only way that you would
cheer the Red Sox is to say

00:13:02.621 --> 00:13:05.116 align:middle line:84%
Mackie sucked, which is
kind of sad actually.

00:13:05.116 --> 00:13:09.110 align:middle line:90%


00:13:09.110 --> 00:13:10.930 align:middle line:84%
For those of you who weren't
around, it was a really,

00:13:10.930 --> 00:13:12.680 align:middle line:90%
really awesome night.

00:13:12.680 --> 00:13:14.680 align:middle line:84%
There was, of course, a little
bit of violence.

00:13:14.680 --> 00:13:18.110 align:middle line:84%
Things got a little bit
out-- a bunch of

00:13:18.110 --> 00:13:19.360 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:13:19.360 --> 00:13:23.335 align:middle line:90%


00:13:23.335 --> 00:13:27.480 align:middle line:84%
But it wasn't like a huge
riot or anything.

00:13:27.480 --> 00:13:29.513 align:middle line:84%
For the most part it was
pretty much this.

00:13:29.513 --> 00:13:32.340 align:middle line:84%
A lot of people with a lot
of the hands in the air.

00:13:32.340 --> 00:13:34.781 align:middle line:84%
No cars being turned over
or anything like that.

00:13:34.781 --> 00:13:36.260 align:middle line:90%
But it was being--

00:13:36.260 --> 00:13:42.170 align:middle line:84%
But these are the kind of
aesthetic movements that

00:13:42.170 --> 00:13:42.950 align:middle line:90%
[? Colera ?]

00:13:42.950 --> 00:13:45.898 align:middle line:90%
talks about in his write-up.

00:13:45.898 --> 00:13:46.390 align:middle line:90%
Yup?

00:13:46.390 --> 00:13:49.342 align:middle line:84%
AUDIENCE: I have a video on my
phone in Barcelona right after

00:13:49.342 --> 00:13:53.278 align:middle line:84%
they won the semi-finals
over the summer.

00:13:53.278 --> 00:13:57.214 align:middle line:84%
And I had a video of the
streets at 11 PM.

00:13:57.214 --> 00:14:00.166 align:middle line:84%
I could show you
[UNINTELLIGIBLE].

00:14:00.166 --> 00:14:02.134 align:middle line:84%
I have a video of the
streets at 12:30,

00:14:02.134 --> 00:14:03.610 align:middle line:90%
so half past midnight.

00:14:03.610 --> 00:14:05.578 align:middle line:90%
And it's the exact same scene.

00:14:05.578 --> 00:14:08.530 align:middle line:84%
And the exact same people are
still in the street with their

00:14:08.530 --> 00:14:10.990 align:middle line:84%
shirts off, still twirling
their shirts around.

00:14:10.990 --> 00:14:13.942 align:middle line:84%
PROFESSOR: It was probably more
rowdy I would imagine.

00:14:13.942 --> 00:14:15.480 align:middle line:84%
AUDIENCE: Oh, it was
[UNINTELLIGIBLE] rowdy

00:14:15.480 --> 00:14:16.905 align:middle line:90%
[UNINTELLIGIBLE].

00:14:16.905 --> 00:14:19.445 align:middle line:84%
This is America, they don't
know how to be rowdy in

00:14:19.445 --> 00:14:19.710 align:middle line:90%
[UNINTELLIGIBLE].

00:14:19.710 --> 00:14:24.050 align:middle line:84%
PROFESSOR: I think for every
three people there was a cop.

00:14:24.050 --> 00:14:25.990 align:middle line:84%
You don't see that
in the video.

00:14:25.990 --> 00:14:29.368 align:middle line:84%
But there were a lot of cops out
there that night just to

00:14:29.368 --> 00:14:31.000 align:middle line:84%
make sure that
[UNINTELLIGIBLE PHRASE].

00:14:31.000 --> 00:14:34.568 align:middle line:84%
But I think Barcelona also
would have been partying.

00:14:34.568 --> 00:14:36.050 align:middle line:90%
AUDIENCE: Yeah.

00:14:36.050 --> 00:14:38.890 align:middle line:90%
PROFESSOR: So the idea--

00:14:38.890 --> 00:14:41.780 align:middle line:84%
of course, the idea of a sports
team is something which

00:14:41.780 --> 00:14:44.460 align:middle line:84%
you identify with because
associated with the city that

00:14:44.460 --> 00:14:45.890 align:middle line:90%
you live in.

00:14:45.890 --> 00:14:46.900 align:middle line:90%
They win.

00:14:46.900 --> 00:14:49.465 align:middle line:84%
I didn't do anything, but
because I because I'm a

00:14:49.465 --> 00:14:51.020 align:middle line:84%
supporter of sports
team, I get to

00:14:51.020 --> 00:14:55.240 align:middle line:90%
identify myself with them.

00:14:55.240 --> 00:14:57.320 align:middle line:90%
And [? Colera ?]

00:14:57.320 --> 00:15:01.180 align:middle line:84%
makes the assertion that this
is important because if you

00:15:01.180 --> 00:15:09.760 align:middle line:84%
look at the forces of human
chance, of there, which I

00:15:09.760 --> 00:15:13.620 align:middle line:84%
think gives the various athletes
the opportunities, as

00:15:13.620 --> 00:15:17.180 align:middle line:84%
well as the physical ability,
to actually perform well.

00:15:17.180 --> 00:15:19.830 align:middle line:84%
The likelihood of any of the
people actually celebrating,

00:15:19.830 --> 00:15:22.860 align:middle line:84%
actually being able to perform
that same feat

00:15:22.860 --> 00:15:24.266 align:middle line:90%
is extremely low.

00:15:24.266 --> 00:15:26.935 align:middle line:84%
In fact, the likelihood of
even someone who has the

00:15:26.935 --> 00:15:30.530 align:middle line:84%
ability and the opportunities of
actually winning is pretty

00:15:30.530 --> 00:15:33.610 align:middle line:84%
much random and the odds
are against you.

00:15:33.610 --> 00:15:40.162 align:middle line:84%
But because you identify so
strongly with a group of

00:15:40.162 --> 00:15:43.890 align:middle line:84%
people who can win, you are
allowed to sort of enjoy that

00:15:43.890 --> 00:15:46.900 align:middle line:84%
victory, even though you weren't
the one who actually

00:15:46.900 --> 00:15:49.830 align:middle line:90%
got that victory.

00:15:49.830 --> 00:15:53.240 align:middle line:84%
And it gets stronger actually
for some games--

00:15:53.240 --> 00:15:55.930 align:middle line:84%
well for some kind of games
where you actually did have

00:15:55.930 --> 00:15:58.686 align:middle line:84%
something to do with
the victory, for

00:15:58.686 --> 00:16:01.060 align:middle line:90%
instance, talent shows.

00:16:01.060 --> 00:16:04.430 align:middle line:84%
Especially the modern
talent shows.

00:16:04.430 --> 00:16:05.700 align:middle line:84%
Maybe you've already
seen this.

00:16:05.700 --> 00:16:27.552 align:middle line:90%
[BEGIN VIDEO PLAYBACK]

00:16:27.552 --> 00:16:29.795 align:middle line:84%
PROFESSOR: So [UNINTELLIGIBLE]
the Outward Bound are on about

00:16:29.795 --> 00:16:30.940 align:middle line:90%
next week's show.

00:16:30.940 --> 00:16:32.240 align:middle line:90%
They're going to--

00:16:32.240 --> 00:16:35.160 align:middle line:84%
remember that when you look at
things like Britain's Got

00:16:35.160 --> 00:16:38.800 align:middle line:84%
Talent, like American Idol,
all of these things are

00:16:38.800 --> 00:16:40.210 align:middle line:90%
popularity contests.

00:16:40.210 --> 00:16:42.360 align:middle line:84%
You have judges, but the
judges don't actually

00:16:42.360 --> 00:16:45.470 align:middle line:84%
determine very much who's
actually going to win.

00:16:45.470 --> 00:16:47.720 align:middle line:84%
The only people who actually
determine who's going to win

00:16:47.720 --> 00:16:49.410 align:middle line:90%
are popular vote.

00:16:49.410 --> 00:16:53.590 align:middle line:84%
And that vote is happening
through short messages

00:16:53.590 --> 00:16:56.616 align:middle line:84%
basically, which people
are being charged for.

00:16:56.616 --> 00:17:03.875 align:middle line:84%
The basic idea is that because
you might have had voted for

00:17:03.875 --> 00:17:07.020 align:middle line:84%
someone, you now identify with
that person who might win.

00:17:07.020 --> 00:17:10.450 align:middle line:84%
Whether that person wins or not
is effectively random for

00:17:10.450 --> 00:17:11.089 align:middle line:90%
other purposes.

00:17:11.089 --> 00:17:16.130 align:middle line:84%
Now sure, that some of them have
talent, but later on--

00:17:16.130 --> 00:17:19.176 align:middle line:84%
but when you look at who
actually tends to progress in

00:17:19.176 --> 00:17:21.990 align:middle line:84%
these competitions, I think
some of the results are

00:17:21.990 --> 00:17:22.928 align:middle line:90%
really, really random.

00:17:22.928 --> 00:17:26.690 align:middle line:84%
Like you have some people who
move onto the next stage

00:17:26.690 --> 00:17:29.470 align:middle line:90%
because they are just strange.

00:17:29.470 --> 00:17:32.155 align:middle line:84%
And you just want to see them
next week because they may be

00:17:32.155 --> 00:17:36.150 align:middle line:84%
entertaining, not necessarily
because they're talented.

00:17:36.150 --> 00:17:42.220 align:middle line:84%
So this is [UNINTELLIGIBLE]
example.

00:17:42.220 --> 00:17:43.196 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:17:43.196 --> 00:17:43.684 align:middle line:90%
[WATCHING VIDEO]

00:17:43.684 --> 00:17:46.612 align:middle line:84%
AUDIENCE: Yes, but their
[UNINTELLIGIBLE].

00:17:46.612 --> 00:17:48.564 align:middle line:90%
AUDIENCE: Dancing.

00:17:48.564 --> 00:17:49.070 align:middle line:84%
AUDIENCE: That's
an obvious one.

00:17:49.070 --> 00:17:50.510 align:middle line:90%
Singing for everyone.

00:17:50.510 --> 00:17:51.760 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

00:17:51.760 --> 00:17:58.770 align:middle line:90%


00:17:58.770 --> 00:18:00.020 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:18:00.020 --> 00:18:01.985 align:middle line:90%


00:18:01.985 --> 00:18:04.272 align:middle line:90%
AUDIENCE: Getting married.

00:18:04.272 --> 00:18:06.702 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE].

00:18:06.702 --> 00:18:08.160 align:middle line:90%
AUDIENCE: Cypress.

00:18:08.160 --> 00:18:09.618 align:middle line:84%
AUDIENCE: Yeah, what
do they do?

00:18:09.618 --> 00:18:12.534 align:middle line:90%


00:18:12.534 --> 00:18:14.478 align:middle line:84%
PROFESSOR: I should have
looked up what their

00:18:14.478 --> 00:18:16.844 align:middle line:84%
particular is, but they can
all do different things.

00:18:16.844 --> 00:18:30.578 align:middle line:90%


00:18:30.578 --> 00:18:35.902 align:middle line:84%
So the first one is short
message vote in.

00:18:35.902 --> 00:18:37.152 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

00:18:37.152 --> 00:18:51.220 align:middle line:90%


00:18:51.220 --> 00:18:53.456 align:middle line:90%
AUDIENCE: Slick-backed hair.

00:18:53.456 --> 00:18:55.901 align:middle line:84%
PROFESSOR: I notice the camera
moves at this point.

00:18:55.901 --> 00:18:58.835 align:middle line:90%
[LAUGHTER]

00:18:58.835 --> 00:18:59.813 align:middle line:84%
AUDIENCE: They just like
the looks of their

00:18:59.813 --> 00:19:02.747 align:middle line:90%
[UNINTELLIGIBLE].

00:19:02.747 --> 00:19:03.997 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:19:03.997 --> 00:19:14.764 align:middle line:90%


00:19:14.764 --> 00:19:16.014 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

00:19:16.014 --> 00:19:22.572 align:middle line:90%


00:19:22.572 --> 00:19:24.860 align:middle line:84%
AUDIENCE: They're obviously
[UNINTELLIGIBLE PHRASE].

00:19:24.860 --> 00:19:27.770 align:middle line:90%
[INTERPOSING VOICES]

00:19:27.770 --> 00:19:31.080 align:middle line:84%
AUDIENCE: It looked like
a dance thing.

00:19:31.080 --> 00:19:35.860 align:middle line:84%
And if you look at the other
celebration's like the Susan

00:19:35.860 --> 00:19:39.780 align:middle line:84%
Boyle video, where I think
it got pretty viral.

00:19:39.780 --> 00:19:44.050 align:middle line:84%
So I'm assuming a lot
of you have seen it.

00:19:44.050 --> 00:19:48.915 align:middle line:84%
It's one of those things where
even if you don't necessarily

00:19:48.915 --> 00:19:50.576 align:middle line:84%
that you're rooting
for a person.

00:19:50.576 --> 00:19:53.160 align:middle line:84%
It's so easy for you to be
convinced that you're actually

00:19:53.160 --> 00:19:58.240 align:middle line:84%
rooting for this person as soon
as you have a reason to.

00:19:58.240 --> 00:19:58.770 align:middle line:90%
So--

00:19:58.770 --> 00:20:00.650 align:middle line:84%
AUDIENCE: It's like oh wow,
that guy is from Texas.

00:20:00.650 --> 00:20:01.590 align:middle line:84%
PROFESSOR: Hey,
[UNINTELLIGIBLE].

00:20:01.590 --> 00:20:02.580 align:middle line:90%
It's good for you.

00:20:02.580 --> 00:20:05.100 align:middle line:84%
You don't really need that much
of a reason to identify

00:20:05.100 --> 00:20:08.020 align:middle line:90%
with somebody.

00:20:08.020 --> 00:20:10.605 align:middle line:84%
And that's where you get sort
of still see some of that

00:20:10.605 --> 00:20:15.310 align:middle line:84%
power of the vertigo,
basically.

00:20:15.310 --> 00:20:18.150 align:middle line:84%
It's not the vertigo of actually
playing the game, the

00:20:18.150 --> 00:20:21.356 align:middle line:84%
vertigo of watching a game,
but it's still part of the

00:20:21.356 --> 00:20:24.330 align:middle line:90%
entire game experience.

00:20:24.330 --> 00:20:27.080 align:middle line:84%
Britain's Got Talent, American
Idol, everything like that

00:20:27.080 --> 00:20:29.670 align:middle line:84%
wouldn't have the power if it
didn't have the hundreds and

00:20:29.670 --> 00:20:37.260 align:middle line:84%
hundreds of screaming fans
voting in and having their

00:20:37.260 --> 00:20:39.450 align:middle line:84%
faces changing on camera,
and applauding and

00:20:39.450 --> 00:20:41.922 align:middle line:90%
screaming their heads off.

00:20:41.922 --> 00:20:45.480 align:middle line:90%


00:20:45.480 --> 00:20:50.340 align:middle line:84%
And of course, that's the
identification part of it.

00:20:50.340 --> 00:20:56.190 align:middle line:84%
But even when you're talking
about sort of just basic

00:20:56.190 --> 00:20:59.142 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:20:59.142 --> 00:21:03.580 align:middle line:84%
Here's a shrine festival
in Japan.

00:21:03.580 --> 00:21:06.410 align:middle line:84%
And basically what they're doing
is just getting started.

00:21:06.410 --> 00:21:09.550 align:middle line:90%
Everyone's gotten assembled.

00:21:09.550 --> 00:21:11.880 align:middle line:84%
All of the folks here who are
wearing basically the same

00:21:11.880 --> 00:21:16.516 align:middle line:84%
colored outfit are basically
from the same town.

00:21:16.516 --> 00:21:17.766 align:middle line:90%
Including that logo.

00:21:17.766 --> 00:21:20.190 align:middle line:90%


00:21:20.190 --> 00:21:23.430 align:middle line:84%
And what you've got is basically
like a little house

00:21:23.430 --> 00:21:25.959 align:middle line:90%
for a deity.

00:21:25.959 --> 00:21:30.310 align:middle line:84%
They're both carried
on the shoulders.

00:21:30.310 --> 00:21:34.536 align:middle line:84%
And those three up there look
really precarious, but I think

00:21:34.536 --> 00:21:36.732 align:middle line:90%
they're having a good time.

00:21:36.732 --> 00:21:39.172 align:middle line:84%
That's a completely different
talent [UNINTELLIGIBLE].

00:21:39.172 --> 00:21:42.600 align:middle line:90%


00:21:42.600 --> 00:21:46.870 align:middle line:84%
But you know, this is not unlike
what you'd see in a

00:21:46.870 --> 00:21:48.126 align:middle line:90%
sporting event.

00:21:48.126 --> 00:21:49.620 align:middle line:84%
It's kind of getting
[UNINTELLIGIBLE PHRASE].

00:21:49.620 --> 00:21:51.612 align:middle line:84%
AUDIENCE: Isn't the town versus
town like competition?

00:21:51.612 --> 00:21:53.604 align:middle line:84%
PROFESSOR: It's not really
so much a competition.

00:21:53.604 --> 00:21:54.766 align:middle line:84%
But I think there's
a certain amount

00:21:54.766 --> 00:21:57.104 align:middle line:90%
that you have to represent.

00:21:57.104 --> 00:21:59.574 align:middle line:84%
AUDIENCE: That show existed
in France, it's called

00:21:59.574 --> 00:22:02.372 align:middle line:84%
[UNINTELLIGIBLE PHRASE], and
they literally get towns in

00:22:02.372 --> 00:22:04.514 align:middle line:84%
the countryside and have
them compete in various

00:22:04.514 --> 00:22:05.008 align:middle line:90%
competitions.

00:22:05.008 --> 00:22:06.984 align:middle line:84%
So like each town, for example,
designates the

00:22:06.984 --> 00:22:09.454 align:middle line:84%
strongest person to have
an arm wrestling match.

00:22:09.454 --> 00:22:10.936 align:middle line:84%
PROFESSOR: Sort of
like champions.

00:22:10.936 --> 00:22:11.924 align:middle line:90%
You send your champions.

00:22:11.924 --> 00:22:12.912 align:middle line:84%
AUDIENCE: You send
your champions.

00:22:12.912 --> 00:22:14.888 align:middle line:84%
Then you have like a
horseback thing.

00:22:14.888 --> 00:22:19.334 align:middle line:84%
And I think like other
weird events.

00:22:19.334 --> 00:22:21.662 align:middle line:90%
And it's pretty popular.

00:22:21.662 --> 00:22:23.606 align:middle line:84%
1,000 people/person
town versus

00:22:23.606 --> 00:22:24.578 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:22:24.578 --> 00:22:27.008 align:middle line:84%
PROFESSOR: I think you get that
in the Scottish Highland

00:22:27.008 --> 00:22:28.810 align:middle line:90%
games as well.

00:22:28.810 --> 00:22:31.170 align:middle line:84%
Basically it's sending people
to throw giant pieces of

00:22:31.170 --> 00:22:34.386 align:middle line:90%
lumber as far as they can.

00:22:34.386 --> 00:22:35.700 align:middle line:84%
But [UNINTELLIGIBLE PHRASE]
competition.

00:22:35.700 --> 00:22:37.382 align:middle line:90%
This is not [UNINTELLIGIBLE].

00:22:37.382 --> 00:22:38.795 align:middle line:84%
This is a lot closer
to kind of the

00:22:38.795 --> 00:22:40.679 align:middle line:90%
earlier kind of situation.

00:22:40.679 --> 00:22:43.590 align:middle line:84%
Because they're not vying
to win anything.

00:22:43.590 --> 00:22:48.040 align:middle line:84%
They are really just trying to
all get into it together.

00:22:48.040 --> 00:22:51.870 align:middle line:84%
So if you think of it as
what kind of thing.

00:22:51.870 --> 00:22:54.690 align:middle line:84%
The aim of the game is
don't drop the damn--

00:22:54.690 --> 00:22:57.150 align:middle line:90%
[LAUGHTER]

00:22:57.150 --> 00:22:58.080 align:middle line:90%
It's quite simple.

00:22:58.080 --> 00:22:59.100 align:middle line:90%
Get thrown--

00:22:59.100 --> 00:23:02.010 align:middle line:84%
in fact, it's actually a fair
amount of effort because I

00:23:02.010 --> 00:23:04.190 align:middle line:84%
think they walk a
couple of miles.

00:23:04.190 --> 00:23:07.490 align:middle line:84%
I'm not quite sure what the
traditions are on where it

00:23:07.490 --> 00:23:08.816 align:middle line:90%
starts and where it ends.

00:23:08.816 --> 00:23:11.770 align:middle line:84%
But it's like a huge
street parade.

00:23:11.770 --> 00:23:15.290 align:middle line:84%
And the whole idea is let's
get everybody involved.

00:23:15.290 --> 00:23:18.190 align:middle line:84%
The people are packed really
close with each other, so it's

00:23:18.190 --> 00:23:21.275 align:middle line:84%
not like you can actually move
one foot without colliding

00:23:21.275 --> 00:23:24.130 align:middle line:84%
into somebody else unless you're
all moving in unison.

00:23:24.130 --> 00:23:27.430 align:middle line:90%
And can you keep in sync.

00:23:27.430 --> 00:23:31.720 align:middle line:84%
And all the shouting, all the
whistles, and all the chance

00:23:31.720 --> 00:23:35.240 align:middle line:84%
actually just helped that entire
process move along.

00:23:35.240 --> 00:23:41.096 align:middle line:84%
It continues today, not just
in sports, not just in

00:23:41.096 --> 00:23:43.570 align:middle line:84%
televised shows, but
in street fairs and

00:23:43.570 --> 00:23:44.542 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:23:44.542 --> 00:23:45.028 align:middle line:90%
that's great.

00:23:45.028 --> 00:23:48.430 align:middle line:84%
And those folks really look
like they're having fun.

00:23:48.430 --> 00:23:58.200 align:middle line:84%
So that's kind of what we were
[UNINTELLIGIBLE PHRASE].

00:23:58.200 --> 00:24:07.700 align:middle line:84%
And the version of this, the
version of what [? Colera ?]

00:24:07.700 --> 00:24:14.107 align:middle line:84%
describes as since your ability
to succeed is so

00:24:14.107 --> 00:24:16.860 align:middle line:84%
random, especially if you think
of it outside of the

00:24:16.860 --> 00:24:20.130 align:middle line:84%
game context, but more
in the silo context--

00:24:20.130 --> 00:24:22.920 align:middle line:84%
your ability to be a great
athlete, your ability to be a

00:24:22.920 --> 00:24:25.120 align:middle line:84%
great politician, your ability
to make a lot of money, just

00:24:25.120 --> 00:24:29.290 align:middle line:84%
to succeed in life
is so random.

00:24:29.290 --> 00:24:33.080 align:middle line:84%
But people kind of don't
necessarily want to

00:24:33.080 --> 00:24:35.360 align:middle line:84%
acknowledge that it's random
because you have rules,

00:24:35.360 --> 00:24:39.710 align:middle line:84%
because you have sort of rules
set in to promote merit to

00:24:39.710 --> 00:24:41.530 align:middle line:90%
sort of equalize systems.

00:24:41.530 --> 00:24:45.270 align:middle line:84%
Is this the equilaterian
[UNINTELLIGIBLE], which I

00:24:45.270 --> 00:24:46.750 align:middle line:90%
think actually he meant.

00:24:46.750 --> 00:24:50.990 align:middle line:84%
I think the original word
was egalitarian.

00:24:50.990 --> 00:24:53.430 align:middle line:84%
While there are a lot of
processes trying to stabilize,

00:24:53.430 --> 00:24:55.900 align:middle line:84%
in the end you can't
really ignore the

00:24:55.900 --> 00:24:57.376 align:middle line:90%
forces of one's birth.

00:24:57.376 --> 00:24:59.356 align:middle line:84%
At least that's the
way he sees it.

00:24:59.356 --> 00:25:02.240 align:middle line:90%


00:25:02.240 --> 00:25:07.248 align:middle line:84%
When you get competitions that
are effectively just

00:25:07.248 --> 00:25:13.610 align:middle line:84%
completely random, which means
anybody can win, people really

00:25:13.610 --> 00:25:20.570 align:middle line:84%
do understand and sort of
ascribe to that kind of power.

00:25:20.570 --> 00:25:22.990 align:middle line:90%
They accept.

00:25:22.990 --> 00:25:27.710 align:middle line:84%
The likelihood of me winning the
lottery is about as good

00:25:27.710 --> 00:25:31.550 align:middle line:84%
as the likelihood that I'm
going to succeed in life.

00:25:31.550 --> 00:25:36.386 align:middle line:84%
A lot of it is based on who was
I born to, and which year,

00:25:36.386 --> 00:25:39.830 align:middle line:84%
and which region
are we born in?

00:25:39.830 --> 00:25:43.602 align:middle line:84%
What's happening in the world as
I-- at least that's the way

00:25:43.602 --> 00:25:44.750 align:middle line:90%
of how he puts it.

00:25:44.750 --> 00:25:47.210 align:middle line:84%
So he has a really hilarious
video, by the way,

00:25:47.210 --> 00:25:48.460 align:middle line:90%
[UNINTELLIGIBLE].

00:25:48.460 --> 00:25:51.146 align:middle line:90%


00:25:51.146 --> 00:25:53.310 align:middle line:90%
This is an ad.

00:25:53.310 --> 00:25:54.520 align:middle line:90%
Let me get--

00:25:54.520 --> 00:25:55.852 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:25:55.852 --> 00:25:57.820 align:middle line:90%
PROFESSOR: I guess so.

00:25:57.820 --> 00:25:59.070 align:middle line:90%
Sorry about the--

00:25:59.070 --> 00:26:02.740 align:middle line:90%


00:26:02.740 --> 00:26:05.692 align:middle line:90%
It looks damn pretty.

00:26:05.692 --> 00:26:06.184 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:26:06.184 --> 00:26:06.676 align:middle line:90%
[BEGIN VIDEO PLAYBACK]

00:26:06.676 --> 00:26:09.628 align:middle line:84%
-Mos of us when we buy a lottery
scratch-off ticket,

00:26:09.628 --> 00:26:12.088 align:middle line:84%
we're thinking this
is my day, right?

00:26:12.088 --> 00:26:14.260 align:middle line:84%
OK, if that's the case, then
a 19-year-old Mills college

00:26:14.260 --> 00:26:16.426 align:middle line:84%
student is super
lucky tonight.

00:26:16.426 --> 00:26:19.624 align:middle line:84%
-Louis Jay became an instant
millionaire with the scratch

00:26:19.624 --> 00:26:24.310 align:middle line:84%
of a ticket, and he told Rob
Robert all about it today.

00:26:24.310 --> 00:26:26.755 align:middle line:84%
-It was on his birthday when
Towson University student,

00:26:26.755 --> 00:26:30.450 align:middle line:84%
Louis Jay, decided to buy a
scratch-off lottery ticket.

00:26:30.450 --> 00:26:34.113 align:middle line:84%
-I actually won $20 on the
scratch-off the prior week.

00:26:34.113 --> 00:26:35.917 align:middle line:84%
-Louis Jay went to this
giant [UNINTELLIGIBLE]

00:26:35.917 --> 00:26:39.620 align:middle line:84%
Mills and used the $20 he won
on a scratch-off ticket and

00:26:39.620 --> 00:26:41.090 align:middle line:90%
bought another one.

00:26:41.090 --> 00:26:44.115 align:middle line:84%
As he began scratching off the
numbers, Louis couldn't

00:26:44.115 --> 00:26:45.450 align:middle line:90%
believe his eyes.

00:26:45.450 --> 00:26:47.282 align:middle line:84%
-I'm at the second to the
last line and it's

00:26:47.282 --> 00:26:47.950 align:middle line:90%
not going too well.

00:26:47.950 --> 00:26:48.760 align:middle line:90%
And I was starting to see six.

00:26:48.760 --> 00:26:50.130 align:middle line:90%
I was like oh, it matched up.

00:26:50.130 --> 00:26:51.440 align:middle line:84%
All right, I won $30 or
something, why not.

00:26:51.440 --> 00:26:52.366 align:middle line:90%
I saw a million.

00:26:52.366 --> 00:26:54.681 align:middle line:84%
I started double-checking,
triple-checking everything.

00:26:54.681 --> 00:26:56.690 align:middle line:84%
Make sure all the numbers
matches and everything.

00:26:56.690 --> 00:26:57.355 align:middle line:90%
I was like oh, my God.

00:26:57.355 --> 00:26:59.760 align:middle line:84%
-And when it came time to
scratch off the last number,

00:26:59.760 --> 00:27:01.095 align:middle line:90%
his mother told him--

00:27:01.095 --> 00:27:02.867 align:middle line:84%
-He was scratching
on every one.

00:27:02.867 --> 00:27:07.108 align:middle line:84%
And when it was the next to
the last one I said, don't

00:27:07.108 --> 00:27:10.352 align:middle line:84%
scratch it from right to left,
do it from left to right.

00:27:10.352 --> 00:27:13.860 align:middle line:90%
[LAUGHTER]

00:27:13.860 --> 00:27:14.970 align:middle line:90%
-And there it was.

00:27:14.970 --> 00:27:18.950 align:middle line:84%
Louis had won himself
one million dollars.

00:27:18.950 --> 00:27:22.869 align:middle line:84%
-This little dollar sign bag
right here that I won on, I'm

00:27:22.869 --> 00:27:25.005 align:middle line:84%
actually got number six for my
lucky number right here.

00:27:25.005 --> 00:27:27.800 align:middle line:84%
And down here it matches the
six with the prize for a

00:27:27.800 --> 00:27:28.550 align:middle line:90%
million dollars.

00:27:28.550 --> 00:27:32.040 align:middle line:84%
-He's a hardworking young man,
and he has fun and he likes

00:27:32.040 --> 00:27:32.410 align:middle line:90%
the lottery.

00:27:32.410 --> 00:27:35.436 align:middle line:84%
He buys a ticket on his 19th
birthday, and lo and behold,

00:27:35.436 --> 00:27:36.870 align:middle line:90%
he wins a million dollars.

00:27:36.870 --> 00:27:38.790 align:middle line:84%
I don't know if he told you the
other part of the story.

00:27:38.790 --> 00:27:41.193 align:middle line:84%
He bought a ticket on his 18th
birthday, his first one, and

00:27:41.193 --> 00:27:42.810 align:middle line:90%
he won $100.

00:27:42.810 --> 00:27:46.220 align:middle line:84%
So I don't know what's going
on his 20th birthday.

00:27:46.220 --> 00:27:49.615 align:middle line:84%
Everyone in the family about
Louis's good fortune.

00:27:49.615 --> 00:27:51.070 align:middle line:90%
-I'm happy for him.

00:27:51.070 --> 00:27:53.495 align:middle line:84%
AUDIENCE: Isn't it a story that
they're trying to tell

00:27:53.495 --> 00:27:54.745 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:27:54.745 --> 00:27:57.620 align:middle line:90%


00:27:57.620 --> 00:28:00.580 align:middle line:84%
-And yes, he does have
plans for the money.

00:28:00.580 --> 00:28:02.673 align:middle line:84%
-I'm putting some money away for
my brother and sister to

00:28:02.673 --> 00:28:02.995 align:middle line:90%
finish schooling.

00:28:02.995 --> 00:28:05.920 align:middle line:84%
They go to [UNINTELLIGIBLE]
school.

00:28:05.920 --> 00:28:08.300 align:middle line:84%
I'm going to put some money
away for myself, help my

00:28:08.300 --> 00:28:10.633 align:middle line:84%
parents pay off some bills
so we could all--

00:28:10.633 --> 00:28:13.130 align:middle line:84%
We always said what we'd do if
we won the lottery, we'd go to

00:28:13.130 --> 00:28:15.502 align:middle line:84%
England, visit my father's
relatives and stuff.

00:28:15.502 --> 00:28:16.966 align:middle line:84%
We're going to go there
next summer hopefully.

00:28:16.966 --> 00:28:19.650 align:middle line:84%
Just going to do a lot of things
we always said what if

00:28:19.650 --> 00:28:21.846 align:middle line:84%
we won the lottery,
and now we did.

00:28:21.846 --> 00:28:22.822 align:middle line:90%
-Rob Robert, Linda.

00:28:22.822 --> 00:28:24.774 align:middle line:90%
BBAL TV, 11 News.

00:28:24.774 --> 00:28:25.262 align:middle line:90%
[END VIDEO PLAYBACK]

00:28:25.262 --> 00:28:27.535 align:middle line:84%
PROFESSOR: So this is
just a story that

00:28:27.535 --> 00:28:28.410 align:middle line:90%
they're trying to tell.

00:28:28.410 --> 00:28:30.772 align:middle line:90%
It's like this is hard--

00:28:30.772 --> 00:28:34.258 align:middle line:84%
he's a hard-working young man,
as if that had anything to do

00:28:34.258 --> 00:28:37.680 align:middle line:90%
with his [UNINTELLIGIBLE].

00:28:37.680 --> 00:28:40.668 align:middle line:90%
AUDIENCE: He deserved it.

00:28:40.668 --> 00:28:41.166 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:28:41.166 --> 00:28:43.158 align:middle line:90%
[LAUGHTER]

00:28:43.158 --> 00:28:46.400 align:middle line:84%
PROFESSOR: Behind that is that
well, and and if you're a

00:28:46.400 --> 00:28:49.560 align:middle line:84%
hard-working person as well,
and if you bought a lottery

00:28:49.560 --> 00:28:50.460 align:middle line:90%
ticket, you could win.

00:28:50.460 --> 00:28:51.622 align:middle line:84%
That's the story that they're
trying to tell.

00:28:51.622 --> 00:28:53.977 align:middle line:90%
[INTERPOSING VOICES]

00:28:53.977 --> 00:28:55.390 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:28:55.390 --> 00:28:57.740 align:middle line:84%
is like perfect time
for opportunity.

00:28:57.740 --> 00:29:01.492 align:middle line:84%
Like with the lotto idea,
what if a really, really

00:29:01.492 --> 00:29:04.220 align:middle line:84%
unlikeable, despicable character
wins the lottery,

00:29:04.220 --> 00:29:06.220 align:middle line:84%
what's the news reports
going to be like?

00:29:06.220 --> 00:29:09.540 align:middle line:84%
She never worked a
day in her life.

00:29:09.540 --> 00:29:12.840 align:middle line:84%
PROFESSOR: But I think you can
still turn that in the way of

00:29:12.840 --> 00:29:17.150 align:middle line:84%
this is not a person
whose odds in life

00:29:17.150 --> 00:29:20.138 align:middle line:90%
were already in favor.

00:29:20.138 --> 00:29:22.892 align:middle line:84%
And everyone can sort of
identify with that.

00:29:22.892 --> 00:29:27.060 align:middle line:84%
It's like yeah, things aren't
quite working my way, but you

00:29:27.060 --> 00:29:28.664 align:middle line:84%
could be a lottery
winner tomorrow.

00:29:28.664 --> 00:29:31.555 align:middle line:84%
That's the story that
they are telling.

00:29:31.555 --> 00:29:35.810 align:middle line:84%
And of course, the idea being
what the lottery director was

00:29:35.810 --> 00:29:39.095 align:middle line:84%
saying, yeah, remember, he
didn't just buy one ticket.

00:29:39.095 --> 00:29:40.740 align:middle line:84%
He bought one ticket
the year before, he

00:29:40.740 --> 00:29:42.350 align:middle line:90%
might buy another ticket.

00:29:42.350 --> 00:29:46.700 align:middle line:84%
They're trying to encourage
you to buy more tickets.

00:29:46.700 --> 00:29:47.340 align:middle line:90%
That's the story.

00:29:47.340 --> 00:29:51.680 align:middle line:84%
The story is buy more tickets,
which oddly enough is actually

00:29:51.680 --> 00:29:53.320 align:middle line:84%
the only way to increase
your chances

00:29:53.320 --> 00:29:55.338 align:middle line:90%
of winning the lottery.

00:29:55.338 --> 00:29:57.773 align:middle line:90%
Buy more tickets.

00:29:57.773 --> 00:30:04.104 align:middle line:84%
Pity that doesn't work for like
past deals and things.

00:30:04.104 --> 00:30:06.539 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

00:30:06.539 --> 00:30:08.974 align:middle line:84%
PROFESSOR: And reapply for more
[UNINTELLIGIBLE] classes

00:30:08.974 --> 00:30:09.950 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:30:09.950 --> 00:30:16.330 align:middle line:84%
But the basic idea that they're
trying to because the

00:30:16.330 --> 00:30:20.400 align:middle line:84%
forces of life are so random,
these kinds of like totally

00:30:20.400 --> 00:30:27.220 align:middle line:84%
random, high stakes games
have incredible power.

00:30:27.220 --> 00:30:30.148 align:middle line:84%
And not just because of the
possibility of winning.

00:30:30.148 --> 00:30:33.076 align:middle line:84%
But because it resonates very,
very strongly with the idea

00:30:33.076 --> 00:30:36.004 align:middle line:90%
that you could win.

00:30:36.004 --> 00:30:39.420 align:middle line:84%
And if you identify with
somebody else, even better

00:30:39.420 --> 00:30:40.396 align:middle line:84%
because then you don't
even have to win.

00:30:40.396 --> 00:30:41.860 align:middle line:90%
That person could win.

00:30:41.860 --> 00:30:47.165 align:middle line:84%
And in fact, increases the range
of different winners

00:30:47.165 --> 00:30:48.730 align:middle line:90%
that you can identify with.

00:30:48.730 --> 00:30:51.712 align:middle line:84%
Help people sort of get that
thrill of winning without

00:30:51.712 --> 00:30:54.420 align:middle line:84%
necessarily even having
competed.

00:30:54.420 --> 00:30:58.640 align:middle line:84%
So that's kind of the power
that we have in chance.

00:30:58.640 --> 00:31:00.722 align:middle line:84%
I haven't actually talked
about, well so how do we

00:31:00.722 --> 00:31:03.525 align:middle line:84%
actually use chance in games
yet, which is what

00:31:03.525 --> 00:31:04.775 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:31:04.775 --> 00:31:07.350 align:middle line:90%


00:31:07.350 --> 00:31:11.624 align:middle line:84%
But I think in their book,
they describe--

00:31:11.624 --> 00:31:14.486 align:middle line:84%
the reason why I like challenges
for you to design

00:31:14.486 --> 00:31:18.060 align:middle line:84%
is that they're very concrete
about well if you're stuck and

00:31:18.060 --> 00:31:20.810 align:middle line:84%
you don't know what to do with
a game, have you considered

00:31:20.810 --> 00:31:22.346 align:middle line:90%
bam, bam, bam, bam, bam, bam.

00:31:22.346 --> 00:31:24.811 align:middle line:84%
They're very, very systematic
about that.

00:31:24.811 --> 00:31:26.783 align:middle line:84%
You know, have you considered
doing options?

00:31:26.783 --> 00:31:28.262 align:middle line:90%
Have you thought--

00:31:28.262 --> 00:31:30.234 align:middle line:90%
That's not chance.

00:31:30.234 --> 00:31:31.713 align:middle line:90%
That's the second chapter.

00:31:31.713 --> 00:31:36.643 align:middle line:84%
The first chapter was have you
considered using dice, using

00:31:36.643 --> 00:31:38.122 align:middle line:90%
cards, using spinners.

00:31:38.122 --> 00:31:41.540 align:middle line:84%
I don't remember what other
randomizing systems they had.

00:31:41.540 --> 00:31:47.700 align:middle line:84%
Computer or random number
generated [UNINTELLIGIBLE].

00:31:47.700 --> 00:31:54.490 align:middle line:84%
Are you using it to equalize
different skill levels, or are

00:31:54.490 --> 00:31:56.620 align:middle line:84%
you just trying to make it
so that there's sometimes

00:31:56.620 --> 00:32:00.520 align:middle line:84%
predictability, that sometimes
solveability in the system.

00:32:00.520 --> 00:32:02.280 align:middle line:84%
There are all these different
ways that you can use

00:32:02.280 --> 00:32:03.330 align:middle line:90%
randomness.

00:32:03.330 --> 00:32:06.360 align:middle line:84%
But don't forget how powerful
randomness is.

00:32:06.360 --> 00:32:09.437 align:middle line:84%
It's one of those things where
you normally assume that you

00:32:09.437 --> 00:32:11.333 align:middle line:84%
don't actually [UNINTELLIGIBLE]
in the game.

00:32:11.333 --> 00:32:12.240 align:middle line:84%
And you don't want him
to [UNINTELLIGIBLE].

00:32:12.240 --> 00:32:15.117 align:middle line:84%
First of all, as the designer,
randomness makes it hard for

00:32:15.117 --> 00:32:17.967 align:middle line:84%
you to predict what's going to
happen, and as a result, it

00:32:17.967 --> 00:32:20.110 align:middle line:90%
becomes difficult to design.

00:32:20.110 --> 00:32:26.463 align:middle line:84%
But the power of the this I
could be a winner for reasons

00:32:26.463 --> 00:32:29.730 align:middle line:84%
that are entirely out of my
control is actually more

00:32:29.730 --> 00:32:35.610 align:middle line:84%
powerful than a lot of folks
what will naturally assume

00:32:35.610 --> 00:32:38.550 align:middle line:90%
right off the bat.

00:32:38.550 --> 00:32:42.316 align:middle line:84%
So I'm not going to go too much
into the various options

00:32:42.316 --> 00:32:46.785 align:middle line:84%
that Brenda and Ian described as
a challenge because you can

00:32:46.785 --> 00:32:47.210 align:middle line:90%
look those up.

00:32:47.210 --> 00:32:50.061 align:middle line:84%
But do look those up, especially
if I'm having

00:32:50.061 --> 00:32:51.055 align:middle line:90%
difficulty in your game.

00:32:51.055 --> 00:32:52.770 align:middle line:84%
If you're having difficulty,
oh this game is too

00:32:52.770 --> 00:32:55.410 align:middle line:84%
predictable, and you
can see that there

00:32:55.410 --> 00:32:56.990 align:middle line:90%
is the optimal strategy.

00:32:56.990 --> 00:33:01.364 align:middle line:84%
Well then you can think about
maybe writing those might be a

00:33:01.364 --> 00:33:03.125 align:middle line:90%
good [UNINTELLIGIBLE].

00:33:03.125 --> 00:33:07.490 align:middle line:84%
Or maybe I want to be able to
play this with people who have

00:33:07.490 --> 00:33:09.724 align:middle line:84%
never played this game before I
had met them, and still have

00:33:09.724 --> 00:33:10.964 align:middle line:90%
a fighting chance.

00:33:10.964 --> 00:33:15.428 align:middle line:84%
That's another good
opportunity to win

00:33:15.428 --> 00:33:15.924 align:middle line:90%
[UNINTELLIGIBLE].

00:33:15.924 --> 00:33:18.280 align:middle line:84%
But know what problem you're
trying to solve before you're

00:33:18.280 --> 00:33:19.396 align:middle line:90%
throwing something away.

00:33:19.396 --> 00:33:23.020 align:middle line:84%
Because sometimes you can have
a lot of fun with games that

00:33:23.020 --> 00:33:25.616 align:middle line:84%
are effectively just
like fun butteries.

00:33:25.616 --> 00:33:27.035 align:middle line:90%
You know, oh, I draw a card.

00:33:27.035 --> 00:33:28.875 align:middle line:84%
Munchkin is kind of like
this actually.

00:33:28.875 --> 00:33:29.390 align:middle line:90%
You draw a card.

00:33:29.390 --> 00:33:31.190 align:middle line:90%
Oh, look at, funny.

00:33:31.190 --> 00:33:32.330 align:middle line:90%
And you read the text.

00:33:32.330 --> 00:33:33.520 align:middle line:90%
That was silly.

00:33:33.520 --> 00:33:36.030 align:middle line:84%
And now they've added a Twitter
version of Munchkin

00:33:36.030 --> 00:33:38.930 align:middle line:84%
where every hour you introduce
a new rule.

00:33:38.930 --> 00:33:42.876 align:middle line:84%
And it's like the player whose
name starts with the letter M

00:33:42.876 --> 00:33:44.860 align:middle line:84%
gets double the hit point
for something.

00:33:44.860 --> 00:33:46.844 align:middle line:90%
But totally random.

00:33:46.844 --> 00:33:49.750 align:middle line:84%
And that can be kind
of fun, but that's

00:33:49.750 --> 00:33:51.840 align:middle line:90%
really short-lived fun.

00:33:51.840 --> 00:33:54.110 align:middle line:84%
That's one of the things where
once you look through all of

00:33:54.110 --> 00:33:56.450 align:middle line:84%
the cards-- the game's pretty
much done for you.

00:33:56.450 --> 00:33:58.202 align:middle line:84%
Even if you haven't even
finished playing the game, the

00:33:58.202 --> 00:34:00.815 align:middle line:90%
game might end for yourself.

00:34:00.815 --> 00:34:03.980 align:middle line:84%
So try not to go down
that track.

00:34:03.980 --> 00:34:06.830 align:middle line:84%
There was a group last year that
did a game where pretty

00:34:06.830 --> 00:34:13.300 align:middle line:84%
much you just drew silly things
to do out of a hat.

00:34:13.300 --> 00:34:16.339 align:middle line:84%
And, yeah, it was fun until
everyone got through the hat,

00:34:16.339 --> 00:34:19.664 align:middle line:84%
and then once everyone knew
pretty much the range of the

00:34:19.664 --> 00:34:21.564 align:middle line:84%
little silly things, that's
it, game was over.

00:34:21.564 --> 00:34:23.949 align:middle line:90%
There was no replay.

00:34:23.949 --> 00:34:27.085 align:middle line:90%
So [UNINTELLIGIBLE PHRASE].

00:34:27.085 --> 00:34:28.000 align:middle line:90%
"The [? Side Note ?]

00:34:28.000 --> 00:34:30.110 align:middle line:84%
About Replayability," that's
actually a really excellent

00:34:30.110 --> 00:34:33.910 align:middle line:84%
essay on I think gamasutra about
how replayability isn't

00:34:33.910 --> 00:34:35.476 align:middle line:90%
actually a well-defined word.

00:34:35.476 --> 00:34:37.936 align:middle line:84%
Nobody really knows what
that word means, but

00:34:37.936 --> 00:34:38.920 align:middle line:90%
everyone uses it.

00:34:38.920 --> 00:34:41.380 align:middle line:84%
So if you're interested,
check it out.

00:34:41.380 --> 00:34:43.594 align:middle line:84%
I haven't actually had a
chance to form a real

00:34:43.594 --> 00:34:44.844 align:middle line:90%
opinion on it yet.

00:34:44.844 --> 00:34:49.900 align:middle line:90%


00:34:49.900 --> 00:34:56.210 align:middle line:84%
So by the way, a lot of the
roots of the kinds of

00:34:56.210 --> 00:35:03.580 align:middle line:84%
randomness things that we use,
like dice and cards, have some

00:35:03.580 --> 00:35:06.070 align:middle line:84%
sort of root in fortune telling,
which connects it

00:35:06.070 --> 00:35:07.312 align:middle line:90%
back to kind of the ritualistic

00:35:07.312 --> 00:35:10.480 align:middle line:90%
aspects of games again.

00:35:10.480 --> 00:35:13.200 align:middle line:84%
The idea of you can tell whether
you're going to be a

00:35:13.200 --> 00:35:17.000 align:middle line:84%
success in life by your
success in this game.

00:35:17.000 --> 00:35:20.430 align:middle line:84%
And the game might be draw
a card from this deck

00:35:20.430 --> 00:35:23.923 align:middle line:90%
and hope it's good.

00:35:23.923 --> 00:35:27.715 align:middle line:84%
Which parallels what a lot
of people think like it.

00:35:27.715 --> 00:35:30.460 align:middle line:84%
If I roll the dice, and if
I'm lucky, things are

00:35:30.460 --> 00:35:33.170 align:middle line:90%
going to work out.

00:35:33.170 --> 00:35:40.350 align:middle line:84%
But there's a couple of
interesting things about how

00:35:40.350 --> 00:35:43.542 align:middle line:84%
strategy and skills start
to work with things of

00:35:43.542 --> 00:35:45.700 align:middle line:90%
randomness.

00:35:45.700 --> 00:35:48.920 align:middle line:84%
For instance, there is one
argument that [? Colera ?]

00:35:48.920 --> 00:35:54.900 align:middle line:84%
makes that the reason why you
get things like chance and

00:35:54.900 --> 00:35:59.986 align:middle line:84%
skill games taking over
mimicry and vertigo

00:35:59.986 --> 00:36:03.835 align:middle line:84%
experiences is because we
started developing systems of

00:36:03.835 --> 00:36:04.540 align:middle line:90%
enumeration.

00:36:04.540 --> 00:36:07.240 align:middle line:84%
Started being able to count, we
started being able to rank

00:36:07.240 --> 00:36:09.500 align:middle line:84%
things to tell whether something
was actually better

00:36:09.500 --> 00:36:14.740 align:middle line:84%
than other, and some sort of
empirical numerical way.

00:36:14.740 --> 00:36:19.620 align:middle line:84%
So if you think about it from
that sense, then actually when

00:36:19.620 --> 00:36:22.460 align:middle line:84%
you look at skill and when you
look at chance, they're

00:36:22.460 --> 00:36:26.790 align:middle line:84%
actually kind of on both
on the same side.

00:36:26.790 --> 00:36:29.065 align:middle line:84%
They're sort of dealing
with number

00:36:29.065 --> 00:36:33.358 align:middle line:90%
systems one way or another.

00:36:33.358 --> 00:36:36.250 align:middle line:84%
If you had a system that has
a lot of chance, any number

00:36:36.250 --> 00:36:37.250 align:middle line:90%
could come up.

00:36:37.250 --> 00:36:38.415 align:middle line:90%
Any card could come up.

00:36:38.415 --> 00:36:42.810 align:middle line:84%
Any dice roll having some
set of probability.

00:36:42.810 --> 00:36:47.775 align:middle line:84%
What skill is dealing with what
could happen, having a

00:36:47.775 --> 00:36:49.760 align:middle line:90%
plan, having a strategy.

00:36:49.760 --> 00:36:53.380 align:middle line:84%
Maybe that element of chance
isn't a random die roll.

00:36:53.380 --> 00:36:56.410 align:middle line:84%
Maybe a person that you've never
met before that you're

00:36:56.410 --> 00:36:59.390 align:middle line:84%
playing against, and you don't
know how good they are, they

00:36:59.390 --> 00:37:00.821 align:middle line:84%
don't know what the strategies
are, they don't

00:37:00.821 --> 00:37:01.768 align:middle line:90%
know how they play.

00:37:01.768 --> 00:37:05.980 align:middle line:84%
They're effectively a die roll,
and your skill is kind

00:37:05.980 --> 00:37:10.450 align:middle line:84%
of or the element of skill in
the game are all about how do

00:37:10.450 --> 00:37:12.130 align:middle line:90%
you deal with all the

00:37:12.130 --> 00:37:14.530 align:middle line:90%
probabilities that have happened.

00:37:14.530 --> 00:37:20.450 align:middle line:84%
So one of the things that
[? Colera ?] talked about is a

00:37:20.450 --> 00:37:24.639 align:middle line:84%
lot of the competitive games
kind things actually come up

00:37:24.639 --> 00:37:28.020 align:middle line:84%
from tests-- tests of physical
skill, tests of mental skill.

00:37:28.020 --> 00:37:30.645 align:middle line:84%
Tests the ability to be able
to take an administrative

00:37:30.645 --> 00:37:32.416 align:middle line:90%
position and in society.

00:37:32.416 --> 00:37:34.350 align:middle line:90%
That sort of thing.

00:37:34.350 --> 00:37:37.115 align:middle line:84%
But your ability to actually
do well on those tests also

00:37:37.115 --> 00:37:40.880 align:middle line:84%
kind of depends on your luck of
having the ability in the

00:37:40.880 --> 00:37:41.660 align:middle line:90%
first place.

00:37:41.660 --> 00:37:44.630 align:middle line:84%
It's like did you get the
right of education?

00:37:44.630 --> 00:37:46.430 align:middle line:84%
Did you study the
right questions?

00:37:46.430 --> 00:37:50.400 align:middle line:84%
Do you happen to have really
good genes so that you can

00:37:50.400 --> 00:37:50.720 align:middle line:90%
jump really high?

00:37:50.720 --> 00:37:53.700 align:middle line:90%
That sort of thing.

00:37:53.700 --> 00:38:03.205 align:middle line:84%
So the idea of whether it is
actually just luck, if you

00:38:03.205 --> 00:38:06.225 align:middle line:84%
would talk about a modern game,
you can talk about skill

00:38:06.225 --> 00:38:08.000 align:middle line:84%
of someone being able
to play chess.

00:38:08.000 --> 00:38:10.610 align:middle line:84%
Or you can talk about the luck
of somebody having had the

00:38:10.610 --> 00:38:13.220 align:middle line:84%
chance to play chess many,
many, many times before

00:38:13.220 --> 00:38:15.586 align:middle line:84%
they're playing this one
particular game.

00:38:15.586 --> 00:38:18.370 align:middle line:84%
Because not everybody in the
world has that option.

00:38:18.370 --> 00:38:20.686 align:middle line:84%
And that's kind of the case
that [? Colera ?]

00:38:20.686 --> 00:38:22.120 align:middle line:90%
is trying to make.

00:38:22.120 --> 00:38:27.796 align:middle line:84%
When you're bringing a new
person to a game, they haven't

00:38:27.796 --> 00:38:31.050 align:middle line:84%
had the luck of playing
your particular game.

00:38:31.050 --> 00:38:33.740 align:middle line:84%
I'm going to say the good
fortune of playing your

00:38:33.740 --> 00:38:37.910 align:middle line:84%
particular game, whereas
you have had that.

00:38:37.910 --> 00:38:42.140 align:middle line:84%
So if you wanted to think of
it as that, as well they're

00:38:42.140 --> 00:38:47.410 align:middle line:84%
bad luck, now how do we use
rules, either rules of chance

00:38:47.410 --> 00:38:51.020 align:middle line:84%
or rules of skill to be able
to give them a fighting

00:38:51.020 --> 00:38:53.280 align:middle line:90%
chance, a fighting edge.

00:38:53.280 --> 00:38:56.300 align:middle line:90%
Probably more rules of chance.

00:38:56.300 --> 00:39:01.610 align:middle line:84%
So a there's a couple
of different things.

00:39:01.610 --> 00:39:07.434 align:middle line:84%
One thing that I do want
to bring up is you

00:39:07.434 --> 00:39:08.426 align:middle line:84%
[UNINTELLIGIBLE PHRASE]
information

00:39:08.426 --> 00:39:09.676 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:39:09.676 --> 00:39:13.882 align:middle line:90%


00:39:13.882 --> 00:39:15.370 align:middle line:90%
Sorry.

00:39:15.370 --> 00:39:16.858 align:middle line:90%
I could probably just draw it.

00:39:16.858 --> 00:39:19.834 align:middle line:84%
But I just want to make
sure I get it right.

00:39:19.834 --> 00:39:22.810 align:middle line:90%


00:39:22.810 --> 00:39:24.060 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:39:24.060 --> 00:39:33.722 align:middle line:90%


00:39:33.722 --> 00:39:35.828 align:middle line:84%
AUDIENCE: Can we also
[UNINTELLIGIBLE] shift it over

00:39:35.828 --> 00:39:36.270 align:middle line:90%
to the big screen?

00:39:36.270 --> 00:39:40.010 align:middle line:84%
PROFESSOR: It's really very
[UNINTELLIGIBLE PHRASE].

00:39:40.010 --> 00:39:43.384 align:middle line:90%
So it's incredibly blurry--

00:39:43.384 --> 00:39:44.348 align:middle line:90%
OK, all right.

00:39:44.348 --> 00:39:47.690 align:middle line:90%
So this is the basic idea.

00:39:47.690 --> 00:39:50.925 align:middle line:84%
Claude Shannon, back in
the '60s, I believe--

00:39:50.925 --> 00:39:53.700 align:middle line:90%
I think [UNINTELLIGIBLE PHRASE],

00:39:53.700 --> 00:39:58.290 align:middle line:84%
basically came up with a model
of how communication works.

00:39:58.290 --> 00:40:01.930 align:middle line:84%
How information gets from
a sender to a receiver.

00:40:01.930 --> 00:40:06.030 align:middle line:90%


00:40:06.030 --> 00:40:08.716 align:middle line:84%
How does this have anything
to do with games?

00:40:08.716 --> 00:40:10.114 align:middle line:90%
I will get to that quickly.

00:40:10.114 --> 00:40:14.310 align:middle line:84%
But let me just talk
about models first.

00:40:14.310 --> 00:40:17.805 align:middle line:84%
So the sender had some sort
of like message, right?

00:40:17.805 --> 00:40:20.852 align:middle line:90%


00:40:20.852 --> 00:40:25.170 align:middle line:84%
And they're going to
send it end of this

00:40:25.170 --> 00:40:26.910 align:middle line:90%
conversation I believe--

00:40:26.910 --> 00:40:27.904 align:middle line:90%
yeah.

00:40:27.904 --> 00:40:29.395 align:middle line:90%
This is transmission.

00:40:29.395 --> 00:40:32.874 align:middle line:84%
I'm going to shorten it
and say X-mission.

00:40:32.874 --> 00:40:41.328 align:middle line:90%


00:40:41.328 --> 00:40:43.380 align:middle line:90%
So a sender has a message.

00:40:43.380 --> 00:40:45.085 align:middle line:90%
They want to set up--

00:40:45.085 --> 00:40:48.334 align:middle line:84%
they want to translate it, and
then it needs to be received

00:40:48.334 --> 00:40:50.270 align:middle line:90%
[UNINTELLIGIBLE]

00:40:50.270 --> 00:40:52.690 align:middle line:90%
by the receiver.

00:40:52.690 --> 00:40:56.360 align:middle line:84%
In between the two, there
is some sort of channel.

00:40:56.360 --> 00:41:01.156 align:middle line:84%
So if you think of this as I got
a computer and my message

00:41:01.156 --> 00:41:01.970 align:middle line:90%
is an email.

00:41:01.970 --> 00:41:03.922 align:middle line:84%
I'm going to transmit it
through the internet.

00:41:03.922 --> 00:41:06.850 align:middle line:84%
And then it's going to be
received by some sort of other

00:41:06.850 --> 00:41:11.242 align:middle line:84%
mail server and then it's
going to the other.

00:41:11.242 --> 00:41:17.098 align:middle line:84%
This is the important part of
this model is that this is

00:41:17.098 --> 00:41:20.782 align:middle line:84%
where noise gets
in the channel.

00:41:20.782 --> 00:41:23.490 align:middle line:90%


00:41:23.490 --> 00:41:27.744 align:middle line:84%
The reason why this model is
useful for thinking about

00:41:27.744 --> 00:41:30.670 align:middle line:84%
games is you can actually
think of the

00:41:30.670 --> 00:41:32.980 align:middle line:90%
sender as the game.

00:41:32.980 --> 00:41:34.680 align:middle line:90%
This this game space.

00:41:34.680 --> 00:41:40.630 align:middle line:90%


00:41:40.630 --> 00:41:44.530 align:middle line:84%
And the message could be
something, it could be

00:41:44.530 --> 00:41:49.665 align:middle line:84%
valuable information about the
current state of the game in

00:41:49.665 --> 00:41:50.915 align:middle line:84%
order for you to make
a good decision.

00:41:50.915 --> 00:41:53.622 align:middle line:90%


00:41:53.622 --> 00:41:57.410 align:middle line:84%
In poker, it will be, well
everybody's hands.

00:41:57.410 --> 00:41:59.830 align:middle line:90%
That's the message.

00:41:59.830 --> 00:42:01.345 align:middle line:90%
That's valuable information.

00:42:01.345 --> 00:42:04.321 align:middle line:84%
If you knew what everybody had
in your hand, and if you knew

00:42:04.321 --> 00:42:08.070 align:middle line:84%
everything in the deck in the
order in which the deck is

00:42:08.070 --> 00:42:11.520 align:middle line:84%
shuffled, you will be able to
make a great decision about

00:42:11.520 --> 00:42:16.220 align:middle line:84%
whether to raise your
bid on the floor.

00:42:16.220 --> 00:42:19.130 align:middle line:90%


00:42:19.130 --> 00:42:23.000 align:middle line:84%
And so you have rules that
sort of encode what that

00:42:23.000 --> 00:42:27.225 align:middle line:84%
message is going to be, and
you have rules that--

00:42:27.225 --> 00:42:31.135 align:middle line:84%
you have strategies to help you
figure out what to do with

00:42:31.135 --> 00:42:35.300 align:middle line:84%
that, with the receiver kind of
becomes and you think of it

00:42:35.300 --> 00:42:37.260 align:middle line:90%
as [UNINTELLIGIBLE PHRASE]

00:42:37.260 --> 00:42:38.730 align:middle line:84%
as a player's position,
actually.

00:42:38.730 --> 00:42:41.670 align:middle line:90%


00:42:41.670 --> 00:42:43.874 align:middle line:84%
Or the player's strategy if you
would think about it over

00:42:43.874 --> 00:42:45.124 align:middle line:90%
a long-term strategy.

00:42:45.124 --> 00:42:48.510 align:middle line:90%


00:42:48.510 --> 00:42:49.850 align:middle line:90%
The trick is noise.

00:42:49.850 --> 00:42:52.390 align:middle line:84%
And noise is actually something
that you get to

00:42:52.390 --> 00:42:54.590 align:middle line:90%
control [UNINTELLIGIBLE PHRASE].

00:42:54.590 --> 00:42:55.410 align:middle line:90%
What is hidden?

00:42:55.410 --> 00:42:57.880 align:middle line:90%
What is obfiscated?

00:42:57.880 --> 00:43:01.934 align:middle line:84%
What can be deliberately
introduced to confuse you

00:43:01.934 --> 00:43:04.294 align:middle line:84%
about what the game
state actually is?

00:43:04.294 --> 00:43:07.630 align:middle line:90%


00:43:07.630 --> 00:43:12.042 align:middle line:84%
Noise can be random, or noise
can be just plain old you

00:43:12.042 --> 00:43:13.540 align:middle line:90%
don't know.

00:43:13.540 --> 00:43:17.370 align:middle line:84%
Just deleting information out
of the [UNINTELLIGIBLE].

00:43:17.370 --> 00:43:22.380 align:middle line:84%
So for instance, you guys know
the rules of Texas Bulldog?

00:43:22.380 --> 00:43:26.235 align:middle line:84%
There is a set of cards in the
middle called the river.

00:43:26.235 --> 00:43:28.640 align:middle line:84%
I could be wrong, so if you
really know the rules

00:43:28.640 --> 00:43:30.570 align:middle line:90%
[UNINTELLIGIBLE].

00:43:30.570 --> 00:43:34.793 align:middle line:84%
And these cards are dealt pretty
early in the game.

00:43:34.793 --> 00:43:38.174 align:middle line:84%
They're not dealt right at
the beginning, but the--

00:43:38.174 --> 00:43:41.555 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
at the beginning?

00:43:41.555 --> 00:43:43.970 align:middle line:84%
AUDIENCE: Not all at once
[UNINTELLIGIBLE].

00:43:43.970 --> 00:43:44.936 align:middle line:90%
AUDIENCE: The first three.

00:43:44.936 --> 00:43:46.868 align:middle line:90%
AUDIENCE: The flop, yeah.

00:43:46.868 --> 00:43:47.860 align:middle line:90%
And then [UNINTELLIGIBLE].

00:43:47.860 --> 00:43:49.620 align:middle line:84%
PROFESSOR: Oh, the flop
and the river, right.

00:43:49.620 --> 00:43:51.090 align:middle line:84%
Which is the one
[UNINTELLIGIBLE PHRASE]?

00:43:51.090 --> 00:43:51.875 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:43:51.875 --> 00:43:52.925 align:middle line:90%
PROFESSOR: The flop is data?

00:43:52.925 --> 00:43:54.175 align:middle line:90%
[INTERPOSING VOICES]

00:43:54.175 --> 00:43:57.760 align:middle line:90%


00:43:57.760 --> 00:43:59.720 align:middle line:84%
AUDIENCE: Everyone gets dealt
the two cards, and then you

00:43:59.720 --> 00:44:02.950 align:middle line:84%
turn the flop over, which
[INTERPOSING VOICES].

00:44:02.950 --> 00:44:04.070 align:middle line:84%
And then the river is the
[UNINTELLIGIBLE].

00:44:04.070 --> 00:44:05.310 align:middle line:84%
PROFESSOR: The river's
the big one.

00:44:05.310 --> 00:44:07.625 align:middle line:84%
AUDIENCE: And betting
zero, yeah.

00:44:07.625 --> 00:44:10.155 align:middle line:84%
AUDIENCE: Well no, technically
when you deal you put one card

00:44:10.155 --> 00:44:12.576 align:middle line:84%
face down then you put the
flop [UNINTELLIGIBLE].

00:44:12.576 --> 00:44:13.995 align:middle line:84%
AUDIENCE: That part doesn't
have anything to do

00:44:13.995 --> 00:44:14.468 align:middle line:90%
[UNINTELLIGIBLE].

00:44:14.468 --> 00:44:15.890 align:middle line:84%
AUDIENCE: Yeah, but I
don't know what--

00:44:15.890 --> 00:44:17.961 align:middle line:90%
PROFESSOR: Yeah.

00:44:17.961 --> 00:44:20.300 align:middle line:84%
But the cards would
get dealt out.

00:44:20.300 --> 00:44:25.162 align:middle line:90%
It's pretty much an unknown.

00:44:25.162 --> 00:44:26.540 align:middle line:90%
It is random.

00:44:26.540 --> 00:44:29.700 align:middle line:84%
But on and above this, if you
just put five cards in

00:44:29.700 --> 00:44:32.770 align:middle line:84%
whatever side and then
just dealt them out.

00:44:32.770 --> 00:44:34.430 align:middle line:90%
It's a fixed quantity.

00:44:34.430 --> 00:44:37.880 align:middle line:84%
But you still don't know
what the heck it is.

00:44:37.880 --> 00:44:40.135 align:middle line:84%
Someone else could have picked
those cards and still don't

00:44:40.135 --> 00:44:41.154 align:middle line:90%
know what it is.

00:44:41.154 --> 00:44:44.450 align:middle line:84%
So they're effectively
a random thing.

00:44:44.450 --> 00:44:45.450 align:middle line:90%
They're noise.

00:44:45.450 --> 00:44:47.694 align:middle line:84%
They're a bit of information
we don't know.

00:44:47.694 --> 00:44:50.930 align:middle line:84%
And in Texas Hold'em, a bit of
information that everybody

00:44:50.930 --> 00:44:53.405 align:middle line:90%
does know, so that's great.

00:44:53.405 --> 00:44:56.622 align:middle line:84%
The information is kind of
equally shared among everybody

00:44:56.622 --> 00:44:57.860 align:middle line:90%
except for the one card.

00:44:57.860 --> 00:44:59.110 align:middle line:90%
They'd be fine.

00:44:59.110 --> 00:45:01.100 align:middle line:90%


00:45:01.100 --> 00:45:03.360 align:middle line:90%
So--

00:45:03.360 --> 00:45:07.800 align:middle line:84%
--when you think about how you
can even things out for the

00:45:07.800 --> 00:45:12.883 align:middle line:84%
players, or how you can make
the challenge a little bit

00:45:12.883 --> 00:45:17.090 align:middle line:84%
higher for decent players, you
can think about, well how much

00:45:17.090 --> 00:45:19.422 align:middle line:84%
information am I currently
giving them about what

00:45:19.422 --> 00:45:22.000 align:middle line:90%
a game state is?

00:45:22.000 --> 00:45:25.595 align:middle line:84%
And maybe I can, I'll just
[UNINTELLIGIBLE] them.

00:45:25.595 --> 00:45:28.073 align:middle line:84%
Not necessarily lie,
just hide.

00:45:28.073 --> 00:45:30.911 align:middle line:84%
Just deny them information
that is necessarily

00:45:30.911 --> 00:45:32.330 align:middle line:90%
[UNINTELLIGIBLE].

00:45:32.330 --> 00:45:35.250 align:middle line:84%
It's also a good way to sort
of think of well maybe if

00:45:35.250 --> 00:45:38.300 align:middle line:84%
you're a little bit behind and
you need a little help, then

00:45:38.300 --> 00:45:40.370 align:middle line:84%
what are you going to do
to give them a fighting

00:45:40.370 --> 00:45:41.348 align:middle line:90%
[UNINTELLIGIBLE] channel.

00:45:41.348 --> 00:45:44.771 align:middle line:84%
Let them have the next card
that's coming up.

00:45:44.771 --> 00:45:46.727 align:middle line:84%
Because we're talking about
card games here.

00:45:46.727 --> 00:45:50.150 align:middle line:84%
Let them re-roll the
next die roll.

00:45:50.150 --> 00:45:51.400 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:45:51.400 --> 00:45:55.690 align:middle line:90%


00:45:55.690 --> 00:46:00.130 align:middle line:84%
This model, about like
thinking what sort of

00:46:00.130 --> 00:46:03.465 align:middle line:84%
information are you giving your
player can also sort of

00:46:03.465 --> 00:46:06.030 align:middle line:84%
be useful in thinking whether
they're giving too much

00:46:06.030 --> 00:46:08.376 align:middle line:84%
information strictly from a
decision-making point of view.

00:46:08.376 --> 00:46:11.170 align:middle line:84%
It's like I'm throwing all this
game state information,

00:46:11.170 --> 00:46:16.980 align:middle line:84%
but really, all the player needs
to know is half of that

00:46:16.980 --> 00:46:19.820 align:middle line:84%
in order to make a
good decision.

00:46:19.820 --> 00:46:21.943 align:middle line:84%
You might actually
want to consider

00:46:21.943 --> 00:46:24.841 align:middle line:90%
reducing that somehow.

00:46:24.841 --> 00:46:27.739 align:middle line:90%
Let me think of an example.

00:46:27.739 --> 00:46:31.844 align:middle line:84%
I think Settlers of Catan that
should be a pretty good

00:46:31.844 --> 00:46:35.040 align:middle line:90%
example of that.

00:46:35.040 --> 00:46:35.940 align:middle line:90%
You can see the entire board.

00:46:35.940 --> 00:46:40.100 align:middle line:84%
Everyone can see the entire
board at any given time.

00:46:40.100 --> 00:46:43.520 align:middle line:84%
And everyone's got cards
in their hands.

00:46:43.520 --> 00:46:45.630 align:middle line:84%
You don't know what other people
have in their cards.

00:46:45.630 --> 00:46:48.570 align:middle line:84%
But for the most part, when
you're trying to make a

00:46:48.570 --> 00:46:52.170 align:middle line:84%
decision about what to do with
your cards, you're really just

00:46:52.170 --> 00:46:55.586 align:middle line:90%
concerned about your cards.

00:46:55.586 --> 00:46:58.514 align:middle line:84%
As time goes on, you pretty much
know what other people

00:46:58.514 --> 00:47:00.880 align:middle line:84%
have in their hand if you've
been paying attention, because

00:47:00.880 --> 00:47:03.900 align:middle line:84%
people are picking up resources
fairly openly.

00:47:03.900 --> 00:47:06.620 align:middle line:90%


00:47:06.620 --> 00:47:08.940 align:middle line:90%
But you don't really care.

00:47:08.940 --> 00:47:11.665 align:middle line:84%
And that's one nice thing about
Settlers is that they're

00:47:11.665 --> 00:47:13.442 align:middle line:84%
hiding this information from
you, even though it is

00:47:13.442 --> 00:47:14.575 align:middle line:84%
information that need
to be hidden.

00:47:14.575 --> 00:47:17.970 align:middle line:84%
Because in order to make a good
decision in that game,

00:47:17.970 --> 00:47:19.920 align:middle line:84%
you do not need to know
that information.

00:47:19.920 --> 00:47:23.640 align:middle line:84%
So they're introducting noise,
they're deliberately hiding

00:47:23.640 --> 00:47:27.620 align:middle line:84%
information from you so that you
can just focus on the two

00:47:27.620 --> 00:47:29.837 align:middle line:84%
or three decisions that
are actually worth

00:47:29.837 --> 00:47:31.864 align:middle line:90%
making on your turn.

00:47:31.864 --> 00:47:35.036 align:middle line:84%
And that's one reason why
Settlers games actually go

00:47:35.036 --> 00:47:38.208 align:middle line:84%
pretty fast because people
aren't paralyzed by too much

00:47:38.208 --> 00:47:40.650 align:middle line:90%
information.

00:47:40.650 --> 00:47:41.970 align:middle line:84%
If your game's getting
too long.

00:47:41.970 --> 00:47:45.190 align:middle line:84%
The game's supposed to be a half
an hour and it's taking

00:47:45.190 --> 00:47:47.690 align:middle line:84%
an hour long, think about the
information that you're giving

00:47:47.690 --> 00:47:48.660 align:middle line:90%
your player.

00:47:48.660 --> 00:47:51.270 align:middle line:84%
All of it might be relevant to
the game state, but not all of

00:47:51.270 --> 00:47:54.001 align:middle line:84%
it might be relevant to what the
players need to know right

00:47:54.001 --> 00:47:58.098 align:middle line:84%
now in order to make
their next move.

00:47:58.098 --> 00:48:02.110 align:middle line:84%
And if you find a way to control
that, sometimes just a

00:48:02.110 --> 00:48:04.690 align:middle line:90%
clever color coding.

00:48:04.690 --> 00:48:07.650 align:middle line:84%
Making your card in such a way
that it's really, really

00:48:07.650 --> 00:48:10.023 align:middle line:84%
obvious that there's a certain
part of the card that you need

00:48:10.023 --> 00:48:13.290 align:middle line:84%
to look at at certain times,
and you kind of ignore it

00:48:13.290 --> 00:48:16.965 align:middle line:84%
outside on a [UNINTELLIGIBLE]
call other times, and that

00:48:16.965 --> 00:48:18.680 align:middle line:90%
might help.

00:48:18.680 --> 00:48:24.110 align:middle line:84%
But often what I find is
in a lot of games like

00:48:24.110 --> 00:48:27.695 align:middle line:84%
[UNINTELLIGIBLE] card games,
for instance, board games,

00:48:27.695 --> 00:48:32.580 align:middle line:84%
they would use a lot of icons to
describe what the value of

00:48:32.580 --> 00:48:34.830 align:middle line:84%
something is, or what kind
of effect it has.

00:48:34.830 --> 00:48:36.870 align:middle line:84%
And the reason why they use
icons instead of using words

00:48:36.870 --> 00:48:39.270 align:middle line:84%
is because you don't have
translate icons.

00:48:39.270 --> 00:48:42.487 align:middle line:84%
And they want their games to
sell in Germany, in Spain, in

00:48:42.487 --> 00:48:48.500 align:middle line:84%
England, and US, and Greece, and
Italy, and so if you made

00:48:48.500 --> 00:48:51.843 align:middle line:84%
cards, you couldn't use those
same cards in every one of of

00:48:51.843 --> 00:48:52.660 align:middle line:84%
those countries, so
you use icons.

00:48:52.660 --> 00:48:55.190 align:middle line:84%
The only problem is that now you
have to learn what every

00:48:55.190 --> 00:48:56.854 align:middle line:90%
one of those icons mean.

00:48:56.854 --> 00:48:59.480 align:middle line:84%
If it's just a stack of coins,
oh 5 coins means 5?

00:48:59.480 --> 00:49:01.345 align:middle line:84%
OK, all right, I can probably
figure that out.

00:49:01.345 --> 00:49:02.250 align:middle line:90%
That's fine.

00:49:02.250 --> 00:49:05.928 align:middle line:84%
But this is a picture of a
hammer, what does a hammer do?

00:49:05.928 --> 00:49:07.650 align:middle line:84%
I'll have to check in the
reference manual, which

00:49:07.650 --> 00:49:08.900 align:middle line:84%
happens to be in six different
languages.

00:49:08.900 --> 00:49:11.780 align:middle line:90%


00:49:11.780 --> 00:49:15.448 align:middle line:84%
And that's one of the barriers
that a lot of folks have to

00:49:15.448 --> 00:49:16.412 align:middle line:90%
[UNINTELLIGIBLE]

00:49:16.412 --> 00:49:18.178 align:middle line:90%
in card games and board games.

00:49:18.178 --> 00:49:20.260 align:middle line:84%
It's not necessarily that
the games are all that

00:49:20.260 --> 00:49:20.758 align:middle line:90%
complicated.

00:49:20.758 --> 00:49:22.999 align:middle line:84%
It's just that you have to
actually have translation that

00:49:22.999 --> 00:49:24.021 align:middle line:84%
has to be done because
they're not really

00:49:24.021 --> 00:49:25.271 align:middle line:90%
built for one language.

00:49:25.271 --> 00:49:30.220 align:middle line:90%


00:49:30.220 --> 00:49:36.196 align:middle line:84%
So I probably have more to say
about information, but I'm

00:49:36.196 --> 00:49:38.686 align:middle line:84%
going to save it till
next class.

00:49:38.686 --> 00:49:39.936 align:middle line:90%
Any questions so far?

00:49:39.936 --> 00:49:43.666 align:middle line:90%


00:49:43.666 --> 00:49:45.907 align:middle line:84%
Everything that I'm sort of
directing at you right now are

00:49:45.907 --> 00:49:48.646 align:middle line:84%
pretty much just different
ways to look at the game

00:49:48.646 --> 00:49:49.642 align:middle line:90%
[UNINTELLIGIBLE].

00:49:49.642 --> 00:49:53.840 align:middle line:84%
It's a card game, but try to
see it from different ways.

00:49:53.840 --> 00:49:57.740 align:middle line:84%
Not just how do I get this one
game mechanic to work.

00:49:57.740 --> 00:50:00.220 align:middle line:84%
But what are people going to be
getting out of this game.

00:50:00.220 --> 00:50:01.950 align:middle line:84%
When they're going to be drawing
this big card, how are

00:50:01.950 --> 00:50:03.450 align:middle line:90%
they going to be feeling?

00:50:03.450 --> 00:50:05.290 align:middle line:84%
Are they going to be
getting excited?

00:50:05.290 --> 00:50:07.600 align:middle line:90%
Apprehensive?

00:50:07.600 --> 00:50:10.845 align:middle line:84%
Are they going to be counting
on the next card to win them

00:50:10.845 --> 00:50:12.545 align:middle line:84%
the game, or is this just
going to be giving them

00:50:12.545 --> 00:50:15.613 align:middle line:84%
options, and do they know
what options they have?

00:50:15.613 --> 00:50:19.064 align:middle line:90%


00:50:19.064 --> 00:50:42.728 align:middle line:84%
So I'm just going
to do a complete

00:50:42.728 --> 00:50:44.207 align:middle line:90%
transition at this point.

00:50:44.207 --> 00:50:45.686 align:middle line:90%
So new topic.

00:50:45.686 --> 00:50:53.280 align:middle line:90%


00:50:53.280 --> 00:50:55.110 align:middle line:84%
One thing I want to talk about,
which is not actually

00:50:55.110 --> 00:50:57.400 align:middle line:84%
covered in any of the
readings is the body

00:50:57.400 --> 00:50:58.720 align:middle line:90%
motion think plate.

00:50:58.720 --> 00:51:00.760 align:middle line:84%
I think it's probably
used as, sort of--

00:51:00.760 --> 00:51:03.732 align:middle line:84%
Jason and I use this
story quite a bit.

00:51:03.732 --> 00:51:06.806 align:middle line:84%
We haven't really designed
it all that well.

00:51:06.806 --> 00:51:13.480 align:middle line:84%
But if you think of the
definition of what a good game

00:51:13.480 --> 00:51:14.750 align:middle line:90%
could be, [UNINTELLIGIBLE]

00:51:14.750 --> 00:51:18.240 align:middle line:84%
offers, a good game is a series
of interesting choices.

00:51:18.240 --> 00:51:21.240 align:middle line:84%
Our answer is all interesting
decisions.

00:51:21.240 --> 00:51:26.640 align:middle line:84%
So what's an interesting
decision?

00:51:26.640 --> 00:51:30.560 align:middle line:84%
One argument is that an
interesting decision is one

00:51:30.560 --> 00:51:35.325 align:middle line:84%
where you're using mechanics
to affect the game state.

00:51:35.325 --> 00:51:40.050 align:middle line:84%
And you're going to get some
information, you're going to

00:51:40.050 --> 00:51:44.240 align:middle line:84%
use that mechanic and effect
the game state.

00:51:44.240 --> 00:51:46.900 align:middle line:84%
The game state, the game's going
to respond in some way.

00:51:46.900 --> 00:51:50.260 align:middle line:84%
And how that decision you make
corresponds to the result that

00:51:50.260 --> 00:51:54.120 align:middle line:84%
you get back from the game state
as could be interesting.

00:51:54.120 --> 00:51:56.270 align:middle line:84%
If there's no correspondence
at all, if it's completely

00:51:56.270 --> 00:52:02.236 align:middle line:84%
random or, even worse,
completely predictable, than

00:52:02.236 --> 00:52:05.475 align:middle line:84%
these are not interesting
options that you've got.

00:52:05.475 --> 00:52:06.670 align:middle line:90%
And [UNINTELLIGIBLE]

00:52:06.670 --> 00:52:08.450 align:middle line:90%
huh.

00:52:08.450 --> 00:52:12.759 align:middle line:84%
That result logically made
sense, but I didn't expect

00:52:12.759 --> 00:52:14.737 align:middle line:84%
that it was going to do
it, or that turned out

00:52:14.737 --> 00:52:16.116 align:middle line:90%
better than I expected.

00:52:16.116 --> 00:52:17.366 align:middle line:84%
Now it becomes really
interesting.

00:52:17.366 --> 00:52:19.855 align:middle line:90%


00:52:19.855 --> 00:52:23.580 align:middle line:90%
And if it's just a--

00:52:23.580 --> 00:52:24.165 align:middle line:90%
it could be anything.

00:52:24.165 --> 00:52:24.950 align:middle line:90%
It could be awesome.

00:52:24.950 --> 00:52:26.950 align:middle line:84%
I could win this game
with this next--

00:52:26.950 --> 00:52:29.340 align:middle line:90%
oh, look I won.

00:52:29.340 --> 00:52:30.590 align:middle line:90%
That's not interesting either.

00:52:30.590 --> 00:52:33.280 align:middle line:90%


00:52:33.280 --> 00:52:37.270 align:middle line:84%
So if that's an interesting
decision, [UNINTELLIGIBLE]

00:52:37.270 --> 00:52:42.360 align:middle line:84%
calls it a meaningful decision,
then the converse

00:52:42.360 --> 00:52:44.150 align:middle line:84%
will be a meaningless
decision.

00:52:44.150 --> 00:52:48.785 align:middle line:84%
So like a game like what
I just described.

00:52:48.785 --> 00:52:51.530 align:middle line:84%
A decision where making a choice
doesn't actually affect

00:52:51.530 --> 00:52:52.400 align:middle line:90%
your outcome.

00:52:52.400 --> 00:52:53.350 align:middle line:90%
Because [UNINTELLIGIBLE PHRASE]

00:52:53.350 --> 00:52:57.028 align:middle line:84%
makes card flip, or you had to
do the card flip anyway.

00:52:57.028 --> 00:52:58.240 align:middle line:90%
You can't choose.

00:52:58.240 --> 00:53:02.250 align:middle line:84%
Then that's not a meaningful
decision.

00:53:02.250 --> 00:53:05.000 align:middle line:84%
Or you make a decision and have
no change in the game

00:53:05.000 --> 00:53:06.431 align:middle line:90%
state at all.

00:53:06.431 --> 00:53:08.340 align:middle line:90%
That's not interesting either.

00:53:08.340 --> 00:53:16.630 align:middle line:84%
So what you want in your game is
something where you've got

00:53:16.630 --> 00:53:20.190 align:middle line:84%
a system that's nonlinear,
that's one that's still

00:53:20.190 --> 00:53:22.350 align:middle line:90%
deterministic.

00:53:22.350 --> 00:53:27.870 align:middle line:84%
All of your rules will result
in some sort of outcome.

00:53:27.870 --> 00:53:31.140 align:middle line:84%
But nonlinear enough that
you can't really sort of

00:53:31.140 --> 00:53:35.380 align:middle line:84%
anticipate the entire
possibility space when you're

00:53:35.380 --> 00:53:39.350 align:middle line:90%
making that decision.

00:53:39.350 --> 00:53:41.640 align:middle line:84%
If you're thinking of games,
that's a huge possibility

00:53:41.640 --> 00:53:44.230 align:middle line:84%
space, then you, as the
designer, your job is to try

00:53:44.230 --> 00:53:49.620 align:middle line:84%
to make them most frazzled areas
of possibility space

00:53:49.620 --> 00:53:51.700 align:middle line:90%
interesting and fun.

00:53:51.700 --> 00:53:56.816 align:middle line:84%
So actually do folks know the
phrase possibility space.

00:53:56.816 --> 00:54:02.690 align:middle line:84%
Yeah, and if you think of a game
as just a series of terms

00:54:02.690 --> 00:54:04.540 align:middle line:90%
or series of decisions.

00:54:04.540 --> 00:54:08.340 align:middle line:84%
Then possibility space is
basically every single result

00:54:08.340 --> 00:54:11.290 align:middle line:84%
that would come out from
every single legal

00:54:11.290 --> 00:54:13.340 align:middle line:90%
decision in your game.

00:54:13.340 --> 00:54:16.350 align:middle line:84%
Some of them are going
to make sense.

00:54:16.350 --> 00:54:18.190 align:middle line:90%
Like--

00:54:18.190 --> 00:54:20.960 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:54:20.960 --> 00:54:22.520 align:middle line:84%
PROFESSOR: In process, which
now I'm getting back to the

00:54:22.520 --> 00:54:24.782 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:54:24.782 --> 00:54:31.650 align:middle line:84%
Someone's got zero and zero,
and it's my turn.

00:54:31.650 --> 00:54:34.030 align:middle line:84%
Putting in actually
what makes sense.

00:54:34.030 --> 00:54:38.200 align:middle line:84%
Putting it anywhere else
doesn't make any sense.

00:54:38.200 --> 00:54:42.720 align:middle line:84%
So I would argue that putting
an X anywhere really isn't--

00:54:42.720 --> 00:54:45.939 align:middle line:84%
well it is part of the
possibility space, because I

00:54:45.939 --> 00:54:48.660 align:middle line:84%
could put it here, here,
here, here or here.

00:54:48.660 --> 00:54:52.400 align:middle line:84%
You as a game designer, your job
is to make sure that the

00:54:52.400 --> 00:54:57.644 align:middle line:84%
things that people won't
naturally do are interesting.

00:54:57.644 --> 00:55:01.430 align:middle line:84%
You do not have necessarily
any responsibility for

00:55:01.430 --> 00:55:07.340 align:middle line:84%
somebody who's just trying to
play your game in a way that's

00:55:07.340 --> 00:55:10.770 align:middle line:90%
entirely not what you planned.

00:55:10.770 --> 00:55:14.410 align:middle line:84%
Say somebody plays one of these
card games and says,

00:55:14.410 --> 00:55:18.600 align:middle line:84%
well I'm just going to play
all my card face up.

00:55:18.600 --> 00:55:21.036 align:middle line:84%
Those specific rules that says
that I have to bite my hand,

00:55:21.036 --> 00:55:22.370 align:middle line:90%
but [UNINTELLIGIBLE PHRASE].

00:55:22.370 --> 00:55:25.142 align:middle line:84%
You don't really need
to keep it for that.

00:55:25.142 --> 00:55:31.118 align:middle line:84%
Nice to have a rule that
explains, OK, this is what you

00:55:31.118 --> 00:55:35.820 align:middle line:84%
should hide your cards is
crucial to your game.

00:55:35.820 --> 00:55:38.622 align:middle line:84%
But for the most part, when
somebody plays your game in a

00:55:38.622 --> 00:55:44.406 align:middle line:84%
way that doesn't logically make
sense, you're not really

00:55:44.406 --> 00:55:47.298 align:middle line:84%
obliged to make sure
that they have fun.

00:55:47.298 --> 00:55:50.010 align:middle line:84%
On the other hand when people
are making rational, if you

00:55:50.010 --> 00:55:52.445 align:middle line:84%
are making rational
decisions--

00:55:52.445 --> 00:55:55.990 align:middle line:84%
somebody puts an x here, and
then the next move goes on and

00:55:55.990 --> 00:56:01.680 align:middle line:84%
you design your game, then it's
your job to make sure

00:56:01.680 --> 00:56:05.768 align:middle line:84%
that OK, within the realm of
the things that are legally

00:56:05.768 --> 00:56:09.212 align:middle line:84%
good, and strategically make
sense, we're going to try to

00:56:09.212 --> 00:56:10.476 align:middle line:84%
make that game as interesting
as possible.

00:56:10.476 --> 00:56:11.726 align:middle line:90%
That's your job.

00:56:11.726 --> 00:56:19.840 align:middle line:90%


00:56:19.840 --> 00:56:26.303 align:middle line:84%
So in order to sort of like help
you figure out how to get

00:56:26.303 --> 00:56:31.031 align:middle line:84%
that, the reading from
[UNINTELLIGIBLE] today,

00:56:31.031 --> 00:56:34.799 align:middle line:84%
introduce a few terms, if you've
already taken game

00:56:34.799 --> 00:56:37.750 align:middle line:84%
theory and economic class or
a math course, you probably

00:56:37.750 --> 00:56:41.126 align:middle line:84%
already know these in far more
detail than you necessarily

00:56:41.126 --> 00:56:43.541 align:middle line:84%
need it for the [UNINTELLIGIBLE]
is useful.

00:56:43.541 --> 00:56:53.480 align:middle line:84%
But utility it's a very
useful concept.

00:56:53.480 --> 00:56:55.520 align:middle line:84%
It's difficult to quantify
sometimes, but you're talking

00:56:55.520 --> 00:56:59.270 align:middle line:84%
about just like regular game
design as opposed to the pure

00:56:59.270 --> 00:57:02.084 align:middle line:90%
mathematic thought experiment.

00:57:02.084 --> 00:57:13.150 align:middle line:84%
But a basic idea is if utility
is like how winning a move is.

00:57:13.150 --> 00:57:16.482 align:middle line:84%
Is the likelihood that something
is going to actually

00:57:16.482 --> 00:57:17.440 align:middle line:90%
call you a winner.

00:57:17.440 --> 00:57:18.715 align:middle line:84%
And in some ways, it's a measure
of the games that

00:57:18.715 --> 00:57:20.380 align:middle line:90%
you're [UNINTELLIGIBLE PHRASE].

00:57:20.380 --> 00:57:24.820 align:middle line:90%
So [UNINTELLIGIBLE PHRASE]

00:57:24.820 --> 00:57:28.020 align:middle line:84%
example has this like ridiculous
game where you

00:57:28.020 --> 00:57:32.125 align:middle line:84%
guess whether somebody
has heads or tails.

00:57:32.125 --> 00:57:35.083 align:middle line:84%
And the person's like literally
just choosing

00:57:35.083 --> 00:57:37.560 align:middle line:84%
whether it's going to be
a heads or a tails,

00:57:37.560 --> 00:57:41.230 align:middle line:90%
and you just guess.

00:57:41.230 --> 00:57:48.278 align:middle line:84%
The idea being if
[UNINTELLIGIBLE PHRASE].

00:57:48.278 --> 00:57:53.158 align:middle line:84%
So this is the guesser,
this is the flipper.

00:57:53.158 --> 00:57:56.574 align:middle line:90%


00:57:56.574 --> 00:57:59.262 align:middle line:84%
So if the guesser guesses
right, the

00:57:59.262 --> 00:58:01.445 align:middle line:90%
guesser gets a point.

00:58:01.445 --> 00:58:07.510 align:middle line:84%
And that's a choice of
[UNINTELLIGIBLE PHRASE].

00:58:07.510 --> 00:58:13.673 align:middle line:84%
If the flipper chooses tails,
the guesser chooses tails, the

00:58:13.673 --> 00:58:15.541 align:middle line:90%
guesser will get one.

00:58:15.541 --> 00:58:18.860 align:middle line:90%
And if not, then it reverses.

00:58:18.860 --> 00:58:25.009 align:middle line:84%
So the flipper again gets
the penny if the

00:58:25.009 --> 00:58:27.390 align:middle line:90%
guesser gets it wrong.

00:58:27.390 --> 00:58:30.365 align:middle line:84%
So you can sort of tell that,
just by looking at this, this

00:58:30.365 --> 00:58:31.490 align:middle line:90%
is a ridiculous game.

00:58:31.490 --> 00:58:35.738 align:middle line:84%
It's like at best, your average
over multiple games is

00:58:35.738 --> 00:58:37.600 align:middle line:90%
just going to be zero.

00:58:37.600 --> 00:58:39.560 align:middle line:84%
On average it's just going to
[UNINTELLIGIBLE PHRASE].

00:58:39.560 --> 00:58:42.760 align:middle line:90%


00:58:42.760 --> 00:58:50.365 align:middle line:84%
And you use this as example to
describe how we can come up

00:58:50.365 --> 00:58:52.779 align:middle line:84%
with a strategy where you're not
basically doing the same

00:58:52.779 --> 00:58:53.690 align:middle line:90%
thing all the time.

00:58:53.690 --> 00:58:56.840 align:middle line:84%
In this particular case, he's
advocating that the best way

00:58:56.840 --> 00:59:01.484 align:middle line:84%
to win this game is pretty much
to break even in this

00:59:01.484 --> 00:59:04.300 align:middle line:84%
game, and that's to just
play it randomly.

00:59:04.300 --> 00:59:06.750 align:middle line:84%
Every single time just really
caught up in it.

00:59:06.750 --> 00:59:09.055 align:middle line:84%
As soon as you get consistence,
and either you'll

00:59:09.055 --> 00:59:11.750 align:middle line:84%
get this for your flips,
then you are now

00:59:11.750 --> 00:59:13.000 align:middle line:90%
in a different package.

00:59:13.000 --> 00:59:16.410 align:middle line:90%


00:59:16.410 --> 00:59:19.971 align:middle line:84%
But what you're trying
to do in--

00:59:19.971 --> 00:59:24.512 align:middle line:84%
but in this particular case, the
likelihood of whether it

00:59:24.512 --> 00:59:26.845 align:middle line:84%
is a heads or a tail, and
you're actually doing it

00:59:26.845 --> 00:59:32.480 align:middle line:84%
randomly, but if you throw a
kink and say, well if it most

00:59:32.480 --> 00:59:38.750 align:middle line:84%
comes up heads, instead of
winning one penny, you win one

00:59:38.750 --> 00:59:40.000 align:middle line:90%
million dollars or something.

00:59:40.000 --> 00:59:42.410 align:middle line:90%


00:59:42.410 --> 00:59:48.701 align:middle line:84%
There's certainly the
probability that the flipper

00:59:48.701 --> 00:59:52.284 align:middle line:84%
is going to choose heads,
drops it, drops

00:59:52.284 --> 00:59:53.228 align:middle line:90%
like rubber, right?

00:59:53.228 --> 00:59:56.060 align:middle line:90%
Not a wise strategy.

00:59:56.060 --> 01:00:01.520 align:middle line:84%
If a flipper chooses heads 50%
of the time, then the guesser

01:00:01.520 --> 01:00:04.100 align:middle line:84%
is going to be winning several
million dollars pretty soon.

01:00:04.100 --> 01:00:07.058 align:middle line:84%
They'll be losing a couple of
pennies once in a while, sure.

01:00:07.058 --> 01:00:10.509 align:middle line:84%
fine, I'll lose a couple of
pennies, I'll just guess heads

01:00:10.509 --> 01:00:11.010 align:middle line:90%
all the time.

01:00:11.010 --> 01:00:15.805 align:middle line:84%
And if I know that they are
flipping heads 50% of the

01:00:15.805 --> 01:00:19.340 align:middle line:84%
time, I'm going to be getting
[UNINTELLIGIBLE PHRASE].

01:00:19.340 --> 01:00:23.910 align:middle line:84%
So in this particular case,
the way how the flipper

01:00:23.910 --> 01:00:30.560 align:middle line:84%
balances it out is basically
to flip tails about one

01:00:30.560 --> 01:00:31.640 align:middle line:90%
million to one.

01:00:31.640 --> 01:00:34.550 align:middle line:84%
I think it's more accurately
it's like one million to two.

01:00:34.550 --> 01:00:38.336 align:middle line:84%
So it's like for every one
million tail flips, I'm just

01:00:38.336 --> 01:00:40.530 align:middle line:84%
going to throw in a head flip
every once in a while just

01:00:40.530 --> 01:00:43.350 align:middle line:84%
don't force the guesser to
occasionally guess heads.

01:00:43.350 --> 01:00:48.633 align:middle line:84%
Because if the guesser knows the
flipper will be crazy to

01:00:48.633 --> 01:00:51.856 align:middle line:84%
guess heads all the time, and
does tails all the time, then

01:00:51.856 --> 01:00:54.165 align:middle line:84%
the guesser just guesses tails
all the time, and after 50

01:00:54.165 --> 01:00:57.550 align:middle line:90%
games the guesser is ahead.

01:00:57.550 --> 01:01:01.220 align:middle line:84%
So the idea is every once in a
while you throw in a head.

01:01:01.220 --> 01:01:08.648 align:middle line:84%
And it's roughly the opposite
probability of the ability.

01:01:08.648 --> 01:01:10.600 align:middle line:90%
Approximately.

01:01:10.600 --> 01:01:13.034 align:middle line:84%
The numbers don't quite
work out that easy.

01:01:13.034 --> 01:01:16.589 align:middle line:84%
But it's I guess in the scale
that I'm using right now, one

01:01:16.589 --> 01:01:19.196 align:middle line:90%
million to one.

01:01:19.196 --> 01:01:23.164 align:middle line:84%
And when you're talking about
balancing a game, if you can't

01:01:23.164 --> 01:01:26.910 align:middle line:84%
actually break down a decision
in your game, say a particular

01:01:26.910 --> 01:01:31.210 align:middle line:84%
decision that a player has got
to fake given a certain hand

01:01:31.210 --> 01:01:32.840 align:middle line:90%
or having a certain card.

01:01:32.840 --> 01:01:37.670 align:middle line:84%
And now they can make one or
two or three decisions.

01:01:37.670 --> 01:01:40.040 align:middle line:84%
And knowing the card
distribution well enough

01:01:40.040 --> 01:01:43.444 align:middle line:84%
saying well, 30% of the
time decision A

01:01:43.444 --> 01:01:45.430 align:middle line:90%
is going to be good.

01:01:45.430 --> 01:01:47.740 align:middle line:84%
20% of the times decision
B is going to be good.

01:01:47.740 --> 01:01:51.660 align:middle line:84%
And the other 50%, it's going
to be decision C.

01:01:51.660 --> 01:01:56.480 align:middle line:84%
Then a balanced game, at least
one definition of it, is that

01:01:56.480 --> 01:01:59.950 align:middle line:84%
the utility of all those
decisions, the benefit that

01:01:59.950 --> 01:02:02.320 align:middle line:84%
you're going to get out
of that maybe is

01:02:02.320 --> 01:02:04.415 align:middle line:90%
raw, winning points.

01:02:04.415 --> 01:02:07.740 align:middle line:84%
Victory points that you need to
be able to get in the game.

01:02:07.740 --> 01:02:09.640 align:middle line:90%
Maybe some sort of cash.

01:02:09.640 --> 01:02:12.380 align:middle line:84%
The benefit of actually making
that decision should probably

01:02:12.380 --> 01:02:17.010 align:middle line:84%
be in reverse proportion
of those numbers.

01:02:17.010 --> 01:02:23.432 align:middle line:84%
So the thing that you will pick
50% of the time, that you

01:02:23.432 --> 01:02:24.682 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:02:24.682 --> 01:02:31.240 align:middle line:90%


01:02:31.240 --> 01:02:44.696 align:middle line:84%
So say you've got decision
A, B, C. And--

01:02:44.696 --> 01:02:47.684 align:middle line:90%


01:02:47.684 --> 01:02:52.664 align:middle line:84%
actually, I'm not sure if I need
[UNINTELLIGIBLE PHRASE].

01:02:52.664 --> 01:02:55.652 align:middle line:84%
I'm actually really
bad at this.

01:02:55.652 --> 01:02:58.142 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:02:58.142 --> 01:03:02.624 align:middle line:84%
C is 50% of the time
C is good.

01:03:02.624 --> 01:03:05.114 align:middle line:90%
30% of the time A is good.

01:03:05.114 --> 01:03:06.364 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:03:06.364 --> 01:03:11.550 align:middle line:90%


01:03:11.550 --> 01:03:14.840 align:middle line:84%
If anyone knows how to do
this better than me,

01:03:14.840 --> 01:03:15.780 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:03:15.780 --> 01:03:17.660 align:middle line:84%
AUDIENCE: What are
you trying to do?

01:03:17.660 --> 01:03:23.260 align:middle line:84%
PROFESSOR: So the idea is
that A should give you

01:03:23.260 --> 01:03:25.930 align:middle line:84%
disproportion will be
higher than it is.

01:03:25.930 --> 01:03:27.706 align:middle line:84%
Not disproportionally,
but should give you

01:03:27.706 --> 01:03:34.631 align:middle line:84%
proportionately higher than it
did in decision C. So if C

01:03:34.631 --> 01:03:36.074 align:middle line:90%
gives you--

01:03:36.074 --> 01:03:38.960 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:03:38.960 --> 01:03:39.441 align:middle line:90%
PROFESSOR: Say what?

01:03:39.441 --> 01:03:40.691 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:03:40.691 --> 01:03:43.770 align:middle line:90%


01:03:43.770 --> 01:03:48.250 align:middle line:84%
PROFESSOR: I'm just picking pure
probability right now.

01:03:48.250 --> 01:03:49.740 align:middle line:84%
Assuming that you're just
playing a game with this.

01:03:49.740 --> 01:03:51.840 align:middle line:84%
They're not playing
as we presume

01:03:51.840 --> 01:03:53.680 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:03:53.680 --> 01:03:59.704 align:middle line:84%
So say doing decision C
gives you five points.

01:03:59.704 --> 01:04:01.450 align:middle line:84%
AUDIENCE: You should do it with
30 the numbers would work

01:04:01.450 --> 01:04:02.040 align:middle line:90%
out better.

01:04:02.040 --> 01:04:02.430 align:middle line:90%
PROFESSOR: Say what?

01:04:02.430 --> 01:04:04.406 align:middle line:84%
AUDIENCE: If you use 30 the
numbers will work out better.

01:04:04.406 --> 01:04:05.656 align:middle line:90%
PROFESSOR: OK.

01:04:05.656 --> 01:04:08.390 align:middle line:90%


01:04:08.390 --> 01:04:10.382 align:middle line:90%
30 coins for 50?

01:04:10.382 --> 01:04:11.876 align:middle line:90%
AUDIENCE: Yeah.

01:04:11.876 --> 01:04:13.126 align:middle line:90%
[INTERPOSING VOICES]

01:04:13.126 --> 01:04:19.370 align:middle line:90%


01:04:19.370 --> 01:04:25.150 align:middle line:84%
PROFESSOR: So if you choose B,
then what sort of benefit

01:04:25.150 --> 01:04:27.086 align:middle line:90%
should you be getting?

01:04:27.086 --> 01:04:29.506 align:middle line:90%
About 13?

01:04:29.506 --> 01:04:31.030 align:middle line:90%
AUDIENCE: Yeah.

01:04:31.030 --> 01:04:31.380 align:middle line:90%
PROFESSOR: 20.

01:04:31.380 --> 01:04:32.374 align:middle line:90%
AUDIENCE: 20.

01:04:32.374 --> 01:04:36.847 align:middle line:84%
PROFESSOR: But B only works
less of the time.

01:04:36.847 --> 01:04:38.835 align:middle line:90%
This is [UNINTELLIGIBLE PHRASE].

01:04:38.835 --> 01:04:40.330 align:middle line:90%
AUDIENCE: Oh, great.

01:04:40.330 --> 01:04:41.096 align:middle line:90%
AUDIENCE: Oh.

01:04:41.096 --> 01:04:42.346 align:middle line:90%
[INTERPOSING VOICES]

01:04:42.346 --> 01:04:45.432 align:middle line:90%


01:04:45.432 --> 01:04:48.396 align:middle line:84%
AUDIENCE: It would
be 48, right?

01:04:48.396 --> 01:04:50.372 align:middle line:90%
AUDIENCE: Yup.

01:04:50.372 --> 01:04:51.360 align:middle line:90%
AUDIENCE: I would say 50?

01:04:51.360 --> 01:04:52.348 align:middle line:90%
AUDIENCE: I'm going with 50.

01:04:52.348 --> 01:04:53.336 align:middle line:90%
AUDIENCE: I'm going with 50.

01:04:53.336 --> 01:04:55.312 align:middle line:84%
You want the multiplication
in the probability

01:04:55.312 --> 01:04:56.300 align:middle line:90%
[UNINTELLIGIBLE].

01:04:56.300 --> 01:04:58.276 align:middle line:84%
So when you multiply them
[UNINTELLIGIBLE].

01:04:58.276 --> 01:05:00.252 align:middle line:90%
AUDIENCE: And what would A do?

01:05:00.252 --> 01:05:01.502 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:05:01.502 --> 01:05:05.720 align:middle line:90%


01:05:05.720 --> 01:05:10.120 align:middle line:84%
PROFESSOR: And this makes it a
situation where choosing A, B

01:05:10.120 --> 01:05:14.560 align:middle line:90%
or C becomes fairly even.

01:05:14.560 --> 01:05:18.800 align:middle line:84%
You could choose A, and you
could get and 20% of the time

01:05:18.800 --> 01:05:21.550 align:middle line:84%
you've got a pretty
good payout.

01:05:21.550 --> 01:05:23.900 align:middle line:84%
I'm really terrible at
math, so I'm going to

01:05:23.900 --> 01:05:24.400 align:middle line:90%
see if this is right.

01:05:24.400 --> 01:05:29.865 align:middle line:84%
But this makes it so that you
don't have an immediate

01:05:29.865 --> 01:05:31.975 align:middle line:84%
dominant strategy just like
looking at your cards.

01:05:31.975 --> 01:05:34.086 align:middle line:84%
It's like well, obviously,
I'm just going to do

01:05:34.086 --> 01:05:36.515 align:middle line:90%
this all the time.

01:05:36.515 --> 01:05:39.305 align:middle line:84%
This is very, very,
very basic.

01:05:39.305 --> 01:05:43.315 align:middle line:84%
And I crap at doing
this other thing.

01:05:43.315 --> 01:05:47.000 align:middle line:84%
But once in a while, it's a
good idea to actually just

01:05:47.000 --> 01:05:49.360 align:middle line:90%
write out the numbers.

01:05:49.360 --> 01:05:56.510 align:middle line:84%
OK, I know that my opponent is
always going to have five

01:05:56.510 --> 01:05:57.824 align:middle line:90%
cards in hand.

01:05:57.824 --> 01:06:00.910 align:middle line:84%
And out of the five cards
they're going to have some

01:06:00.910 --> 01:06:06.479 align:middle line:84%
combination of cards that's
going to be result in the

01:06:06.479 --> 01:06:11.792 align:middle line:84%
probability of A, B, C affects
[UNINTELLIGIBLE PHRASE].

01:06:11.792 --> 01:06:15.780 align:middle line:84%
So I have part A, I have part B,
I have part C. I could play

01:06:15.780 --> 01:06:19.470 align:middle line:84%
any one of those, and making
that decision, you want to

01:06:19.470 --> 01:06:26.980 align:middle line:84%
give them rewards that are in
inverse proportion to this.

01:06:26.980 --> 01:06:30.200 align:middle line:84%
That's one way that you
can balance a game.

01:06:30.200 --> 01:06:34.700 align:middle line:90%
It is very much a first stab.

01:06:34.700 --> 01:06:39.728 align:middle line:84%
This is how you mathematically
take that first stab, and then

01:06:39.728 --> 01:06:44.852 align:middle line:84%
you actually need to test
it out, out of that.

01:06:44.852 --> 01:06:48.268 align:middle line:84%
You can't actually just
assumed that that's

01:06:48.268 --> 01:06:49.244 align:middle line:90%
going to work out.

01:06:49.244 --> 01:06:52.690 align:middle line:84%
But it can get you pretty close,
which is kind of nice.

01:06:52.690 --> 01:06:57.070 align:middle line:84%
If you're getting a situation
where OK, they'll still seeing

01:06:57.070 --> 01:07:02.220 align:middle line:84%
a dominant strategy, but it's
only a small number

01:07:02.220 --> 01:07:04.204 align:middle line:84%
[UNINTELLIGIBLE PHRASE],
then you don't

01:07:04.204 --> 01:07:05.196 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:07:05.196 --> 01:07:08.668 align:middle line:84%
Actually those can sometimes be
the hardest kinds of games

01:07:08.668 --> 01:07:10.900 align:middle line:84%
of balance because you keep
making really, really small

01:07:10.900 --> 01:07:13.650 align:middle line:84%
changes, and you know
when you get them.

01:07:13.650 --> 01:07:14.900 align:middle line:84%
But still,
[UNINTELLIGIBLE PHRASE].

01:07:14.900 --> 01:07:18.312 align:middle line:90%


01:07:18.312 --> 01:07:22.776 align:middle line:84%
That's really the only contact
that I found utility to be a

01:07:22.776 --> 01:07:24.760 align:middle line:84%
useful part of this
[UNINTELLIGIBLE PHRASE].

01:07:24.760 --> 01:07:29.720 align:middle line:90%


01:07:29.720 --> 01:07:32.696 align:middle line:84%
It's an interesting concept
to be able to talk about

01:07:32.696 --> 01:07:37.160 align:middle line:84%
strategies, we talk about
decisions making.

01:07:37.160 --> 01:07:40.136 align:middle line:84%
When it actually comes to now
I'm going to sit down and

01:07:40.136 --> 01:07:43.112 align:middle line:84%
design a game, this is the only
time when I'm actually

01:07:43.112 --> 01:07:44.640 align:middle line:90%
using [UNINTELLIGIBLE].

01:07:44.640 --> 01:07:49.244 align:middle line:84%
If you found better uses for
utility, please by all means

01:07:49.244 --> 01:07:51.709 align:middle line:84%
share it because I have
not found any.

01:07:51.709 --> 01:08:00.090 align:middle line:90%


01:08:00.090 --> 01:08:04.034 align:middle line:90%
That's pretty much all.

01:08:04.034 --> 01:08:09.457 align:middle line:90%


01:08:09.457 --> 01:08:11.922 align:middle line:90%
Any questions?

01:08:11.922 --> 01:08:13.401 align:middle line:90%
AUDIENCE: The utility.

01:08:13.401 --> 01:08:15.760 align:middle line:90%
When we played the x game--

01:08:15.760 --> 01:08:16.756 align:middle line:90%
PROFESSOR: Which one?

01:08:16.756 --> 01:08:19.370 align:middle line:84%
AUDIENCE: The game where you can
either click on tokens or

01:08:19.370 --> 01:08:19.744 align:middle line:90%
roll the dice.

01:08:19.744 --> 01:08:21.238 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

01:08:21.238 --> 01:08:23.230 align:middle line:84%
AUDIENCE: The one that
[UNINTELLIGIBLE PHRASE].

01:08:23.230 --> 01:08:24.724 align:middle line:90%
[INTERPOSING VOICES]

01:08:24.724 --> 01:08:26.716 align:middle line:84%
PROFESSOR: Oh, yes, yes,
yes, yes, yes, yes.

01:08:26.716 --> 01:08:27.214 align:middle line:90%
Yeah.

01:08:27.214 --> 01:08:28.708 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:08:28.708 --> 01:08:32.692 align:middle line:84%
if you viewed the kind of
strategy developed and the

01:08:32.692 --> 01:08:34.684 align:middle line:84%
game we built based on different
dice and things,

01:08:34.684 --> 01:08:36.676 align:middle line:84%
that was kind of the
utility model.

01:08:36.676 --> 01:08:38.170 align:middle line:84%
That we're trying to maximize
[UNINTELLIGIBLE].

01:08:38.170 --> 01:08:40.660 align:middle line:84%
And if you win you expect
your utility

01:08:40.660 --> 01:08:42.652 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:08:42.652 --> 01:08:45.640 align:middle line:84%
And then like you can do a bunch
of path [UNINTELLIGIBLE]

01:08:45.640 --> 01:08:49.126 align:middle line:84%
to maximize these things
[UNINTELLIGIBLE], which is--

01:08:49.126 --> 01:08:50.170 align:middle line:90%
I don't know.

01:08:50.170 --> 01:08:50.770 align:middle line:90%
PROFESSOR: Yeah.

01:08:50.770 --> 01:08:55.080 align:middle line:84%
I mean the thing about it
though, of course, if the

01:08:55.080 --> 01:09:00.561 align:middle line:84%
method you do basically says
well the way to maximize our

01:09:00.561 --> 01:09:03.630 align:middle line:84%
expected value is just to do the
same thing all the time,

01:09:03.630 --> 01:09:07.490 align:middle line:84%
and then that particular game,
that's a very standard

01:09:07.490 --> 01:09:09.840 align:middle line:90%
strategy that tends to work.

01:09:09.840 --> 01:09:12.859 align:middle line:84%
Then you've got a game that's
not interesting.

01:09:12.859 --> 01:09:16.439 align:middle line:84%
Then you've got a game where
those decisions that you're

01:09:16.439 --> 01:09:18.609 align:middle line:84%
asking someone to make don't
actually matter because

01:09:18.609 --> 01:09:20.930 align:middle line:90%
there's [UNINTELLIGIBLE].

01:09:20.930 --> 01:09:27.420 align:middle line:84%
So yeah, that game is a fine
example of a game that you

01:09:27.420 --> 01:09:29.370 align:middle line:90%
could use for work.

01:09:29.370 --> 01:09:31.319 align:middle line:84%
I'm not going to say the broken
game because that was

01:09:31.319 --> 01:09:34.894 align:middle line:84%
specifically designed for
the [UNINTELLIGIBLE]

01:09:34.894 --> 01:09:36.840 align:middle line:90%
that class act.

01:09:36.840 --> 01:09:40.530 align:middle line:84%
Here's this game, now I'm
going [UNINTELLIGIBLE].

01:09:40.530 --> 01:09:43.259 align:middle line:84%
But yeah, that's a good game
where the utility's pretty

01:09:43.259 --> 01:09:44.700 align:middle line:90%
obvious, right?

01:09:44.700 --> 01:09:46.300 align:middle line:90%
How far are we going to get?

01:09:46.300 --> 01:09:49.896 align:middle line:84%
Well I could pick this token or
I could roll the die, wait

01:09:49.896 --> 01:09:52.620 align:middle line:84%
a minute, on average you all
come out to be about the same.

01:09:52.620 --> 01:09:54.800 align:middle line:90%
So it doesn't matter anymore.

01:09:54.800 --> 01:09:57.032 align:middle line:84%
Why this decision is no
longer interesting.

01:09:57.032 --> 01:09:59.462 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:09:59.462 --> 01:10:02.378 align:middle line:84%
because the whole point was that
you, the meaningful weave

01:10:02.378 --> 01:10:04.808 align:middle line:84%
is that you're pulling at the
variance table, right?

01:10:04.808 --> 01:10:07.238 align:middle line:84%
Your expected values
are the same.

01:10:07.238 --> 01:10:09.668 align:middle line:84%
Both of the cases when you're
doing just a kind of

01:10:09.668 --> 01:10:10.640 align:middle line:90%
computation, right?

01:10:10.640 --> 01:10:11.126 align:middle line:90%
AUDIENCE: Yeah.

01:10:11.126 --> 01:10:12.897 align:middle line:84%
AUDIENCE: Now I can
[UNINTELLIGIBLE PHRASE].

01:10:12.897 --> 01:10:16.376 align:middle line:84%
Sometimes it's incredibly
painful to not get the reward.

01:10:16.376 --> 01:10:18.861 align:middle line:84%
Sometimes you just
want consistency.

01:10:18.861 --> 01:10:21.843 align:middle line:84%
So imagine in Settlers of Catan
where you can go for a

01:10:21.843 --> 01:10:24.493 align:middle line:84%
strategy where you have a
diverse set of numbers that

01:10:24.493 --> 01:10:25.819 align:middle line:90%
you can possibly rob.

01:10:25.819 --> 01:10:30.292 align:middle line:84%
And before you can just get up
and [UNINTELLIGIBLE PHRASE].

01:10:30.292 --> 01:10:32.777 align:middle line:84%
Usually it's better to go for
consistency, because you'll

01:10:32.777 --> 01:10:34.268 align:middle line:90%
get robbed.

01:10:34.268 --> 01:10:36.256 align:middle line:84%
AUDIENCE: You can use a large
range of numbers.

01:10:36.256 --> 01:10:37.250 align:middle line:90%
AUDIENCE: Yeah.

01:10:37.250 --> 01:10:43.214 align:middle line:84%
The chances you'll get a huge
payoff off turn, and then a

01:10:43.214 --> 01:10:44.705 align:middle line:84%
seven will be rolled
before you get

01:10:44.705 --> 01:10:45.202 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:10:45.202 --> 01:10:46.693 align:middle line:84%
They would have been better
off generating

01:10:46.693 --> 01:10:47.687 align:middle line:90%
[UNINTELLIGIBLE].

01:10:47.687 --> 01:10:50.669 align:middle line:84%
Even if the expectation you
generate [UNINTELLIGIBLE].

01:10:50.669 --> 01:10:52.466 align:middle line:84%
PROFESSOR: But in the back of
your head you always know that

01:10:52.466 --> 01:10:55.288 align:middle line:84%
you could go to the
big payoff round.

01:10:55.288 --> 01:10:57.280 align:middle line:90%
And usually in a game--

01:10:57.280 --> 01:10:58.276 align:middle line:84%
AUDIENCE: What I'm saying
is there's a meaningful

01:10:58.276 --> 01:10:59.272 align:middle line:84%
difference between
these things.

01:10:59.272 --> 01:11:02.011 align:middle line:84%
Even if your expected
value/computation shows you

01:11:02.011 --> 01:11:03.256 align:middle line:84%
that there
[UNINTELLIGIBLE PHRASE]

01:11:03.256 --> 01:11:05.248 align:middle line:84%
strategies [UNINTELLIGIBLE],
the variance

01:11:05.248 --> 01:11:07.240 align:middle line:90%
can really be different.

01:11:07.240 --> 01:11:08.734 align:middle line:90%
[INTERPOSING VOICES]

01:11:08.734 --> 01:11:09.730 align:middle line:84%
AUDIENCE: The decisions
are very different.

01:11:09.730 --> 01:11:11.888 align:middle line:84%
If you're playing a three player
version of Settlers you

01:11:11.888 --> 01:11:13.714 align:middle line:84%
want to be equally
very diverse.

01:11:13.714 --> 01:11:17.010 align:middle line:84%
Whereas you imagine if there
were a version of Settlers

01:11:17.010 --> 01:11:20.790 align:middle line:84%
where there were 10 players, you
would want to like cluster

01:11:20.790 --> 01:11:22.025 align:middle line:84%
all around a couple
different numbers.

01:11:22.025 --> 01:11:25.825 align:middle line:84%
Because then it's unlikely that
if everyone's diverse,

01:11:25.825 --> 01:11:26.775 align:middle line:90%
everyone's not equal.

01:11:26.775 --> 01:11:28.555 align:middle line:84%
So you'd rather have a little
bit of a [UNINTELLIGIBLE],

01:11:28.555 --> 01:11:30.126 align:middle line:84%
you'd be like way ahead
of everybody.

01:11:30.126 --> 01:11:34.300 align:middle line:84%
Than having just the
[UNINTELLIGIBLE PHRASE].

01:11:34.300 --> 01:11:35.760 align:middle line:84%
PROFESSOR: Well basically,
again,

01:11:35.760 --> 01:11:37.865 align:middle line:90%
counting on the huge payout.

01:11:37.865 --> 01:11:38.640 align:middle line:90%
AUDIENCE: Yeah.

01:11:38.640 --> 01:11:40.435 align:middle line:84%
But that comes out
to like variance.

01:11:40.435 --> 01:11:42.467 align:middle line:84%
And where the expected value of
the resources you get, this

01:11:42.467 --> 01:11:47.135 align:middle line:84%
is the same as the expected
value of like winning the game

01:11:47.135 --> 01:11:49.115 align:middle line:84%
where you're really
trying to maximize

01:11:49.115 --> 01:11:50.365 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:11:50.365 --> 01:11:52.580 align:middle line:90%


01:11:52.580 --> 01:11:56.787 align:middle line:84%
PROFESSOR: There was a really,
really, really funny video

01:11:56.787 --> 01:12:01.770 align:middle line:84%
that I didn't show you guys
about how to win at a lottery.

01:12:01.770 --> 01:12:07.135 align:middle line:84%
And they actually did trot out
various facts, basically

01:12:07.135 --> 01:12:11.437 align:middle line:84%
saying that oh, some percent
of the time two numbers--

01:12:11.437 --> 01:12:13.882 align:middle line:84%
this is one of those lotteries
where you pick six numbers,

01:12:13.882 --> 01:12:19.505 align:middle line:84%
and the number of numbers that
correspond will get you a

01:12:19.505 --> 01:12:20.239 align:middle line:90%
certain payout.

01:12:20.239 --> 01:12:24.640 align:middle line:84%
And it's like some percentage
of the time you will get two

01:12:24.640 --> 01:12:28.389 align:middle line:84%
numbers adjacent to each other,
like 39 and 40 or

01:12:28.389 --> 01:12:31.682 align:middle line:84%
something like that. and there's
like that's all, you

01:12:31.682 --> 01:12:32.920 align:middle line:90%
should pick two numbers.

01:12:32.920 --> 01:12:35.890 align:middle line:90%
That makes no sense at all.

01:12:35.890 --> 01:12:37.140 align:middle line:90%
Because [UNINTELLIGIBLE PHRASE].

01:12:37.140 --> 01:12:41.335 align:middle line:90%


01:12:41.335 --> 01:12:45.320 align:middle line:84%
In that particular case,
[UNINTELLIGIBLE PHRASE].

01:12:45.320 --> 01:12:49.410 align:middle line:84%
I think it was a good point to
say, that you get to choose

01:12:49.410 --> 01:12:52.490 align:middle line:84%
how much variance
[UNINTELLIGIBLE PHRASE].

01:12:52.490 --> 01:12:55.320 align:middle line:84%
How much risk are you willing
[UNINTELLIGIBLE PHRASE].

01:12:55.320 --> 01:12:58.520 align:middle line:84%
Because in a game like Settlers,
the nice thing about

01:12:58.520 --> 01:13:01.940 align:middle line:84%
it is if they're going for the
big payout is it increases the

01:13:01.940 --> 01:13:04.735 align:middle line:84%
risk and increases the payout
[UNINTELLIGIBLE],

01:13:04.735 --> 01:13:07.717 align:middle line:90%
or potential payout.

01:13:07.717 --> 01:13:09.705 align:middle line:84%
So that's what's
nice about it.

01:13:09.705 --> 01:13:12.190 align:middle line:90%
That's a nice balancing act.

01:13:12.190 --> 01:13:14.178 align:middle line:84%
AUDIENCE: I don't know if
anyone's played-- it's not

01:13:14.178 --> 01:13:15.669 align:middle line:84%
really a game, it's more
of a math problem.

01:13:15.669 --> 01:13:32.590 align:middle line:90%


01:13:32.590 --> 01:13:33.982 align:middle line:84%
PROFESSOR: I haven't
played that one.

01:13:33.982 --> 01:13:35.232 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:13:35.232 --> 01:13:37.360 align:middle line:90%


01:13:37.360 --> 01:13:38.450 align:middle line:90%
PROFESSOR: It's pretty cool.

01:13:38.450 --> 01:13:41.394 align:middle line:84%
Can you put that up on
the board maybe?

01:13:41.394 --> 01:13:41.890 align:middle line:90%
AUDIENCE: Yeah.

01:13:41.890 --> 01:13:43.874 align:middle line:90%
I can tell you right now.

01:13:43.874 --> 01:13:47.205 align:middle line:84%
It's first cube has three
5s, the three 2s.

01:13:47.205 --> 01:13:49.012 align:middle line:84%
PROFESSOR: Oh,
[UNINTELLIGIBLE PHRASE].

01:13:49.012 --> 01:13:50.500 align:middle line:90%
Three 5s and three 3s?

01:13:50.500 --> 01:13:51.988 align:middle line:90%
AUDIENCE: Three 2s.

01:13:51.988 --> 01:13:53.238 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:13:53.238 --> 01:13:56.452 align:middle line:90%


01:13:56.452 --> 01:13:58.932 align:middle line:90%
One of them is 5, 4 and a 1.

01:13:58.932 --> 01:14:01.412 align:middle line:90%
PROFESSOR: 5, 4--

01:14:01.412 --> 01:14:03.952 align:middle line:84%
AUDIENCE: They all have expected
value of 3 and 1/2.

01:14:03.952 --> 01:14:05.440 align:middle line:90%
same as the regular value.

01:14:05.440 --> 01:14:08.912 align:middle line:90%
Last one is one 6 and five 3s.

01:14:08.912 --> 01:14:11.392 align:middle line:90%
PROFESSOR: One 6 and five 3s.

01:14:11.392 --> 01:14:15.360 align:middle line:84%
AUDIENCE: They all have the
expected value of 3 and 1/2.

01:14:15.360 --> 01:14:20.320 align:middle line:84%
Now, the game is first player
chooses a die, and the second

01:14:20.320 --> 01:14:21.808 align:middle line:90%
player chooses a die.

01:14:21.808 --> 01:14:24.784 align:middle line:84%
And then
[UNINTELLIGIBLE PHRASE].

01:14:24.784 --> 01:14:27.290 align:middle line:90%


01:14:27.290 --> 01:14:28.442 align:middle line:84%
PROFESSOR: Just
[UNINTELLIGIBLE PHRASE].

01:14:28.442 --> 01:14:28.890 align:middle line:90%
AUDIENCE: Yeah.

01:14:28.890 --> 01:14:31.406 align:middle line:84%
PROFESSOR: And then do you
re-roll with the game dice?

01:14:31.406 --> 01:14:31.899 align:middle line:90%
AUDIENCE: No.

01:14:31.899 --> 01:14:35.843 align:middle line:84%
The first player chooses the
die, and the second player

01:14:35.843 --> 01:14:36.193 align:middle line:84%
sees what the first person
chose and then the second

01:14:36.193 --> 01:14:37.443 align:middle line:90%
player chooses a die.

01:14:37.443 --> 01:14:39.787 align:middle line:90%


01:14:39.787 --> 01:14:42.087 align:middle line:84%
So truthfully, the
[UNINTELLIGIBLE] take it

01:14:42.087 --> 01:14:44.224 align:middle line:84%
reverse, and the
[UNINTELLIGIBLE] second, even

01:14:44.224 --> 01:14:46.196 align:middle line:84%
though they
[UNINTELLIGIBLE PHRASE].

01:14:46.196 --> 01:14:48.320 align:middle line:90%
PROFESSOR: I see.

01:14:48.320 --> 01:14:50.208 align:middle line:84%
AUDIENCE: If you're first, you
want to [UNINTELLIGIBLE] the

01:14:50.208 --> 01:14:52.530 align:middle line:90%
board, is that right?

01:14:52.530 --> 01:14:56.830 align:middle line:84%
But five 2s beats the 4s, but
[UNINTELLIGIBLE PHRASE].

01:14:56.830 --> 01:14:59.830 align:middle line:84%
AUDIENCE: They can probably
just use the 4s for

01:14:59.830 --> 01:15:01.330 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:15:01.330 --> 01:15:04.830 align:middle line:84%
AUDIENCE: It's the first player
tries [UNINTELLIGIBLE].

01:15:04.830 --> 01:15:06.330 align:middle line:84%
AUDIENCE: I don't know exactly,
but I'm pretty sure

01:15:06.330 --> 01:15:07.830 align:middle line:84%
if you're first,
[UNINTELLIGIBLE PHRASE].

01:15:07.830 --> 01:15:10.330 align:middle line:90%


01:15:10.330 --> 01:15:10.830 align:middle line:90%
AUDIENCE: Yeah.

01:15:10.830 --> 01:15:11.720 align:middle line:90%
AUDIENCE: Yeah.

01:15:11.720 --> 01:15:14.660 align:middle line:84%
It's three 6s so dominated
by the 4s, but it's like

01:15:14.660 --> 01:15:15.370 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:15:15.370 --> 01:15:16.250 align:middle line:90%
AUDIENCE: Yeah.

01:15:16.250 --> 01:15:19.238 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:15:19.238 --> 01:15:21.230 align:middle line:90%
The second always wins.

01:15:21.230 --> 01:15:22.730 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:15:22.730 --> 01:15:25.070 align:middle line:84%
AUDIENCE: They can
probabilistically win.

01:15:25.070 --> 01:15:26.968 align:middle line:84%
PROFESSOR: So what you're
describing is a strategy for

01:15:26.968 --> 01:15:28.254 align:middle line:90%
the second player.

01:15:28.254 --> 01:15:32.700 align:middle line:84%
Basically, if the first player
can [UNINTELLIGIBLE], you pick

01:15:32.700 --> 01:15:35.356 align:middle line:84%
something, and on average
you will win

01:15:35.356 --> 01:15:36.580 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:15:36.580 --> 01:15:38.585 align:middle line:84%
AUDIENCE: It would be more
interesting if you did it in

01:15:38.585 --> 01:15:40.195 align:middle line:84%
two rounds
[UNINTELLIGIBLE PHRASE]

01:15:40.195 --> 01:15:42.610 align:middle line:84%
everyone takes a die
sequentially.

01:15:42.610 --> 01:15:45.025 align:middle line:84%
And then they roll to
see who goes first.

01:15:45.025 --> 01:15:47.980 align:middle line:84%
Because then you're aiming to
try to like hit the middle.

01:15:47.980 --> 01:15:49.912 align:middle line:84%
PROFESSOR: Will you do
that one more time?

01:15:49.912 --> 01:15:54.600 align:middle line:84%
AUDIENCE: So you randomly
decide who goes first.

01:15:54.600 --> 01:15:57.785 align:middle line:84%
So the first person chooses a
die, and then the next person

01:15:57.785 --> 01:15:59.590 align:middle line:84%
chooses a die, then next
person chooses die.

01:15:59.590 --> 01:16:03.680 align:middle line:84%
And they roll to determine the
order of the actual game.

01:16:03.680 --> 01:16:07.102 align:middle line:84%
So what you're trying to roll
for is to get in second place

01:16:07.102 --> 01:16:10.281 align:middle line:84%
rather than first because
the optimal strategy

01:16:10.281 --> 01:16:14.200 align:middle line:90%
is the second choice.

01:16:14.200 --> 01:16:15.260 align:middle line:90%
AUDIENCE: Oh that's bizzare.

01:16:15.260 --> 01:16:16.785 align:middle line:84%
AUDIENCE: Yeah, but the problem
is if you take 6 and

01:16:16.785 --> 01:16:19.602 align:middle line:84%
3, you also have a pretty
high chance of

01:16:19.602 --> 01:16:20.568 align:middle line:90%
getting the last one.

01:16:20.568 --> 01:16:22.017 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:16:22.017 --> 01:16:24.915 align:middle line:84%
AUDIENCE: Well yeah,
[UNINTELLIGIBLE PHRASE].

01:16:24.915 --> 01:16:27.330 align:middle line:90%
[INTERPOSING VOICES]

01:16:27.330 --> 01:16:29.262 align:middle line:84%
PROFESSOR: Evolution is
something which happens

01:16:29.262 --> 01:16:30.730 align:middle line:90%
[UNINTELLIGIBLE] is well.

01:16:30.730 --> 01:16:34.440 align:middle line:84%
OK, you show that it's clearly
a dominant strategy, but how

01:16:34.440 --> 01:16:36.887 align:middle line:84%
you get to deciding what
[UNINTELLIGIBLE] strategy to

01:16:36.887 --> 01:16:39.505 align:middle line:84%
use gave meaningful information
because

01:16:39.505 --> 01:16:40.499 align:middle line:90%
[UNINTELLIGIBLE].

01:16:40.499 --> 01:16:41.990 align:middle line:84%
PROFESSOR: That's possible
as well.

01:16:41.990 --> 01:16:44.940 align:middle line:90%


01:16:44.940 --> 01:16:46.950 align:middle line:84%
PROFESSOR: Once it gets to that
point, then you want to

01:16:46.950 --> 01:16:50.304 align:middle line:84%
think about well maybe there's
something you can do to your

01:16:50.304 --> 01:16:52.378 align:middle line:84%
original game to make it easier
for people to get to

01:16:52.378 --> 01:16:54.696 align:middle line:90%
that second level of the game.

01:16:54.696 --> 01:16:59.910 align:middle line:84%
And you don't necessarily always
have to, because there

01:16:59.910 --> 01:17:02.280 align:middle line:84%
are going to be people who are
just going to have fun at this

01:17:02.280 --> 01:17:05.470 align:middle line:84%
point, to sort of like playing
this game as opposed to

01:17:05.470 --> 01:17:08.800 align:middle line:90%
figuring out who goes first.

01:17:08.800 --> 01:17:11.600 align:middle line:84%
But it'll be interesting if in
the process of designing this

01:17:11.600 --> 01:17:14.680 align:middle line:84%
game, you've got rules to
actually let people decide who

01:17:14.680 --> 01:17:15.165 align:middle line:90%
goes first.

01:17:15.165 --> 01:17:18.560 align:middle line:84%
And the people who haven't
figured out the dominant

01:17:18.560 --> 01:17:22.242 align:middle line:84%
strategy, this is where
the game is at.

01:17:22.242 --> 01:17:26.130 align:middle line:84%
Just like the first player has
an equal [UNINTELLIGIBLE] as

01:17:26.130 --> 01:17:27.600 align:middle line:90%
the second player.

01:17:27.600 --> 01:17:31.860 align:middle line:84%
And then later on when people
start to realize that there is

01:17:31.860 --> 01:17:34.540 align:middle line:84%
actually a strategy, they got
playing the other game of who

01:17:34.540 --> 01:17:35.730 align:middle line:90%
goes first.

01:17:35.730 --> 01:17:39.860 align:middle line:84%
But if you design your game
right, then you can make it

01:17:39.860 --> 01:17:40.690 align:middle line:90%
all the same game.

01:17:40.690 --> 01:17:42.385 align:middle line:84%
It's just which set of rules
that they're most concerned

01:17:42.385 --> 01:17:45.110 align:middle line:84%
about and you could
[UNINTELLIGIBLE].

01:17:45.110 --> 01:17:48.735 align:middle line:84%
It would be nice if your
games could do that.

01:17:48.735 --> 01:17:51.669 align:middle line:84%
Let's see how [UNINTELLIGIBLE]
they get.

01:17:51.669 --> 01:17:55.100 align:middle line:90%


01:17:55.100 --> 01:17:57.650 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE] move
away from game period

01:17:57.650 --> 01:17:59.820 align:middle line:90%
[UNINTELLIGIBLE]?

01:17:59.820 --> 01:18:01.920 align:middle line:84%
Are you even going to mention
Prisoner's Dillema because I

01:18:01.920 --> 01:18:05.065 align:middle line:84%
think that's a great tool to
try to look at dramatic

01:18:05.065 --> 01:18:08.045 align:middle line:84%
tension and interesting
discussions for players.

01:18:08.045 --> 01:18:10.610 align:middle line:84%
AUDIENCE: That does happen
often in strategy games.

01:18:10.610 --> 01:18:11.480 align:middle line:90%
PROFESSOR: Yeah.

01:18:11.480 --> 01:18:12.436 align:middle line:90%
Well--

01:18:12.436 --> 01:18:14.826 align:middle line:84%
AUDIENCE: Not in a game where
you're [INTERPOSING VOICES]

01:18:14.826 --> 01:18:17.220 align:middle line:84%
PROFESSOR: There are two
arguments about that one.

01:18:17.220 --> 01:18:19.270 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE].

01:18:19.270 --> 01:18:22.470 align:middle line:84%
I guess we actually have
human beings playing.

01:18:22.470 --> 01:18:25.106 align:middle line:84%
PROFESSOR: So the Prisoner's
Dillema as

01:18:25.106 --> 01:18:27.890 align:middle line:90%
covered in the reading.

01:18:27.890 --> 01:18:29.840 align:middle line:84%
I don't know the
exact numbers.

01:18:29.840 --> 01:18:32.942 align:middle line:84%
But basically you've
got two people--

01:18:32.942 --> 01:18:35.412 align:middle line:84%
AUDIENCE: Well they didn't
say exact numbers

01:18:35.412 --> 01:18:36.894 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:18:36.894 --> 01:18:38.376 align:middle line:84%
PROFESSOR: I think
we have a chart.

01:18:38.376 --> 01:18:40.860 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
punishment [UNINTELLIGIBLE].

01:18:40.860 --> 01:18:43.620 align:middle line:84%
PROFESSOR: In fact, I may be
thinking of [UNINTELLIGIBLE].

01:18:43.620 --> 01:18:45.620 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:18:45.620 --> 01:18:48.916 align:middle line:84%
PROFESSOR: The one that
I know is that--

01:18:48.916 --> 01:18:58.608 align:middle line:84%
let's see, I know defect
is one of the cases.

01:18:58.608 --> 01:19:01.398 align:middle line:84%
Anybody remember what the term
we use for cooperating?

01:19:01.398 --> 01:19:02.648 align:middle line:90%
[INTERPOSING VOICES]

01:19:02.648 --> 01:19:06.278 align:middle line:90%


01:19:06.278 --> 01:19:06.766 align:middle line:90%
PROFESSOR: Yeah.

01:19:06.766 --> 01:19:08.016 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:19:08.016 --> 01:19:12.134 align:middle line:90%


01:19:12.134 --> 01:19:17.080 align:middle line:84%
So if both people cooperate,
they get something like what,

01:19:17.080 --> 01:19:20.760 align:middle line:90%
five years in prison?

01:19:20.760 --> 01:19:21.685 align:middle line:90%
So it's like the town.

01:19:21.685 --> 01:19:23.870 align:middle line:84%
OK, we get two people who
are involved in the same

01:19:23.870 --> 01:19:24.830 align:middle line:90%
[UNINTELLIGIBLE]

01:19:24.830 --> 01:19:27.475 align:middle line:84%
and they both get caught but
then there's not enough

01:19:27.475 --> 01:19:30.060 align:middle line:84%
evidence to throw both of them
away for a real long time.

01:19:30.060 --> 01:19:34.932 align:middle line:84%
So the basic idea is each of
them is separated, and then

01:19:34.932 --> 01:19:38.350 align:middle line:84%
you give us information
on the other guy.

01:19:38.350 --> 01:19:42.072 align:middle line:84%
Then we will reduce your
sentence, and that other guy

01:19:42.072 --> 01:19:47.808 align:middle line:84%
is going to get hammered with a
sentence but we'll give you

01:19:47.808 --> 01:19:50.970 align:middle line:90%
a get out of jail free card.

01:19:50.970 --> 01:19:54.990 align:middle line:84%
But if you don't tell us
anything, if you cooperate

01:19:54.990 --> 01:19:59.322 align:middle line:84%
with your partner, and don't
give us the evidence that we

01:19:59.322 --> 01:20:01.656 align:middle line:84%
need, we still have enough
evidence to put you away for

01:20:01.656 --> 01:20:01.990 align:middle line:90%
five years.

01:20:01.990 --> 01:20:03.490 align:middle line:90%
So that's [UNINTELLIGIBLE].

01:20:03.490 --> 01:20:05.490 align:middle line:84%
Both of you will go away
for five years.

01:20:05.490 --> 01:20:12.100 align:middle line:84%
Now, if you do decide to give
us the information, then you

01:20:12.100 --> 01:20:16.250 align:middle line:84%
really get away with just
one year in prison.

01:20:16.250 --> 01:20:21.850 align:middle line:84%
But the the guy you
just ratted on

01:20:21.850 --> 01:20:23.290 align:middle line:90%
goes away for 30 years.

01:20:23.290 --> 01:20:25.690 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:20:25.690 --> 01:20:29.970 align:middle line:84%
And of course, if both of you
decide to rat on each other,

01:20:29.970 --> 01:20:31.970 align:middle line:84%
oh now we've got
[UNINTELLIGIBLE] charges.

01:20:31.970 --> 01:20:32.920 align:middle line:90%
That's awesome.

01:20:32.920 --> 01:20:35.800 align:middle line:84%
Both of you go away for
a very long time.

01:20:35.800 --> 01:20:37.050 align:middle line:90%
[INTERPOSING VOICES]

01:20:37.050 --> 01:20:39.170 align:middle line:90%


01:20:39.170 --> 01:20:40.360 align:middle line:84%
AUDIENCE: You need to make
[UNINTELLIGIBLE] defecting

01:20:40.360 --> 01:20:41.460 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:20:41.460 --> 01:20:44.323 align:middle line:84%
a person cooperating and
another defecting.

01:20:44.323 --> 01:20:45.285 align:middle line:90%
PROFESSOR: Oh, right.

01:20:45.285 --> 01:20:45.766 align:middle line:90%
Right.

01:20:45.766 --> 01:20:47.690 align:middle line:90%
[INTERPOSING VOICES]

01:20:47.690 --> 01:20:50.430 align:middle line:84%
PROFESSOR: I seen versions
where it's not equal.

01:20:50.430 --> 01:20:51.660 align:middle line:90%
But yeah, it's--

01:20:51.660 --> 01:20:52.340 align:middle line:90%
AUDIENCE: Separate game.

01:20:52.340 --> 01:20:56.538 align:middle line:90%
PROFESSOR: RXY72?

01:20:56.538 --> 01:20:58.150 align:middle line:90%
AUDIENCE: No.

01:20:58.150 --> 01:21:00.132 align:middle line:90%
Defect should be 66.

01:21:00.132 --> 01:21:01.520 align:middle line:90%
Defect should be--

01:21:01.520 --> 01:21:04.202 align:middle line:84%
[UNINTELLIGIBLE] were you
cooperating, but better than

01:21:04.202 --> 01:21:05.950 align:middle line:90%
getting out.

01:21:05.950 --> 01:21:06.530 align:middle line:90%
PROFESSOR: Yeah.

01:21:06.530 --> 01:21:07.330 align:middle line:90%
Yeah.

01:21:07.330 --> 01:21:07.910 align:middle line:90%
You're right.

01:21:07.910 --> 01:21:10.280 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:21:10.280 --> 01:21:12.818 align:middle line:84%
So this [UNINTELLIGIBLE] is
probably too high too, too.

01:21:12.818 --> 01:21:14.270 align:middle line:90%
But--

01:21:14.270 --> 01:21:17.174 align:middle line:84%
AUDIENCE: I mean it
[UNINTELLIGIBLE PHRASE].

01:21:17.174 --> 01:21:19.836 align:middle line:84%
AUDIENCE: All that matters is
that it doesn't matter what

01:21:19.836 --> 01:21:23.960 align:middle line:84%
your opponent does that he
will [UNINTELLIGIBLE].

01:21:23.960 --> 01:21:25.230 align:middle line:90%
PROFESSOR: Although--

01:21:25.230 --> 01:21:25.930 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
looking at.

01:21:25.930 --> 01:21:29.550 align:middle line:84%
PROFESSOR: --they told me that,
which is true for a

01:21:29.550 --> 01:21:32.862 align:middle line:90%
single instance of this game.

01:21:32.862 --> 01:21:36.306 align:middle line:84%
The thing that gets really
complex is what happens is you

01:21:36.306 --> 01:21:39.258 align:middle line:84%
had to play this multiple times
because you're multiple,

01:21:39.258 --> 01:21:43.686 align:middle line:84%
repeat offender bank robber who
gets caught all the time.

01:21:43.686 --> 01:21:44.945 align:middle line:90%
AUDIENCE: Just give up.

01:21:44.945 --> 01:21:47.570 align:middle line:90%


01:21:47.570 --> 01:21:49.990 align:middle line:84%
PROFESSOR: And that's where
you get into various

01:21:49.990 --> 01:21:52.070 align:middle line:90%
strategies.

01:21:52.070 --> 01:21:55.880 align:middle line:84%
The strategy in that particular
dilemma is you

01:21:55.880 --> 01:22:00.720 align:middle line:84%
should always betray your
partner because on average,

01:22:00.720 --> 01:22:02.572 align:middle line:84%
you're going to come
out ahead.

01:22:02.572 --> 01:22:03.498 align:middle line:90%
Is that right?

01:22:03.498 --> 01:22:05.232 align:middle line:84%
AUDIENCE: The strategy is you do
whatever the partner did to

01:22:05.232 --> 01:22:06.750 align:middle line:90%
you last time.

01:22:06.750 --> 01:22:07.690 align:middle line:90%
PROFESSOR: No.

01:22:07.690 --> 01:22:09.820 align:middle line:84%
That's a single game
[UNINTELLIGIBLE].

01:22:09.820 --> 01:22:10.800 align:middle line:84%
AUDIENCE: Oh yeah,
single game.

01:22:10.800 --> 01:22:11.780 align:middle line:90%
[UNINTELLIGIBLE]

01:22:11.780 --> 01:22:14.720 align:middle line:84%
AUDIENCE: You always send out
[UNINTELLIGIBLE PHRASE].

01:22:14.720 --> 01:22:19.495 align:middle line:84%
PROFESSOR: So let me see, if you
defect, then what happens

01:22:19.495 --> 01:22:24.380 align:middle line:84%
is that you could get away
with one or six years.

01:22:24.380 --> 01:22:29.048 align:middle line:84%
Six, you don't know what your
opponent is going to do.

01:22:29.048 --> 01:22:33.520 align:middle line:84%
That's something like
three months time.

01:22:33.520 --> 01:22:36.580 align:middle line:84%
If you cooperate then
it's going to be

01:22:36.580 --> 01:22:38.044 align:middle line:90%
between three and seven.

01:22:38.044 --> 01:22:40.972 align:middle line:84%
So that's more like expected
value of five.

01:22:40.972 --> 01:22:43.800 align:middle line:90%


01:22:43.800 --> 01:22:46.702 align:middle line:84%
AUDIENCE: You're not trying to
win this game, you're trying

01:22:46.702 --> 01:22:47.678 align:middle line:90%
to [UNINTELLIGIBLE].

01:22:47.678 --> 01:22:48.654 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:22:48.654 --> 01:22:50.120 align:middle line:90%
is actually right.

01:22:50.120 --> 01:22:52.579 align:middle line:84%
Say your opponent couldn't
cooperate.

01:22:52.579 --> 01:22:54.894 align:middle line:84%
Then what if you didn't
cooperate?

01:22:54.894 --> 01:22:56.746 align:middle line:84%
If you were to cooperate
you get three years.

01:22:56.746 --> 01:22:58.670 align:middle line:84%
If you defect you
get one year.

01:22:58.670 --> 01:23:00.240 align:middle line:90%
So you should defect.

01:23:00.240 --> 01:23:01.940 align:middle line:90%
What if they were to defect?

01:23:01.940 --> 01:23:05.558 align:middle line:84%
Well if you were to cooperate,
then you'd get one year.

01:23:05.558 --> 01:23:09.446 align:middle line:84%
And if you would cooperate
then you'd seven years.

01:23:09.446 --> 01:23:10.418 align:middle line:84%
But if you were to defect,
you'd only get six years.

01:23:10.418 --> 01:23:11.876 align:middle line:90%
So you defect then too.

01:23:11.876 --> 01:23:14.306 align:middle line:84%
So you should just go
ahead with that.

01:23:14.306 --> 01:23:16.250 align:middle line:90%
PROFESSOR: That's--

01:23:16.250 --> 01:23:19.155 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:23:19.155 --> 01:23:20.880 align:middle line:84%
PROFESSOR: That's basically
[UNINTELLIGIBLE]

01:23:20.880 --> 01:23:24.470 align:middle line:90%
what's the minimum--

01:23:24.470 --> 01:23:26.770 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:23:26.770 --> 01:23:30.430 align:middle line:84%
higher numbers to represent that
thing happening to you.

01:23:30.430 --> 01:23:34.995 align:middle line:84%
But the whole principle of
[UNINTELLIGIBLE PHRASE]

01:23:34.995 --> 01:23:39.432 align:middle line:84%
we are trying to maximize your
minimum benefits, and the

01:23:39.432 --> 01:23:41.650 align:middle line:84%
minimum benefit in
this particular

01:23:41.650 --> 01:23:47.813 align:middle line:90%
case, happens in defect.

01:23:47.813 --> 01:23:50.815 align:middle line:84%
Because the most you can
possibly get is six years if

01:23:50.815 --> 01:23:52.555 align:middle line:90%
you defect.

01:23:52.555 --> 01:23:56.232 align:middle line:84%
If you ever cooperate, there's
a chance that you're going to

01:23:56.232 --> 01:23:57.525 align:middle line:90%
get to the years.

01:23:57.525 --> 01:23:58.775 align:middle line:90%
So [UNINTELLIGIBLE PHRASE].

01:23:58.775 --> 01:24:01.270 align:middle line:90%


01:24:01.270 --> 01:24:06.200 align:middle line:84%
The only problem is, again,
once you get into this

01:24:06.200 --> 01:24:09.090 align:middle line:84%
repeated over many, many
times, then you're in a

01:24:09.090 --> 01:24:13.180 align:middle line:84%
situation where if you build
up a reputation, that all

01:24:13.180 --> 01:24:18.330 align:middle line:84%
you're going to do is defect,
then you can almost assume

01:24:18.330 --> 01:24:19.350 align:middle line:90%
that your--

01:24:19.350 --> 01:24:22.730 align:middle line:84%
you can pretty much assume that
whoever you're playing

01:24:22.730 --> 01:24:25.039 align:middle line:84%
against is also going
to defect.

01:24:25.039 --> 01:24:27.484 align:middle line:84%
At which point you will always
[UNINTELLIGIBLE PHRASE].

01:24:27.484 --> 01:24:29.440 align:middle line:84%
You will never be able
to get here.

01:24:29.440 --> 01:24:32.730 align:middle line:90%


01:24:32.730 --> 01:24:38.820 align:middle line:84%
There is a concept that helps
deal with situations like this

01:24:38.820 --> 01:24:41.000 align:middle line:90%
that actually make cooperation,

01:24:41.000 --> 01:24:42.800 align:middle line:90%
again, a viable strategy.

01:24:42.800 --> 01:24:45.710 align:middle line:90%


01:24:45.710 --> 01:24:47.080 align:middle line:84%
I'm hoping I'm getting
this right.

01:24:47.080 --> 01:24:50.280 align:middle line:90%


01:24:50.280 --> 01:24:53.510 align:middle line:84%
Well [UNINTELLIGIBLE] in the
reading suggested there are

01:24:53.510 --> 01:24:54.398 align:middle line:90%
saddle points.

01:24:54.398 --> 01:25:00.180 align:middle line:84%
There are saddle points that
basically mean this is where

01:25:00.180 --> 01:25:03.920 align:middle line:84%
all the strategies pretty much
end up because of the

01:25:03.920 --> 01:25:06.720 align:middle line:84%
reasoning that we just
[UNINTELLIGIBLE].

01:25:06.720 --> 01:25:11.060 align:middle line:84%
You are maximizing the
minimum chaos.

01:25:11.060 --> 01:25:14.040 align:middle line:84%
The minimum benefit
[UNINTELLIGIBLE PHRASE].

01:25:14.040 --> 01:25:17.800 align:middle line:90%


01:25:17.800 --> 01:25:20.938 align:middle line:84%
And they all
[UNINTELLIGIBLE PHRASE].

01:25:20.938 --> 01:25:23.890 align:middle line:84%
If everyone did the
same analysis,

01:25:23.890 --> 01:25:25.860 align:middle line:90%
they all end up here.

01:25:25.860 --> 01:25:30.690 align:middle line:84%
But John Nash comes along and
he suggests that there are

01:25:30.690 --> 01:25:34.760 align:middle line:84%
other kinds of saddle points
that could be found.

01:25:34.760 --> 01:25:38.960 align:middle line:84%
And these are points where,
assuming that everybody sticks

01:25:38.960 --> 01:25:42.110 align:middle line:84%
with whatever strategies that
they've got, if I were to

01:25:42.110 --> 01:25:44.800 align:middle line:84%
change my strategy I will end
up in a horrid situation.

01:25:44.800 --> 01:25:47.470 align:middle line:90%


01:25:47.470 --> 01:25:48.720 align:middle line:90%
So--

01:25:48.720 --> 01:25:51.392 align:middle line:90%


01:25:51.392 --> 01:25:53.807 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

01:25:53.807 --> 01:25:54.773 align:middle line:90%
AUDIENCE: Defective for that.

01:25:54.773 --> 01:25:57.200 align:middle line:84%
Defective
[UNINTELLIGIBLE PHRASE].

01:25:57.200 --> 01:25:57.983 align:middle line:90%
PROFESSOR: Yeah.

01:25:57.983 --> 01:25:58.950 align:middle line:90%
[UNINTELLIGIBLE]

01:25:58.950 --> 01:26:04.880 align:middle line:84%
remains one of the saddle points
Nash [UNINTELLIGIBLE].

01:26:04.880 --> 01:26:08.316 align:middle line:84%
But the other thing about it is
that what actually becomes

01:26:08.316 --> 01:26:10.540 align:middle line:90%
an unstable equilibrium.

01:26:10.540 --> 01:26:15.650 align:middle line:84%
It's one of those things,
especially in a multiple game,

01:26:15.650 --> 01:26:20.965 align:middle line:84%
is like if you're going to
assume and you're going to be

01:26:20.965 --> 01:26:23.997 align:middle line:84%
playing this game over and over
and over and over again,

01:26:23.997 --> 01:26:27.925 align:middle line:84%
switching out of coop has a
long-term detrimental effect.

01:26:27.925 --> 01:26:31.362 align:middle line:84%
Because especially-- if you know
that other people have a

01:26:31.362 --> 01:26:33.430 align:middle line:84%
strategy of basically
I'm going to do

01:26:33.430 --> 01:26:34.777 align:middle line:90%
what you did to me.

01:26:34.777 --> 01:26:38.190 align:middle line:90%
It's called tit for tat.

01:26:38.190 --> 01:26:44.560 align:middle line:84%
If you actually stick with coop,
and if everybody else is

01:26:44.560 --> 01:26:47.760 align:middle line:84%
using the same reasoning as
you are, which is another

01:26:47.760 --> 01:26:51.570 align:middle line:84%
interesting bit of a wrinkle
that Nash throws in.

01:26:51.570 --> 01:26:55.416 align:middle line:84%
Whatever analysis you are
capable of solving, everybody

01:26:55.416 --> 01:26:57.896 align:middle line:84%
else because everybody's
a natural player.

01:26:57.896 --> 01:27:02.580 align:middle line:84%
Therefore, what actually
becomes a unstable, but

01:27:02.580 --> 01:27:04.990 align:middle line:84%
possible because
[UNINTELLIGIBLE] points.

01:27:04.990 --> 01:27:10.544 align:middle line:84%
Because switching out actually
leads to the net loss for

01:27:10.544 --> 01:27:12.488 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:27:12.488 --> 01:27:15.900 align:middle line:84%
And that was kind of the little
thing that he threw in

01:27:15.900 --> 01:27:19.100 align:middle line:84%
that kind of made his name and
then [UNINTELLIGIBLE PHRASE].

01:27:19.100 --> 01:27:23.550 align:middle line:90%


01:27:23.550 --> 01:27:36.010 align:middle line:84%
But the basic idea is what is
useful from a one table like

01:27:36.010 --> 01:27:39.094 align:middle line:84%
this becomes really, really
interesting when you think

01:27:39.094 --> 01:27:41.330 align:middle line:84%
about what you're going to
do in the long-term.

01:27:41.330 --> 01:27:45.190 align:middle line:84%
I believe there's a couple of
other strategies that involve

01:27:45.190 --> 01:27:49.420 align:middle line:84%
things like instead of just
doing what I did to you last,

01:27:49.420 --> 01:27:53.896 align:middle line:84%
just sort of like well if you
defect and I were to defect

01:27:53.896 --> 01:27:56.750 align:middle line:84%
the next time, which I think
that's a pretty good

01:27:56.750 --> 01:27:56.860 align:middle line:90%
perspective.

01:27:56.860 --> 01:27:58.675 align:middle line:84%
But they didn't cooperate
and I wouldn't

01:27:58.675 --> 01:28:02.080 align:middle line:90%
cooperate next time.

01:28:02.080 --> 01:28:04.922 align:middle line:84%
There's also strategies like
well as soon as you defect,

01:28:04.922 --> 01:28:07.778 align:middle line:84%
I'm going to nothing
but defect.

01:28:07.778 --> 01:28:14.250 align:middle line:84%
And that actually was an
interesting group, because

01:28:14.250 --> 01:28:20.400 align:middle line:84%
that I think changes the utility
numbers in a way where

01:28:20.400 --> 01:28:24.850 align:middle line:84%
a single defection has a huge
negative [UNINTELLIGIBLE] in a

01:28:24.850 --> 01:28:26.969 align:middle line:84%
way that you might want
to [UNINTELLIGIBLE].

01:28:26.969 --> 01:28:30.258 align:middle line:90%


01:28:30.258 --> 01:28:34.704 align:middle line:84%
But for the most part, I think
tit for tat turned out to be

01:28:34.704 --> 01:28:38.162 align:middle line:84%
the best strategy over
the long term.

01:28:38.162 --> 01:28:41.126 align:middle line:84%
Depending on hos the numbers
are weighted, tit for tat

01:28:41.126 --> 01:28:43.430 align:middle line:84%
basically says whatever
you do, I'm going

01:28:43.430 --> 01:28:45.078 align:middle line:90%
to do to you next.

01:28:45.078 --> 01:28:49.524 align:middle line:84%
And that actually turns out
pretty good because that

01:28:49.524 --> 01:28:51.994 align:middle line:84%
actually is not [UNINTELLIGIBLE]
coop actually

01:28:51.994 --> 01:28:53.476 align:middle line:90%
works [UNINTELLIGIBLE PHRASE].

01:28:53.476 --> 01:28:56.480 align:middle line:90%


01:28:56.480 --> 01:28:56.970 align:middle line:90%
Yeah.

01:28:56.970 --> 01:28:58.220 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:28:58.220 --> 01:29:04.682 align:middle line:90%


01:29:04.682 --> 01:29:09.120 align:middle line:84%
AUDIENCE: This also only works
if there's an unknown number

01:29:09.120 --> 01:29:10.336 align:middle line:90%
of future games.

01:29:10.336 --> 01:29:13.294 align:middle line:84%
Because if you know you're
going to play any finite

01:29:13.294 --> 01:29:14.280 align:middle line:90%
number of times--

01:29:14.280 --> 01:29:14.773 align:middle line:90%
PROFESSOR: True.

01:29:14.773 --> 01:29:15.759 align:middle line:90%
AUDIENCE: Yeah.

01:29:15.759 --> 01:29:17.731 align:middle line:90%
PROFESSOR: Yeah.

01:29:17.731 --> 01:29:20.196 align:middle line:84%
There is basically it's
just like induction.

01:29:20.196 --> 01:29:21.446 align:middle line:90%
It goes on forever.

01:29:21.446 --> 01:29:25.140 align:middle line:90%


01:29:25.140 --> 01:29:28.089 align:middle line:84%
But you're going to hope that
your game's going to get

01:29:28.089 --> 01:29:31.333 align:middle line:84%
played infinite number
of times.

01:29:31.333 --> 01:29:32.583 align:middle line:90%
We are planning for it.

01:29:32.583 --> 01:29:35.325 align:middle line:90%


01:29:35.325 --> 01:29:38.319 align:middle line:84%
Not an infinite number
of turns.

01:29:38.319 --> 01:29:40.744 align:middle line:84%
AUDIENCE: The winner can
only resolve after

01:29:40.744 --> 01:29:42.720 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

01:29:42.720 --> 01:29:45.684 align:middle line:84%
PROFESSOR: First one who gives
up [UNINTELLIGIBLE].

01:29:45.684 --> 01:29:50.130 align:middle line:90%


01:29:50.130 --> 01:29:52.106 align:middle line:84%
I really need to
get some water.

01:29:52.106 --> 01:29:55.070 align:middle line:90%


01:29:55.070 --> 01:29:55.564 align:middle line:90%
AUDIENCE: Game break.

01:29:55.564 --> 01:29:56.080 align:middle line:90%
PROFESSOR: Yeah.

01:29:56.080 --> 01:29:57.440 align:middle line:84%
I'm going to give
a quick break.

01:29:57.440 --> 01:29:59.520 align:middle line:84%
But does everyone have your
[UNINTELLIGIBLE PHRASE]

01:29:59.520 --> 01:30:00.480 align:middle line:90%
sheets?

01:30:00.480 --> 01:30:00.960 align:middle line:90%
AUDIENCE: Yeah.

01:30:00.960 --> 01:30:01.440 align:middle line:90%
PROFESSOR: OK.

01:30:01.440 --> 01:30:06.140 align:middle line:84%
I will lecture and pick up on
that in about 10 minutes.

01:30:06.140 --> 01:30:06.458 align:middle line:90%