I started reading Cowbirds in Love at the behest of one of my friends/nemeses. When I arrived at this comic, I was largely nonplussed -- until I read the alt text, that is. I hope I get extra credit for what follows.
P2 | P2 | |||||||
Fall | Don't | Fall | Don't | |||||
P1 | Catch | 1,1 | 0,0 | Catch | -1,1 | 0,0 | ||
Don't | -1,-1 | 0,0 | Don't | 1,-1 | 0,0 | |||
1 is trustworthy | 1 is untrustworthy |
I would like to note that the utility values in this game are derived from the expression on the stick figures' faces.
This time, Player 1 (the one catching) might be one of two sorts of people: Trustworthy or untrustworthy. Player 2 (the one falling) would like to fall and be caught, because this is the objective of the game. She does not know which type Player 1 is, but she thinks there's a p chance that Player 1 is trustworthy. She also knows that trustworthy people always catch, and untrustworthy people never catch (perhaps untrustworthy people aren't entirely untrustworthy after all). Nobody gets anything if Player 2 doesn't fall. It is called "trust falls" after all.
Through the power of algebra, I present the following utility comparisons.
Player 2 should fall if: p + (1-p)(-1) > 0, or if p > 1/2
Abracadabra, or something like that.
So if Player 2 thinks Player 1 is very likely to not be a jerk, she should fall. Otherwise, she should glare at him sternly.
There are actually a few different ways to approach this problem as a game representation. If anybody's interested, I'll spend the next post discussing those.
There are actually a few different ways to approach this problem as a game representation. If anybody's interested, I'll spend the next post discussing those.
Why do you have two grids where the comic only has one? If you know trustworthy = catch, and untrustworthy = don't catch, why do you need both variables?
ReplyDeleteMostly it's because "Trustworthy" and "Not Trustworthy" aren't really actions, so it wouldn't quite be a kosher presentation.
ReplyDelete