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Thursday, December 2, 2010

Trust Falls

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.

2 comments:

  1. 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?

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  2. Mostly it's because "Trustworthy" and "Not Trustworthy" aren't really actions, so it wouldn't quite be a kosher presentation.

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