An Amoral Investigation of the Truth
An Amoral Investigation of the Truth
(The Game Gene Theory 1997, fullest version to that date. Included 'the trick', simolution, power, co-opetition, context theory, game theory, Kuhn, and Ludic ideas,)
Geoffrey Hamilton
May 10, 1997
1) Introduction
In the Greek myth
of Pandora's Box 'hope' was the last
affliction to escape into the world. This myth resonates into
what is the foundation of my own affliction - a hope of
observing and relating truth. Hope is an emotion and, as such, it
becomes a sufficient premise to motivate me personally towards such an
investigation. However, I believe the only way that
truth can be observed and related well is in the absence of
emotion. In other words, one should prohibit emotions in an
inquiry as they lead to a prescribed value to any truth content.
Unfortunately such a standard would be a prescribed value in
-itself and, secondly, it would prohibit any investigation, as it
has been recently shown that the absence of emotion in a human
prevents an ability to make decisions and therefore it prevents
action. As a consequence, some emotion is essential in the observance and in
the relation of truth. As one emotion is all that is
necessary to motivate people I return to hope. Hope is also an emotion which
motivates a realization of a future through a game and, as such, is
a reward for an attempt to realize that fantasy. What must be
emotionally hoped, in this paper, is that truth can be observed
and related for there to be a chance of an investigation towards
any truth whatsoever. Therefore, with this hope as the only
standard value/ethic necessary, and desired, it becomes the
paradoxical ethical motivation for this amoral investigation of
truth. Once this paradox is exposed, the truth then can be more
optimally observed and related.
Thomas Kuhn said,
"Nature and words are learned together" . Similarly,
truth is, in this paper claimed to be two things together: first, a consistency of
conventional knowledge and secondly, an observation consistent
with the first, that there is a universe of content, without inherent
contexts, which humanity then contextualizes in order to
survive and which is a result of a genetic disposition to play
games (game genes) which are rewarded and punished by emotions.
I will compare my theory to other texts in order to
delineate my concepts from pre-existing ones, which, during the
course of writing this paper, I have discovered are vaguely
synonymous with my own. I would like the reader to keep in mind
that the linear form of thought and language forces me to turn
what is a matrix truth into a linear medium. This and the
understanding that nature and words are learned together will
explain the apparent circularity of some of my arguments. However
the circles cannot be considered less logical than other
arguments as all premises are expedients and deliberate
incompletions of the circles which I describe. It will be seen
that the arguments I use are meta-knowledge.
2) background
My 'hope' began in
1979 with my recognition of the relative
quality of knowledge and a decade later I outlined the
truth, as
I saw it, in my novel The Thought. However, at the time I called game
genes,
The Trick; this idea was a generic answer to the
primary
concern of my quest: why does life come into being and then
continue to exist?
The answer I
decided in 1989 was that some genetic factor
brought life into being and fooled it in order to continue to exist - hence The Trick.
In
1995
meta fictional theories of play suggested to me that a game
gene
is that trick, and this paper is a first draft of my whole
theory to date.
Thomas Kuhn seems to have stumbled across the idea
but
ignored it. I will mention him later.
It also turns out
that, in
the 1930s, J. Huizinga, came close to recognizing this same
theory, but perhaps as a reaction to eugenics he made two
important mistakes: first he accepted the period's belief in
a
rational, deterministic cosmos, and secondly he could
not accept a biological foundation to games.
Huizinga's two mistakes are made clear later.
Before
I
come to the philosophical and scientific foundations of
truth and
the theory of a game gene, I would like to demonstrate how
human
behavior is best described as game playing. This description
is
the basis of my use of the word 'game' in regards to the
idea of
a genetically founded behavior.
3) Descriptions of
human activities as being games.
Descriptions of
humans as game players goes back centuries,
and the list of the various human actions which are found to
be
games under standard definitions has grown with the
accumulation
of knowledge.
For clarity, games are made up of goals and
rules
and to act within a game is playing. Emotions related to
probability of success assessments are important parts of a
game.
Goals are limited values. Rules limit the mode of action
available. Emotions give pleasure and pain during a game.
Tiddlywinks and
hopscotch are the basic expression of game
playing and unexamined the list could stop not much further
along. Gambling and Mesoamerican ball games extend the list
into
a context where there are serious repercussions to games.
Solitaire and Mountain climbing extend the list into games
against non-life. Scientific experiments, sex games for
impotent
men to reproduce, and effective learning methods extend
games
into utilitarianism. The 'sadistic' person who tortures a
suspect
for no useful reason extends games into the field of terror.
Wiesel's Holocaust book Night uses the term 'game' as an
analogy
for horrific acts, but the irreducible quality of
his
usage demonstrates the unfigurative aspect to them. Many
role
playing experiments show that conscious role playing can
become
indistinguishable from 'real' life. The recent observations
of
animals playing, of plants mimicking animals, and of cell
death
processes shows that games are played by a full range of
life
forms.
I believe the Chinese logician, Hui Shih, 2500 years
ago
may have been the first to call humanity 'the game player',
but
according to the records I could find, the first to put such
an
idea on paper were two Hungarians.
The list of what
activities are games expanded greatly with
Homo Ludens by J. Huizinga in the 30s. He showed that war,
law,
religion, ritual, learning, art, literature, language, and
civilization were fundamentally about play. Interestingly he
claimed sports were endangered by the excessive
structuralizing
of play which made sports too serious. He tried to
define play as adverse to purpose, and parallel to
animal play. However, he nevertheless concluded that all
culture
is play. He stopped short of saying all human action is
play,
like eating, and denied it could be so.
His aversion to
purpose
and structure, and his belief in the normality of 'freedom'
and
'innocence' within play confused his understanding of game
playing. He demonstrates that confusion when he says,
"Roman
society could not live without games. They were as necessary
to
its existence as bread" . Frequently, when he
used the
idea of play, he meant playing games. His disbelief in
purpose
was a confusion between ultimate purpose and limited
purpose.
There is no demonstrable ultimate purpose to any act (I will
show
this later), but to have fun, or to win, is purpose enough
for
most games. Nevertheless he added most human actions to the
list
of games.
Concurrent with
Huizinga was, John von
Neuman, who likewise gets credit for pushing the description
of
human activity as games into new territory. It was coined
Game
Theory during his period.
He and others attempted to created
a
mathematical system to predict human activity by using games
as a
template. The assumption was that people interact as they
would
in any game. The results of his mode of predictions were
profound, and he was hired by the US government to create
economic and political systems of prediction.
His faith in
rationalism prevented his ideas growing towards cooperative
games, irrational games, games in ignorance and chaos games
(until others worked on these in this last decade). The list
of
what human actions are games was extended until today game
theory
is conventionally used as one mode of understanding
evolutionary
science, social science, economics and politics.
However no
unified framework for understanding why games describe human
action has been developed to my knowledge at this time. The
game
gene theory will account for the descriptions of human
activities
as games (and with further observation and description
should
account for the activity of all life forms).
4) Relativity of
knowledge and truth
The root of
understanding my theory is in comprehending the
relative nature of knowledge and of the unacceptability of
the
idea of absolutes. Words, equations, photographs, or any
other
representations, are made meaningful solely by their
relationship
to other representations, memories, histories, senses,
etc....
The consequence is that knowledge is dependent on the
consistency
of the relationship between relative representations within
individuals.
Semiotics is another description of that
relationship. Logical circles are normal constructions when
the
relativity of meaning is acknowledged. The only way to avoid
circles is to leave first principles unexamined (try
examining
all one's premises
and it will be noticed). As a result of this
need for internal consistency, it is the perception by
individuals and coalitions in various communities of a
consistency between representations which constitutes
knowledge
and therefore it becomes the first truth and first point of
comparison in this investigation of relative truth.
5) Unacceptability
of absolutes
Secondly, not only
can an idea not be grasped outside
relative constructions, but those constructions cannot
create
absolute ideas, no matter how well one is conceived. The
reason
is that different rules of construction will have different
absolutes. Any claim to an absolute is dependent on the
rules
used in construction -- anyone could select postscripted
rules to
confound that absolute at any time. Absolute zero is a case
in
point; the complete absence of atomic movement is determined
to
be 0 Kelvin (or
-273.15 Celsius). However, movement itself
is determined by relative position: if anything else in the
universe moves, the particle is moving. Secondly, it is
theoretically possible
to have minus zero Kelvin. These
manipulations of absolutes shows why understanding the
rules, or
the relation of content and context, is vital.
6) Content
What is
the particle and what is the universe? It
is what I call content. Content is also synonymous with
nature,
and the concept of everything. This concept can be seen as a
problem when the idea of a Big Bang or an expanding universe
is
proposed. These ideas claim borders on the universe and
hence
exclude whatever is outside those borders. However, the
universe
is not defined with limits, and neither is the concept of
everything; whatever is outside of the Big Bang is also the
universe. Scientists who talk about the Big Bang equivocate
on
the universe: they mean to say the known universe when the talk
about the beginning of the universe. Besides that problem,
the
red shift argument which demonstrates the present expansion
of
the universe does not rule out a breathing universe and only
suggests a Big Bang, it does not demonstrate it. Therefore a
discussion of borders is irrelevant and a logical leap.
7) Infinity is most
acceptable to the first truth
A new problem
arises from the alternative to borders:
infinity of space and time. Though it is a difficult concept
to
fathom, the human ability to accept relative knowledge can
allow an understanding of space and time as being in existence now, and we
can
extend that concept more easily than we can the concept of
the
existence of non-existence outside of borders. As a result,
content
is also defined as infinite as it makes better relative
sense in
human experience. A borderless universe is more acceptable
than
the alternative - unbeing. As Hamlet says in order to
challenge
the unbelievable ghost of his father, "I'll have
grounds more
relative than this". As there is no greater
context
than everything, the most relative context for people, and
for
this paper, will be everything imaginable. This is the
content
and it is singular.
8) Context as
relative 'universe'
What an infinite
content does not offer, in addition to the
lack of frontiers, is a
single 'natural' context (or rule or
criteria) with which to view it. It might seem that a planet
is a
natural context, but like Jupiter, where does it begin? At
the
top of the visible clouds? At the harder surface? At the
molten
level? Should the context begin where any matter is in
orbit, as
the moons are? Then the sun would be the natural limit too,
as
the sun wobbles in a mini orbit in relation to Jupiter. It
is
quite possible that Jupiter is only 'itself' in relation to
the
galaxy. Such problems extend to understanding all content,
even
life. A human is, for example, a specific DNA, a body (with
or
without appendages) or a group of bodies of indeterminate
size.
How context is determined by humanity is primarily through
at
least ten senses: the five well known senses as well as
balance,
internal regulation, body position, consciousness and
unconscious
processes. These senses are not all the possible senses
available
to life and many are not available to life. Therefore accident
also plays a part in context construction.
Any context is
equally
valid to human knowledge - whether Jupiter is divided in two
or
excluded completely - all that matters is the relative uses
which
a context is eventually put to. (Both self created and
accidental
contexts are useful.) As Brandenburger says in Co-opitition:
"There is only one big game -- extending across space,
over time,
down generations. But that's in principle. A game without
boundaries is too complex to analyze. In practice, people
draw
boundaries in their minds to help them analyze the world.
They
create the fiction that there are many separate games"
.
Often what is claimed to be a natural context is an attempt
to
manipulate (amorally used here) people towards one context.
Perhaps it was to counter the weight of these 'reasons' that
Montaigne said, "We call contrary to nature what
happens contrary
to custom; nothing is anything but according to nature,
whatever
it may be". The equivocating use of nature
to be both
what humanity is a part of and to stand for 'the rest of
nature'
outside humanity has led to the erroneous use of 'nature'.
What
is claimed to be natural is not a significant claim (unless
someone buys into it) as all in the universe is natural --
even
human thinking and culture.
Regarding the
context of ethics, as Hamlet says "there is
nothing good or bad, but thinking makes it so"
.
Thinking is a dualistic process of seeing similarities and
distinctions and this results in seeing dualisms -- the
world can
turn black and white in the mind, and when individuals see
what
hurts them or harms them it will tend to be looked on as
respectively bad or good. There cannot be a single natural
context of good or single natural context of evil as
something
always gains when something else loses, and so all acts are
good
and bad. I will say more on this below regarding
Co-opetition.
9) Life as context:
'solipsistic life forms'.
The
interrelatedness of content, then, makes any division
into context arbitrary, but on a relative scale potentially
useful. The terms, arbitrary and useful, I will return to
presently, for now they imply there is a living being who is
a
context. My two original questions must be asked next: why
is
there life and why is there a need for life itself to
reproduce
contexts?
Life is constructed of the matter and energy
within the
universe and so it is no different from other matter and
energy.
Accidents or Chaos Theory can account for its original
construction -- if life's existence is not also infinite in
time.
Regarding my first truth, humanity's intellect created a
context
called life, which it identifies itself with; I will use
that
idea as acceptable and define it.
Life is the periodic self
contextualizing ability of matter called a form. These forms
maintain solipsistic awareness which defines their own
context
while being directly unaware of the constituent forms which
they
are made with and which they make up. For example, the white
blood cell is a solipsistic form which
makes up a solipsistic human which in turn makes up a
solipsistic
matrix individual called humanity (demonstrated when the
loss of
human males to war is compensated and balanced automatically
by a
mysterious matrix connection).
10) Identification
game as extension and the usefulness of all
contexts to life
Fundamentally,
what accounts for life's continued being must
be something more than a solipsistic automatism or
structural
soundness, otherwise humanity could not differentiate life
from
non-life, and humanity could not even see itself. It is
life's
ability to contextualize, or relativize, the object, the
food,
the self, the group, etc... to itself which differentiates,
life
and non-life.
Each solipsistic form uses that derivative of
solipsism, the game of identification, to relate the self to
a
larger context to serve its own solipsistic interests without
directly experiencing the others' context. Identification is
the
primary game of life and can be demonstrated by you, the
readers', lack of direct emotional, intellectual, and
physical
attachment to other life forms, and by the inability to have
a
sense of attachment with people who you have not played
with, and
by your ability to have a sense of attachment to people you
value
because of the ideas you create about them during games.
The
advantage of this flexible arrangement to the survival of
life is
analogous to a cable versus solid steel tension bridge: a
solid
steel span fails easily, but a thousand smaller strands fails less
easily, as the individual strands cannot pass on crack
stresses
from strand to strand. The holocaust likewise gives many examples
of how all sides were employing the flexibility of
identification
to their advantage - according to one survivor, Wiesel. When 'other' people could be
useful, there
was empathy -- when 'other' people were detrimental, there was
criticism
and separation. The action of identification is a game
which is able to separate life forms while allowing for
cooperation according to the 'needs' of individuals. The
usefulness of semiotics, and of the premises of this paper are
additionally justified by this rational.
Contexts overlap like the circles in a spirograph
and
exist without the exclusion of other possible contexts. As
infinite as the content is, so is the number of contexts with
which
to view the content. Context, whether it is called, a
solipsistic
life form, frame, distinction, similarity, paradigm, team,
game,
rule, or any other minor category of context, is potentially
useful as it is our rational for deciding what is useful.
And what is useful
cannot be determined exactly due to the
chaos of the universe. As a result the PH.D. or the body
builder
may employ their contexts against a problem and doing their
best
could kill them, while the sick and feeble minded escape.
Wiesel's description, of how he and his father could have
been
saved in the death camp if they had only been sicker or
feebler
minded, serves as an example.
The claim by anything to a
superiority in terms of useful knowledge is only a claim of
a
higher 'probability' of success towards all potential games,
and it's
only 'real' until it is tested in a specific game.
11) The lack of a
relative reason for life to continue. The
arbitrariness of life.
A problem arises:
if identification by solipsistic life
forms makes the universe rational, then a reason for
existence is
dependent on life's existence a priori (God being defined as a
life form). There is no possibility that ks could be, so
why
would life continue to exist if there is no a priori reason
to do
so? The answer is generally considered elusive.
A reason for
life
would seem to require an unequivocal premise, an absolute,
and as
I pointed out earlier, contexts cannot create absolutes.
However,
the answer is, relative to necessity, quite easy to answer:
there
need not be a reason for life to continue to exist. There
must
be, however, a cause for life's continuation, and for a gene as a substitute for a reason by its employment of contexts; and there is a main behavioral
cause
which can account for the difference between life and
non-life:
that is a theory I call the game gene. It is a behavioral gene
which substitutes for a reason to live. It is the top of a
hierarchy of inherited behaviors which account for life's
continuation - though any missing portion of that hierarchy
might
end life. What the game gene is, in its expression, is a
'desire'
to play games with the contexts which it identifies. Such
could
be the case from the single cell organism to the whale. No
reason
for existence is required as long a genetic behavioral
desire to
play lasts.
Neither experience, nor education, could teach
such a
survival mechanism to a solipsistic life form in time to
motivate
it to live through its first necessary act of survival in
the
purposeless chaos.
12) Game gene's
function is to look for value.
What results from
the existence of the game gene is life's
self motivated energy, its crying for nourishment, its
growth,
sex, fatness, heroism, death and experiential values (as
opposed
to genetic values). The most important problem with the
longer
term existence of life is how a life identifies any value in
the
chaos. To find any value, all life must play games with the
chaotic systems of the universe using contexts to identify
content which individual life forms match up with
predisposed and
discovered desires. No amount of intelligence can determine
the
outcome of an action taken by a life and relatively more
ignorance can be an aide to survival. The employment of
imagination to picture the future is invariably inaccurate,
and
the methods used to achieve that fancy are unpredictable.
Probability is all that can be assessed. Even the outcome is
rarely an end and even the most fanatical idealist will find
a
new horizon - a Che Guevara, for example. Something makes life
play
the games described above; it is a general human behavior.
13) Alternatives to
game genes
If the desire for
games were not the motor for existence,
but instead carrots were, or a split level apartment, then
when those values were no longer available due to chaos, those
motives, which are in the place of purpose and reason, would
lead
life to a speedy end. Games are the best cause of continued
existence as they make motives flexible to the values all
life
has at its disposal - in the light of chaos.
The emotions are
not a sufficient cause of continued
existence of life, though they play a role in rewarding and
punishing life in games. Emotions are genetically founded as
well, but they become relevant only to an individual's
experience
and so they are too susceptible to chaos. Emotions are only the
currency of values; otherwise the punishing side of emotions
would demonstrate a desire to die as effectively as the
rewarding
emotions would demonstrate a desire to continue living.
Emotions,
even physical pain and pleasure, exist to reward and punish
. This
can be seen in a completely useless game like tiddlywinks
which can be as punishing or rewarding
as
risking death in a knife fight. Hope, as an emotion, is a reward
for the desire to play a game. Fun is a reward for playing.
Complete hopelessness would end a life, and it does
frequently
when the value of game playing becomes too specialized. As
the
lack of emotional centres in humans can prevent action, the
lack of
emotion can kill - as it cannot reward the action needed to
survive. The dog, or spouse, who dies soon after the death
of a
partner, is a frequent example of how the experientially
acquired
value of a particular game atrophies the gamegene into
disfunction. (Or, in other words, emotion punishes the loser
of a
game to death, unless he can find a new game so that his emotions
can
reward as much as punish him.)
Love of anything is the
atrophication of the game gene's function towards one game.
In
the case of the lover who desires to commit suicide
immediately
after a break up, the game gene usually continues to
function and
remains flexible enough to give the lover a new game option
in
time to prevent the suicide.
There is no direct
survival gene:
the hero that gives her
life for her country, or the male black widow spider that
gives
his life to his mate, are both examples of the primacy of
the
game over survival -- life's value towards games, over a
value for
the survival of life. A survival gene could not be an
adequate
primary cause of life's existence as it could not motivate
life
towards an engagement with other contexts: this is because
no
life form could predict the value of that engagement, due to
the
chaos of the universe. Reason breaks down due to chaos. Only
a
game (like an experiment) can uncover the value of one
context
for another.
J. Huizinga
unintentionally gave this argument for the game
gene: "...a world wholly determined by the operation of
blind
forces...play would be altogether superfluous. ...an influx
of
mind breaks down the absolute determinism of the
cosmos
....in play there is something 'at play' which transcends
the
immediate needs of life and imparts meaning to the action.
All
play means something". As evidence derived from
Chaos
Theory has demonstrated a lack of absolute determinism in
the
universe, his argument now supports the need for a meaning
creating mechanism for life, and that is play within
games.
Meaning and value (and the disvalued) are the same to a
context.
The more value-constructed the game, the more meaningful the
game
is, and so the better a life form can know how to survive
future
games.
Recently (April
16-17, 1997) the CBC program Ideas ran "On
the Edge" which proposed a 'risk gene' or a 'sensation
-seeking
gene' to account for the extremely risky games people play.
In
the program there was scientific evidence showing that the
high
risk takers had a "genetic predilection" to take
greater risks
than other people. Two different independent studies came to this same conclusion.
I agree that this conclusion is so, however, this
research
was using two insufficient terms: risk and sensation- seeking.
These scientists noted themselves that the high risk seeking
subject receives the same effect as another person who
watches
the activity, or relative to a third (control) person who is simply eating normal food.
No
discernible risk may be perceived by the witness or by the
eater,
yet they all are emotionally rewarded at a similar level
with
dopamine. A subject risk level is a secondary concern to the
effect of the dopamine reward received during any game.
Sensations too
were
not a significant factor. The
researchers
themselves demonstrated that the complete absence of
stimulation
and external sensation could produce the same effects of
emotional stimulation,
and that this effect came from the mind games that the test
subjects themselves created. If the scientists were saying
that
people need sensation they again would be wrong, as boredom
and
suicidal tendencies are sensations that few people need.
These
studies become useful evidence when the observation
that
behavior is game playing is used as the frame of
understanding.
Further scientific evidence for a game gene comes from
recent
science involving twin studies.
14) Twin studies and
scientific conclusions
The nature versus
nurture debate became slanted towards the
nurture side with the post WWII reaction to Hitler and
racism.
However, the absurdity of the slant has been demonstrated
countless times in genetic research done in the last fifty
years.
As one scientist remarked, "...the very processes of
growth, namely
maturation and development can now be seen to have
inherited
ground plans" . The most recent evidence shows
that a genetic
predisposition exists beyond the superficial attributes of
appearance, and includes taste, political beliefs, neatness,
intelligence, and many other areas.
The idea today is that human genes offer a range of
predispositions for experience to finally determine. The Neubauers say,
"When a
supportive, nurturing environment was available to the
child, the
true power of his inherited tendencies and susceptibilities
revealed themselves". So far the only limits to
genetically produced behavior and personality are in the
area of
rules of conduct and emotion. This allows
a
range of personality to be finally determined by experience
, or in other words, by the use of games.
As some values
are
inherited, some goals
in games are inherited. Most goals are
specific to the environment so inherited values are molded
by
experience.
Rules are also environmental and must mold the games
people play. Though rules themselves are beyond genetics
. That
still leaves open the possibility that the desire to use
rules is
inherited.
So it appears
philosophically that a game gene can function
to substitute for a reason to live, and scientifically, that
a
genetic factor of some description predisposes human
activity
which is itself described as game playing. Therefore it
would be
fair to call that narrow margin a game gene. The way to test
the
theory would be to identify a gene or group of genes that
when
removed from the DNA/RNA would prevent a human being from
contextualizing and playing games, and would create
confusing
emotions -- while that person would be kept alive bodily
through
forced feeding and other servicings of the body.
As that
experiment seems unlikely to occur, the argument I employ is
as
valid as the method found sufficient in the search for black
holes: it is not by saying 'what something is' that
determines
whether it is there, but the effects which that thing must
cause,
by which it can be said to exist.
15) Larger contexts -
assimilation - coalitions ( and matrix life
as single context)
Larger contexts
are relevant as they vaguely indicate
greater power. Two systems of creating larger contexts from
a
basic genetic construction exist: the first is assimilation,
the
second is coalition.
Assimilation is
the growth of the solipsistic context by
identifiable experience through all games. This involves
learning
and exercise (both at times games in their own right)
whether
incidental or not.
The expansion of a solipsistic context
builds
relative knowledge of useful contexts and how to get value,
as
well as building physical and emotional strength. There is
also a
loss of context through games and by other means - but I am
concerned with power building here and it is the relative
increase of context that builds power.
Coalitions are
built up specifically to increase the power
of individual solipsistic
life forms for future games and
coalitions function hierarchically to allow for the
momentary
imposition of one solipsistic life form's context over the
others
in the coalition. This factor separates a coalition from a
matrix. A matrix of individual life forms does not require,
or
have the knowledge, or consent, of its constituent forms -
it is
its own solipsistic life form (as with the earth in the Gaia
Hypothesis).
16) Coalitions
. Cooperation
A coalition can
work simultaneously with other coalitions.
For example, a man can be a member of a club, an employee, a
professional, a party worker, a family member, a hockey
player,
an entrepreneur, or any other possible coalition, informal
or
formal. Each coalition increases the power of the individual
in
each separate game. In turn each separate coalition is
strengthened by the various individuals' reliance on other
coalitions. Many
totalitarian societies act as though there is
only one game and so lose the benefit of the other games.
All
games, like all contexts, can exist simultaneously as long
as no
conflict occurs between them. This is an overall view of the
cooperation 'side' of game playing.
When a coalition
is not formed from a group, when one
coalition prevents its constituent forms from playing the
other
useful games available, or if a coalition is in conflict
with
another power for the same value, competition ensues.
Competition
with another power, whether living or not, is unavoidable
given
the unpredictability of the universe. As the order of things
reacts to the order of other things, it is the relative
power of
the various individuals or coalitions which decides the
outcome --
and that is with all
types of power such as intellectual
manipulation or any other form of influence. Games are the
only
way to recognize power, as power can only be measured during
a
game and only against another power of some kind, living or
otherwise.
David and Goliath is a classic story of that
attribute
of power measurement. Henry V's victory at Agincourt is
another
example. A third example was the incident of a young man who tried
to
rape an old woman near York campus in 1996 - she defeated
him
in a game of his own choosing when the mathematical methods of
measuring power could only say that he was the more powerful.
In
coalitions it is evident that the game determines the
power.
As Kuhn describes ln The Structure of Scientific
Revolutions , "Scientists solve puzzles by modeling
them on
previous puzzle-solutions.... As a result, the
superiority of one theory to another is something that
cannot be
proved in the debate".
Games can still decide
a kind of
superiority: who's the more powerful. Teaming up in coalitions
is
one way to be superior in power. Thomas Kuhn described this
kind
of coalition and he called it a 'paradigm'.
Paradigms are
teams who support a
world view of beliefs and values. These various
teams
play games which they come to love
and
so they atrophy in that team. These teams play games within
and
without the individual teams.
The team structure offers
power,
beliefs to define the teams, and values to maintain
direction and
order. In addition, it is my view that values or ethics is
the
systemization of a paradigm's love for itself, which
explains the
problems Kuhn has described with agreement between different
paradigms. He said reasons end up standing for
values
and values for reasons, which implies ideas cannot be argued
without a perception of an attack on those values.
The power
of a
game of cooperation against the competition from other games
is
the 'might makes right' that is talked so much of.
17) Co-opetition
The complex
inter-cooperation of life and also the
unavoidable competition of life demonstrate that competition
and
cooperation are linked. But what needs to be seen is the
cooperation of competition and the competition of
cooperation in
order to see that life does not progress as evolution
implies
(Fontana Dictionary of Modern Thought), but life is only
reconfigured.
Co-opetition is a recently coined word which
describes, via economics, the new contextualization to which
I
refer (Brandenburger). One example comes from business.
American
and United Airlines are in competition for passengers;
however
both need to cooperate with Boeing to design aircraft that
meet
their mutual needs. Also, what one does to win business from
the
other can be imitated by the other and so both can gain in
business over a certain business period. What is often
called bio-
diversity, or the web of life, or the balance of nature, is
another example of co-opetition. Each solipsistic life form
generally gains and loses simultaneously, until its form is
reconstituted in circles.
18) Simolution
Once the
co-opetition idea is grasped, the conclusion that
life does not progress but simulates itself, begins to be
glimpsed. I call this process simolution and it is analogous
to a
boiling pot of water: the water coming up the middle is more
powerful (life) and
pushes less powerful water (life) down
the sides. The water coming up the middle seems more
powerful
only in the context of the middle, but the whole system is
not
actually going anywhere (universe). Simolution's fundamental
energy is from behavior and games are the best description
of
that behavior
19) Boredom and interest
Game genes create
more than desires, they create
desperations for games as profound as hunger. Within the
context
of human life, expressions of boredom are the equivalent to
hunger for the game gene (though the pacing lion in the zoo
demonstrates boredom is not limited to humanity). Boredom
strikes
anyone when they do not play a game, no matter how powerful,
fit,
satiated, or bloated they are, or think they are. The higher
the
probability of survival for an individual in daily
existence, the
higher the boredom and the higher the need for the more obvious games like hobbies or
skydiving depending on the individual.
Interest is the
opposite of boredom and is a behavior
dependent on games. Hamlet is considered an interesting game
to
watch, but if the rules of language are not acceptable to a modern student, or
if the
play becomes trite after seeing it a dozen times, then it is
not
interesting and will not be played (watched). Interest is maintained
by an
acceptable degree of difficulty matched to a sufficient
amount of
unpredictability.
The only aspect of
a solipsistic life's actions which needs
to be clarified is the question of whether rudimentary
actions
are games. The answer, is generally, no they are not -- but
they
are the playing of games. To play a game requires eating and
rest
(if they are not themselves already made into the game) and many other
rudimentary actions to be performed.
The overall arbitrary
nature
of chaos, and so of choice, can make any activity a game,
and the
hunger for games will force a game on a solipsistic life
even
when it is in a reduced context: for example, mind games
when
someone is in shackles in a prison.
Dreams are another
expression
of the need to play games in a limited context, as the only
thing
consistent about them is the game playing aspect -- with the
down-
time between dreams as the working out of the next game.
Sex
is
primarily a game as the desire for sex is contingent on its
gaming qualities. A close observation of the way people and
other
life forms search for mates will show that it is the
demonstration of a powerful game playing ability to the
sex partner which will succeed.
Humour
can only function in
a game; for example, a joke without a set-
up is not funny.
Huizinga's confusion over play and games
led him
away from these conclusions. But his confusion can be
clarified
by a WWII experiment by Kurt Lewin which showed that group
play
with a coalition goal and with individual freedom to play
towards
that goal is more useful and productive than either a
dictatorial
system, which inhibits smaller games, or a free system,
which is
devoid of goals. As Jerry Sienfeld said on Sixty
Minutes "That's the game. Without the rules
it's not
fun."
20
) CONCLUSION
The oft made
observation that life is a game succeeds as a
cliche‚ but not as an investigation. The search for human
nature
may have been bread out of fashionable society, but not out
of a
section of game players. The acceptance of the arguments
given
above - that truth is relative, that the universe is
infinite,
that there is nothing out of context, that simolution by
games
describes human activity, that genetic disposition towards
game
playing is fundamental to living - also means that an
investigation and exposition of truth is generally
irrelevant to
the universe. However, as I am so bold as to presume I know
the
truth, I believe there are applications of this theory which
can
be useful - and destructive as well.
The only problem I see
comes
from the frequently use motif of modern melodrama - the
villain
knows that life is a game and is only trying to win; this
while
the hero perseveres through moments of doubt about life to
transcend the game into meaningfulness. I somehow sense that
I may be put into the villain's camp one day soon.
GRH