Justin Wolf

Month

March 2012

10 posts

Feb 29, 20122 notes

February 2012

34 posts

Feb 29, 20126 notes
Feb 28, 20126 notes
Feb 28, 2012
Feb 27, 201253 notes
Feb 25, 20121 note
Play
Feb 22, 2012
Feb 22, 20121 note
Feb 21, 20123 notes
Feb 21, 20126 notes
Feb 21, 201215 notes
Feb 21, 20123 notes
Feb 19, 2012
a classic example of the prisoner's dilemma

Two men are arrested, but the police do not possess enough information for a conviction. Following the separation of the two men, the police offer both a similar deal—if one testifies against his partner (defects/betrays), and the other remains silent (cooperates/assists), the betrayer goes free and the cooperator receives the full one-year sentence. If both remain silent, both are sentenced to only one month in jail for a minor charge. If each ‘rats out’ the other, each receives a three-month sentence. Each prisoner must choose either to betray or remain silent; the decision of each is kept quiet. What should they do?

∴ ”[R]egardless of what the other decides, each prisoner gets a higher pay-off by betraying the other.”

Feb 19, 20122 notes

the stability, the equilibrium, will only happen if everyone involved behave selfishly. Because if they cooperate, then the results become unpredictable and dangerous.

Feb 19, 20121 note
the rules of "so long sucker"

  1. Starting a game:
    1. Each player takes 7 chips of one color (Cards of one suit from a deck work equally well).
    2. No two players may start with the same color chips.
    3. Someone is randomly selected as the first player to move.
    4. This player places a chip onto the playing area, and selects anyone to be the next person to move.
  2. Playing the game:
    1. Move by playing a chip of any color onto the playing area (starting a new pile), or on top of any existing chip(s) in the playing area.
    2. If no chips are captured (see below), the player selects the next person to move, so long as that person’s starting chip color is not in the stack just played on (this may be the same person, if that person used a captured chip). However, if all four colors are in the stack just played on, the next person must be the player whose most-recently-played chip (by color) is furthest down in the stack
    3. Chips are captured by playing two chips of the same color consecutively on one pile. The player designated by that color must kill one chip of his choice out of that pile, and take the rest. Then he gets the next move. Killed chips are taken out of the game.
    4. A chip is a prisoner when held by a player other than the original owner.
    5. Any prisoner in a player’s possession may be killed or transferred to another player at any time. Such transfers are unconditional and cannot be retracted. A player may not transfer or kill chips of his own color.
    6. A player is defeated when given the move, but has no chips in his possession (and hence is unable to play).
      1. Defeat is not final until every player holding prisoners has refused to rescue him by transferring chips.
      2. After defeat, the move returns to the player who gave the defeated player the move.
      3. The defeated player’s chips remain in play as prisoners, but are ignored in determining the order of play.
      4. If a pile is captured by the chips of a defeated player, the entire pile is killed, and the move rebounds to the capturing player.
    7. Players must keep their chips in view at all times.
  3. Order of play:
    1. If a capture occurs: the player whose color made the capture gets the next move.
    2. If a player is defeated: move returns to the player who gave the defeated player the move. If this should also defeat that player in turn, whoever gave that player the move will get the next turn, etc.
    3. Otherwise, the next player to move is decided by last player to have moved as follows:
      1. They may give the move to any player (including themselves) whose color is not represented in the pile just played upon.
      2. If all players are represented in that pile, the move goes to the player whose most-recently-played chip is furthest down in the pile.
  4. Strategy:
    1. Coalitions, or agreements to cooperate, are permitted, and may take any form.
    2. No penalty for failure to live up to an agreement.
    3. Players are freely allowed to confer only at the table during the game— no secret or prior agreements are allowed.
  5. Winning the game:
    1. The winner is the last surviving player (after the others have been defeated).
    2. A player can win even if they hold no chips and all of their chips have been killed.
Feb 19, 2012
Feb 19, 20122 notes
Play
Feb 19, 2012
Feb 18, 20121 note
Feb 17, 2012
Next page →
2012 2013
  • January 25
  • February 38
  • March 241
  • April 25
  • May
  • June 2
  • July
  • August
  • September
  • October
  • November
  • December
2011 2012 2013
  • January 31
  • February 34
  • March 10
  • April 31
  • May 15
  • June 10
  • July 14
  • August 39
  • September 12
  • October 4
  • November 1
  • December 2
2010 2011 2012
  • January 33
  • February 36
  • March 64
  • April 43
  • May 74
  • June 15
  • July 5
  • August 24
  • September 50
  • October 27
  • November 22
  • December 39
2010 2011
  • January
  • February 3
  • March 3
  • April 7
  • May 2
  • June
  • July 1
  • August 1
  • September 12
  • October 4
  • November
  • December