Oop, I didn't mean to send that just yet. Oh well, it's good enough. In any case, I'm very happy to see your thesis, and I enjoyed reading it. I hope to see more sometime.
On Thu, May 4, 2023 at 10:32 AM Yachay Wayllukuq <yachaywayllu...@gmail.com> wrote: > I like a lot the new vocabulary that the thesis introduces as well as the > themes that it tackles, and I'd like to give a response to its conclusions. > This isn't intended to be a review, just a reply. > > - "Firstly, let's experiment with holistic offices and gameplay (...)": > I'm very open to experimentation, but I think that resorting to our "code > libraries" isn't a bad idea. Not using switches or established mechanics > seems fine to do for fun to see what happens, but I don't think that > routinely ignoring them is a better approach than just simply using them. > We also don't have infinite time and effort to write cod- I mean ruletext, > and it's often much more economical to just use what already exists and > seems to work well. > > - "Secondly, reject bugfixes when you can. (...)": I don't think that this > is a good idea, because bugfixes are fun - for me at least. Proposals > currently have a negligible cost and seeing the rules tinkered around and > observing the attempts to improve them is entertaining for me. It might not > be entirely required or practical, but neither are most things that > people do for fun. I also don't see how this point emerges from the > previous ones in your thesis. > > - "Thirdly, be clear and unambiguous in your statements when YOU interpret > it. Your opinion matters, don't get rolled over by Agora. (...)": This > seems important for any nomic, although I understand the motivation as to > why traditionalists or other kinds of factionalism may emerge. There's > power and safety in being in a group (and we instinctively know this at an > unga bunga ape level, as social animals), and because of the arguments in > the third paragraph in "Agoran Chemistry", people want power. In any case, > it's reassuring to see this hammered down in a thesis, because I'm a bit > anxious sometimes about it as a newer player. > > - "Fourstly, play a role in this game.": If that's what's fun for you, > sure, although I wouldn't prescribe it to everyone in general. I don't > think everyone would benefit as much from feeling like they fit into some > kind of archetype, some just wouldn't care and I think that's fine. I also > don't see how "playing a role" emerges from your main body of arguments. > > - "Fifthly, express your opinion, and express it hard.": I feel like this > was already covered in the third point. > > > > On Thu, May 4, 2023 at 1:01 AM Forest Sweeney via agora-business < > agora-busin...@agoranomic.org> wrote: > >> I submit the following horribly long thesis specifically to qualify for a >> degree, AND, AS REFEREE, also because I am a great antagonist that hates >> you all, especially the people who signed up to read thesises! >> MWAHAHAHAHA! >> <3 >> (Maybe I should change my registered name to Sithrak... Hmm...) >> >> (OOC: Just kidding, y'all are great, and thanks for being here and coming >> to my TED talk.) >> >> { >> Agoran Particle Physics: >> A collection of Agoran Theories >> and A case against Platonism >> >> (AKA one big pointless opinion) >> >> 0) Too Long, Didn't Read! >> >> For those of you uninterested in specifics: >> 1 posits that Agora is a game of expression, but it is also pretty >> platonic. (Yes, this is completely in contrast to nomic being a game of >> Self-Amendment.) >> 2 elaborates on what could be some basic atomic categories of a completely >> platonic system. >> 3 builds upon 2, and I attempt to identify all potential atoms of those >> categories. >> 4 is a whole section is probably garbage I decided to keep in, and >> therefore, represents my namesake. :D >> 5 argues we shouldn't strive for total platonism, so I present some >> theories on why it currently is that way. >> 6 has my opinions on ways to fix the current situation based on the prior >> evidence. Arguably the most contentious part, so the only one worth >> reading. >> 7 has some summaries of other theses (and drafts), and links to sources. >> >> 1) Agoran Chemistry >> >> Proposals are one of two things: most are expressions of opinion, and some >> are expressions of idea. Expressions of opinion tend to fix something: >> either the game wasn't working, the game wasn't working as intended, or >> the >> game's intentions were misaligned. And yes, these are all opinions: the >> first two are opinions of the majority of players in alignment: that the >> game's text is completely wrong, and something to be formally fixed. This >> is generally a platonic view of things: the rules' text is the rules text. >> And I've heard many Agorans agree: if the ruleset were to be ossified in a >> way that couldn't start again, even if all other players were to agree to >> unossify it, rewind time, what have you, that this would no longer be a >> game worth playing, despite this being the pragmatic approach to nomic. >> When we delve even further on how these fixes work, and how CFJ's work, we >> even see this difference of interpretation despite having the same >> conclusion: for example, a recent discord conversation about how paying >> fees works: it works, but people had different theories about how it >> worked. >> >> Expressions of idea happen less often, but they happen from time to time. >> Instead of living in the realm of Agora proper, they're thinking about >> what >> could be. These kinds of proposals don't come from nowhere, and I'm sure >> there's much discussion, either externally or internally, before such >> proposals come to light. And I find it sad to see them go away, and for >> them to go away for good. Since they are relatively infrequent, I'll be >> mostly leaving them out. (And sometimes these two are combined: an >> expression of idea becomes an infectious opinion. Something that once >> worked, now works no longer.) >> >> We want to express our opinions and ideas to the sky. We want to have our >> proposals adopted, our votes matter, our judgements to be seen and >> regarded, and slights against us to be punished. A game of drama. However, >> (in discord), I also see the opinion that Agora is strictly platonic, that >> what the rules say, goes. That the rules are the formal system, and when >> you break them, the rules don't care, and that things stop working. For >> example, proposal 8639 was brought up as not working, despite, at the >> time, >> everyone had thought it had worked, and now that it is time to Ratify The >> Ruleset, we can't accept this slight against "da rules". So we layer these >> opinions, pretending that they aren't opinions because some things are >> what >> they are, and that they are platonic and Truth. Harkening back to the >> thesis "Pragmatic vs Platonic", this is exactly what e reviewed then as >> well. This isn't new. But we treat this level of Platonism as Truth, yet >> we >> still accept CFJs on these most trivial matters. >> >> Some exceptions still exist, as not everything is deeply expressionate. >> Sometimes, people just want to win, and others just like to see how things >> unfold in this great drama. Despite this, it is still true that everyone >> is >> here ultimately for that expression, so that game can continue to churn. >> >> >> 2) Subagoran Particles >> >> From the prior theory, we see that these quibbles can even happen over the >> same word, and even happen across the same phrasing, same dependencies, >> just the temporal context changes. So words and collections of words are >> no >> longer basic units. So what ARE basic units, then? This is difficult to >> define, as we, as a group, are trying to communicate our opinions to >> eachother, and to take this a step further, agree on those opinions. >> >> I have thought about this, and I baselessly propose that building blocks >> are these things (and I am likely biased by being a coder): >> 1) Cause >> 2) Effect >> 3) Variables >> >> Triggers are the building block of "autonomous action" or "cause and >> effect". They are the bane of officers and the foundation of emergent >> gameplay. Something happens, and then something else happens, or something >> changes. They are the cognitive cycles we spend. Sometimes it seems simple >> enough "I expunge a blot", but even that entails checking some things: you >> hadn't done so this week, so now you have 1 less blot, and oh look, now >> your voting strength has increased, oh, and someone just decided to base >> their action on your voting strength.... Even time cannot escape the grasp >> of triggers, as officers must make their reports weekly or face the wrath >> of disgruntledness. >> >> However, triggers aren't a basic unit, and are created from cause AND >> effect. Starting with Causes, causes are an opinion of occurance. Did >> something actually happen? Did it meet some criteria? Is the cause >> actually >> A or is it actually B? Causes are players and their interactions with >> rules. So consider that a player publishes "I support all intents" >> compared >> with "I support each and every intent". Are these different in cause? Do >> they create the same effects? Do they have the same conditions for >> occuring? These are all evaluated, under the context of the current >> ruleset >> and CFJ history, in order to come to whatever conclusion may be. Causes >> can >> be even more miniscule as well: what variables changed, when, in what >> order, and why? >> >> Compare this with effects, which are tightly coupled with causes. The >> effect is more straightforward: we have already considered the precise >> cause, so what effect does it have? For example, if "I support all >> intents" >> is the cause, does this support a single intent "all intents"? Does it >> support multiple intents? Does it support only a subset of intents? This >> effect can be even more miniscule: what variables does the effect, in what >> order or simultaneously, and how? >> >> Variables are the building block of "storage". They're what most officers >> are actually here for: to track the gamestate. They're the assets, the >> properties of assets. They're the players themselves: who is registered, >> who is active. It's the entirety of the ruleset, even. It's the recent >> CFJs >> and their rulings. Agora has so much gamestate when you consider how much >> history factors into decisions. Some of this history is contradictory >> even, >> but not paradoxical. New CFJs overwrite the old ones and all that. >> Variables store the "effect", and their value affects affects. >> >> Variables are also more meta: which data is permitted for use in Agora? >> How >> should data be stored and tracked? Which data is correct? Variables can >> also be more miniscule as well: for example, time is a variable, and there >> is no rule to increment it, but it does anyways. This is shown by the >> proposal Time B Safe: Agora would stop "time" itself over the smallest >> change to the actual ruleset or any other gamestate to fix it, and this >> data was fixed to point to a different source for time. >> >> 3) Standard Model of Agoran Particles >> >> However, not all blocks are created equal. To be perfectly platonic, we >> have to operate on the subagoran level, to assure us there is no >> confusion, >> no ambiguity, and perfect clarity. Since Agora is self-referential in >> nature, the blocks build on eachother, we have to find the agoran >> particles. Ideal agoran particles would leave absolutely no ambiguity in >> any of the 3 areas to formulate an agoracule: 1) It would have a clear and >> unambiguous cause in every situation and every context. 2) It would have a >> clear and unambiguous effect in every situation and every context. 3) >> Variables would have clear, well defined, and unambiguous values in every >> situation and context. >> >> To find elementary particles for cause, I look to the causes that already >> exist: Time, Players, Combination, and Variable Change. For each of these, >> we have almost codified, completely, these particles. My theory on that is >> that this eased work on officers, and reduced the amount of Judgement (IE >> agoracule collisions) required. Time is in UTC. For a player to be a >> cause, >> evidence must be supplied: Agorans typically keep this to messages sent to >> Public Fora, but in the past this wasn't always the case. For Combination, >> we take any 3 of the other causes, and combine them with basic logic >> operators. Finally, for Variable Change, this is the least codified >> element, and when we talk to elementary Variables, we'll see why. >> >> To find the elementary particles for effect, I look to the effects that >> already exist: Variable Change. Yes, there is only one effect, because >> everything that Agora can represent is simply a variable. Agora cannot >> change real-life, which has been codified and represented clearly: if it >> could, Agorans would simply leave the game. This posits a potentially >> menacing scam to deregister all players for failing to complete some IRL >> requirement, and this even has potential to ossify Agora, but so far, this >> black-hole particle has not been sought, and it should not be sought. To >> seek it is to break the implicit social contract that this is a >> free-to-play game. The only thing that this game has required is optional: >> time from officers to keep it afloat. >> >> To find the elementary particles for variables, I look to the variables >> that already exist: primary data and pointers. Primary data is >> straightforward and well defined: it is specific text, a number, the >> real-world Time, CFJ results. This is the text of the ruleset, the text of >> proposals, the text of CFJs, and is also otherwise primarily represented >> by >> switches. Pointers are a level above this: they are groups of variables or >> otherwise variables that point to other variables. >> >> Note: when we look at Variable Change as a cause, with these elementary >> variables in mind, we notice that variables are such a large, and nebulous >> class. To interpret variables change, we have to determine which variable, >> precisely, changed, and the value it had before, and the value it had >> after. Since variables are usually in motion, the uncertainty principle >> only allows some degree of precision, and CFJs allow us to make >> measurements. >> >> 4) Agoran Compilation and Simulation >> >> So we now have the pieces of the puzzle. Firstly, the game would like to >> become more platonic, as we see in the opinions of a few officers, and it >> would greatly decrease the threshold for agreement, which should >> theorhetically increase efficiency. Secondly, we have building blocks that >> can be perfectly platonic. >> >> Historically, Agoran chemistry has operated on almost-platonic agoracules. >> Without a solid model, however, Agoran chemistry won't proceed too much >> further than it currently has: for now, we see that proposal and rule >> science has stalled, there was some experimentation with infection, >> mutation, and evolution, but those mechanisms fell out of favor. The only >> science we seek now is to keep Agora alive, but we should remember that >> Agora is a resilient being, with layers keeping it safe. This being said, >> that would be the perfectly platonic approach. Agora would become a >> self-modifying compiler of a game, much like many dead nomics based in a >> programming language in the past. THUS, this is a case against Platonism: >> becoming completely platonic will, based on previous nomics, result in the >> death of Agora. And even if it doesn't, would it be an Agora for anyone, >> or >> just the few who can understand the arcane beaurocracy? >> >> 5) Separation and Condensation of Agoracules >> >> However... is perfectly platonic what Agora should want? Arguably, it's >> not. A specific example would be the Banning of Madrid. It was, on the >> majority, clear that this is the appropriate response. However, the >> beaurocracy entailed to perform this activity resulted in a Cantus Cygnus >> from myself, and it took several weeks to enact the appropriate >> legislature. Contrarily, a pragmatic approach might have looked like a >> small proposal: "Ban Madrid". This may result in several judgements along >> the way, which take into account situational context. The way we currently >> operate with rules aligns with a Deontological point of view: the rules >> being perfectly suited to limit and qualify the means, and which ends they >> allow. (This means it also comes with all the problems in Deontology.) >> >> The most surprising aspect of this is that these Agoran Particle Physics >> are not new. The Propositional Nomic, Pragmatism and Platonism: Two >> Approaches to Nomic, and A Completely Formal Nomic are three prior theses >> that closely examine the idea that we can find this perfection somewhere. >> But I don't think we can, as Agora is terribly Philosophical, and such >> things are meant to make you think. >> >> So what happened to veer us into the territory of Platonism? I'm not >> really >> qualified to say; I haven't been here as long as other players, and I >> haven't caught up on the history. But I will posit some theories anyways. >> >> Firstly, I think players like feeling validated by the different voting >> processes. To garner more approvals, we try to keep things "platonic", and >> then we hide behind the rules. Describing how things happen, rather than >> the result, also allows someone to hide our intentions. >> >> Secondly, I think the referee and blots system has not been adequately >> exercised, and the CFJ system requires judges to look at things completely >> objectively: so to reduce stresses on these systems, we thought it'd make >> more sense to codify our concerns. I believe this has the opposite effect: >> it makes any judgements that have to be made even more intricate and >> detailed. (I don't doubt, however, that some of this is desired.) These >> judgement systems desire to be pragmatic: something bad has happened, and >> now we need to deal with the consequences, hopefully sooner rather than >> later. >> >> Thirdly, it is possible that pragmatism doesn't result in "interesting" >> for >> one reason or another. I'm not sure why this is the case, maybe there's >> historical reasoning for this, but it doesn't appear to be in a thesis >> anywhere, and this thesis has some argument that atomic platonism can be >> just as dull. >> >> Fourstly, I think the pragmatism was sectioned off into it's own domains. >> We have the Referee and Arbitor as judgement. We have Ratification Without >> Objection to handle when things become too complex, and to clarify all the >> history that needs to be examined to determine a platonic outcome. We also >> have ossification, sectioned off as a "necessity", yet a clear indicator >> that pragmatism is necessary. We still have officer regulations, which >> look >> to be an intended pragmatic solution to how an officer gets whatever it is >> completed. I'm sure there's other small subsets, but they are surely >> small, >> since we've battered down the switches and bugfixed our hows to >> Perfection, >> leaving little room for misinterpretation for the judgement system to >> handle. >> >> 6) A Quantum Model >> >> Some more Pragmatism would be better for Agora, as it would run smoothly >> and be easily understood, with little cause for concern about >> ossification: >> Pragmatism generally allows reinterpretation. Ossification is one of the >> few primary ways to Treat Agora badly. I proceed with the argument that we >> should find ways to become more pragmatic. >> >> Firstly, let's experiment with holistic offices and gameplay (perhaps >> again). Nextime you propose an office, do it without switches. Make it as >> short as possible. Instead of specifying how something happens, just >> describe the what. Escape from the imperative solutions and move towards >> functional purity. >> >> Secondly, reject bugfixes when you can. Either it works or it doesn't. >> Wait >> until it's truly determined that it doesn't work. >> >> Thirdly, be clear and unambiguous in your statements when YOU interpret >> it. >> Your opinion matters, don't get rolled over by Agora. Remember this is a >> game of expression, and you have power. >> >> Fourstly, play a role in this game. Get into character, have some fun, and >> don't be afraid to be punished. If you are acting in good faith but are >> still breaking the rules, then you may experience some negative side >> effects, but you won't be banished. Recently, I collected taxes, implying >> it was an officer duty, despite taxes not existing at all! Mwahaha! How do >> actions like that make you feel? They are thinkers! We need more of this >> pushing back against "da rules". Note that this also gives power back to >> the officers, the people supporting the game, doing their deeds, and >> supports vying for the offices they hold, campaigning, politics, and >> DRAMA! >> >> Fifthly, express your opinion, and express it hard. Disclaim it as you >> need >> to. This is a game of opinion, it's ok. It's only not ok when someone >> feels >> personally insulted or discriminated against for reasons beyond their >> control, and that is a system we need to work on. That's the other thing >> about Agora: it's about the evolution and perfection of an (endless) game. >> There could even be a circumstance in which Agora could end: at the time >> of >> writing, arbitrary proposals have to be able to be passed in a real-world >> four-week period, after all. In addition to expressing opinion, the >> bugfixes are also hinting that this is also a game of togetherness: Agora >> wants to be clear to our new players. >> >> 7) References >> Proposal analysis indicates (from a sample) that most proposals are >> bugfixes. (link is the draft) >> https://www.mail-archive.com/agora-discussion@agoranomic.org/msg55469.html >> >> Metamagical themas (Douglas Hofstadter) featured Nomic, and also notes in >> that article that Drama is part of the game. >> [I couldn't find a link] >> >> Metagaming vs roleplaying also notes that Drama is part of the game. In >> fact, it is a major part of the game, so much so that we often have >> already >> become the players we were playing as in the game, and we are personally >> affected by the shenanigans of those around us. A proper "oops-ouch" >> mechanism is once again missing from the referee system, that would >> encourage us to play up this drama and highlight it properly. This also >> highlights some problems with pragmatic plays: that they result in "bad >> feelings" when it is not clear that Agora is a game of Expression. >> https://agoranomic.org/Herald/theses/html/1998-XX-XX-Kolja.html >> >> Pragmatism and Platonism: Two Apporaches to Nomic illuminates the >> difference between styles of play, and the importance of including not >> only >> Platonic views, but also Pragmatic views, and the pros and cons of both >> styles. Specifically, Platonic assertions are great at addressing >> precision >> and correctness near the events that occur. Pragmatism is great for moving >> on when the effort to undo any issue is too large or impossible. It also >> provides a sample nomic ruleset to play with this dichotomy, and notes >> that >> conversion to pure Pragmatism or pure Platonism are both strongly >> rejected. >> https://agoranomic.org/Herald/theses/html/XXXX-XX-XX-Vanyel.html >> >> Deontology is somewhat associated with Platonism, whereas Consequentialism >> is somewhat associated with Pragmatism. >> https://en.wikipedia.org/wiki/Deontology >> https://en.wikipedia.org/wiki/Consequentialism >> >> A Propositional Nomic provides a different atomic and platonic approach to >> playing nomic. >> https://agoranomic.org/Herald/theses/html/2009-11-23-Alexis.html >> >> A Completely Formal Nomic provides a different atomic and platonic >> approach >> to playing nomic, suitable for some sort of coding-style of nomic. >> https://agoranomic.org/Herald/theses/html/XXXX-XX-XX-favor.html >> } >> -- >> 4st >> Referee >> Uncertified Bad Idea Generator >> >