poker without the poker

An on-ramp to games of incomplete info for children

 

Matt Levine on teaching his 4-year old poker:

How to Teach Your Kids Poker, the Easy Wayย (non-paywalled version)

The wrong way [to teach poker] typically begins with the order of hands. The winner of a poker hand is the player with the best hand, so you have to know which hands are better than others. A straight flush beats four of a kind, a flush beats a straight, three of a kind beats two pair, etc. For a child, this is a lot to memorize, though also an exciting assortment of trivia to know and argue about.

But this isnโ€™t what poker is about. Poker is a game of incomplete information โ€” you rarely know if you have the best hand โ€” and, more important, a game of betting. The essential action of poker is betting, or folding if the betting gets too rich for you. The winner is the player with the best hand whoโ€™s still in at the end of the hand, and you get to the end of the hand only if you call all the bets along the way. If you have the best hand and fold, you lose. And if you have the worst hand and make everybody else fold โ€” by bluffing, by betting and acting like you have a good hand โ€” then you win.

That dynamic is more central to poker, and more fun to learn, than the order of hands. And you can get to it immediately, if you begin teaching poker the right way.

The right way to begin is with one-card pokerโ€ฆ

Youโ€™ll probably win with a king, but if someone raises you, does that mean that they have an ace (and have you beat), or a queen (and are overconfident), or a six (and are bluffing)? There are 52 cards, so you can estimate the probabilities if you are mathematically inclined, though if you are four you probably wonโ€™t.

You probably wonโ€™t win with a six, but if you bet it confidently you might bluff everyone else out. If everyone else checks, and youโ€™re the last person to bet, you might as well bet: You have โ€œposition,โ€ everyone else has a weak hand, and you might be able to steal a pot. The essentials are there.

More on this topic:

  • A cool version of a โ€œliarโ€™sโ€ game which hits the same notes as poker but with less complexity:
  • ๐Ÿ”—kids as market-makersย (moontower)

โ€ฆand weird timing but this is an invitation I got out-of-the-blue in the neighborhood dad chat:

Iโ€™m hosting a poker night, but with dice games instead of poker. Liarโ€™s Dice and Left, Center, Right.

If you recall fromย A couple game recs from Xmas 2024, I recommeded LCR:

Left Center Rightย (1 min video)

This game is pure degeneracy and takes less than a minute to learn. Asian grandmas and 5-year-olds alike will lose their minds over it. Huge party hit this holidays. Itโ€™s actually an old game, but new to me. It has zero skill so when I heard how it works I immediately poo pooโ€™d it but playing it in a group of 15 for a little cash is amazing.

If you want to make it skillful just create an open outcry side-market on who the winner is. Letโ€™s say โ€œAnnโ€ is playingโ€ฆAnn futures settle to 0 or 100 depending on if Ann wins so you can bid, offer, or trade any integer price between 0 and 100 based on your assessed probability of Ann winning. Itโ€™s a faithful simulation of mock trading (and really similar to the StockSlam game I was playing a couple years ago).

A couple game recs from Xmas 2024

Holiday hibernation always leads to game recs.

๐ŸŽฒLeft Center Rightย (1 min video)

This game is pure degeneracy and takes less than a minute to learn. Asian grandmas and 5-year-olds alike will lose their minds over it. Huge party hit this holidays. Itโ€™s actually an old game, but new to me. It has zero skill so when I heard how it works I immediately poo pooโ€™d it but playing it in a group of 15 for a little cash is amazing.

If you want to make it skillful just create an open outcry side-market on who the winner is. Letโ€™s say โ€œAnnโ€ is playingโ€ฆAnn futuresย settle to 0 or 100 depending on if Ann wins so you can bid, offer, or trade any integer price between 0 and 100 based on your assessed probability of Ann winning. Itโ€™s a faithful simulation of mock trading (and really similar to the StockSlam game I was playing a couple years ago).

Related posts:

๐Ÿ’ปTuring Machineย (link)

This deduction game offers a unique experience of questioning a proto-computer that works without electricity or any sort of technology.ย (It uses punchcards!)

The Goal? Find the secret code before the other players, by cleverly questioning the machine.

This game is impressive. With 95 punchcards and 48 โ€œverificationโ€ circuits (these are the logic gates you use to test your hypotheses against) they generate over 7 million problems! After one round you are just sitting there wondering how big-brain the designers are.

You can play competitively, solo, or coop. The game is beautiful and stimulates that part of your brain thatโ€™s trying to nail the logic for a complicated array formula in Excel. The game says 14+ but Iโ€™d say itโ€™s fine for any middle-schooler that likes games.

Zak taught me how to play and then cooked me.

Trade or Tighten’

Years ago, Khan Academy created a game out of RISK outcomes to teach how the invisible hand of markets form consensus, and idea that underpins how price signals marshal resources.

Great 2 minute video:

Sal Khan:

The point of using the boardgame RISK is just to have something that the market can predict. And the big takeaways from this should be whether or not markets are good at predicting complex phenomena.ย The whole point of this is to understand how markets work, how markets are tied to actual reality, how prices and probabilities are related โ€“ prices of securities and probabilities of various events happening.

I think in the everyday world, when you think about the stock market,ย people donโ€™t realize that those are real people dealing. But here you see the people and you see the excitement, or when people get down on the stockย you can see it very viscerally.

[camera pans]

Now you can see people are starting to get comfortable, theyโ€™re starting to understand how the trade works, theyโ€™re starting to understand the dynamics of the RISK game, so youโ€™re getting a lot more professional trading behavior going on.

A lot of students here, itโ€™s the first time theyโ€™ll have experience with a market, this idea of buying and selling things. Even a lot of the parents have never actually bought and sold securities like this before and have seen how the price of a security can connect with some form of reality.

[Kris: love this line]

One thing about simulations is you learn something while youโ€™re in it and then you go home and you think about it and you learn a lot more.

Money Angle For Masochists

Besides mock trading a way prop firms teach market-making and handicapping is to playย Trade or Tighten. You can do this with your family, friends, colleagues.

Hereโ€™s the rules courtesy ofย Austin Zhang:

  1. Mutually agree on a quantitative figure (e.g. the temperature of a randomly chosen city) and the size of the contract (e.g. $1 per ยฐC)
  2. Without looking up this value, players must take turns making markets on this figure. This means they must state a price they would be willing to buy at (bid) and a price they would be willing to sell at (offer).

    โœ…Neither the bid nor offer may be less aggressive than the previous market.
    โœ…At least one of the bid/offer must be more aggressive than the previous market.

  3. At any point, a player is allowed to trade against any other playerโ€™s market. Play continues until a trade occurs.
  4. Once a trade occurs, play stops. The contract settles at the value of the agreed figure

This is a commonly played trading game. Itโ€™s a good way to guarantee a trade happens between two parties that want exposure. Itโ€™s also a fun way to test your intuition.

Itโ€™s a lot like Liarโ€™s Poker but you arenโ€™t limited to serial numbers on dollar bills.

This is still played by prop firms.


Hereโ€™s another free resource I found for the codex that aspiring quants might enjoy:

MIT Sloan Business Clubโ€™s The Quant Bibleย (via coursesidekick)

50 pages of nerdom

I Hosted A Murder Mystery Game For New Year’s Eve

My in-laws joined us for dinner on NYE 2023-24 and to spice things up I hosted a Murder Mystery game. I’ve never done this before so it was a leap of faith and everyone brought a generous spirit to it knowing it was the first time. There were 4 adults and 4 kids ranging from 7 to 13 years old.

I followed the instructions from Dennis Spielman’s Movie Murder Mystery Party.

It was a huge hit and made for a NYE we won’t forget!

After some customization this is my concise set of instructions and suggestions…


The Premise

In this murder mystery game, guests take the roles of various cast and crew members celebrating the completion of filming of their movie when the Director suddenly dies at the party. However, the paranoid Director hid magical clues. These clues reveal hints as to who committed the crime. The scavenger hunt brings a unique aspect to the classic murder mystery game. The party’s story, the movie itself, and the characters are improvised, making this game different each time it’s played with between 5 and 10 people.

ย 

Before everyone arrives on the night of the party

  1. Send invitees a random character (pages 6-10). Ask them to invent a name for their character
  2. Send them these instructions:

On your character cards there are conversation topics that you can and should insert in the eveningโ€™s discussion about the movieโ€™s story and your characters.

But this game is all about improv and making stuff up as we go along!

Your tasks during the game:

    1. Learn what you can about the other players while revealing all of the facts about yourself from your character and personality cards. If your character requires props take a few moments to gather what you need.
    2. Note that many of you have a motive for murdering the director.

On the night of the party

  1. Hide the clues (pages 12-19)[Recommendation after having played this: Do not let guests share the clues they find with others]
  2. The host (โ€œThe Directorโ€) reviews all the character cards. The director will use judgement and acting to naturally prompt guests to reveal details of their character. Useful in case they forget. The director is facilitating the game as well as playing in it.

Arrival

(This is a customized narrative)

The party is in the Hollywood Hills. My kids are huge NBA fans so I weaved in the fact that Lebron James was our neighbor. Once everyone has arrived, you the Director, enters and recites this script (pompous Hollywood attitude):

โ€œWelcome movie cast. We are all gathered here to celebrate the completion of my magnum opus, [insert movie title], directed by yours truly. As you recall we filmed the scenes in isolated bits and I stitched them together personally because as you know Iโ€™m a very avant-garde director with supernatural powers.

We finally got the marketing blurb that will tease the film

In [insert your town/neighborhood], a seemingly tranquil suburban town in California, the [insert name] family harbors a deep, dark secret. The husband and wife owners of a local pet store known for its exotic animals, are regarded as ordinary townsfolk. Their children, Alex and Lily, are typical high school students, or so it seems.

ย 

Before celebrating I want to address the morose event we all witnessed last week with our esteemed falconer on assignment from [local ranch]. I know our colleague would be satisfied in knowing his last day would be spent doing what he lovedโ€ฆeven if it meant being impaled by his best friendโ€™s beak in pursuit of an errant lure.

ย 

A moment of silence for our fallen friend Cliff Wingspan.

ย 

Perhaps later you can decide who amongst you with like to adopt our sharp-beaked co-star.

ย 

For now, if you could each re-introduce yourself for acknowledgment amongst your peers.

ย 

Let us now celebrate with food and drink as the details of the filmโ€™s plot will become more apparent as you mingle amongst yourselves.

ย 

At some point (after dinner is a fine time) the director suddenly falls to the floor and drops a death note.

In our game, I hand-wrote the following death note:

โ€œI know many of you dismiss my claims of supernatural powers, but I knew that I would die tonight. However, I will not let the murderer go free, so earlier, I hid paper with my psychic impressions throughout [insert room] that will give clues as to who did or didnโ€™t kill me. In time, my spirit will return and demand that each guest point to whom they believe murdered me in hopes the real murderer will confess. Those that guess correctly will be greatly rewarded.โ€

ย 

Prizes

  1. The Oscar for Best Actor/Actress
  2. Bloodhound Award: Found the most clues
  3. Detective Award(s) for whomever identified the murderer
  4. An Award For the Whoever Cooked
  5. The Most Confused
  6. Best Costume

Tips

  1. Do not let guests share the clues they find with others
  2. Our 7-year-old played and hours before the game started I pulled him aside for a โ€œvery important meetingโ€ where I went through the character card with him and offered suggestions on how to reveal his character traits and information by giving specific suggestions. I also made sure to give him a card that did not make him the murderer. He loved the sense of spycraft and getting a private meeting beforehand. It was so cute and one of the rewarding aspects of including him even though there was a risk of him โ€œnot getting itโ€. It actually all worked great!
  3. Remind everyone to stay in character. The game is a bit like hypnosis or tarot card sessions โ€“ you need to let yourself enjoy it by keeping your overly serious, rational self at home. If youโ€™re an unrepentant pragmatist frame this be an opportunity to work your creative, on-the-fly muscles. Surely you can see the value in that.

Mafia: The Social Deduction Party Game

From IcebreakerIdeas.com:

The Mafia party game presents a conflict between the Mafia โ€“ the informed minority โ€“ and the Innocents โ€“ the uninformed majority. Originated by Dmitry Davidoff of the USSR in 1986, this popular game has many variations and can be played by a group of seven or more people. For very large groups, we suggest adding additional characters.

The game has two phases; night, when the Mafia might secretly โ€œmurderโ€ an innocent, and โ€œdayโ€ when Innocents vote to eliminate a Mafiosi suspect. The game ends when all the Mafia members are eliminated or there are more Mafia members than Innocents.

There are many variations of the game, some of which we have included below. Realistically, the minimum number of players needed to play is seven (5 Innocents against 2 Mafia). The basic version described here requires a deck of cards and works best with between twelve and twenty-four players.

  • ย Rules
  • [optional: show guests before playing this 5 minute video about the origins of the real-life Mafia —ย  The Mafia Explained]

ย 

Moderator script for The Lake Tahoe Mafia Scenario

[created by prompting ChatGPT with some of knowledge and experience from visits to South Lake Tahoe]

ย 

NIGHT 1

“The town of Tahoe, nestled by the serene waters of the lake, had always been a place of natural beauty and tranquility. But as night fell, a group of locals sought adventure and mystery at one of Tahoe’s most ancient and storied sites: Cave Rock.

Cave Rock, a site revered by the Washoe people, was shrouded in legend. It was said to be a place where, long ago, the Washoe sacrificed their unfit babies, giving rise to the haunting name ‘Tahoe’ or ‘water’s edge.’ The group, intrigued by these tales, ventured to Cave Rock, hoping to experience the mystical aura of this sacred place.

As they explored the rugged landscape, the setting sun cast a golden hue over the rock formations, creating an almost surreal backdrop. The sound of the lake’s waters lapping against the shore added a rhythmic, yet eerie soundtrack to their exploration.

Engrossed in the history and natural beauty of Cave Rock, the group hardly noticed the fading light. But as darkness enveloped the area, one member of the group wandered off, drawn to a secluded crevice within the rock.

When the rest of the group realized their friend was missing, a sense of unease quickly set in. They called out and searched the area, but found no trace. The only response was the echo of their own voices against the ancient rock walls.

As they returned to town under the starlit sky, the group was filled with a mix of fear and bewilderment. The sacred and imposing Cave Rock, with its rich tapestry of legends, had become the scene of a baffling disappearance. The town of Tahoe, once a haven of peace, now faced a night of mysterious whispers and shadows, pondering what secrets the waters of Lake Tahoe might be hiding.”

NIGHT 2

“As the night fell over Lake Tahoe, the bright lights of the lakeside casino beckoned gamblers and thrill-seekers alike. The clatter of roulette wheels and the shuffling of cards filled the air with a sense of excitement and danger. Among the crowd, a high-stakes player, known for their daring and luck, was drawing a crowd at the blackjack table. Little did they know, their fortune was about to run out.

In the midst of the game, the player received a mysterious note, urging them to take a midnight boat ride from the dock behind the casino. Intrigued and sensing an adventure, the player slipped away from the cheering crowd and made their way to the promised boat at Emerald Bay.

The moonlit waters of Emerald Bay were calm, reflecting the starry sky above. The player boarded the solitary boat, finding it eerily unmanned yet ready to set sail. As they ventured deeper into the bay, the twinkling lights of the casino faded into the distance.

But this journey had no return. The next morning, the abandoned boat was found drifting aimlessly in the bay. There was no sign of the player, only a pair of concrete-filled boots left behind, tied to the edge of the boat. The infamous Tahoe Dance Floor had claimed its latest victim.

Back at the casino, whispers spread like wildfire. The mafia’s signature was unmistakable. It was a message to all: In the world of high stakes and shadowy figures, a gamble with the mafia might lead you to a dance with the depths of Tahoe.”

NIGHT 3

“As the night descended upon Tahoe, a chilling unease lingered in the air, intensified by the recent eerie events. The town, still reeling from the discovery at Emerald Bay, was about to face another mysterious ordeal.

In the shadowy pine forest, a local known for their evening walks ventured into the dense woods, unaware of the lurking danger. The forest, usually a peaceful retreat, was eerily quiet, the only sound being the distant lapping of lake waves.

By morning, the walker was nowhere to be found. A trail of footprints led deep into the woods, ending abruptly. Near this spot, a lone, split pine cone lay on the ground โ€” a silent testament to the night’s sinister events.

The mafia’s message was clear: their reach knew no bounds, not even the tranquil woods were safe. The town was engulfed in a wave of fear and suspicion, the serene setting of Tahoe now a backdrop for a dangerous game of shadows.”

Night 4

“As the twilight settled over Tahoe, a sense of foreboding gripped the town, already on edge from the unsettling events of the previous nights. This evening’s tale began at the Stardust Lodge, a quaint motel known for its retro charm and picturesque view of South Lake.

A group of friends, staying at the Stardust Lodge, decided to enjoy the crisp night air by the lakeside. They laughed and shared stories, unaware that their merriment would soon turn to mystery.

As the night deepened, a dense fog crept in from the lake, engulfing the surroundings in a misty embrace. The group, feeling the chill, decided to head back to the warmth of the lodge. But as they counted their numbers, they realized with a jolt of fear that one among them was missing.

A search ensued, but all they found was a lone souvenir from the Stardust Lodge, dropped on the path leading away from the lake. The missing friend was nowhere to be seen, as if swallowed up by the thick fog that now blanketed the area.

Morning broke with no sign of the missing person. The Stardust Lodge, usually a haven for travelers, had become the scene of a baffling disappearance. The townsfolk whispered of the mafia’s invisible hand, turning even a friendly gathering into a night of unexplained vanishings.

As the town stirred to life, the sense of dread was palpable. The Stardust Lodge, once a symbol of nostalgic getaway, now stood as a reminder of the deepening mystery enveloping Tahoe.”

Night 5

“With the memories of the past nights’ mysteries still lingering, the residents of Tahoe sought solace in the bustling ambiance of Heavenly Village. The popular Basecamp Pizza, known for its lively atmosphere and delicious slices, seemed like a safe haven from the shadow of fear that had fallen over the town.

On this night, a group of locals gathered at Basecamp Pizza, seeking comfort in the crowded, lively spot. The warm glow of the restaurant and the aroma of freshly baked pizza created a sense of normalcy, a brief escape from the tense whispers that had been circulating.

As they enjoyed their meal, laughter and conversation filled the air, making the sinister events of the past nights seem distant. But as the evening wore on, one member of the group excused themselves to make a quick phone call outside.

Minutes turned into hours, and the person who stepped out into the cool night air never returned. Their friends waited, growing increasingly anxious. Finally, they ventured outside, only to find the person’s half-eaten slice of pizza on a table, steam still rising from it in the chilly air.

A search commenced, but all that was found was the person’s jacket, carelessly draped over a chair, as if they had intended to return. The crowded, lively atmosphere of Basecamp Pizza, once a refuge, now echoed with an eerie silence.

As dawn broke, the news of the disappearance spread like wildfire. Even in the heart of Heavenly Village, amidst the laughter and light of Basecamp Pizza, the mafia’s reach was inescapable. The very place that was sought for safety had become the latest stage for an unfathomable vanishing act.”

Night 6

“The unsettling chain of events in Tahoe had cast a shadow over even the most innocent of places. Seeking a reprieve from the growing tension, a group of locals decided to spend the evening at Harrah’s arcade, a place usually filled with the joyful sounds of children and the bright lights of gaming machines. It was a place where laughter echoed, and worries seemed distant โ€“ a presumed sanctuary amidst the chaos.

As the group engaged in games, competing and laughing, the vibrant arcade atmosphere provided a temporary escape. The sound of tokens clinking, digital music, and the flashing lights created an almost magical realm, far removed from the dark tales that had been haunting Tahoe.

But as the night progressed, one member of the group, caught up in the excitement, wandered deeper into the maze of games. The others, distracted by their own amusements, didn’t immediately notice the absence.

It wasn’t until the arcade lights began to dim at closing time that they realized their friend was missing. A frantic search ensued, but all that was found was a half-played game, the screen flashing ‘Game Over’ in a mocking repeat.

No other trace of the missing person could be found. The arcade, once a place of joy and laughter, had transformed into a scene of mystery. The harsh reality dawned on the townsfolk: not even the cheerful, child-filled haven of Harrah’s arcade was safe from the mafia’s unseen and ominous presence.

As dawn broke, the town of Tahoe woke to yet another disappearance, this time in a place where danger seemed most improbable. The arcade, a symbol of carefree innocence, now stood as a stark reminder of the pervasive threat lurking in every corner of Tahoe.”

Pitbulls (Formerly StockSlam) Testimonial

One of the most fortuitous decisions I made in my career was accepting a job from SIG out of college. Back in 2000 going to Silicon Valley or I-Banking was all the rage. While trading was a coveted job, the idea of going to an exchange floor to sling options was not a mainstream career choice. And SIG was not a well-known company outside this narrow world.

The job offer I got from them was the lowest paying, but the interview process stood apart from the banks and other firms I talked to. It was clear that working for SIG meant a serious education in decision-making commensurate with the objective โ€” to take responsibility for risking the partnersโ€™ own money after as little as 9 months of training.

I was placed at the American Stock Exchange where I would learn from senior traders including their head of education in NY, Mike Steiner, simply known as Steiner.

Steiner was a natural teacher, able to communicate complex ideas with simplicity and frankly, joy. It was no surprise when I discovered 20 years later he retired to become a physics teacher in public school.

In 2022, we reconnected and he showed me the prototype for what would become Pitbulls. Pitbulls is a game distilling the essence and mechanics of the mock trading program we used in training. Pitbulls is a fast-paced game requiring players to think quantitatively while building intuition and understanding investor psychology. Steiner focused on making it fun โ€” itโ€™s a game first. But when I saw it I was immediately struck by its potential to bring investing principles to life!

Skills that will immediately develop from the very first game:

  • market making in an open outcry market
  • tracking multiple quotes from competitors
  • managing a rudimentary portfolio
  • reacting to new information

Deeper concepts embedded in Pitbulls:

  • arbitrage pricing, inter-dependent pricing
  • expected value and probability
  • the concept of edge as the foundation of a business
  • how you can be profitable without relying on prediction
  • making trading decisions under uncertainty
  • risk and diversification
  • the role, wisdom, and conditions of a healthy market
  • an introduction to derivatives
  • a bridge from trading to investing principles

Steiner has been hosting in-person playshops for years and I helped organize larger events in NYC, SF, and Chicago to overwhelmingly positive feedback. Unsurprisingly, the most universal suggestion was โ€œgive us an online versionโ€. People wanted to play on their own and host their own sessions.

Starting now, you can play online!

Iโ€™ve been writing about financial education topics for years. These posts go into how Pitbulls and its underpinnings can improve your thinking in powerful ways.


If you use options to hedge or invest, check out the moontower.ai option trading analytics platform

Lessons from Game Designer Raph Koster

I am going to be reading game designer Raph Koster’s book Theory of Fun pretty soon. For a preview, I listened to an old interview on the Think Like A Game Designer podcast with Justin Gary.

Link: https://www.thinklikeagamedesigner.com/podcast/2018/10/25/think-like-a-game-designer-5-raph-koster

Raph’s 25-year-old blog is a monument to design knowledge — it includes his writing, talks, and links to projects.

Raph is a creative force of nature. And this interview gets behind the madness. As always with my recaps, this is just what I wanted to write down for my own future reference but so much more is covered (there’s an especially great section about the use of simulations)

The Studio | London Art Classes


Ideating from scratch

When designing a game Raph will have a starting point. On one end of the spectrum might be a particular loop or mechanic the game hinges on. At the other end of the spectrum, he might start with the type of experience heโ€™s looking to design. His approach to tabletop games tends to start with the mechanics and for video games from the experience. I excerpted the following because he decomposes the act of swimming into game mechanics off the top of his head in the interview. It was a neat example of how native this thinking clearly has become for him:

In my board game work, I find myself biased towards the mechanical. It’s unusual for me to start from the other end of the board games. But in video games, I often start from the experiential end. My goal is to establish what I know at one end and then use it to jump to the other end to draw conclusions. For example, if I start from the experiential end and I want to make a game about swimming, I think about the experience of swimming for me. There are different strokes. There’s the fear of drowning when you start to learn. Rhythm is crucial to swimming, as is breath management. The concept of a breath might be a resource. It could be something consumed periodically, but there might also be an exhaustion meter that decreases over time, limiting your breath. Different strokes might have different breath expenditures. If I decide to create a tabletop game, I think mechanically. I could set up a board with a race structure appropriate for swimming, perhaps with themes like sharks chasing or diving challenges. I’d play a game of resource management to get the necessary strokes, maybe using cards or tokens. If I were designing a digital game, I’d focus on rhythm, possibly incorporating a timing aspect and still manage resources of breadth and endurance. Different strokes would offer varied trade-offs. My aim is to establish two foundational ideas and move inward, paying attention to both. Ideally, they meet in the middle. If I have an abstract idea, like a deck of cards that “moves” me, I might not end up with a swimming game. It could fit another context but remain mathematically sound. It could be rules for moving cavalry in a supply chain. It’s crucial to consider both ends because it helps generate ideas that lead to a cohesive design.

Having a wide array of influences and skills

I’m always fascinated by and strive to understand the universal principles that apply to the creative process. It doesn’t matter whether you’re making games, poetry, art, or a movie, I believe there are common threads in how you approach creative work. You have such a polymath background, maybe you can speak to that.

My education and background is eclectic, with a consistent focus on the arts. I took studio art classes beyond the college level and I’m a musician. I play multiple instruments and studied music theory and composition in college. Interestingly, the one thing I do but never formally studied is programming. I have a Master of Fine Arts in Creative Writing and draw on all of these disciplines regularly. It’s challenging for me to imagine not being a jack of all trades or how I’d approach games if I weren’t integrating all these skills. I also frequently use Excel. A primary reason I enjoy game design is because it allows me to utilize various skills in one project.

Getting better — what does it mean to practice?

What’s the equivalent of “practicing scales” for other creative work?

I consider the practice of all those things I do as being very similar. I use the same habits for all of them. I made a list of them once in a blog post, which I think was called “practicing the creativity habit“. First was, whatever the activity is, do it regularly and make it a habit. So part of that is having the tools near you at all times. In the room I work out of, there are about 20 musical instruments within five feet, a complete art studio, a recording studio, and a game design reference shelf. Not actual games, but books about games, economics, interface design, and other topics related to games. For board games, I have a prototype kit with hundreds of dice, wooden bits of different shapes, and about 30 or 40 different decks of cards. The first thing is to make it a habit. Second, have the tools close at hand always.Third, give yourself constraints. I try to do that regularly. If it’s guitar, I might find five jazz chords and learn them, then write a song using those chords until I understand them. I picked up this habit from studying art and poetry. There are traditional poetic forms like sonnets, Villanelles, and haikus. In a writing workshop, we set ourselves the challenge of writing a poem using every single traditional form. In game design, it would be trying different game types. I haven’t succeeded at it for games, but that’s not the point. It’s about understanding design patterns. This approach applies to everything I work with, be it music composition, writing, or drawing. It’s a common underlying principle. It’s like working out — you need to rotate through the different muscle groups. 

Intuition is pattern-matching against experience subconsciously

This is illustrated by an example from one of the cognitive science books on my shelf: the firefighter intuitively knows a structure is going to collapse. If you ask them why, they often have trouble explaining. I believe the process of conducting formal analysis of numerous games or seeking NP hard problem categories or compiling a pattern library and trying to internalize it helps strengthen our intuition. The exercise of building games around patterns serves as practice for honing this intuition. I may not always explain why I opt out of a conflict early, but I just intuitively sense it won’t work. The key is recognizing this earlier. I still believe 90% of ideas are shit but now, I discard them even before jotting them down, often when they’re just scribbles.

Nuance about the role of games in education

The changes over the years have involved the “chocolate covered broccoli” concept, where something fun is wrapped around an academic task. It’s clear this approach wasn’t effective. We’ve come to understand that games teach in specific ways that are well-suited for certain subjects but not for others. Games motivate players best through intrinsic motivation. Players choose to learn and take on tasks because they want to, with the game guiding their objective. For instance, instead of making a game to directly teach math, you create a game where players have a goal they wish to achieve. This might lead them to discover that understanding a certain type of math is the solution. They then learn it out of their own motivation. This is a realization that educational game design has recognized over time. As for games with broader themes, they can reflect social structures, human interactions, economics, politics, and other vast topics. While there’s an abundance of narrative-driven or viewpoint-based games out there, game systems can be informative as well. For instance, Sim City faced criticism for presenting an overly optimistic view of public transit and its associated challenges.

You can bias your game systems to convey specific lessons. It’s important to recognize that your game systems inherently teach lessons, intended or not.

Game-playing trains your “systems thinking”

Finding real world systems and abstracting them or boiling them down to their essence isn’t actually a very common skill. Games can teach people how to do this. The idea involves setting constraints, modeling real systems, and allowing people to experience them within a game context to understand them deeply. It provides an opportunity for individuals to experiment with these systems, unlike in real life where, for example, you only get one shot at lifetime earnings. Playing a game that emulates this system offers lessons. This is applicable to various scenarios, such as political engagement. There should be games that allow players to experiment with political engagement methods, helping them discern more effective strategies. This principle holds true in many areas.

Kris here…yea, I’ve made this point repeatedly over the years.

In Let Your Kids Play Boardgames I said this of the game Quacks of Quedlinburg:

Quacks is a bit like a deck builder. Itโ€™s known as a bag builder but with a donโ€™t-bust-press-your-luck mechanic. To most of you, that means nothing but for the remaining, you should know this an outstanding game. Itโ€™s fun, and while seasoned gamers wonโ€™t like this necessarily, it has enough luck to allow a first grader to compete with an adult. I found myself thinking quite a bit about the value of the โ€œoptionsโ€ (theyโ€™re actually chips representing ingredients in a potion recipe) in the game and their respective costs. The concepts of theta, volatility, and vega would be visible to someone with a finance background if they looked past the game skin.  An engineer would see this game as a very pure simulation (most likely AI) based problem especially since the game has no trading interactions.

In Practice Second Gear Thinking I write:

We must identify second-order effects. In the options world, the โ€œgreeksโ€ are sensitivities. Delta is the optionโ€™s sensitivity to the underlying. Gamma is a second-order sensitivity that describes how an optionโ€™s delta changes with respect to the underlying.

But this topic is everywhere. If a company sells more widgets it makes more profit. But second-order effects mean attracting more competition or saturating a market. Every satisfied customer is one less customer that needs satisfying. So if I build a model of profitability based on units sold, when does the function inflect? When does opportunity fade into unsold inventory?

A fun way to think about second-order sensitivities is playing โ€œengine builderโ€ boardgames like Dominion or Wingspan where synergies between your cards lower the marginal costs of later actions2. In essence, the cards have gamma based on how you stack them. Every time I use a card it might increase my odds of winning by X. Thatโ€™s the delta or โ€œbenefit per useโ€. But the delta itself increases with synergy, so as the game progresses, you get more delta or benefit/use ratio, from the same card

In Greeks Are Everywhere I write:

One of the reasons I like boardgames is they are filled with greeks. There are underlying economic or mathematical sensitivities that are obscured by a theme. Chess has a thin veneer of a war theme stretched over its abstraction. Other games like Settlers of Catan or Bohnanza (a trading game hiding under a bean farming theme) have more pronounced stories but as with any game, when you sit down you are trying to reduce the game to its hidden abstractions and mechanics.

The objective is to use the least resources (whether those are turns/actions, physical resources, money, etc) to maximize the value of your decisions. Mapping those values to a strategy to satisfy the win conditions is similar to investing or building a successful business as an entrepreneur. You allocate constrained resources to generate the highest return, best-risk adjusted return, smallest lossโ€ฆwhatever your objective is.

Games have mine a variety of mechanics (awesome list here) just as there are many types of business models. Both game mechanics and business models ebb and flow in popularity. With games, itโ€™s often just chasing the fashion of a recent hit that has captivated the nerds. With businesses, the popularity of models will oscillate (or be born) in the context of new technology or legal environments.

In both business and games, you are constructing mental accounting frameworks to understand how a dollar or point flows through the system. On the surface, Monopoly is about real estate, but un-skinned itโ€™s a dice game with expected values that derive from probabilities of landing on certain spaces times the payoffs associated with the spaces. The highest value properties in this accounting system are the orange properties (ie Tennessee Ave) and red properties (ie Kentucky). Why? Because the jail space is a sink in an โ€œattractor landscapeโ€ while the rents are high enough to kneecap opponents. Throw in cards like โ€œadvance to nearest utilityโ€, โ€œadvance to St. Charles Placeโ€, and โ€œIllinois Aveโ€ and the chance to land on those spaces over the course of a game more than offsets the Boardwalk haymaker even with the Boardwalk card in the deck.

In deck-building games like Dominion, you are reducing the problem to โ€œcreate a high-velocity deck of synergistic combosโ€. Until you recognize this, the opponent who burns their single coin cards looks like a kamikaze pilot. But as the game progresses, the compounding effects of the short, efficient deck creates runaway value. You will give up before the game is over, eager to start again with X-ray vision to see through the theme and into the underlying greeks.

[If the link between games and business raises an antenna, you have to listen to Reid Hoffman explain it to Tyler Cowen!]

Advice for aspiring game designers [Kris: I think much of this applies to anyone whose job is to communicate — which is basically everyone]

The first piece of advice is to make games. I understand many are familiar with this advice, but it’s valid: make a multitude of games and practice consistently. The second piece of advice, especially for aspiring game designers, is to become intellectually curious. I haven’t met any outstanding game designers who aren’t. Be a voracious reader and be open to exploring different fields. Be genuinely curious. These two traits alone can take you a long way in the game design world.

Well, ok. But, given Raph’s background, it seems incomplete for me to not quote uber-successful game designer Sadie Green’s character in the novel Tomorrow, Tomorrow, and Tomorrow responding to a rando who asks her “How did you get into making video games?”

Sadie hated answering this question, especially after a person had told her that he hadn’t heard of Ichigo. “Well, I learned to program computers in middle school. I got an eight hundred on my math SAT, won a Westinghouse and a Leipzig. And then I went to MIT, which by the way is highly competitive, even for a lowly female like myself, and studied computer science. At MIT, I learned four or five more programming languages and studied psychology, with an emphasis on Judic techniques and persuasive designs, and English, including narrative structures, the classics, and the history of interactive storytelling. Got myself a great mentor. Regrettably made him my boyfriend. Suffice it to say, I was young. And then I dropped out of school for a time to make a game because my best frenemy wanted me to. That game became the game you never heard of but yeah, it sold around two and a half million copies, just in the US, sooooโ€ฆโ€. Instead, she said, โ€œI like to play games a lot, so I thought Iโ€™d see if I could make themโ€.

Specific content recommendations

Meatspace Wordle

I discovered Wordle last week while looking over a friendโ€™s shoulder. I showed the word on Twitter.

Like a drunk orc hobbling out of its winter cave. Clueless.

Luckily, I nipped the ratio in the bud quickly by deleting the Tweet when others informed me of my spoiling ways (thanks Tina!).

I had avoided the game for a long time because I didnโ€™t want to take drugs. But the one-word-a-day design is built-in chastity so I gave myself permission.

Its cryptography aspect reminded me of Mastermind (described in my older postย Fun Ways To Teach Your Kids Encryption), but having it be a word game is a seductive mix of Scrabble + logic.

Meatspace Wordle

Use pen and paper to play Wordle with your kids. Take turns giving words vs solving the puzzle. You can do this anywhere and use the number of guesses as the basis for a scoring system.

For advanced players, consider a quadratic scoring system (ie make your score proportion to the inverse square of how many guesses it takeโ€ฆ4 guesses is worth 1/16 of a point, 3 guesses is 1/9, 2 is 1/4 and so on). This might disincentivize the algorithmic approach and optimize for trying to guess the word earlier. I havenโ€™t thought about it hard enough, but it would be an interesting problem to compute just how steep the scoring systemโ€™s decay function would need to be to justify the informed guess approach.

Notes From C.Thi Nguyen Interview About Games and Society

Link: https://www.preposterousuniverse.com/podcast/2021/10/18/169-c-thi-nguyen-on-games-art-values-and-agency/

C. Thi Nguyen received his Ph.D. in philosophy from the University of California, Los Angeles. He is currently associate professor of Philosophy at the University of Utah. He has written public philosophy for venues such asย Aeonย andย The New York Times, and is an editor of the aesthetics blogย Aesthetics for Birds.ย He was the recipient of theย 2020 Article Prizeย from the American Philosophical Association. His recent book isย Games: Agency as Art.

I only excerpted topics of particular interest to me so you should listen to the podcast for a fuller understanding.ย Anythingย bold is my emphasis.


Intro by host Sean Carroll

One of the good things about the artificiality of games, you know when youโ€™ve won or lost, unlike life. But…that clarity of knowing when youโ€™ve won or lost is very seductive outside the context of a formal game. Itโ€™s very seductive in life.

Thi has developed this understanding to study things like echo chambers and cult leaders. A cult is in many ways like an echo chamber. In both cases, itโ€™s not just a filter bubble where you prevent information you donโ€™t want from getting in, but itโ€™s like a strategy for preemptively undermining claims from outsiders that the cult leader or the echo chamber doesnโ€™t want you to believe in, right? You give people ways to discount outside information.

One of the reasons why cults and echo chambers are so seductive is that they bring clarity to values and moral reasoning, maybe a little bit too much clarity: They make it too easy, they make things cut and dried in a way that the world itself is often not so cut and dried. So he has a whole understanding of why weโ€™re so seduced by conspiracy theories, by cult leaders, by echo chambers, and how it relates to this seductiveness of clarity that we get from thinking about games and point. We get points, we get likes on our tweets, we get steps on our Fitbit. This engages our brains for interesting evolutionary reasons, and that feature of human psychology can be gamed, if you like, by the leaders of cults or echo chambers.

Games

What is a game?

The notion of a game is really disputed in philosophy. Itโ€™s very storied. In philosophy, itโ€™s a particularly famous concept, because when Wittgenstein was like, โ€œNo, you canโ€™t define concepts,โ€ his example of an undefinable concept was a game.

There’s an amazing book from Bernard Suits called The Grasshopper, which is an attempt to define games, which actually takes itself as a response of Wittgenstein and also secretly about the meaning of life and the relationship between games and the meaning of life.

The short version is, โ€œTo play a game is to voluntarily take on unnecessary obstacles for the sake of making possible the experience of struggling against them.โ€

  • Part of the idea of the game is that the goal of the game is partially constituted by obedience to certain restrictions:

    If youโ€™re trying to get to the top of a mountain to get some rare drug thatโ€™s only there, youโ€™re not playing a game. Youโ€™re just trying to get to the top of the mountain. If youโ€™re trying to climb the mountain as a mountain climber, then certain restrictions are part of what youโ€™re doing. So the medical seeker is not a game player, and the mountain climber is. And one way you can tell is if someone goes by in a helicopter and says, โ€œHey, you want a ride?โ€ The medical climber will say, โ€œOf course, get me the cancer drug.โ€ And the other person is like, โ€œOf course not. What do you think Iโ€™m doing?โ€

  • Autotelic: Itโ€™s worth engaging in the activity for the sake of the engagement and the doing rather than the product.

The charm or allure of games

  • Struggle

    The aesthetic experience of struggle can be accessed in a safe way by making the difficulty manageable.

Some struggles are beautiful, some struggles are satisfying. And what games do is, they let you tweak the activity to maximize that satisfaction…Most of life’s challenges are too big or too boring and little for us. In games, we get to modify the world of the game and the abilities weโ€™re allowed in the game until they fit just right.

Example:

I feel like things like chess are kind of tuned to maximize that moment, you get more and more of those moments. In my normal life moving around the world, I get to feel graceful once a week, but rock climbing tunes you into the part of the activity that has that feeling. Itโ€™s built to constantly call out of you that incredible experience of delicate, graceful, perfect motion.

Manageable because of clarification

Games are these circumscribed spaces where the actions in space have been often been leaned down and clarified, so your actions can fit. Theyโ€™re clarified, not just because the actions you can perform have been clarified, itโ€™s because your values have been clarified.

Bounded and limited beings make things that make them feel temporarily okay, like spaces where we donโ€™t feel too little for this vast world. The real world is this existential hell-scape of too many values, and games are like this temporary balm, where the world makes sense for a little bit.

  • Games as art

    Games are sculpted experiences of practicality. I think whatโ€™s interesting in games is, if games are sculpted practicality, then the beauty emerges in the practical action. So in other words, when you play a game, itโ€™s not the game thatโ€™s beautiful, itโ€™s you thatโ€™s beautiful.

    I think a lot of the literature about games has been going around looking for qualities that are in the game, like, Oh, the graphics are beautiful, the sound is beautiful, the story is beautiful. And theyโ€™re not looking at how radically different games are. And I think there are other things like this that are also mostly neglected, but the thing that makes games unique is that theyโ€™re sculpted action.

The danger in having your values clarified

  • Gamification

    Game values are hyper crisped-up, and thatโ€™s fine if you put away those values at the end. But when you gamify something like education or communication, then youโ€™re forcing a singular clarified value system on a real-world activity. Think of how Fitbits or Twitter engagement can orient your goals towards local maxima. Twitterโ€™s gamification squashes an individuals’ pluralistic values and gets everyone, insofar as theyโ€™re motivated, to be motivated in the same direction.

    • Education examples:
      • Sean Carroll: I used to be at the University of Chicago, which obviously has always been academically super-duper strong, but back in the day, it wasnโ€™t the place you applied if you were interested in Harvard or Stanford or Princeton, it was less well known. So suddenly, there was a strategy that they undertook at the University of Chicago because they were being hurt in the US News rankings, and they were being hurt because the only people who applied to the University of Chicago were the ones who really wanted to go there. And you are rewarded in the US News rankings by having a high selectivity, by rejecting most of the people who apply, so they intentionally encouraged people to apply knowing they would reject them, โ€™cause it increased their selectivity, and they leapt up in the rankings. Thatโ€™s an example of maybe the goal perverting the original aspiration.
      • Law School culture
        A study about law school culture when the US News and World Report started ranking them charts a bunch of stuff like what youโ€™re talking about, about people gaming the rankings. One of the things they point out is that different law schools used to follow different missions before the rankings, but if their mission is skewed to the ranking at all, then you drop in the rankings, so itโ€™s forced everyone to pursue the same values.

        Before the rankings, prospective law students used to talk about what different law schools valued and talk about their own values and decide what their values were, to pick which school to go to. Now, they, say 99% of the students just assume their goal is to get into the best school, where the best school is set by the ranking. So they donโ€™t go through the process of value self-deliberation. You end up outsourcing your values, you end up letting somebody else perform value deliberations for you, and what goes into those values are often very much based in whatโ€™s in the interest of large-scale institutions and the kind of information management systems at large-scale information.

People worry a lot about games creating violence, and thereโ€™s actually a lot of data that mostly they donโ€™t. And I think part of that is that the violence in games is fictional, and we have a lot of information that people are mostly capable of screening off fictions. The thing that Iโ€™m really worried about is people becoming used to the idea that the goal is some simple, quantified thing that people share, and what weโ€™re supposed to do is do everything in our power to up that simple measure, and one thing on to note, thatโ€™s not fictional.

We shouldnโ€™t worry about games creating serial killers, we should worry about them creating Wall Street bankers.

[obligatory reference to James C Scott’s Seeing Like A State: โ€œLook, what you should think is that large-scale institutions generally see the parts of the world that are processable by large-scale bureaucratic machines, which are quantified data, they canโ€™t register the part.โ€ So, think about this, a large-scale school district or an educational bureaucracy canโ€™t register individual student evaluation data, they can only register aggregatable data like GPA. So, says Scott, large-scale institutions have reason to remake the world along lines that are more regular, so that they can be legible to the institution and actable on by the institution.]

  • The satisfying aspect of games common to conspiracy theories

The satisfaction we crave in the clarity and simplification of games is why we are drawn to conspiracy theories. Conspiracy theories are tuned to give you the exact same pleasure [as games]. Someone has changed the nature of the world, apparently, to make it tractable.

How the argument works:

    1. There’s a source of anxiety: The world is complex

      Scientists are hyper-specialized, no-one understands everything, at some point you realize that you have to just trust tons of stuff that you have no ability to grapple with.

    2. Conspiracy theories circumvent our need to trust

      They say “Donโ€™t be sheep. Donโ€™t trust other people. Here is a vision of the world, where you can contain the world in you. You can explain all of it with this one powerful explanation.” It is a game-like pleasure, but exported to a place where itโ€™s dangerous.

      • Refers to a book by Elijah Millgram, called The Great Endarkenment. It talks about how knowledge must not be individual quest given the fact that the world is so hyper-specialized that no one can know more than a tiny amount of it. [This stands in contrast to the] ideal of intellectual autonomy that drove the Great Enlightenment. But it doomed itself, because it created all the science that made it impossible to be intellectually autonomous. If you still hold to the old ideal of intellectual autonomy, where everyone can understand everything, what you get is being driven to anti-vaxxing and various conspiracy theories in which you reject trust in the sciences.]
    3. Conspiracy theories hack our desire for clarity

      Itโ€™s not that clarity is always bad. When you have intellectual success, you do have this feeling of clarity. My worry is the feel of clarity actually comes apart from real understanding, and that outside actors can game it.

      For example, in the course of evolution, it made perfect sense for us to pursue sugar and fat because calories are scarce, itโ€™s hard to get enough fat and so on. Then the world changes and industrial forces figure out that they can maximize the feeling of sugar and fat separate from any nutritive qualities. And then if youโ€™re still stuck on that old heuristic and chasing sugar and fat, then youโ€™re screwed. Clarity can be like cognitive sugar. Someone can aim to max out the feeling of clarity, and the way that looks like is a conspiracy theory.

Trust’s role in conspiracy theories

1. Trust is tricky because there’s a lot you cannot trust, yet being able to trust is not optional

If you devote your entire life to it, you can understand one one-millionth of the human landscape of knowledge. [Even worse] not only can you not understand everything else, you donโ€™t even have the capacity in yourself to pick the right experts to trust.

I have a PhD in philosophy, I have a lot of education. If you gave me a good, a real statistician, and a fake one, I donโ€™t have the mathematical skills to tell the difference between a good statistical paper and one that gives a bad result. I donโ€™t have that in myself. So what you get is actually this incredibly iterated and very fractal chain of trust.

[An example of why we have no choice but to trust in many cases:

There was one proof of a really famous theorem that literally only one guy understood, and heโ€™s getting old, so a whole bunch of people had to have a project to re-write the proof in a way that other people could understand it. And that whole process of dealing with the fact that you need to trust some things, while you shouldnโ€™t trust everything, is a tricky thing that is probably under-theorized.]

Politically, conspiracy theories tend to be associated with the right, but the left’s appeal to science fall flat because they are not appreciating the role of trust:

      • The false argument they spout:

        โ€œOh, these fucking anti-vaxxers, anti-maskers. Think for yourself, look at the science, evaluate the science.โ€

        When the truth is โ€œI canโ€™t evaluate that science.โ€

      • The obstacle is not whether people trust Science with a capital “S”, it’s the trust of its messengers

        Look at the people that are legitimated in a certain institutional structure, which involves a background trust in those institutions. And I think thereโ€™s this vision where for a lot of us, like when you look at anti-vaxxing, anti-masking, the climate change denialist space, what we want to say something like, โ€œOh, those people are totally irrational.โ€ But I think what you have to think instead is, they have an entirely different basic framework of trust, for a different set of institutions. The degree of rationality there depends on the degree to which we can justify our trust in our institutions. And thatโ€™s a really, really complicated matter, and itโ€™s not like the authoritative institutions are always right. There are plenty of historical cases where they are corrupted, right?

        Itโ€™s hard to be against conspiracy theories as a blanket statement โ€™cause sometimes there are conspiracies. We have plenty of historical examples where all the institutions in a particular country have become corrupted, have taken over the news media, are issuing fall statements. Thatโ€™s a real thing that happens.

2. Echo chambers are not about ignorance, they’re about trust

An echo chamber is a system in which people have been taught to systematically distrust people on the other side. The book Echo Chamber doesn’t quite say the world around Rush Limbaugh is a cult, but they basically almost say it. This book is an empirical analysis of the world around Rush Limbaugh โ€” Rush Limbaughโ€™s top people just systematically distrust and dismiss people on the other side.

This is is different from not hearing them at all (which is the filter bubble argument). The problem goes back to trust, not irrationality or disbelief of science.

A large segment of the population has had their trust subverted and undermined and directed toward what we think of as like the wrong institutions.

The way back is not to wave the evidence in peopleโ€™s faces. I think people want to be like, โ€œOh, climate change denialists, just look at the evidence, here is the evidence,โ€ but of course theyโ€™re not showing you the evidence, theyโ€™re showing scientists that they trust who process the evidence, โ€™cause not even a climate change scientist, a particular climate change scientist, has looked at all of the evidence for climateโ€ฆ Itโ€™s all processed.

Someone whose trust has been systematically undermined in that set of institutions will not trust evidence from sources they distrust**. And that is rational.

This is a complicated problem without easy solutions. But the first step is recognizing the story is that the other side doesn’t hear us. It’s that their trust has been undermined.**

A lot of public policy figures are fixated on the filter effect thinking we just need to create these public spaces where people can meet each other and talk to each other. Thatโ€™s a standard view in a lot of political philosophy and public policy. And I think thatโ€™s not going to work if trust has already been systematically undermined. It doesnโ€™t matter if you meet and hear the other side, if you already have a prevailing story that says theyโ€™re malicious, manipulative, evil people.

The grand takeaway

The need for clarity as evidenced by our love of both games and conspiracy theories can cause us to overoptimize and seek safety in echo chambers.

What do we do about it?

While there are no answers some hints that can point in helpful directions:

  1. Transition between perspectives

    Playfulness is the quality to transition between different world perspectives, easily, lightly, to hold your perspective lightly and slip between different ones. This can be done via literally traveling and playing games where you are forced to slip in between different value perspectives.

    Itโ€™s hard to do, itโ€™s hard to put on different worldviews as like different outfits. This is a resonant argument for reading and earning widely:

    This is going to become the worldโ€™s oldest chestnut, but sometimes I think like, this is what the fucking humanities are for. Read some art, read some novels, motherfucker, and if you want the background paranoid view, itโ€™s something like the world has very good reasons to get us to onboard to super simple, clear targets. And when I look at universities cutting humanities programs in favor of business schools and STEM, because those are higher-earning jobs or lead to more clearly measurable productivity, Iโ€™m like, of course, reading weird subtle art, experiencing weird subtle art, including games, but also including novels and music and all this other stuff, is this stuff that might have clued you in to different value perspectives other than make a lot of money and get a good job. And of course, theyโ€™re going to get cut out in a world dominated by hyper-simplified institutionalized values.

    One of the suspicions I have is that certain domains, especially the domains that science has a lot of success with, are the kinds of domains that admit of extraordinary clarity. And other domains, like the domain of life value and the domains of personal health and fitness and aesthetic joy, are not domains that admit of the same systemic clarity. And when we demand them, we start hitting simplified targets.

    Thereโ€™s a difference between qualitative and quantitative data. Qualitative data is really rich and nuanced and subtle, but itโ€™s really context-sensitive. It doesnโ€™t aggregate, it doesnโ€™t travel well.

    [insert quote: Not everything valuable can be measured, and not everything we measure is valuable]

  2. Be aware that there are forces that are trying to manipulate us

Like the sugar analogy, is this moral view or worldview too yummy? Is it just too satisfying? Did someone make this just for me and people in my cohort to swallow down?

This is definitely not a blanket. The thing is, you also get clarity and pleasure from really getting at truths. You canโ€™t throw all that stuff away, you just have to realize that the signal has been amenable to perversion and misuse.

2021 Goal: Not Lose To A Kid

Happy New Years all. Even those of you, who like us, celebrate Lunar New Year which is still 6 weeks away. Nobody should feel like they are still left behind in whatever the heck you want to call that last revolution around the sun.

The last few weeks have been a nice break including a week off from work. Our kids spent 2 straight weeks with their cousins and we had a lot of downtime with family. We played lots of games (thanks to my sister for sending Zakย Ticket To Rideย which was a big hit). Max played chess with an NJ cousin over Zoom…we point the cameras at the board and use the chess grid to announce moves, ie “rook to D4”. We chose not to simply play online because Max is 4 and I think this is a better format for that age.

One fun way to play online is if you useย lichess.orgย (free) and cast your browser tab to your TV. Then everyone in the room can participate. We did this with some puzzles and all the kids could chime in. It’sย  much more social than bending your crooked neck over a small screen. On chrome, just mouse over here:

Yinh is a big goals person. She gets won-the-lotto-level excited from planning her next 13 weeks in theย SELF journal. It’s on a technology most of you remember called “paper”. Pronounced with a long “a” sound. (I don’t operate this way, I’m much more of a habit tracker, which might sound similar but is spiritually different and a topic for another time. Or not, I don’t know). Anyway, Yinh led all the older kids in goal-setting exercises and one of Zak’s goals is to beat me in chess in 3 consecutive matches. This of course scared me into adding 15 min a day of chess into my habits to at least delay the inevitable.

So I started by putting myself into the mind of my hunter. I started readingย How To Beat Your Dad in Chessย (as I searched for the title of that book in Amazon to fetch the hyperlink it auto-completed “how to beatย your wife”.ย Maybe it’s better to just wait for malls to open and buy it at Waldenbooks. Screw you, Amazon). In the intro of the book, I came across a great demonstration of what pattern-recognition skills can look like. They are exceedingly context-dependent. If you are trying to assess how effective a new hire can be or how well your own skills translate to different domains than it’s one of those meta concepts to be aware of.

I wrote a thread about it here including screenshots from the book. (Twitter thread)


Finally, I’ll point you to a little discovery I in Google Sheets.

If you use the following functionย =CHAR(key)ย you can generate chess pieces!

For example,ย =CHAR(9818)ย will generate a black king.

I discovered this as I take notes in Google Sheets from the book. I got stave Zak off as long as possible. (I actually used this against him last night and yes I’m proud of beating a 7-yr-old. Judge me all you want.)