XL. The Green-Eyed Capitalist

Conservative sociologists self-servingly marvel at the

peaceful proximity of abject poverty and ostentatious

affluence in American - or, for that matter, Western -

cities. Devastating riots do erupt, but these are reactions

either to perceived social injustice (Los Angeles 1965) or

to political oppression (Paris 1968). The French

Revolution may have been the last time the urban sans-

culotte raised a fuss against the economically

enfranchised.

This pacific co-existence conceals a maelstrom of envy.

Behold the rampant Schadenfreude which accompanied

the antitrust case against the predatory but loaded

Microsoft. Observe the glee which engulfed many

destitute countries in the wake of the September 11

atrocities against America, the epitome of triumphant

prosperity. Witness the post-World.com orgiastic

castigation of avaricious CEO's.

Envy - a pathological manifestation of destructive

aggressiveness - is distinct from jealousy.

The New Oxford Dictionary of English defines envy as:

"A feeling of discontented or resentful longing aroused by

someone else's possessions, qualities, or luck ...

Mortification and ill-will occasioned by the contemplation

of another's superior advantages".

Pathological envy - the fourth deadly sin - is engendered

by the realization of some lack, deficiency, or inadequacy

in oneself. The envious begrudge others their success,

brilliance, happiness, beauty, good fortune, or wealth.

Envy provokes misery, humiliation, and impotent rage.

The envious copes with his pernicious emotions in five

ways:

1. They attack the perceived source of frustration in

an attempt to destroy it, or "reduce it" to their

"size". Such destructive impulses often assume the

disguise of championing social causes, fighting

injustice, touting reform, or promoting an

ideology.

2. They seek to subsume the object of envy by

imitating it. In extreme cases, they strive to get

rich quick through criminal scams, or corruption.

They endeavor to out-smart the system and

shortcut their way to fortune and celebrity.

3. They resort to self-deprecation. They idealize the

successful, the rich, the mighty, and the lucky and

attribute to them super-human, almost divine,

qualities. At the same time, they humble

themselves. Indeed, most of this strain of the

envious end up disenchanted and bitter, driving the

objects of their own erstwhile devotion and

adulation to destruction and decrepitude.

4. They experience cognitive dissonance. These

people devalue the source of their frustration and

envy by finding faults in everything they most

desire and in everyone they envy.

5. They avoid the envied person and thus the

agonizing pangs of envy.

Envy is not a new phenomenon. Belisarius, the general

who conquered the world for Emperor Justinian, was

blinded and stripped of his assets by his envious peers. I -

and many others - have written extensively about envy in

command economies. Nor is envy likely to diminish.

In his book, "Facial Justice", Hartley describes a post-

apocalyptic dystopia, New State, in which envy is

forbidden and equality extolled and everything enviable is

obliterated. Women are modified to look like men and

given identical "beta faces". Tall buildings are razed.

Joseph Schumpeter, the prophetic Austrian-American

economist, believed that socialism will disinherit

capitalism. In "Capitalism, Socialism, and Democracy" he

foresaw a conflict between a class of refined but dirt-poor

intellectuals and the vulgar but filthy rich businessmen

and managers they virulently envy and resent. Samuel

Johnson wrote: "He was dull in a new way, and that made

many people think him great." The literati seek to tear

down the market economy which they feel has so

disenfranchised and undervalued them.

Hitler, who fancied himself an artist, labeled the British a

"nation of shopkeepers" in one of his bouts of raging

envy. Ralph Reiland, the Kenneth Simon professor of free

enterprise at Robert Morris University, quotes David

Brooks of the "weekly Standard", who christened this

phenomenon "bourgeoisophobia":

"The hatred of the bourgeoisie is the beginning of all

virtue' - wrote Gustav Flaubert. He signed his letters

'Bourgeoisophobus' to show how much he despised 'stupid

grocers and their ilk ... Through some screw-up in the

great scheme of the universe, their narrow-minded greed

had brought them vast wealth, unstoppable power and

growing social prestige".

Reiland also quotes from Ludwig van Mises's "The Anti-

Capitalist Mentality":

"Many people, and especially intellectuals, passionately

loathe capitalism. In a society based on caste and status,

the individual can ascribe adverse fate to conditions

beyond his control. In ... capitalism ... everybody's station

in life depends on his doing ... (what makes a man rich is)

not the evaluation of his contribution from any 'absolute'

principle of justice but the evaluation on the part of his

fellow men who exclusively apply the yardstick of their

personal wants, desires and ends ... Everybody knows

very well that there are people like himself who succeeded

where he himself failed. Everybody knows that many of

those he envies are self-made men who started from the

same point from which he himself started. Everybody is

aware of his own defeat. In order to console himself and

to restore his self- assertion, such a man is in search of a

scapegoat. He tries to persuade himself that he failed

through no fault of his own. He was too decent to resort to

the base tricks to which his successful rivals owe their

ascendancy. The nefarious social order does not accord

the prizes to the most meritorious men; it crowns the

dishonest, unscrupulous scoundrel, the swindler, the

exploiter, the 'rugged individualist'".

In "The Virtue of Prosperity", Dinesh D'Souza accuses

prosperity and capitalism of inspiring vice and temptation.

Inevitably, it provokes envy in the poor and depravity in

the rich.

With only a modicum of overstatement, capitalism can be

depicted as the sublimation of jealousy. As opposed to

destructive envy - jealousy induces emulation. Consumers

- responsible for two thirds of America's GDP - ape role

models and vie with neighbors, colleagues, and family

members for possessions and the social status they endow.

Productive and constructive competition - among

scientists, innovators, managers, actors, lawyers,

politicians, and the members of just about every other

profession - is driven by jealousy.

The eminent Nobel prize winning British economist and

philosopher of Austrian descent, Friedrich Hayek,

suggested in "The Constitution of Liberty" that innovation

and progress in living standards are the outcomes of class

envy. The wealthy are early adopters of expensive and

unproven technologies. The rich finance with their

conspicuous consumption the research and development

phase of new products. The poor, driven by jealousy,

imitate them and thus create a mass market which allows

manufacturers to lower prices.

But jealousy is premised on the twin beliefs of equality

and a level playing field. "I am as good, as skilled, and as

talented as the object of my jealousy." - goes the subtext -

"Given equal opportunities, equitable treatment, and a bit

of luck, I can accomplish the same or more".

Jealousy is easily transformed to outrage when its

presumptions - equality, honesty, and fairness - prove

wrong. In a paper recently published by Harvard

University's John M. Olin Center for Law and titled

"Executive Compensation in America: Optimal

Contracting or Extraction of Rents?", the authors argue

that executive malfeasance is most effectively regulated

by this "outrage constraint":

"Directors (and non-executive directors) would be

reluctant to approve, and executives would be hesitant to

seek, compensation arrangements that might be viewed by

observers as outrageous".

Notes on the Economics of

Game Theory

Consider this:

Could Western management techniques be successfully

implemented in the countries of Central and Eastern

Europe (CEE)? Granted, they have to be adapted,

modified and cannot be imported in their entirety. But

their crux, their inalienable nucleus - can this be

transported and transplanted in CEE? Theory provides us

with a positive answer. Human agents are the same

everywhere and are mostly rational. Practice begs to

differ. Basic concepts such as the money value of time or

the moral and legal meaning of property are non existent.

The legal, political and economic environments are all

unpredictable. As a result, economic players will prefer to

maximize their utility immediately (steal from the

workplace, for instance) - than to wait for longer term

(potentially, larger) benefits. Warrants (stock options)

convertible to the company's shares constitute a strong

workplace incentive in the West (because there is an

horizon and they increase the employee's welfare in the

long term). Where the future is speculation - speculation

withers. Stock options or a small stake in his firm, will

only encourage the employee to blackmail the other

shareholders by paralysing the firm, to abuse his new

position and will be interpreted as immunity, conferred

from above, from the consequences of illegal activities.

The very allocation of options or shares will be interpreted

as a sign of weakness, dependence and need, to be

exploited. Hierarchy is equated with slavery and

employees will rather harm their long term interests than

follow instructions or be subjected to criticism - never

mind how constructive. The employees in CEE regard the

corporate environment as a conflict zone, a zero sum

game (in which the gains by some equal the losses to

others). In the West, the employees participate in the

increase in the firm's value. The difference between these

attitudes is irreconcilable.

Now, let us consider this:

An entrepreneur is a person who is gifted at identifying

the unsatisfied needs of a market, at mobilizing and

organizing the resources required to satisfy those needs

and at defining a long-term strategy of development and

marketing. As the enterprise grows, two processes

combine to denude the entrepreneur of some of his initial

functions. The firm has ever growing needs for capital:

financial, human, assets and so on. Additionally, the

company begins (or should begin) to interface and interact

with older, better established firms. Thus, the company is

forced to create its first management team: a general

manager with the right doses of respectability,

connections and skills, a chief financial officer, a host of

consultants and so on. In theory - if all our properly

motivated financially - all these players (entrepreneurs

and managers) will seek to maximize the value of the

firm. What happens, in reality, is that both work to

minimize it, each for its own reasons. The managers seek

to maximize their short-term utility by securing enormous

pay packages and other forms of company-dilapidating

compensation. The entrepreneurs feel that they are

"strangled", "shackled", "held back" by bureaucracy and

they "rebel". They oust the management, or undermine it,

turning it into an ineffective representative relic. They

assume real, though informal, control of the firm. They do

so by defining a new set of strategic goals for the firm,

which call for the institution of an entrepreneurial rather

than a bureaucratic type of management. These cycles of

initiative-consolidation-new initiative-revolution-

consolidation are the dynamos of company growth.

Growth leads to maximization of value. However, the

players don't know or do not fully believe that they are in

the process of maximizing the company's worth. On the

contrary, consciously, the managers say: "Let's maximize

the benefits that we derive from this company, as long as

we are still here." The entrepreneurs-owners say: "We

cannot tolerate this stifling bureaucracy any longer. We

prefer to have a smaller company - but all ours." The

growth cycles forces the entrepreneurs to dilute their

holdings (in order to raise the capital necessary to finance

their initiatives). This dilution (the fracturing of the

ownership structure) is what brings the last cycle to its

end. The holdings of the entrepreneurs are too small to

materialize a coup against the management. The

management then prevails and the entrepreneurs are

neutralized and move on to establish another start-up. The

only thing that they leave behind them is their names and

their heirs.

We can use Game Theory methods to analyse both these

situations. Wherever we have economic players

bargaining for the allocation of scarce resources in order

to attain their utility functions, to secure the outcomes and

consequences (the value, the preference, that the player

attaches to his outcomes) which are right for them - we

can use Game Theory (GT).

A short recap of the basic tenets of the theory might be in

order.

GT deals with interactions between agents, whether

conscious and intelligent - or Dennettic. A Dennettic

Agent (DA) is an agent that acts so as to influence the

future allocation of resources, but does not need to be

either conscious or deliberative to do so. A Game is the

set of acts committed by 1 to n rational DA and one a-

rational (not irrational but devoid of rationality) DA

(nature, a random mechanism). At least 1 DA in a Game

must control the result of the set of acts and the DAs must

be (at least potentially) at conflict, whole or partial. This

is not to say that all the DAs aspire to the same things.

They have different priorities and preferences. They rank

the likely outcomes of their acts differently. They engage

Strategies to obtain their highest ranked outcome. A

Strategy is a vector, which details the acts, with which the

DA will react in response to all the (possible) acts by the

other DAs. An agent is said to be rational if his Strategy

does guarantee the attainment of his most preferred goal.

Nature is involved by assigning probabilities to the

outcomes. An outcome, therefore, is an allocation of

resources resulting from the acts of the agents. An agent is

said to control the situation if its acts matter to others to

the extent that at least one of them is forced to alter at

least one vector (Strategy). The Consequence to the agent

is the value of a function that assigns real numbers to each

of the outcomes. The consequence represents a list of

outcomes, prioritized, ranked. It is also known as an

ordinal utility function. If the function includes relative

numerical importance measures (not only real numbers) -

we call it a Cardinal Utility Function.

Games, naturally, can consist of one player, two players

and more than two players (n-players). They can be zero

(or fixed) - sum (the sum of benefits is fixed and whatever

gains made by one of the players are lost by the others).

They can be nonzero-sum (the amount of benefits to all

players can increase or decrease). Games can be

cooperative (where some of the players or all of them

form coalitions) - or non-cooperative (competitive). For

some of the games, the solutions are called Nash

equilibria. They are sets of strategies constructed so that

an agent which adopts them (and, as a result, secures a

certain outcome) will have no incentive to switch over to

other strategies (given the strategies of all other players).

Nash equilibria (solutions) are the most stable (it is where

the system "settles down", to borrow from Chaos Theory)

- but they are not guaranteed to be the most desirable.

Consider the famous "Prisoners' Dilemma" in which both

players play rationally and reach the Nash equilibrium

only to discover that they could have done much better by

collaborating (that is, by playing irrationally). Instead,

they adopt the "Paretto-dominated", or the "Paretto-

optimal", sub-optimal solution. Any outside interference

with the game (for instance, legislation) will be construed

as creating a NEW game, not as pushing the players to

adopt a "Paretto-superior" solution.

The behaviour of the players reveals to us their order of

preferences. This is called "Preference Ordering" or

"Revealed Preference Theory". Agents are faced with sets

of possible states of the world (=allocations of resources,

to be more economically inclined). These are called

"Bundles". In certain cases they can trade their bundles,

swap them with others. The evidence of these swaps will

inevitably reveal to us the order of priorities of the agent.

All the bundles that enjoy the same ranking by a given

agent - are this agent's "Indifference Sets". The

construction of an Ordinal Utility Function is, thus, made

simple. The indifference sets are numbered from 1 to n.

These ordinals do not reveal the INTENSITY or the

RELATIVE INTENSITY of a preference - merely its

location in a list. However, techniques are available to

transform the ordinal utility function - into a cardinal one.

A Stable Strategy is similar to a Nash solution - though

not identical mathematically. There is currently no

comprehensive theory of Information Dynamics. Game

Theory is limited to the aspects of competition and

exchange of information (cooperation). Strategies that

lead to better results (independently of other agents) are

dominant and where all the agents have dominant

strategies - a solution is established. Thus, the Nash

equilibrium is applicable to games that are repeated and

wherein each agent reacts to the acts of other agents. The

agent is influenced by others - but does not influence

them (he is negligible). The agent continues to adapt in

this way - until no longer able to improve his position.

The Nash solution is less available in cases of cooperation

and is not unique as a solution. In most cases, the players

will adopt a minimax strategy (in zero-sum games) or

maximin strategies (in nonzero-sum games). These

strategies guarantee that the loser will not lose more than

the value of the game and that the winner will gain at least

this value. The solution is the "Saddle Point".

The distinction between zero-sum games (ZSG) and

nonzero-sum games (NZSG) is not trivial. A player

playing a ZSG cannot gain if prohibited to use certain

strategies. This is not the case in NZSGs. In ZSG, the

player does not benefit from exposing his strategy to his

rival and is never harmed by having foreknowledge of his

rival's strategy. Not so in NZSGs: at times, a player stands

to gain by revealing his plans to the "enemy". A player

can actually be harmed by NOT declaring his strategy or

by gaining acquaintance with the enemy's stratagems. The

very ability to communicate, the level of communication

and the order of communication - are important in

cooperative cases. A Nash solution:

1. Is not dependent upon any utility function;

2. It is impossible for two players to improve the

Nash solution (=their position) simultaneously

(=the Paretto optimality);

3. Is not influenced by the introduction of irrelevant

(not very gainful) alternatives; and

4. Is symmetric (reversing the roles of the players

does not affect the solution).

The limitations of this approach are immediately evident.

It is definitely not geared to cope well with more complex,

multi-player, semi-cooperative (semi-competitive),

imperfect information situations.

Von Neumann proved that there is a solution for every

ZSG with 2 players, though it might require the

implementation of mixed strategies (strategies with

probabilities attached to every move and outcome).

Together with the economist Morgenstern, he developed

an approach to coalitions (cooperative efforts of one or

more players - a coalition of one player is possible).

Every coalition has a value - a minimal amount that the

coalition can secure using solely its own efforts and

resources. The function describing this value is super-

additive (the value of a coalition which is comprised of

two sub-coalitions equals, at least, the sum of the values

of the two sub-coalitions). Coalitions can be

epiphenomenal: their value can be higher than the

combined values of their constituents. The amounts paid

to the players equal the value of the coalition and each

player stands to get an amount no smaller than any

amount that he would have made on his own. A set of

payments to the players, describing the division of the

coalition's value amongst them, is the "imputation", a

single outcome of a strategy. A strategy is, therefore,

dominant, if: (1) each player is getting more under the

strategy than under any other strategy and (2) the players

in the coalition receive a total payment that does not

exceed the value of the coalition. Rational players are

likely to prefer the dominant strategy and to enforce it.

Thus, the solution to an n-players game is a set of

imputations. No single imputation in the solution must be

dominant (=better). They should all lead to equally

desirable results. On the other hand, all the imputations

outside the solution should be dominated. Some games are

without solution (Lucas, 1967).

Auman and Maschler tried to establish what is the right

payoff to the members of a coalition. They went about it

by enlarging upon the concept of bargaining (threats,

bluffs, offers and counter-offers). Every imputation was

examined, separately, whether it belongs in the solution

(=yields the highest ranked outcome) or not, regardless of

the other imputations in the solution. But in their theory,

every member had the right to "object" to the inclusion of

other members in the coalition by suggesting a different,

exclusionary, coalition in which the members stand to

gain a larger payoff. The player about to be excluded can

"counter-argue" by demonstrating the existence of yet

another coalition in which the members will get at least as

much as in the first coalition and in the coalition proposed

by his adversary, the "objector". Each coalition has, at

least, one solution.

The Game in GT is an idealized concept. Some of the

assumptions can - and should be argued against. The

number of agents in any game is assumed to be finite and

a finite number of steps is mostly incorporated into the

assumptions. Omissions are not treated as acts (though

negative ones). All agents are negligible in their

relationship to others (have no discernible influence on

them) - yet are influenced by them (their strategies are not

- but the specific moves that they select - are). The

comparison of utilities is not the result of any ranking -

because no universal ranking is possible. Actually, no

ranking common to two or n players is possible (rankings

are bound to differ among players). Many of the problems

are linked to the variant of rationality used in GT. It is

comprised of a clarity of preferences on behalf of the

rational agent and relies on the people's tendency to

converge and cluster around the right answer / move.

This, however, is only a tendency. Some of the time,

players select the wrong moves. It would have been much

wiser to assume that there are no pure strategies, that all

of them are mixed. Game Theory would have done well to

borrow mathematical techniques from quantum

mechanics. For instance: strategies could have been

described as wave functions with probability distributions.

The same treatment could be accorded to the cardinal

utility function. Obviously, the highest ranking (smallest

ordinal) preference should have had the biggest

probability attached to it - or could be treated as the

collapse event. But these are more or less known, even

trivial, objections. Some of them cannot be overcome. We

must idealize the world in order to be able to relate to it

scientifically at all. The idealization process entails the

incorporation of gross inaccuracies into the model and the

ignorance of other elements. The surprise is that the

approximation yields results, which tally closely with

reality - in view of its mutilation, affected by the model.

There are more serious problems, philosophical in nature.

It is generally agreed that "changing" the game can - and

very often does - move the players from a non-

cooperative mode (leading to Paretto-dominated results,

which are never desirable) - to a cooperative one. A

government can force its citizens to cooperate and to obey

the law. It can enforce this cooperation. This is often

called a Hobbesian dilemma. It arises even in a population

made up entirely of altruists. Different utility functions

and the process of bargaining are likely to drive these

good souls to threaten to become egoists unless other

altruists adopt their utility function (their preferences,

their bundles). Nash proved that there is an allocation of

possible utility functions to these agents so that the

equilibrium strategy for each one of them will be this kind

of threat. This is a clear social Hobbesian dilemma: the

equilibrium is absolute egoism despite the fact that all the

players are altruists. This implies that we can learn very

little about the outcomes of competitive situations from

acquainting ourselves with the psychological facts

pertaining to the players. The agents, in this example, are

not selfish or irrational - and, still, they deteriorate in their

behaviour, to utter egotism. A complete set of utility

functions - including details regarding how much they

know about one another's utility functions - defines the

available equilibrium strategies. The altruists in our

example are prisoners of the logic of the game. Only an

"outside" power can release them from their predicament

and permit them to materialize their true nature. Gauthier

said that morally-constrained agents are more likely to

evade Paretto-dominated outcomes in competitive games

- than agents who are constrained only rationally. But this

is unconvincing without the existence of an Hobesian

enforcement mechanism (a state is the most common

one). Players would do better to avoid Paretto dominated

outcomes by imposing the constraints of such a

mechanism upon their available strategies. Paretto

optimality is defined as efficiency, when there is no state

of things (a different distribution of resources) in which at

least one player is better off - with all the other no worse

off. "Better off" read: "with his preference satisfied". This

definitely could lead to cooperation (to avoid a bad

outcome) - but it cannot be shown to lead to the formation

of morality, however basic. Criminals can achieve their

goals in splendid cooperation and be content, but that does

not make it more moral. Game theory is agent neutral, it is

utilitarianism at its apex. It does not prescribe to the agent

what is "good" - only what is "right". It is the ultimate

proof that effort at reconciling utilitarianism with more

deontological, agent relative, approaches are dubious, in

the best of cases. Teleology, in other words, in no

guarantee of morality.

Acts are either means to an end or ends in themselves.

This is no infinite regression. There is bound to be an holy

grail (happiness?) in the role of the ultimate end. A more

commonsense view would be to regard acts as means and

states of affairs as ends. This, in turn, leads to a

teleological outlook: acts are right or wrong in accordance

with their effectiveness at securing the achievement of the

right goals. Deontology (and its stronger version,

absolutism) constrain the means. It states that there is a

permitted subset of means, all the other being immoral

and, in effect, forbidden. Game Theory is out to shatter

both the notion of a finite chain of means and ends

culminating in an ultimate end - and of the deontological

view. It is consequentialist but devoid of any value

judgement.

Game Theory pretends that human actions are breakable

into much smaller "molecules" called games. Human acts

within these games are means to achieving ends but the

ends are improbable in their finality. The means are

segments of "strategies": prescient and omniscient

renditions of the possible moves of all the players. Aside

from the fact that it involves mnemic causation (direct and

deterministic influence by past events) and a similar

influence by the utility function (which really pertains to

the future) - it is highly implausible. Additionally, Game

Theory is mired in an internal contradiction: on the one

hand it solemnly teaches us that the psychology of the

players is absolutely of no consequence. On the other, it

hastens to explicitly and axiomatically postulate their

rationality and implicitly (and no less axiomatically) their

benefit-seeking behaviour (though this aspect is much

more muted). This leads to absolutely outlandish results:

irrational behaviour leads to total cooperation, bounded

rationality leads to more realistic patterns of cooperation

and competition (coopetition) and an unmitigated rational

behaviour leads to disaster (also known as Paretto

dominated outcomes).

Moreover, Game Theory refuses to acknowledge that real

games are dynamic, not static. The very concepts of

strategy, utility function and extensive (tree like)

representation are static. The dynamic is retrospective, not

prospective. To be dynamic, the game must include all the

information about all the actors, all their strategies, all

their utility functions. Each game is a subset of a higher

level game, a private case of an implicit game which is

constantly played in the background, so to say. This is a

hyper-game of which all games are but derivatives. It

incorporates all the physically possible moves of all the

players. An outside agency with enforcement powers (the

state, the police, the courts, the law) are introduced by the

players. In this sense, they are not really an outside event

which has the effect of altering the game fundamentally.

They are part and parcel of the strategies available to the

players and cannot be arbitrarily ruled out. On the

contrary, their introduction as part of a dominant strategy

will simplify Game theory and make it much more

applicable. In other words: players can choose to compete,

to cooperate and to cooperate in the formation of an

outside agency. There is no logical or mathematical

reason to exclude the latter possibility. The ability to thus

influence the game is a legitimate part of any real life

strategy. Game Theory assumes that the game is a given -

and the players have to optimize their results within it. It

should open itself to the inclusion of game altering or

redefining moves by the players as an integral part of their

strategies. After all, games entail the existence of some

agreement to play and this means that the players accept

some rules (this is the role of the prosecutor in the

Prisoners' Dilemma). If some outside rules (of the game)

are permissible - why not allow the "risk" that all the

players will agree to form an outside, lawfully binding,

arbitration and enforcement agency - as part of the game?

Such an agency will be nothing if not the embodiment, the

materialization of one of the rules, a move in the players'

strategies, leading them to more optimal or superior

outcomes as far as their utility functions are concerned.

Bargaining inevitably leads to an agreement regarding a

decision making procedure. An outside agency, which

enforces cooperation and some moral code, is such a

decision making procedure. It is not an "outside" agency

in the true, physical, sense. It does not "alter" the game

(not to mention its rules). It IS the game, it is a procedure,

a way to resolve conflicts, an integral part of any solution

and imputation, the herald of cooperation, a representative

of some of the will of all the players and, therefore, a part

both of their utility functions and of their strategies to

obtain their preferred outcomes. Really, these outside

agencies ARE the desired outcomes. Once Game Theory

digests this observation, it could tackle reality rather than

its own idealized contraptions.

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