Game Theory

The ISIT Game is based on game theory and designed to be highly engaging.

Specifically, the ISIT Game is a massively multi-user infinite game that leverages cooperative and competitive dynamics with an incentives structure that induces players/members to optimize their own personal rewards as well as the community well-being, while simultaneously achieving consensus, collaboration and coherence.

The object of the ISIT Game game is to collaboratively develop a tool that allows us to establish consensus about the nature of objective reality, and to populate a ‘Wisdomebase’ with our collective perspectives.

The means by which we accomplish this goal is by taking polls. On each poll, the objective of the user is to guess how other players answer a question. Importantly, players do not know how others answered any given poll until after they take it. Players must guess how they think most other people answered each question based on their understanding of the ISIT Construct and awareness of the collective mindset of other players.

ISIT users will first validate the ISIT Construct by taking a series of polls to familiarize themselves with the concepts and associate highly abstract concepts such as words, numbers, geometry, physics, colors, music, alphabets, language, archetypes, and others in a semantic taxonomy that extends from the highest level of abstraction (The ISIT Construct) to virtually infinite derivative objects.

The Game Space: Objective Reality

The ISIT Construct introduces the concept of Objective Reality, which holds that everything in Reality can be abstractly defined as an Object that exhibits at least 10 Immutable Laws of Objects, starting with the First Law: that all Objects ultimately consist of IS essence and IT nature. IS does not exist in Reality other than as it relates to some ITistic structure. And IT can not exist in Reality without being animated by IS.

Players proceed to systematically evaluate Objects and Concepts existing within Objective Reality according to the ISIT Construct, thus collaboratively curating a collection of Human consciousness.

Infinite Game

The ISIT Game is intended to be an Infinite Game. Simply assigning a list of common dualities/polarities on the binary ISIT basis will involve hundreds of polls. But eventually users will begin to address other abstract concepts that might not be so clear-cut.

As players progress into polls about more concrete objects, the types of polls will expand, starting with a five-point Likert scale, a ten-point Likert scale, a 100-point Likert scale, a 100×100 matrix which introduces the concept of adding others dimensions, such as Good/Bad, Strong/Weak, Import/Trivial, etc.

Another type of poll will be to assign attributes to objects. These attributes can then also be cross-referenced with each other to develop a web of relationships among all the concepts, topics, objects or attributes that the players can imagine.

Players start the game with very limited opportunities to engage with the ISIT Game. In the beginning they can only take polls. As they move up through the levels, they will find increasing numbers of ways to engage, with increasing reward amounts.

Axioms

Polls on which there is 100% agreement among all members of the project are established as Axioms. An initial objective of the project will be to establish a substrate of axioms upon which we can extend the model to progressively less abstract / more concrete objects and events.

In the early stages of the game (i.e. at the abstract level), the consensus answers should have unanimous agreement. Simple syllogisms like ‘verb is to IS as Noun is to IT’ should not be subject to debate.

The question is: How many Axioms can be established? And how many people can we get to agree on them?

Deviance Quotient

Outside the domain of Axioms, where consensus is less certain, the closer a user gets to the consensus on any given concept, the lower their deviance score (DS). By averaging out a given players’ deviance scores, you arrive at their Deviance Quotient. (DQ). 

A player with a low DQ (i.e. they are more tuned into the ‘wisdom of the crowd’) will earn more tokens when they answer questions, because the quality of their input is higher. Thus players have an extrinsic motivation to correctly assess what the crowd thinks.

At the same time, most players will feel a strong intrinsic drive to demonstrate to themselves that they are in sync with the crowd. Most everyone wants to understand what others around them think and feel, if not to conform with them.

Thus, the incentives structure of this game ensures high quality data that will aggregate into a valuable ‘Wisdombase’.

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