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I looked at this and followed the whole thing. So good and interesting. It basically implies that one of the keys to a trusting society is repeated interactions and low "mistakes", I.e. things that can be perceived as evil even though they're just honest mistakes.

This is why it's important for in politics and media for them to police their own behavior, because without it there are too many mistakes for a trusting society.

One thing that isn't shown though in the games sandbox mode is for the players to be able to change the rules and reward structures, which is more akin to our society. This would create a much more hard to predict dynamic.



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