On Sat, 27 May 2017, CuddleBeam wrote: > I made a comic thing based on this problem of "decentralized Justice" > especially when it comes to what is "right" and "wrong" in a more > moral/ethical > kind of way (what is "abuse" and what isn't for example). > http://i.imgur.com/YulQDpf.png > > In fact, it could be applied to anything of the sort and since all Judges > seem to have the same weight (there is no "more superior" Judge to > tiebreak), any problem of this kind can devolve into an infinite loop, and it > would be reasonable to do so, because you can just allude to your local > Judge, which doesn't need to have the same code of morals/ethics for the same > issue (for example, what is "abuse" or "fair play" or not) as that > other judge. > > So within our morally decentralized system, it's entirely reasonable to throw > cards ad infinitum. > > I find that to be a very uncomfortable problem, yet I feel stuck with it.
This has always been a feature of our system (and occasionally it's led to "card storms" or some version of that, I'll dig up some examples at some point). And it's not just with cards. If you have two factions who fundamentally disagree on an underlying axiom, the factions can call repeat CFJs hoping the most recent one gets assigned to a member of their faction. This is what happened during the earliest crisis in Nomic World, the Lindrum World Crisis (I won't write about that because there are documents out there, but I can summarize separately if desired). When two groups disagree on some fundamental underlying axiom, they can make two entirely internally self-consistent logic systems arguing their point. There is no solution in formal logic. The solutions come from principles of human law, not logic. Here are some: 1. Recognizing the primacy of the First Judge to be assigned an issue (precedent). If there's two equally compelling ideas, the first judge picks between them, and the other faction accepts that it wasn't their turn to decide, but they'll get plenty of turns themselves. 2. The appeals system serving as a "super judge", if the first judge isn't able to convince enough people. Our current appeals system is the Moot, which allows for a majority vote to decide the issue. 3. Legislative clarity. Accept that there's a contradiction in the current ruleset, and pass a Rule saying "we resolve it this way, and amend the records as if this way had been true before this proposal." An example of this is when we brought in Partnerships-as-persons through a CFJ. You'll see 1691, 1684, 1622, and 1621 are all the same CFJ statement + appeals, as two factions fundamentally disagreed. Ultimately it was resolved by majority vote creating a new rule, so the "true truth value" of that statement prior to the new rule is not formally resolvable. 4. Converge the gamestate. Working together, each faction makes a series of procedural steps that work under their own set of assumptions, with the end product of both series being the same. You end up agreeing on where you are, though you might forever disagree on how you got there. This is what happened in Lindrum World. 5. Of course, being a nomic, all of 1-4, as formal procedures, could be part of the breakage, in which case there's a meta agreement ("outside the game") to keep playing in a certain way. If this happens, arguably, you've done a true reboot and are no longer "playing the same game of Agora", so hopefully it doesn't get that far. (That's what happened in Bnomic, though no reboot has lasted). I don't think that's happened here myself. There's a few players over time who have said that we've really done (5) while cloaking it in doing (4), so claim that we're "not really playing Agora anymore" (Kelly used to say that a lot). Notice: these all, fundamentally depend on societal pressure, not formal logic. So if you approach the game solely from a formal logic perspective, it would indeed be permanently "uncomfortable". There's no formal logic for the societal pressure to let go of a decision that doesn't go your way, and move on, and if you can't live with it - that's what deregistration is for. In boardgame terms, it's equivalent to "once a house rule is decided, don't grouse about it for the rest of the game, and if you really can't stand it, don't perpetuate card storms or repeat CFJs, instead you need to leave the table"). During the Lindrum World crisis, many players just got disgusted and left. Not a good outcome - it's just a game - so the societal pressure to not be such a jerk that other players are driven away is, generally, the ultimate guidance.