Which is why you press the button every 144 hours that are reliable to you: or setup scheduled emails. I feel like also this is similar to apathy but now you have to track it: anyone can block as long as they press the button
fre. 2. jun. 2023, 12:29 p.m. skrev ais523 via agora-discussion < agora-discussion@agoranomic.org>: > On Fri, 2023-06-02 at 14:18 -0300, Juan F. Meleiro via agora-business > wrote: > > I create the following proposal, entitled “Game Theory”: > > > > { > > Create a Power 1.0 rule called “The Button” with text: > > This isn't really game theory, but "who has the most reliable Internet > connection / is best at being online at the right time of day". The > optimal play is to press the button 144 hours after a previous press, > unless someone else does so first. In practice, the "unless someone > else does so first" is going to be impossible to check for due to email > communication delay, so we're going to have to come up with some rule > to decide who pressed the send button first (which is likely to be > practically impossible to determine, given the 1 second granularity of > most email servers' timestamping – if two people seriously try for this > then their emails will have the same timestamps on them). > > It would be possible to attempt to ruin other people's attempts to win > by sending an email just before the 144-hour limit, but doing so would > give up on your own chance to win, so it doesn't really make much sense > (and you won't know whose attempts you are trying to ruin, because > nothing's forcing players to try to win 144 hours after the *first* > press – waiting for the later ones is just as good as winning at aiming > for an earlier one). > > "Be awake at a specific time of day, chosen by the Assessor" is also > the sort of gameplay that can unfairly disadvantage some players > compared to others (depending on where they live compared to the > Assessor's timezone, and/or at what times of day they are busy and thus > unable to send email). > > Incidentally, the original Button that this was referencing had, IIRC, > a 1.5-second grace period, which would remove the simultaneous-timing > issues but lead to the win condition probably being too easy > (especially if the grace period were scaled up to "1.5/60th of a week" > rather than being left at its original length). > > -- > ais523 >