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View Full Version : Class Game Theory



JazzRemington
18th August 2007, 00:57
I don't know what to call this, but apparently it fits game theory. Here are a series of notes and outlines I've written up for a possible paper I might write. Please note that these are incomplete and if anything needs further explanation, please ask.



The mode of production shall be MoP.
The subservient class shall be sC.
The dominant class shall be dC.
Material interests shall be mI.
Power shall be P.

The particular actors follow material interests in an economy, which runs counter to the other class or classes. They do this primarily by force, either through the usage of a particular ruling class or the State, or through shear, open force. In any MoP the way in which particular actors act to meet their interests appears similar to a zero-sum game, in which one actor can only gain if the other looses. This is because due to the nature of production, only so much can be had. These interests include higher wages, increased surplus value/labor, access to the necessities in life, etc. The nature of the interests is immaterial for our purpose.

For our purpose we shall consider that the subservient class (sC) will be defined as "a group of individuals who have to, by some compulsion, work for others who possess by thru manner at least part of the former's labor power at any one time." These people include slaves, proletariats, surfs, etc. The subservient class may not be legally owned by the dominant class, but is considered subservient because it must by some compulsion work for the dominant class, as stated above.

The dominant class (dC) is any group of people who have the ability some how to take advantage of 1) the subservient class of a particular MoP and 2) the MoP itself to obtain a living. Dominant class include Feudalist nobles, slave owners in a slave-based society, and the bourgeoisie, amongst others.

For our game, we assume each action has a "weight" and the more something "weighs" for a particular actor, the more likely he or she will attempt such action. These weights are measured in typical numerical digits ranging from 0-100 (to be easily rendered in percentage chance). We use 0 because of the hypothetical possibility of having no particular interest in such an action, which while possibly is unlikely in reality.

Several things affect the weights of a particular action. They can be economic, social, or political. We assume that if things get desperate enough, a particular actor may choose violence to obtain its interests over peaceful methods.

We can substitute dC, sC, and MoP with particular terms from particular modes of production. In feudalism we can assume dC is the nobility and sC are the serfs and peasants. In capitalism dC can be the bourgeoisie and sC can be the proletariat. Note that when we use dC, sC, and MoP we are only referring to the primary terms. In Ancient Greece, for example, while there were people who worked in industry, the primary mode of production was agriculture. In Capitalism, while there are bourgeoisie, proletariat, petty-bourgeoisie, lumpen proletariat (amongst others), the primary actors are the bourgeoisie and the proletariat. We can just as easily substitute the actors used for dC, sC, and the mode of production in MoP with other terms.

In each MoP there are several similar and distinct mI that the actors are going for. dC and sC, while they can have similar interests outside of the economy, cannot share the same interests within the economy because of their relationship to one another. We are only measuring the likelihood of action within the economic structure of society, though economic actions often spill over into the political arena.

The nature of the game is thus: We shall have a list of likely and possible actions that sC and dC can take to obtain their interests. The higher the number, the more likely the action is to be take. With this, we can determine the relative responsiveness of the State to the needs of a particular actor. If, for example, sC is most likely to incite revolution then this means possibly that the State is not responsive to sC's interests.

Whenever a particular weight reaches 100, the action takes place and, depending on the other actor's relative weight in that particular action, it can be successful or unsuccessful. The more weight a particular actor has over the other, the more likely success is. If said actor's action is successful, then their power (P) increases. But whenever one actor's P increases, the other's drops accordingly. Thus, if sC obtains +1 P, then dC will obtain -1. This is the zero-sum game portion of our game.

We with to assert that this is only a way to predict particular actions by those being studied. We hold that these games in no way able to predict the little things that might have a big influence on the actors, but that this is a way of predicting large actions by large groups of people. We fully admit that we may be sometimes wrong, but by studying history of the development of the struggle between classes we know that we are not totally wrong.

cenv
18th August 2007, 06:22
Interesting way of explaining classes. I like it.


In any MoP the way in which particular actors act to meet their interests appears similar to a zero-sum game, in which one actor can only gain if the other looses.
Any mode of production? Not all are based on classes.


The nature of the game is thus: We shall have a list of likely and possible actions that sC and dC can take to obtain their interests. The higher the number, the more likely the action is to be take. With this, we can determine the relative responsiveness of the State to the needs of a particular actor. If, for example, sC is most likely to incite revolution then this means possibly that the State is not responsive to sC's interests.
When is the state ever responsive to sC's interests?

JazzRemington
18th August 2007, 06:30
It does from time to time respond to, say, the proletariat's interests. It might not have responded to the serf or slave's interests, but it has the proletariat. In the US, the State is to some degree responsive to the worker's interests. It has passed numerous safety laws and requires businesses to recognize unions.