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Capitalism is a an extremely old game design, an MMO created to solve the complex barter chain problem. One of the game's many exploits is that sociopaths (and anyone they train through reward to override their sense of empathy) have an unfair advantage.

The key to the exploit is at the heart of the core gameplay mechanic, which is that every transaction in capitalism is a codec that decimates the complex history and state of the values and liabilities of a good or service down to a single number- the price.

So hiding the abuses of others is one of the many exploits you can hide in the compression artifacts of this global codec. The key workarounds for the exploits in scalar money commerce come in the form of laws, regulations, and investigative journalism. These are all extremely high-latency, low-reliability workarounds.

Scalar money commerce was invented as a low-tech, distributed hack to solve the complex barter chain problem. It worked, but it always had issues, and it didn't scale well.

We need to evolve beyond this primitive system of commerce that decimates everything to a single number at each transaction to one that journals state with long vectors of information tracking millions of dimensions of value and liability, and that uses more sophisticated game design and graph algorithms to solve complex barter chain problems.



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