This is no infinite regression. There is bound to be an holy
grail (happiness?) in the role of the ultimate end. A more
commonsense view would be to regard acts as means and
states of affairs as ends. This, in turn, leads to a
teleological outlook: acts are right or wrong in accordance
with their effectiveness at securing the achievement of the
right goals. Deontology (and its stronger version,
absolutism) constrain the means. It states that there is a
permitted subset of means, all the other being immoral
and, in effect, forbidden. Game Theory is out to shatter
both the notion of a finite chain of means and ends
culminating in an ultimate end - and of the deontological
view. It is consequentialist but devoid of any value
judgement.
Game Theory pretends that human actions are breakable
into much smaller "molecules" called games. Human acts
within these games are means to achieving ends but the
ends are improbable in their finality. The means are
segments of "strategies": prescient and omniscient
renditions of the possible moves of all the players. Aside
from the fact that it involves mnemic causation (direct and
deterministic influence by past events) and a similar
influence by the utility function (which really pertains to
the future) - it is highly implausible. Additionally, Game
Theory is mired in an internal contradiction: on the one
hand it solemnly teaches us that the psychology of the
players is absolutely of no consequence. On the other, it
hastens to explicitly and axiomatically postulate their
rationality and implicitly (and no less axiomatically) their
benefit-seeking behaviour (though this aspect is much
more muted). This leads to absolutely outlandish results:
irrational behaviour leads to total cooperation, bounded
rationality leads to more realistic patterns of cooperation
and competition (coopetition) and an unmitigated rational
behaviour leads to disaster (also known as Paretto
dominated outcomes).
Moreover, Game Theory refuses to acknowledge that real
games are dynamic, not static. The very concepts of
strategy, utility function and extensive (tree like)
representation are static. The dynamic is retrospective, not
prospective. To be dynamic, the game must include all the
information about all the actors, all their strategies, all
their utility functions. Each game is a subset of a higher
level game, a private case of an implicit game which is
constantly played in the background, so to say. This is a
hyper-game of which all games are but derivatives. It
incorporates all the physically possible moves of all the
players. An outside agency with enforcement powers (the
state, the police, the courts, the law) are introduced by the
players. In this sense, they are not really an outside event
which has the effect of altering the game fundamentally.
Public-domain text, read in full here on John Shaqi.
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