Milo’s
Trick
... “With your
permission,” said Tock, changing the subject, “we’d like to rescue Rhyme and
Reason.”
“Has Azaz agreed to
it?” the Mathemagician inquired.
“Yes, sir,” the dog
assured him.
“THEN I DON’T,” he
thundered again, “for since they’ve been banished, we’ve never agreed on
anything - and we never will.”
He emphasized his
last remark with a dark and ominous look.
“Never?” asked Milo,
with the slighest touch of disbelief in his voice.
“NEVER!” he repeated.
“And if you can prove otherwise, then you have my permission to go.”
“Well,” said Milo,
who had thought about this problem very carefully ever since leaving
Dictionopolis. “Then with whatever Azaz agrees, you disagree.”
“Correct,” said the
Mathemagician with a tolerant smile.
“And with whatever
Azaz disagrees, you agree.”
“Also correct,”
yawned the Mathemagician, nonchalantly cleaning his fingernail with the point
of his staff.
“Then each of you
agrees that he will disagree with whatever each of you agrees with,” said Milo
triumphantly; “and if you both disagree with the same thing, then aren’t you
really in agreement?”
“I’VE BEEN TRICKED!”
cried the Mathemagician helplessly, for no matter how he figured, it still came
out just that way ...
- from The
Phantom Tollbooth, by Norton Juster
I have long admired the reasoning
of this passage, and have sought ways to turn it into mathematics. One way is
by dilemma game theory.
Let A and M argue as before; only
this time we let them place values upon the outcome of the argument.
This Quarrel game is scored thus:
Win = I’m
right, and you’re wrong.
Truce = We’re both right.
Draw =
We’re both wrong.
Lose = I’m
wrong, and you’re right.
where
Lose < Draw < Truce < Win. In this Opinion parley, truce and win are
the “upper” outcomes, or “prosperity”; draw and lose are the “lower” outcomes,
or “poverty”. Each brother prospers if and only if he is right; and he always
gains if the other brother is wrong. One day Milo asked the brothers if they
agree. Each brother can say yes or no; so there are four outcomes:
A =
“A=M” = true
M =
“A=M” = true
A = “A not= M” = true
M =
“A=M” = false
A =
“A=M” = false
M = “A not= M” = true
A = “A not= M” = false
M = “A not=M” = false
Inspection of the table shows
that each brother controls the other brother’s prosperity. This yields a
dilemma game:
M
(A,M) outcome
says A=M |
says Anot=M
______________|________________|_______________|
| | |
says A=M |
Truce | Lose, Win
|
A
______________|________________|_______________|
| | |
says Anot=M |
Win, Lose | Draw
|
______________|________________|_______________|
Here, saying A=M is the “nice”
move, and saying A not= M is the “mean” move. The players
both prosper only if they agree to agree; but this truce is vulnerable
to exploitation.
One-time play favors draw
(“agreeing to disagree”); but in a long tournament, truce can be attained if
the players use this strategy:
Do Unto Others As They Have Done
Unto You.
That is the “Silver Rule” of
reciprocity. Milo’s Trick guides the brothers to social harmony, in the long
run.
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