Harvest the new game
We played a game this week. A very interesting game. It was
about teaming up with several classmates and playing the fishing game
representing the tragedy of the commons. In this fishing game, every team has a
boat and can fish for a year. Every year, the team gives there wanted amount of
fish they want to extract from the sea and give that number to the professor.
The professor then distributes the fish among the abouts in a random order. If
there aren’t enough fish over at the end, the last boats don’t get any fish. The
rules of playing the game are as follows. Maximum fish population is 50. Every
fish produces one offspring each year. Following from this, in total 25 fish
can be fished every year without compromising anything. Fishing more than 25
fish each year will result in 0 fish and fishing less doesn’t maximize profits
for the teams. Each team can in turn fish 25 fish divided by the amount of
groups. In class, we had 6 teams so each group could maximally get 4 fish each
year. However, this game is designed to represent the tragedy of the commons.
And every time this game is played, the same thing happens. The only goal is to
maximize profit. You can try to relativize what profit means, but in the end
the core meaning stays maximizing your own profit. This means your team needs
to get more fish than the other teams. If you fish 50 in the first year and the
rest don’t, you win. If you fish 4 every year, it’s just a matter of time
before someone else hits the above 4 mark and drains the fishing population in
which case, you lose because he has more. Very simple and straightforward
things that show that maximization of profits can lead to unsustainable
situations, or aka the tragedy of the commons. This is a game made up to
reflect what happens in reality and to create insight. But how do you change
the rules to get to sustainable ‘harvesting’ techniques? In other words, which
rules will change the outcome of the game from overfishing to a sustainable
fishing system? There are a few options that immediately come to mind.
Some sociologists believe total and verifiable transparency
in the actions people undertake and which consequences these actions have, will
persuade them to do the ‘right’ thing (Wognum et al., 2010). In school, a
method to achieve this in the game was already proposed. A very sensible way to
go about it is to create a board in which all players are represented. This
board could be made up of one person of each team. After every round they would
come together to assess the fish population and the individual fishing of each
team. The board would come up with quota and try to divide the fish capacity
over the individual teams. This would provide ultimately a sustainable fish
population of which a portion can be harvested every year. However, there are
some remarks to be made. The board in the end will not be feasible as every
team is equally large and has equal power, arguments will erupt if a team tries
to gain more power. If no team tries to gain more power the system will
immediately balance and every boat will fish 4 fish for the rest of eternity.
Furthermore, there is no governance agency that can make teams obey the quota
set out for them, which in hindsight can give the extra variation needed to
keep the game interesting. Finally, something as complex (game wise) as setting
up a board eventually doesn’t serve the purpose of the game. In such a simple
setting as a classroom, total control of the players will eventually lead to
the wanted result. But then it is no longer a game. Also, something as simple
(reality wise) as setting up a board does not reflect reality where not all
actors are willing to participate in such boards and where information about
the fish population or the individual profits of companies, by revealing how
much they fish, will never be available. It could reflect the complexity of
reality but than other factors need to be taken into account and where do you
stop? This first proposition already reflects the complexity of setting up new rules.
So it could seem acceptable that we have to look rather at
simple rules that are implementable in the game and that will change the game
towards the desired outcome. I personally believe, that if simple rules create
complex behavior, it are also such simple rules that can provide straightforward
correlations with emanating effects. For example, simple new rules could be
that the game should go on for more than 10 rounds or that on average teams
should fish 4 fish. However, I still see this going wrong. Let us go back a
step. Transparancy could still be a plausible concept to work around but then
without a board. Telling people everything that happens with the fish
population and what other teams harvest are one of the few options to create transparency
in this simple game. However, this will probably lead to a very stable game if
the players are willing to see it to the end, or very disruptive if people want
to gain profit. Which actually are the same outcomes as in the original game. I’m
not even mentioning how boring this will be.
One interesting thing that was noticeable while playing the
game was that nobody fished really an extreme amount of fishes. Four fishes was
the sustainable way of fishing. Five could still be sustainable if all other
teams chose 4. In the end, most teams chose for something in between 4 and 10.
After going to mild extremes like 8 or 10 they immediately lowered the year
after. Let’s say this is because of guilt. Some even lowered to 2 or 3. This is
what makes the game interesting. Although the range to choose goes from 1 to
50, most stayed within the sustainable range but a bit higher in order to gain
profit. A most obvious new rule that could be constructed based on this
observation is that you tell them there are only 50 fish, but in the end there
are 200. Of course, this wouldn’t be a game and lying on this scale in reality
is ludicrous. Another way of looking at the observation is that people need
some ‘range’ to choose from. Not the only physical range (1 to 50), but also a
range in which they think they can easily maneuver and make a change for
themselves. They need to be able to ‘fluctuate’ or stand out as you will.
Therefore, I propose to conduct following experiment based
on:
·
That transparency is golden in achieving really
sustainable situations.
·
The believe that the rules of the game need to
be simple in order to get something comprehensible out of it.
·
That people need some range to play with or
compete within.
·
And finally, that people need to have some sort
of natural variations to get a ‘feeling’ with the gravity of the situation.
I propose the following changes:
- Teams would be told that the maximum fish population lies between 600 and 900. Thus, the sustainable harvest would be between 300 and 450 or 50 and 75, team wise. However, the actual maximum fish population would be 750 which gives a sustainable harvest of 375 fish or 62 fish per team. However, the teams would not know it is 750. Translating this to reality, it would be giving a standard deviation on the real number. Actors know they should stay in between, but are given a warning every year by a facilitator. This is part of the next rule.
- The second rule, would be the facilitator that provides transparency. After each round, just before teams get their fishes back, the facilitator would say if the total harvest of all the teams is sustainable (below 375) or not (above 375) without giving any numbers.
It might be interesting to see if increased variation in the
choices the teams have would create enough fluctuations as to come to an
average fish harvesting number. The only downside of this is that the motivator
is still guilt. Teams feel some sort of guilt if they hear it is not
sustainable and then adjust their fish harvesting. This might thus, still end
up in an unsustainable fishing system as guilt is a disputable motivator. Furthermore,
as before there needs to be only one team that goes for maximum profit every
time. At least now, with providing a range, they get enough warnings that would
stimulate them to back down without disrupting the game entirely right at the
beginning.
Wognum, P.M.N., H. Bremmers, J.H. Trienekens,
J.G.A.J. Van Der Vorst, and J.M. Bloemhof. 2011. Advanced Engineering
Informatics Systems for sustainability and transparency of food supply chains –
Current status and challenges. Advanced Engineering Informatics 25(1):
65–76. http://dx.doi.org/10.1016/j.aei.2010.06.001.