Transaction Graph CardGame
also see :
Note - this game is Copyleft, Non-Commercial , Attribution , Share-Alike ( Dante-Gabryell Monson )
can we have a network of programs that constantly reprogram themselves, not by computers necessarily, but by agents, mainly human agents, through their choices, and representations of narratives through needs, as what netention seems to propose ?
and can we do so ( we may have discussed in the past ? ) by starting with a simple interface using a few symbols of a cards deck ?
Symbols as Objects, ( that afterwords can be added into a digital data base - machine encoded, through means of a digital picture scanned by OCR. )
Symbols such as :
"X" ( "agent" )
"O" ( "Request to Offer" )
"Square" ( "Request to Receive" - can be created by an agent )
"Triangle" ( "Conditions" - can be created in relation to a Request, by an agent )
- Star* ( "Engagement" of agent to conditions related to request )
Each physical card from a game can have its own URI ( unique resource identifier ), and can be used several times to express several different situations, providing a picture has been taken.
( Different combinations / games using the same cards can be noted by a combination of the URI and the time of the picture/file creation. )
In the card game, a few kinds of metadata is suggested such as "Time", "Geolocation" , "Distance" , "Number of Hours" , "Energy in Kilowatt/hour" , "Any specific quantity related to its specific unit", ...
yet the users can self define their objects, using the words they want.
As the database grows, a folksonomy of object descriptions emerge...
Each different data object received in the network of databases receiving its own URI... ?
Further notes :
Intermediary ( non-essential ) symbols can be created, such as :
"P" ( "project" , defined in time and space, created by one or more agents through a Request/Condition/Engagement Proposal.
Conditions define its mission - it is in effect the creation of a agent in the form of a project, which may also, depending on the conditions attached to its existence, be a legal framework corresponding to existing legal frameworks, such as a not for profit-a cooperative-a corporation, etc
Or become a sub-set of such created agent(s)
From: Dante-Gabryell Monson <[email protected]> Date: Wed, Jul 28, 2010 at 1:39 PM Subject: granular game for transaction architectures and transactions - emergent networked economic and governance
the shapes have as meaning the "category of the element ( actor / conditions / etc ), while the different colors may distinguish different types within the category :
- cross : "actor" - individual or moral person, which can issue requests for support, and support for requests.
- (red) square : "Request" ( or "request for support" ) - it can also include metadata concerning the type of conditions, the type of units, the amount of units, and the geolocation metadata for context, it is requesting. They can include a variety of options for conditions to match with them.
- ( green ) circle :"Support" ( or "support for request" ) - it can also include metadata concerning the type of conditions, the type of units, the amount of units, and the geolocation metadata for context, it is supporting.
- triangle : "Conditions" related to the transaction , as defined by the "actor", through its request or support. ( it is also possible to have a un-conditional triangle / a gift without conditions ) Different types of conditions can match with different support or request offers, depending on how open the support or requests are to various types of conditions.
- drop of water : the intention
- wave surrounded by circle : larger "ocean" of interconnected and mutually supporting intentions
- "P" : the project, related to the intention, but more specifically defined with meta data such as specific context in time, space, and connections with various "actors" which can choose to support it, or issue requests to support it.
- "star" : measurable "accreditation" ( in units of time or resources ) given when a transaction is agreed upon, at least between the "requestor" and the "supporter". If there are more then one requestor or supporter, the "triangle" / conditions defined before hand can make it such that the "accreditation" may need to be approoved by more then one supporter and one requestor involved in the transaction. All "actors" maintain the metainformation concerning the "accreditation" in their history profile. The availability to the public ( or restricted to certain participating ntworks of users ) of the history profile depends also on the "triangle"/condition set and greed upon by requestor and supporter.
Specific data related to various types of measurable units can be attached to the star representing the transaction - the star also holds meta data concerning , potentially, location and time of transaction.
- "hart" : subjective "accreditation" ( for non objectifiable measurable transactions ) - similar as "star", but can include subjective evaluations as data, which every time hold the metadata/information of the one that expressed the evaluation ( info of the profile of the actor making a subjective evaluation, and info of the context - time, location, project meta data, ... )
- double wave : flow of a transaction when it is agreed upon ( it carries the meta data of all the actors and objects it goes through, and informs all objects of all other objects, enabling all meta data for any transaction to be contained into the history profiles of all participating objects and actors.
these are the first elements. more elements will be added, for example in relation to "engines" / tools / processes, such as :
- "clearing" ... - "mutual credit"... - "guaranteed by"... - types of "Equity", various units / sweat equity, equity, etc - "social capital"... , and reversed social capital : demurrage on "reputation" / history of accreditations - "fiat" ... - "leverage" - "(inter) dependencies" , and clearing of interdependencies, etc
Other Existing Games
Modern rule systems (such as the coin system in Universalis) rely less on randomness and more in collaboration between players. This includes rules based on economic systems that force players to negotiate the details of the story, and solve conflicts based on the importance that they give to a given plot element and the resources they're willing to spend to make it into the story.