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A few months ago we posed a challenge to our community.
幾個月前,我們在社群上發佈了一則挑戰。
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We asked everyone: given a range of integers from 0 to 100, guess the whole number closest to ⅔ of the average of all numbers guessed.
內容是:「 0 到 100 的整數,猜猜全部人所猜數字平均的三分之二會是多少?」
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So if the average of all guesses is 60, the correct guess will be 40.
如果所有人猜的數字平均為 60,那麼答案就會是 40。
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What number do you think was the correct guess at ⅔ of the average?
你認為平均的三分之二會是多少呢?
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Let's see if we can try and reason our way to the answer.
來看看我們能否推理出答案。
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This game is played under conditions known to game theorists as common knowledge.
這個挑戰是在賽局理論學家熟知的「共同知識」下進行的。
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Not only does every player have the same information, they also know that everyone else does, and that everyone else knows that everyone else does, and so on, infinitely.
意思是,每名玩家都有相同的資訊,他們也知道彼此有這樣的資訊,不斷以此類推。
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Now, the highest possible average would occur if every person guessed 100.
現在,如果全部的人都猜 100,就會出現最高的平均數。
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In that case, ⅔ of the average would be 66.66.
如此,平均的三分之二就會是 66.66。
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Since everyone can figure this out, it wouldn't make sense to guess anything higher than 67.
既然所有人都想得到,那猜任何高於 67 的數字就不合理了。
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If everyone playing comes to this same conclusion, no one will guess higher than 67.
如果每個人都這麼想,表示沒人會猜高於 67 的數字。
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Now 67 is the new highest possible average, so no reasonable guess should be higher than ⅔ of that, which is 44.
現在 67 成了可能最高的平均數,所以沒理由猜高於 67 的三分之二的任何數字,也就是 44。
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This logic can be extended further and further.
這邏輯可以無限延伸。
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With each step, the highest possible logical answer keeps getting smaller.
每經過一次,可能的答案都會越來越小。
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So it would seem sensible to guess the lowest number possible.
所以,最合理的就是去猜最低的數字。
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And indeed, if everyone chose zero, the game would reach what's known as a Nash Equilibrium.
而如果全部的人都猜 0,這挑戰就會達到所謂的納許均衡。
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This is a state where every player has chosen the best possible strategy for themselves given everyone else playing, and no individual player can benefit by choosing differently.
這是指每個玩家都選擇了對自己最有利的答案,而任何人選了不同的答案就會對自己不利。
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But, that's not what happens in the real world.
但,現實並不是如此。
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People, as it turns out, either aren't perfectly rational, or don't expect each other to be perfectly rational.
結果,人類並不完全理性,或不期待他人能夠完全理性。
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Or, perhaps, it's some combination of the two.
又或者,是兩者的結合。
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When this game is played in real-world settings, the average tends to be somewhere between 20 and 35.
全世界在這挑戰得到的平均,通常會落於 20 至 35 之間。
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Danish newspaper Politiken ran the game with over 19,000 readers participating, resulting in an average of roughly 22, making the correct answer 14.
丹麥報紙 Politiken 進行了這項挑戰,有 19,000 名讀者參與,得到的結果平均數約為 22,這使得正確答案落在 14。
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For our audience, the average was 31.3.
TEDEd 的觀眾,得出的平均數則為 31.3。
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So if you guessed 21 as ⅔ of the average, well done.
所以如果你猜 21,做得好!
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Economic game theorists have a way of modeling this interplay between rationality and practicality called k-level reasoning.
賽局理論學家有個推測理性與實際性的方法,稱為 K 等級推理。
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K stands for the number of times a cycle of reasoning is repeated.
K 代表推理過程重複的次數。
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A person playing at k-level 0 would approach our game naively, guessing a number at random without thinking about the other players.
一名 K0 等級的參與者會天真地玩這場挑戰,不考慮其他人,而隨便猜一個數字。
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At k-level 1, a player would assume everyone else was playing at level 0, resulting in an average of 50, and thus guess 33.
K1 等級的人會認為所有人都是 K0 等級,所以平均數為 50,因而猜測答案為 33。
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At k-level 2, they'd assume that everyone else was playing at level 1, leading them to guess 22.
K2 等級認為所有人皆為 K1,而猜 22。
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It would take 12 k-levels to reach 0.
重複 12 次後,答案會變成 0。
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The evidence suggests that most people stop at 1 or 2 k-levels.
證據顯示大多數人皆停在 K1 或 K2 等級。
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And that's useful to know, because k-level thinking comes into play in high-stakes situations.
這很有用,因為 K 等級推理能在處於高風險的狀況下派上用場。
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For example, stock traders evaluate stocks not only based on earnings reports, but also on the value that others place on those numbers.
舉例來說,股票交易者不只會用收益報告來評估一支股票,他們也會看其他人對這些數字的評價。
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And during penalty kicks in soccer, both the shooter and the goalie decide whether to go right or left based on what they think the other person is thinking.
而足球的罰球,罰球者與守門人都以猜測對方當時的想法,來決定自己該向左或向右。
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Goalies often memorize the patterns of their opponents ahead of time, but penalty shooters know that and can plan accordingly.
守門員通常會記憶對手的習慣,但罰球者也知道,所以他也可以反其道而行。
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In each case, participants must weigh their own understanding of the best course of action against how well they think other participants understand the situation.
每個情況下,參與者得依據敵手對情況的了解程度,來衡量自己的決定。
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But 1 or 2 k-levels is by no means a hard and fast rule— simply being conscious of this tendency can make people adjust their expectations.
但 K1 K2 等級沒有什麼明確的規定,只要理解規律,就能讓人們調整答案。
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For instance, what would happen if people played the ⅔ game after understanding the difference between the most logical approach and the most common?
舉例來說,如果人們都理解了,最有邏輯與最普遍的方法得出答案的差異,再來玩這 ⅔ 遊戲,結果會如何呢?
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Submit your own guess at what ⅔ of the new average will be by using the form below, and we'll find out.
用下面的表單填下你對於三分之二遊戲的新答案,我們就能得知了!
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Want more game theory? How about this?
想要看更多賽局理論?這個如何?
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Why are so many gas stations built across the street from each other?
為什麼那麼多加油站都會蓋在彼此對街?
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Find out the answer in this video.
答案就在這則影片裡。