Showing posts with label Game Theory. Show all posts
Showing posts with label Game Theory. Show all posts

Tuesday, April 06, 2021

Theme-Story Integration Part 8 - Game Theory And Public Relations The Epiphany Revisited

Theme-Story Integration

Part 8

 Game Theory And Public Relations 

One way to craft an immersive world into which to drop Characters is to take two elements of the "real" world, combine them, and let your blood boil until you're angry enough to ask a question your readers have not (yet) asked themselves.  

This process won't lead you directly to a "narrative hook" or the beginning of a story, but it will begin to reveal the theme that is rooted in the guts of your being, and that will yield a narrative hook.

Mostly, when you start this process, you become utterly inarticulate -- you can't put a word or a name to what you're feeling, and have no idea why it disturbs you.

It is your own internal conflict arising to compel you to write your story - the magnum opus of a lifetime.

It is the theme of your life, and inside that theme lies the point which connects you to all other humans of your generation, particularly those younger, or those less experienced.

Vocabulary must be expanded to cope with the nascent thoughts that churn upwards disturbing your view of the world.  Sometimes just randomly reading a dictionary or encyclopedia like Wikipedia can bring the vocabulary, and thus the tools with which to think the thoughts that will define your story's theme, into sharp focus.

A story isn't a plot, and it takes both to create a novel. A story by itself might yield a vignette or series of them - a randomized tapestry of scenes, not connected by anything.

A story is all about how emotions churn, become powered, arise and command actions (often ill chosen decisions).  A story is the evolution of wisdom within an individual.

But to craft a novel from a Story, the writer must find a PLOT.

A plot is the sequence of actions the Character initiates that cause Events, which cause more events, until the consequences of the initial action splash back on the Character and trigger an epiphany.

The epiphany in an action novel happens at the 3/4 point in the book -- in a Romance, ordinarily the "that's my man!" epiphany happens at the 1/3 point -- and in other sorts of drama, that turning point is the 1/2 point.

Knowing which genre you are writing in will help you find the narrative hook, the opening line of page 1, and the Conflict you must define on  page 1 and resolve on the last page.

By placing the epiphany that redirects the main character's thinking, and feeling, and thus action according to the genre, you will zero in on the Narrative Hook -- and within that Narrative Hook's choice of vocabulary, you will find the seeds of your epiphany.

Following this method of generating immersive novels will likely launch you into a 20 year writing project.  I have witnessed a few writers struggling with a novel they feel they must write and rewriting it for decades, eventually coming out with a theme-story integrated work of Art that is head and shoulders above previously published works.

It is the topic that makes your blood boil that leads to being able to finish a 20 or even 30 year war with the words of your novel.

You'll get the words right only if you're mad enough when you start, if what you have to say is gut-wrenchingly important to you, and you know how to explain that importance to your readers.

As noted above, one fertile source of such ideas is Wikipedia. Much of what you find there is not actually, wholly, true -- but the contents of wikipedia do reflect what a huge swath of the population thinks is true.

What is true vs what a majority thinks is true is a quintessential Conflict which works marvelously for Science Fiction and for Romance genre.  

The discovery that what you think is true, is in fact not true, is an "epiphany."  Or what is now termed "woke" - a state of mind where your eyes suddenly see something different than they did only one blink previously.

The world has not changed, but your method of interpreting it has.

You can study this effect just by staring at one of the optical illusion memes that streak across the internet from time to time.


Blink and it's two vases - blink again and it's two faces. The lines of the drawing haven't changed!  

When you've been hoodwinked, scammed, fooled, made into a patsy, robbed blind, victimized by disinformation, and don't know it, it is two vases -- but suddenly you know it, and it's two faces.

The scam and your position as a victim hasn't changed -- you have.

That change in you is your STORY.

How, why, and when you BLINK (blinking is an action) is your PLOT.

Here is a Wikipedia juxtaposition of well known processes that, if understood in a wider context, can lead to that sort of EPIPHANY at the core of Theme-Story Integration -- the realization that you have been fooled that comes because you have changed, not because your world changed.

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Wikipedia - the place to find what people think is true

Game theory is the study of mathematical models of strategic interaction among rational decision-makers.[1] It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed zero-sum games, in which each participant's gains or losses are exactly balanced by those of the other participants. In the 21st century, game theory applies to a wide range of behavioral relations, and is now an umbrella term for the science of logical decision making in humans, animals, and computers.

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Public relations (PR) is the practice of deliberately managing the release and spread of information between an individual or an organization (such as a business, government agency, or a nonprofit organization) and the public in order to affect the public perception. Public relations (PR) and publicity differ in that PR is controlled internally, whereas publicity is not controlled and contributed by external parties.[1] Public relations may include an organization or individual gaining exposure to their audiences using topics of public interest and news items that do not require direct payment.[2] This differentiates it from advertising as a form of marketing communications. Public relations aims to create or obtain coverage for clients for free, also known as 'earned media', rather than paying for marketing or advertising. But in the early 21st century, advertising is also a part of broader PR activities.[3]

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Conflict arises (thus plot arises) from discovering how decision makers have "gamed" you by carefully curating the information you have access to.

If you do something about it, they will do something to you.  

Jacqueline Lichtenberg

http://jacquelinelichtenberg.com 

Tuesday, December 04, 2012

Science Fiction Romance Premise: What If You Could Control Mating Choices By Mathematics?

Headline for October 15, 2012:

NOBEL PRIZE in ECONOMICS goes to 2 Americans. 

Oddly, I'd done several blogs since 2009, nibbling at the edges of their work as basis for Science Fiction Romance novels.

"QUOTE FROM CNN: Roth and Shapley’s work focuses on finding the most efficient way to match parties in a transaction, whether it be students to schools or organ donors to recipients, according to the academy. Shapley used game theory to study matching models, and Roth built on them to make real-world changes to existing markets, including school choice and organ transplants, the academy said. Elements of their work are built into software that guides kidney donations in the United States, as well as in school choice models in New York, Boston, New Orleans and other U.S. cities, Roth told reporters Monday."
Nobel Prize for economics awarded to two U.S. economists - CNN.com
---END QUOTE---

Here's the CNN article:

http://www.cnn.com/2012/10/15/world/europe/sweden-nobel-economics/index.html

I’ve blogged about the “Overton Window” and Game Theory -- links below, but first  ....

http://en.wikipedia.org/wiki/Game_theory

http://en.wikipedia.org/wiki/Overton_window 

....which concepts are used to shape and direct the behavior of large groups of people (e.g. writing commercials for TV or promotion "trailers" for novels).  Here in this Prize Winning work that theory is used to shape and direct the connections among individuals — in a way that anyone would approve of (i.e. organ donor with recipient in need).  But what about if this technique is used to PREVENT associations-networks from forming (as in preventing organizations that oppose a government/dictator from forming, or perhaps to shape genetics by preventing certain couples from mating)? 

You see how SCIENCE connects to ROMANCE here?  Romance as a mathematical phenomenon is nothing new -- control of associations, putting the power of mating-choice into the hands of other humans is not new (Regency Romance) -- but making the power of mating-choice a scientific technology (internet dating sites) is pretty new, and successful enough to give people who want power over all humanity (to fix us, you know, because we are so broken we can't be trusted with free will choices) -- aha, now THAT IS NEW and worth exploring in fiction. 

There’s a theory that says an individual has a limited number (about a thousand) people they can really know and associate with, a limit built into the human brain, the upper limit of a village before families pick up and move away.

If that's true, then you can fill people up with associates you choose, and you prevent them from associating in ways you don’t approve of. 

WHAT A SCIENCE FICTION PREMISE!   Now use this connect-the-right-people technique to do "Match Making" and control human genetics?  Here's where I've been nibbling around the edges of this concept.

http://aliendjinnromances.blogspot.com/2009/04/wired-magazine-for-romance.html

http://aliendjinnromances.blogspot.com/2010/10/glenn-beck-didnt-invent-overton-window.html

http://aliendjinnromances.blogspot.com/2011/01/failure-of-imagination-part-4-teasing.html

http://aliendjinnromances.blogspot.com/2011/02/how-to-change-perception-of-romance.html

The oddest thing about this Nobel Prize development is that it connects to my Science Fiction novel series, Sime~Gen.

Right now, there is a gaming company working at developing a Sime~Gen Videogame for handheld devices.  So I'm very involved in how GAMERS think.  That could be why I see the possibilities in this Nobel Prize.

To get news of this game as it develops, sign up for the free newsletter at:
http://simegengame.com

The main premise of Sime~Gen is that HUMAN NATURE CHANGES in such a way that "survival of the fittest" is redefined from the "fittest" being those who are best at killing to those who are best at Compassion. 

This premise does not affect individuals or characters in the stories so much as it affects the behavior of large groups of people.  The peak of the bell curve of distribution of the trait of compassion among human populations gets moved just a bit toward higher compassion -- and as a result, group behavior such as depicted in the novels FIRST CHANNEL  and its direct sequel CHANNEL'S DESTINY -- and eventually in the timeline ZELEROD'S DOOM -- makes sense.  It's in a new paper edition and ebook formats.



Each of the new paper editions (and the 4 new novels that make a total of 12 ) has both the internal chronology of the stories in the universe, and the publication order chronology in the front so you can choose which order to read them.

You can find them all on Amazon:
http://astore.amazon.com/simegen-20

And here is a recent article on genetic research which is being discussed on the Sime~Gen Group on Facebook:

http://www.wired.com/wiredscience/2012/11/recent-human-evolution-2/

Quote from inside this article:
"Most of the mutations that we found arose in the last 200 generations or so. There hasn’t been much time for random change or deterministic change through natural selection,” said geneticist Joshua Akey of the University of Washington, co-author of the Nov. 28 Nature study. “We have a repository of all this new variation for humanity to use as a substrate. In a way, we’re more evolvable now than at any time in our history.”
So we're in a high (maybe peak) population explosion phase where permutations and combinations of genetic variations are going to be tested to select out survival traits.  What happens to this soup of genetic variation when these mathematicians apply their new Nobel Prize Winning theory of connecting individuals to the online dating game? 

Where do cell phones - smartphones that can monitor your vital signs - fit into this?  Where does GPS tracking fit into this? 

What usually happens when humans try to impose our pet philosophies on Nature? 

"But, wait!  There's More!"  The Sime~Gen Game being developed is set in the space age where Humanity creates a new kind of star-drive and disrupts the patterns of commerce among dozens of alien species who think THEY own the galaxy.  What happens when such Aliens try to impose their pet philosophies on Nature?  On humans? 

Jacqueline Lichtenberg
http://jacquelinelichtenberg.com

Tuesday, April 21, 2009

Wired Magazine for Romance?

BUT FIRST: My March and April Book Review columns are now posted at http://www.simegen.com/reviews/rereadablebooks/2009/

NOW: You'd think this would be the last blog in the blogosphere to discuss Wired.

You'd think I'd be the last person in the world to read Wired.

So would I.

Guess what? The totally "random" Force behind the Universe has a different opinion. How novel.

Because I had airline miles expiring, the airline pretty much forced me to take subscriptions instead of a trip -- and the magazines they offered were even less of interest to me than Wired.

So I took a bunch of financial items like Fortune and Barron's -- and Wired. If you want to solve a real-world puzzle, "follow the money." If you want to create a plausible plot - "follow the money."

The website is http://www.wired.com/wired/ and they have SOME articles from previous issues posted.

The first issue of Wired arrived before any of the others and guess who the guest editor for the May 2009 issue is? The co-creator of LOST and the director of the new STAR TREK MOVIE, J. J. Abrams. Yes, THE "J. J. Abrams" !!!

http://www.imdb.com/name/nm0009190/ is the database entry with all his credits. I'm sure you'll recognize more than a few.

Yeah. STAR TREK THE IMAX EXPERIENCE is on that database.

So I read Wired last night. Now I'm not recommending you go buy this issue. It's expensive. But do rush to the newsstand and LOOK at the pages I'm going to discuss -- especially if you're writing SFR or love to read it or find out how writers find these crazy ideas. Or maybe you just find the philosophy of love, romance, and pair-bonding fascinating? Why do people come in pairs? Why is achieving pair-dom an HEA experience?

Rowena Cherry pointed out in her blog post of Sunday April 19, 2009 that there is a declining fertility among humans -- (not mentioning the concerns some scientists have about the fertility of many other species on this planet) -- and her observations actually pertain to this discussion.

As Guest Editor, J. J. Abrams focused the May 2009 issue of Wired (you all know the STAR TREK IMAX movie will be out in May -- we all have to see that!) all around PUZZLES, which is exemplified in everything from video games to the puzzle of declining fertility.

J. J. Abrams avoided doing any articles on the techniques and craft of writing, but this issue is the meat-and-potatoes of the writer's craft.

Writing a story is identical to the act of solving a puzzle. Just as with a jigsaw puzzle, for example, you start with a pile of pieces, maybe some assembled chunks, maybe some pieces that don't belong to THIS puzzle, and try to put a frame around it and fill in the images to make sense.

The writer's task is to communicate a pattern to the story-consumer that makes sense to the consumer (not the writer, necessarily), and delivers a magical emotional whammy, which in Romance is the HEA ending, clinched pair-bond.

And frankly, SOLVING PUZZLES has been a subject I've been puzzling about recently. The whole universe is a puzzle. Each novel that uses "world building" such as Jess Granger mentioned in her guest blog
http://aliendjinnromances.blogspot.com/2009/04/guest-blogger-jess-granger-universe-its.html is a puzzle solved, with pieces left over for a sequel or maybe a new series.

Jess says the universe itself is "complicated" and therefore the universes she constructs are also complicated to reflect the real world and seem realistic to the reader. That complicated aspect makes telling a story hard.

As I see it, the universe we live our everyday lives in is COMPLICATED (this is the opposite of the view of most truly High Souls, Gurus, Great Teachers, Prophets, etc. (people who really know the answers to the puzzle).

So as Rowena points out, we have a complex puzzle to solve within the complicated universe we live in (or seem to live in), if we're going to keep living in it.

J. J. Abrams' issue of Wired focuses all the feature articles on and around solving the complex puzzle he calls THE MAGIC OF MYSTERY, and I'm saving the best for last here. This issue is replete with fascinating tidbits about the human interest in puzzles (Romance is obviously more than half mystery, isn't it?) even including stage magic tricks and the formula for WD-40 revealed!

Solving the puzzle of what another person is - that's always a driving force behind every Romance, and even behind human sexuality! Sometimes the urgency of solving the puzzle of the OTHER comes from our own, inner need to solve the puzzle of "who" we are - really. A true mate will reflect your identity. If you don't like yourself, you'll never fall in love by solving the puzzle of another person's being.

So on page 32 of Wired, there's a feature called DEAR MR. KNOW-IT-ALL where a reader asks, "My brother swears that the twin towers were felled by explosives planted there by the FBI. I've presented him with reams of evidence to the contrary, but he hasn't wavered. Will he ever see the light?"

And the psychologist answers, NO. Not only will he never see the light, but it isn't the brother's responsibility to force him to. And the article explains why so many cling so stubbornly to ANY conspiracy theory that comes along. "The human brain has evolved to find patterns, which is useful when avoiding saber-toothed tigers but less so when confronted with opaque and complex events."

We solve puzzles by finding PATTERNS. We're hard-wired pattern-finders.

The next question to the psychologist is by someone who "helped" finish his mother's crossword puzzle -- and a later article revisits this issue, concluding that it isn't HELP when you solve a puzzle FOR someone. Crossword puzzle workers in particular find it distressing when someone "helps" without being asked. Maybe it's like coitus interruptus?

Another article points out how bitterly ungrateful humans would be to aliens who dropped down and GAVE US the answers to the puzzle of the universe. It occurs to me to wonder if maybe that's why G-d didn't give us all the answers at Mount Sinai, but rather just more puzzles.

There is some seriously artistic thematic structuring behind this issue of Wired which consists of apparently random tidbits. If you look it over at the newsstand, prepare to stand there quite a while flipping pages. The index is pretty worthless, and the slick pages are full of huge pictures and ittsy-teensy print you can't read on the glossy paper in a fluorescent light.

On page 122 there's a photo-spread of THE AMERICAN STONEHENGE along with a lot of very small words about the monument. The standing stones were built recently and designed to be a mystery. The builder is kept secret too. It's supposed to contain a clue to how to recreate civilization after everything collapses. It's called THE GEORGIA GUIDESTONES. The first photo shows Hebrew words -- there are many other languages on there, too.

Right before the item on the American Stonehenge is a 3 double-page Star Trek comic book spread where Spock is marooned on a deserted planet and musing on how he got there. It's rather good.

Before the Comic is a spread on solving the puzzle of protein structure. Among the little items on how to do stage magic you'll find an editorial quote of Arthur C. Clark about any sufficiently advanced science appears to be magic.

The whole issue is about magic and mystery, solving the puzzle of how magic is DONE. There are gamers puzzles, and an item on why video game players shun cheating by asking someone who has beaten the game what the trick is. This relates back to the Q&A on solving your Mom's crossword puzzle for her, and to the theme that humans are puzzle-solvers, and that the magic is in the mystery.

The conclusion editorial points out that it isn't HAVING the solution that's important -- it's the experience of solving the puzzle - of living through it all step by step, of doing the conquering yourself. It is the PROCESS that is fascinating to humans -- the process of discovering or assembling or imposing an order on what we perceive. It might almost serve as an answer to the riddle of "what is the purpose of life?" -- to solve puzzles, to revel in mystery.

That's why writers work so hard to arrange a plot into a pattern that will induce the reader to walk through the protagonist's experience, step by step, a mile in their moccasins. That's why "spoilers" don't spoil a novel. That's why some readers read the ENDING first. HEA, Happily Ever After, isn't what the story is about. The story is about the process of getting there.

LIFE IS PROCESS, and the process is apperceiving PATTERNS. Even if the pattern actually does not exist! (as with the conspiracy theorists -- but just because they might be wrong about the pattern doesn't mean they're wrong in their conclusion!)

So LIFE IS PROCESS -- this May 2009 issue of Wired is full of very concrete items, lots of photographs, very visual and very concrete things -- all showing not telling the huge, deep, vast complexity of the universe we live in. The articles are short and single-pointed, not the rambling musings I post here.

Reading the May 2009 Wired is in itself a PROCESS. As with all SHOW DON'T TELL successes, it delivers the reader to a process which lets the reader figure out the puzzle of what the magazine is about. Having arrived at the conclusion themselves, the readers then learn something for themselves, a far more powerful and life-affirming way of acquiring a lesson than merely being told.

But now turn to page 82 (it doesn't have a number - count from page 79) for the one item that might be worth the price of the magazine to you if they don't post this graphic to the web.

The magazine has posted the image to the web here:
http://www.wired.com/special_multimedia/2009/mf_enigmatrix

It's a double-page spread of 10 circles with words on spokes around them (like sunshine rays), an image inside each circle, and a label on the circle. Lines of words connect all the circles to each other in a crisscrossing pattern.

There is a row of three circles across the top of the double page, a row of 4 circles across the middle of the page, and a row of three circles across the bottom. It's dazzling and dizzying with all the tiny words on the shiny paper.

The title of the article (and this one graphic 2 page spread is the whole article) is THE ENIGMATRIX, "In the universe of puzzles, codes, and games, everything is connected. Here's how." The article is by Steven Lockart, and I wish I knew him! Though he's got me out-classed by a parsec or three. I'm certain Jess Granger would appreciate this complicated diagram!

In Lockart's diagram, the circle on the far left of the middle row is labeled MATH. The circle on the far right of the middle row is labeled MAGIC. It lays out like this (with large numbers of tiny words spread all around).

BOARD GAMES ------ GAME THEORY --- CODE

MATH ----- GAMES ----- PUZZLES ---------------------MAGIC

CARD GAMES ---------PLOT ---------MYSTERIES

Now take that array and turn it 90 degrees counter clockwise.

And what do you see?

THE TREE OF LIFE

And the connecting Pathways of Lockart's diagram contain labels pertaining to real-life processes very closely expressing the essences of the Major Arcana that are usually laid along those pathways -- and it all makes sense if you stare at it long enough.

For a simple example the Path from MYSTERIES down to PLOT says DETECTIVE.

The words are concepts humans have assembled with which we attack the primordial soup and create PATTERNS. Or discern patterns. Or perhaps there is no verb for what we do with patterns. The words represent patterns of smaller concepts that we scoop together into that word -- all very abstract ideas, all graphically presented in SHOW DON'T TELL, the hardest concept a writer must master when assembling the bits of a story idea into a pattern someone else can recognize in their own life.

Perception of PATTERNS is the core of what every "soul-mate" attraction is all about. And in fact, it may be the core of what raw sexual attraction is about -- genes needing other genes to create the whole pattern of a new person.

We "see" another person's genes in their appearance (Astrology reveals these patterns in facial structure, body structure, all associated with personality, too.) And we're attracted to the bits that are missing in ourselves, so we can become "whole." One.

So the genres of Science Fiction, Fantasy, Mystery, and Romance are all based on or contain or pivot around this side-wise TREE OF LIFE diagram connecting MAGIC as the source with MATH as the result, all through puzzles and games, ricocheting off of CODE, GAME THEORY, BOARD GAMES, CARD GAMES, PLOT, AND MYSTERY.

You gotta see this diagram.
http://www.wired.com/special_multimedia/2009/mf_enigmatrix

Then drop a comment here telling me what you'd like to discuss next. How to choose a protagonist? The Creationist's view of Dinosaurs? Why the HEA ending is such an ironclad requirement of the Romance form? How to make a recognizable pattern out of a story idea when the whole universe builds itself in your mind?

Jacqueline Lichtenberg
http://www.simegen.com/jl/