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{{a|book review|
{{a|book review|
[[File:Infinite finite game.png|450px|frameless|center]]}}{{author|James P. Carse}}: {{br|Finite and Infinite Games: A Vision of Life as Play and Possibility}} (1986)
{{image|Infinite finite game|png|An almost infinite finite game, yesterday.}}}}{{c|Futurism}}''If there is one thing to take from this article, please make it this: read {{author|James P. Carse}}’s magnificent {{br|Finite and Infinite Games: A Vision of Life as Play and Possibility}} and go out of your way to '''avoid''' Simon Sinek’s wretched adaptation, {{br|The Infinite Game}}.''
 


{{quote|“{{infinity quote}}”
{{quote|“{{infinity quote}}”
:—{{Author|Douglas Adams}}, {{hhgg}}.}}
:—{{Author|Douglas Adams}}, {{hhgg}}.}}
Ostensibly, {{Br|Finite and Infinite Games}} is a 40-year-old tract of cod philosophy from an obscure religious studies professor. It might well have silted into the geological record somewhere between Erich von Däniken and [[The End of History and the Last Man|Francis Fukuyama]] — i.e., destined never to be heard from again until it is recycled for peat — but having been picked up by {{author|Simon Sinek}}<ref>{{br|The Infinite Game}} by {{author|Simon Sinek}} (2019) ([https://g.co/kgs/J4Mg35 see here]).</ref> it is having a fertile third age, and when minds as luminous as {{author|Stewart Brand}}’s speak reverently of it, it seems there is life above the daisies for a little while yet.  
Carse was a religious studies professor with an aphoristic style, in the habit of saying things like: <blockquote>“… if you are the genius of what you say to me, I am the genius of what I hear you say. What you say originally I can hear only originally. As you surrender the sound on your lips, I surrender the sound in my ear.”</blockquote>As such, [[Finite and Infinite Games: A Vision of Life as Play and Possibility|''Finite and Infinite Games'']] might well have silted into the geological record, somewhere between Erich von Däniken and [[The End of History and the Last Man|Francis Fukuyama]], never to be heard from again until being recycled for peat — but since [[Simon Sinek]]<ref>[[The Infinite Game|''The Infinite Game'']] by [[Simon Sinek]] (2019), though Sinek’s book is a truly terrible misreading of Carse’s point — it really bears almost no resemblance to Carse’s original and completely misses the subtle epigrammatic subtext — as such we heartily recommend you steer well clear of it.</ref> recently wrote about it, it is having a fertile third age, and when minds as luminous as [[Stewart Brand]]’s speak reverently of it, there might be life for it yet above the daisies.
 
I hope so.
 
=== What are “finite” and “infinite” games? ===
Carse’s central idea is that much if life is comprised of two types of “game”: [[Zero-sum game|zero-sum]] competitions that we play to ''win,'' and unbounded collaborative games, that we play to ''continue playing''.
 
A '''finite game''' is, in the narrow sense, a ''contest:'' fixed rules, fixed boundaries in time and space, an agreed objective and, usually, a winner and a loser. For example, a football game, boxing match, a [[OODA loop|dog-fight]] or a board game.Notably, both [[Chess]] and [[Go]] are ''finite'' games. Litigation is perhaps the perfect, idealised finite game.
 
An '''infinite game''' has no fixed rules, boundaries, or teams; participants can agree change rules or roles as they see fit, to help play to continue. For example, a market, a community, a business, a team or a scientific [[paradigm]]. Compared with finite contest, infinite games are ([[Quod erat demonstrandum|Q.E.D.]]) nebulous arrangements but one thing is clear: there are no winners and losers. The idea is to ''avoid'' a final result. Everyone plays to keep playing, and keep others playing. A commercial negotiation is the idealised infinite game.


Hope so.
Finite games are from Mars, via [[Thomas Hobbes]] and a team of [[Litigation lawyer|litigators]].


In any case Carse’s central idea is this: there are two types of “games” in the world: “finite” ones — [[Zero-sum game|zero-sum]] competitions played to ''win'' — and “infinite” ones, played to ''continue playing''.
Infinite games are from Venus, via [[Adam Smith]] and his team of [[Sales|salespeople]] and [[Structurer|structurers]].


Finite games are from Mars, via [[Thomas Hobbes]]; infinite ones from Venus, via [[Adam Smith]].
=== Exclusive and inclusive ===
Their very nebulousness means infinite games are ''inclusive'', and you can play many of them at the same time. We all do, with our careers, families, friendships, communities and social groups. Their boundaries being both fluid and porous, these infinite games permeate, elide, intersect, interlock and amalgamate, and as they do a skilled player adjusts her play.


A '''finite game''' is, in the narrow sense, a ''contest:'' fixed rules, fixed boundaries in time and space, an agreed objective and, usually, a winner and a loser. For example, a football game, boxing match, a [[OODA loop|dog-fight]] or a board game.<ref>Notably, both [[Chess]] and [[Go]] are ''finite'' games.  </ref> 
Finite games tend to be ''exclusive'': once you are in one, it dominates whatever else you could otherwise be doing: it is — at least symbolically — a fight to the death, so you can be forgiven for being preoccupied. Since you know where you may go, what you may do, and when it must end, it is possible to sacrifice whatever other interests you may have had while you play the finite game.


An '''infinite game''' is more like a “language game”: no fixed rules, boundaries, or teams; participants can agree change rules or roles as they see fit to help play to continue. For example, a market, a community, a business, a team or a scientific [[paradigm]]. These are ([[Quod erat demonstrandum|Q.E.D.]]) nebulous arrangements, of course, but one thing they are definitely ''not'' is contests. There are no winners and losers in an infinite game, since the idea is to avoid a final result.  
Infinite game being naturally fluid, they can wrap ''around'' a finite game, but not vice versa.


You may play multiple, interlocking, nested finite games at any time, and you can even embed finite games into infinite ones — though, for obvious reasons, not ''vice versa'' — so it is important in life not to ''confuse'' one’s finite and one’s infinite games.  
=== Not to be confused ===
In any case, it is important in life to know when you are playing a finite game, and when you are involved in infinite play, and not to confuse them.


The thrust of Sinek’s book is that much of modern life ''does'' confuse them: that when we carry over the [[metaphor]]s of sport and war into business and politics and play infinite games to win — that is, as if they were finite games — we make a [[category error]]. By doing so we may find ourselves excluded from the game while others carry on. We may find our finite objectives hard to pin down, let alone achieve. 
The thrust of Simon Sinek’s book is that in much of modern life we ''do'' confuse them: that when we carry over the “finite” [[Metaphor|metaphors]] of sport and war into business and politics, and play infinite games to win them, we make a [[category error]].


That said, the distinction is less tractable than it at first appears. A football ''match'' is finite; a football ''team'' is infinite. A team plays each match to defeat its opponent utterly; in the wider league, it needs its opponents to survive and flourish, so it can continue to play against them, and so that there is the realistic prospect of what Carse calls “drama” (and not merely “theatrics”) on the field. While a football team never wishes to lose any ''particular'' match, in the long run it must lose ''some'' matches in general, lest there be no drama: spectators and players get bored. No-one wants to be beaten every time. No-one wants to win every time. No-one wants to watch a foregone conclusion. Ergo, we play finite games ''in the context of a broader infinite game''.
But the distinction is subtler than it at first appears. A football ''match'' is finite; a football ''team'' is infinite. The team plays each match to defeat its opponent utterly. But in a broader sense, every football team needs opponents, and not just so it has someone to wallop every Saturday. It is important for the team’s future that it could realistically lose — indeed that, on occasion, it ''does'' lose — so that the games it plays offer the realistic prospect of “drama” (and not merely “theatrics”).


Carse, who died last year, was wilfully aphoristic in his literary style. This is off-putting.<ref>Notably, Carse’s speaking style is much ''less'' cryptic and talks he gave about the infinite game concept are worth checking out. See for example his talk to the Long Now Foundation:  [https://longnow.org/seminars/02005/jan/14/religious-war-in-light-of-the-infinite-game/ Religious Wars in Light of the Infinite Game].</ref> He would often write things like:{{Quote|The paradox of genius exposes us directly to the dynamic of open reciprocity, for if you are the genius of what you say to me, I am the genius of what I hear you say. What you say originally I can hear only originally. As you surrender the sound on your lips, I surrender the sound in my ear.<ref>{{carseref}}51.</ref>}}
While a football team never wishes to lose any ''particular'' match — each is a finite game — in the long run it must lose ''some'' matches in general, lest spectators and players get bored. This is an infinite game. No-one wants to be beaten every time. No-one wants to win every time. No-one wants to watch a foregone conclusion. Ergo, we play finite games ''in the context of a broader infinite game''.


Now this is important, but it would have been better — or, at least, more fathomable — had he explained better what he means by this. That said, this passage assigns as much credit for successful communication to the listener as to the speaker, so perhaps this is the very point. Maybe Carse meant to leave room for listeners to make what they will of his mystic runes. In any case, making head or tail of these cryptic aphorisms is a kind of infinite game of its own — one that Mr. Sinek is playing pretty well. So, let us join in.  
== The finite versus the infinite ==
Carse spends much of ''Finite and Infinite Games'' (unfavourably) comparing finite with infinite play. If much of what we tend to see as an existential struggle need not be anything of the kind, it is worth understanding these structural differences.


Carse invites us to reframe activities we might see as existential struggles instead as opportunities to build a different future: all it requires is players who are skilled at the infinite game. This he does by means of a number of dualities:
They have strong resonances with some of the JC’s other favourite big, odd ideas.


===“Historic” versus “prospective”===
===“Historic” versus “prospective”===
{{Quote|“We were seeing things that were 25 [[standard deviation]] moves, several days in a row”.
The criteria for a finite game — agreed rules, formal boundaries and a limited period for one side to prevail over the other means they are “historic” in nature. Even as you play them, you proceed by reference to ''risk'' — calculable probabilities for a known set of possible outcomes — and not ''uncertainty'' — unknown, or unknowable outcomes.<ref>“In a world of risk (“small world”), all alternatives, consequences, and probabilities are known. In uncertain (“large”) worlds, some of this information is unknown or unknowable.” — [https://www.frontiersin.org/articles/10.3389/fnins.2012.00105/full Kirsten Volz and Gerd Gigerenzer]</ref>
:—David Viniar, Chief Financial Officer, [[Goldman Sachs]], August 2007.}}
 
Many distinctions between finite and infinite games boil down to their historical perspective: those that look backwards, concerning themselves with what has already been established and laid down as agreed rules, formal boundaries and limited time periods for resolution necessarily do will be finite in nature; those that are open-ended, forward looking, and indeterminate — concerned with what has yet to happen are infinite.
The result of a football game is only certain at the end, and is a function of ''what happened''. What ''could'' have happened but did not, and what ''might'' happen in the future, if things were only ''different'', is of no concern to anyone playing a finite game.


Historically-focused finite games are ''fine'': there is no harm and much reward to be had from a game of football, as long as everyone understands the “theatricality” of what is going on; but to apply finite, backward-looking techniques to the “resolution” of ''infinite'' scenarios — necessarily forward-looking, indeterminate problems (in that you don’t even know that there is a problem, let alone what it is) will get you into bother.
Side-bar for legal eagles: the common law — based as it is on the doctrine of precedent; you know, “what has been decided before” — is dispositionally historic. ''Until it isn’t.'' For what are the great cases, the law reports and textbooks if they are not a catalogue of all the times the courts ''made something new''?


[[File:Normal vs fat-tailed distribution.png|350px|thumb|right|The ostensible similarity between normal and fat-tailed distributions, yesterday.]]Yet, finite techniques may work perfectly well much of the time, because for long periods infinite environments may resemble finite games. In ordinary conditions, business proceeds by reference to an established order, existing conventions and what is already known. Rules feel fixed. Competition is apparent.  
By contrast, infinite games, where the object is to find a way to carry on, care little about what has already happened, other to learn from the experience do more of what worked and less of what didn’t. What’s done is done. The challenge is figuring out ''what’s coming next''. This is necessarily prospective. Infinite games harness knowledge and experience to look ''forward''.


As long as your environment behaves like this, a “historic” approach is efficient and effective. Exercising central control ''as if one were playing a finite game'' provides consistency and certainty. This is why [[thought leader]]s are so fond of sporting metaphors.  
=== Theatrical and dramatic ===
Carse describes historical, close-ended games as “theatrical,” in the sense that they run on pre-laid rails and can only have results from a range of outcomes that have been determined in advance. This, he contrasts with real “drama”, where by avoiding outcomes, players must improvise to keep the future open. There may be ''some'' drama in a finite game — we may not know ''who'' will win the World Cup — but that drama is only provisional, since it will ultimately be resolved in an expected, probabilistic way:  we do know that one team will win, and 31 will not.


But it is just an other way of noting that the middle of a [[normal distribution]] resembles the middle of a “fat-tailed” distribution and the same approaches will work passably well for both, as long as the events fall within the middle, which for the most part they do.
Now, historically-focused finite games are fine'','' if that’s what floats your boat: there is no harm and much reward to be had from football, as long as everyone understands the “theatricality” of what’s going on. But to use backward-looking techniques to resolve forward-looking, indeterminate scenarios — to treat the future as a calculable risk rather than an unknowable uncertainty — is to make a [[category error]].


It is also, let us hazard, why senior executives in large corporations get paid so much money. When events are within a couple of standard deviations of the mean — as, for the most part they are — central control seems a capital idea, and well worth paying for.  
This is what business [[Thought leader|thought-leaders]] who use sports [[Metaphor|metaphors]] do.


When a [[Complex system|wicked environment]] goes all kooky on you — as surely it will from time to time — and your executive leaders start telling you something that has happened three times this week already shouldn’t have happened one in several trillion trillion lives of the universe, it may feel like you’ve been paying for talent in all the wrong places in the organisation.<ref>You would expect a “25-sigma move” on one in 1.3 billion billion billion billion billion billion billion billion billion billion billion billion billion billion days, which is several trillion trillion trillion trillion times as long as the life (to date) of the known universe. More on this fascinating topic on our [[normal distribution]] article.</ref>
=== The Global Financial Crisis and the lives of the universe ===
[[File:25 sigma event.png|center|thumb|600x600px|Expect a global financial crisis to happen once in several trillion trillion trillion times this long. ''[subs: can we check that?]'']]
<blockquote>“We were seeing things that were 25 [[standard deviation]] moves, several days in a row”.<ref>David Viniar, Chief Financial Officer, [[Goldman|Goldman Sachs]], August 2007.</ref></blockquote>Like the [[common law]], markets are dispositionally historic ''until they aren’t''. Finite techniques work well enough, much of the time, because infinite environments can resemble finite games, much of the time.


===“Power” versus “strength”===
In “ordinary market conditions”, commerce does seem to operate according to an established order, existing conventions and what is already known. Rules feel fixed. Competition is apparent. Institutions are profitable, market titans are powerful — if not necessarily “strong” the crowd is wise and everything runs as if impelled by an invisible hand. ''Until it doesn’t''.
{{quote|{{power versus strength quote}}}}
It is [[Disdain fashionable things. Especially ideas.|fashionable]] in our time to speak loosely about “power”  much of [[critical theory]] is a manifesto against the violence [[Power structure|power structures]] do to the marginalised — and Carse’s distinction between “power” and “strength” is a good reminder to exercise care here.  


Sure, social hierarchies can be pernicious, where operated by those engaged in a fight to the death, but most people are not. [[Critical theory|Critical theories]] themselves are [[paradigm]]s — social hierarchies of just this kind. Those who who favour any form of communal organisation more developed that flapping around in primordial sludge will concede that social arrangements don’t ''have'' to be destructive: they can be ''con''structive, enabling, levers to prosperity and betterment for everyone who wants it. If we call such a centralised, curated, defended store of knowledge for sharing a “strength structure” it does not sound so ominous.
Why do we prefer finite, historical, backward-looking techniques over forms of infinite play? ''Because they are cheaper to implement and easier to manage''. As long as the environment is predictable, a “historic” approach delivers ''efficiency, consistency'' and ''certainty''. Executives can exercise central control ''as if they were playing a finite game''. They can manage by algorithm. They can use dependable machines, and dispense with unreliable meatware. They can [[Scale|''scale'']], and their risks and returns scale proportionately. This is why they are so fond of sporting metaphors.


{{quote|“Strength is paradoxical. I am not strong because I can force others to do what I wish ''as a result of my play with them'', but because I can allow them to do what they wish ''in the course of my play with them''.”<ref>{{carseref}}29.</ref>}}
When the assumption of finitude breaks down — when normal and fat-tailed distributions diverge — [[scale]] becomes a monster. Just ask David Viniar, or [[Black-Scholes option pricing model|Myron Scholes]], or [[Long-Term Capital Management|John Meriwether]], or [[Lehman|Dick Fuld]], or the prime brokers to [[Archegos]].


===“Society” versus “culture”===
Suddenly, probability metaphors fail. ''One'' twenty-five standard-deviation move is ''preposterous''. You would not expect one in several trillion, trillion lives of the universe, let alone “several days in a row”.<ref>You would expect a “25-sigma move” on one in 1.3 billion billion billion billion billion billion billion billion billion billion billion billion billion billion days, which is several trillion trillion trillion trillion times as long as the life (to date) of the known universe. More on this fascinating topic in our [[normal distribution]] article.</ref>
{{quote|“Society they understand as the sum of those relations that are under some form of public constraint, culture as whatever we do with each other by undirected choice. If society is all that a people fells it must do, culture “is the realm of the variable, free, not necessarily universal, of all that cannot lay claim to compulsive authority”.<ref>{{carseref}}33 (citing Carl Jacob Christoph Burckhardt).</ref>}}
[[File:Normal vs fat-tailed distribution.png|center|thumb|600x600px|The green bit: normal, but dull. Most events happen here, whether in a finite or infinite game. The orange bit: normal but entertaining. Most non-dull events happen here (if an infinite game); almost all of them (if a finite game). The red bit: terrifying/thrilling. Almost no such events happen in a finite game; a small but significant number will happen in an infinite game.]]


Perhaps Carse would describe a [[power structure]] as of “society” and a “strength structure” as of “culture”. The historic, zero-sum nature of finite games contrasts with the prospective, permissive nature of infinite ones.  
Finite games are concerned with risk. Infinite ones are concerned with uncertainty. But risk and uncertainty are hard to tell apart in normal times. For the parts of a [[normal distribution]] that roughly resemble a “fat-tailed” distribution — most of it — historical approaches will work passably well for both, as long as the events fall within the middle, which for the most part they do.


''Society'' is finite, bounded, and patriotic: functions to establish a hierarchy, bestowing titles, honorifics and awards — the emblems of past victories in combat, and markers of power —to grant certain participants [[formal]] status. One desires the permanence of society because it vouches safe the permanence of one’s titles and prizes.
===Power and strength ===
{{quote|“A powerful person is one who brings the past to an outcome, settling all its unresolved issues. A strong person is one who carries the past into the future, showing that none of its issues is capable of resolution. Power is concerned with what has already happened; strength with what has yet to happen. Power is finite in amount, strength cannot be measured because it is an opening and not a closing act. Power refers to the freedom persons have ''within'' limits, strength to the freedoms persons have ''with'' limits.}}


''Culture'' is infinite, unbounded, endlessly creative and sees its history not as destiny, but tradition: a narrative that has been started but is yet to be completed and that may be adjusted as required. Just as one can can play finite games within the context of an infinite one, so can there be society within culture.
Power will always be restricted to a relatively small number of selected persons. Anyone can be strong.”</blockquote>It is [[Disdain fashionable things. Especially ideas.|fashionable]] in our time to speak loosely about “power” — much of [[critical theory]] resolves a manifesto against the violence [[Power structure|power structures]] do to the marginalised — and Carse’s distinction between “power” and “strength” is a good reminder to exercise care here.
===The “theatrical” versus the “dramatic”===
{{Quote|Inasmuch as a finite game is intended for conclusion, inasmuch as its roles are scripted and performed for an audience, we shall refer to finite play as ''theatrical''. [...]<br>
Inasmuch as infinite players avoid any outcome whatsoever, keeping the future open, making all scripts useless, we shall refer to infinite play as ''dramatic''.<br>
Dramatically, one ''chooses to be'' a mother. Theatrically one ''takes on the role'' of mother.<ref>{{carseref}}15.</ref>}}


This is a harder distinction to glom, especially since Carse concedes that during a finite game the action is “provisionally” dramatic, since the players write the script as they go along. But the object of the game is to ''kill'' the drama by making the outcome inevitable. So provisional, and hostile, to drama.
Sure, social organisations can be pernicious, but most are not. Families are power structures. So are local communities. Cricket clubs. Parent-teacher associations. [[Critical theory|Critical theories]] themselves are [[Paradigm|paradigms]] — social hierarchies of just this kind. Any form of communal organisation more developed than flapping around in primordial sludge involves some compromise of interests and some hierarchy. These don’t ''have'' to be destructive: they can be ''con''structive, enabling, levers to prosperity and betterment for everyone who wants it. If we call such a centralised, curated, defended store of knowledge for sharing a “strength structure” it does not sound so ominous.
===The value of artists===
A society that wishes to transcend itself and stay in touch with its culture must embrace its “inventors, makers, artists, story-tellers and mythologists”: not those who deal in historical actualities, but who help imagine new possibilities for how the culture might be.<ref>Unhelpfully, Carse calls these people “''poietai''” — from Plato’s expression, a label hardly [[calculated]] to make his work ''more'' penetrable.</ref> Their mode of engagement having no particular intended outcome or conclusion, they can appear hostile to those already holding rank, title or position in society, and who would rather shore up the historical record to validate their victories.  


Society is ambivalent towards the dreamers and malcontents who imagine a different order they once broke Mick Jagger on a wheel; now he’s a peer of the realm<ref>Redemption comes at you fast: in a notorious interview in 1976 [https://www.youtube.com/watch?v=8XGe_hncsiMhttps://www.youtube.com/watch?v=8XGe_hncsiM Bill Grundy] compared these new “punk rockers”  the Sex Pistols to “the nice, clean Rolling Stones” who had, not 11 years earlier, been outraging public decency with their subversive tunes about onanism.</ref> — but they operate not by directly confronting the established order, but by sketching out an imagined alternative which eventually takes root.  
=== Society and culture: awards versus potential ===
Carse distinguishes between “society” — historical, bounded — and culture” — a provisional alignment of values primed for onward progress. He may have described a [[power structure]] as of “society” and a “strength structure” as of “culture”. The historic, zero-sum nature of finite games contrasts with the prospective, permissive nature of infinite ones.


===“Training” versus “education”===
''Society'' is finite, bounded, and patriotic: it functions ''in order to'' establish a hierarchy, bestowing status, titles, honorifics and awards based on what has already happened. These emblems of past victories and achievements grant certain participants [[formal]] status. They are markers of acquired power (and not potential strength). Those with such status are impelled to defend and reinforce the hierarchy because they are have done well in it. One desires the permanence of society because it vouches safe the permanence of one’s titles and prizes.
A centrally-guided automaton needs only ''training''; an autonomous agent playing a finite game needs ''education''.{{Quote|“To be prepared against surprise is to be ''trained''. To be prepared for surprise is to be ''educated''.”<ref>{{carseref}}17.</ref>}}


====Players of finite games ''train.''====
''Culture'' is infinite, unbounded, endlessly creative and sees its history not as destiny, but tradition: a narrative that has been started but is yet to be completed and that may be adjusted as required. That said, culture is a deep layer: it has mass and momentum, and will not change quickly, but it ''does'' change over time.<ref>Stewart Brand’s idea of “[[pace layering]]” is another one of the JC’s favourite big, odd ideas. Stay tuned.</ref>
A master tactician works out moves, devises playbooks, and solves equations for them, presenting all to the players for ingestion and later regurgitation.


All being well, by clinical execution, players overcome their opposition. The team that wins is the one that executes the master plan most effectively. Players should not improvise, for that risks upsetting the master plan. A player’s judgment is limited to selecting which part of the master plan to execute, when and in response to what. Preparation is everything. The idea is to eliminate surprise by having, as far as possible, worked  out all possible permutations in advance, and where computing all possible outcomes is not possible, to have computed more possible outcomes than your opponent.  
== Top-down versus bottom-up ==
In the same way finite games are backward-looking and not prospective, they imply centralised over distributed decision-making. The ingenuity is in the middle — or, in a hierarchy, at the top — and those at the edges are just there to carry out instructions.


This is the [[High modernism|modernist]], computerised model of operation: fast, cheap, accurate calculation. The last thing you want is variability, or a player using her initiative: that can ruin everything.
Thus, football managers formulate strategy and recruit players best able to execute it, drilling them with pre-formulated tactics, plays and set-pieces. Indeed, managers are so important that they are not ''allowed'' to intervene during the match and must delegate that role to an on-field captain who directs operations as the game unfolds. Under these circumstances, a well-coached team of ordinary players may prevail over a disorganised assembly of better athletes. This is the lesson of Michael Lewis’ {{br|Moneyball: The Art of Winning an Unfair Game}}, and the [[falsification]] of the “Galácticos” strategy of buying the best players money can buy, and expecting their virtuosity to prevail.<ref>There are [https://www.theatlantic.com/entertainment/archive/2011/09/the-many-problems-with-moneyball/245769/ those who doubt the Moneyball story], and [[Blockbusters: Why Big Hits and Big Risks are the Future of the Entertainment Business|those who think the Galácticos largely had it right]].</ref>


====Players of infinite games need ''education''.====
Elite coaching works because rules are fixed, variables known, and there are tight parameters around what players can do, where they can do it.
''Training'' works where all parameters are fixed and all possible outcomes at least knowable in theory — [[zero-sum game]]s, [[simple system]]s, football matches — but does not ''always'' work in the dancing landscapes of [[Complex system|complex adaptive system]]s.  


If you have prepared for chess, your work will be for naught if the game morphs into draughts — or, just as likely, cookery, music, electronics, or a dialogue about conceptual art. Here, instead of eliminating surprise, you equip yourself to deal with it: you need not answers but tools, [[heuristic]]s and a facility with [[:Category:Metaphor|metaphor]].
Now as far as business is a ''finite'' game, there is much to take from this. Out in the field, [[form]] dominates [[substance]]: the most vital talents are those who formulate rules, work out [[Algorithm|algorithms]], devise [[Playbook|playbooks]] and source — or ''outsource'' — the personnel who will faithfully and efficiently follow the plan.


===“Complicated” versus “complex”===
''If'' business is a finite, zero-sum game, there are a few implications:


====Finite games are ''[[complicated]]''.====
Firstly, ''brilliant minds belong at the top of the organisation'': they do the most inspired thinking. They come up with the best plan. Securing “the person with the best plan” is worth paying ''extraordinary'' amounts of money for.
{{complicated capsule}}


====[[Infinite game|Infinite games]] are ''[[complex]]''.====
Secondly, the organisation’s sacred quests are the ''creation of excellent process'' and ''optimising the cost of carrying it out''.
{{complex capsule}}
===Top-down versus bottom-up ===
In team sport, a central manager who can plan ahead, instil in players a defined set of pre-formulated tactics, plays and set-pieces: and an on-field captain to direct operations as the game unfolds they are executed is a powerful strategy. Under these circumstances a team of ordinary players may prevail over a disorganised assembly of better athletes. This is the lesson of Michael Lewis’ ''[[Moneyball: The Art of Winning an Unfair Game]]''.<ref>It is also the falsification of Anita Elberse’s ''[[Blockbusters: Why Big Hits and Big Risks are the Future of the Entertainment Business]]''[[Blockbusters: Why Big Hits and Big Risks are the Future of the Entertainment Business|.]] The “Galácticos” strategy of buying the best players money can buy, thereby emphasising individual talent, over central management and tactical excellence has generally had disappointing results (at least on a cost/benefit basis) for those franchises who have tried it.</ref>  This works precisely because rules are fixed, variables are known, and there are tight parameters around what players can do, where they can do it. Sports — and other finite games — are responsive to top-down management.


Now if business is a ''finite'' game, there is much to take from this. In such an environment, [[form]] dominates [[substance]]: we should have our best minds formulating rules working out [[algorithm]]s and devising [[Playbook|playbooks]] and sourcing players who will faithfully and unquestioningly follow the plan. Success is a simply a matter of who had the better plan, and who executed it best. This, in turn, has a few implications about how we configure the organisation:
Thirdly, those whose job is to put the leadership’s plans into practice must, as far as possible, ''follow instructions'' as quickly, flawlessly and cheaply as possible. If your unique selling point is your central strategy, the last thing you want your players to do is ''improvise''. They should act like automatons. In a perfect world, they would ''be'' automatons.


Firstly, it means the ''brilliant minds belong at the top of the organisation'': they do the most inspired thinking. They come up with the best plan. Securing “the man with the best plan” is worth paying ''extraordinary'' amounts of money for.<ref>[https://nypost.com/2022/04/08/50m-bonus-to-goldman-sachs-ceo-and-coo-excessive/ Goldman Sachs to pay one-time bonuses of $30 million to CEO and $20 million bonus to COO.]</ref>
Note the drift: for operational staff, it is towards ''efficiency''; for executive administrative staff, it is towards ''excellence''.


Secondly, it means the organisation’s sacred quests are the ''creation of excellent process'' and ''optimising the cost of carrying it out''. Our most talented personnel are those who can write formal rules, and build machines that reliably follow them.
But if business is an ''infinite'' game, we have a different proposition. The rules aren’t fixed. We can’t predict where the game will go or what other players will do or, for that matter, who’s even playing. There is no common end-goal. A super-coach with a pre-determined strategy is no good. Here you ''do'' want Galácticos — only ones with a talent not for closing out historical conflicts, but seeing new possibilities, creating new metaphors, building new narratives.


Thirdly, it means those in the organisation whose job is not to formulate policy but to carry it out — those who must put the leadership’s plans into practice — ''must not think'': they must, so far as possible, just ''follow instructions'': quickly, flawlessly, cheaply. ''They should act like automatons''. If your special sauce is your central strategy, the ''last'' thing you want your players to do is improvise.
Carse calls these players “''poietai''” — a Platonic concept meaning something like “poet” — an unfortunate label if you want to go across with sports-obsessed [[Master of Business Administration|MBA]]<nowiki/>s — which we might also render as ''creatives''.


Those with an interest in modern management philosophy — or, we dare say, a job in a modern multinational — might recognise this disposition. But note the drift: for operational staff it is towards ''efficiency''; for administrative staff it is towards ''excellence''. Excellence in building, maintaining and refining machinery.
In any case, infinite players are not ''competing'', but ''creating''.


Now business is an ''infinite'' game, we have a different proposition. Since the rules aren’t fixed and we can’t predict what opposing players will do or for that matter who’s even playing — and as there is no end-goal in particular other than to avoid arriving at an end — a pre-determined strategy will not work. Indeed, the very idea of a predetermined strategy is incoherent.  
We ''want'' creative players to be virtuosos, and not rule-followers. They must have the freedom and resource to carry on to augment the game. The coach’s role is to build out a simple, robust and permissive infrastructure that lets creatives communicate, puts tools in their hands, enables them to reallocate resources as they see fit. The coach’s overarching goal should be to empower players to make quick and effective decisions  in the field, and otherwise to ''keep out of the way''.


Instead, every player must constantly assess her environment and act based on the information she currently has. Here a “coach” is little more than a central coordinator supplying information and resources to help the players make their own tactical decisions as the need arises so they can keep playing. We want our players to be virtuosos with freedom and resource to carry on and augment the game.  We need our infrastructure to be simple, robust and permissive — enabling communication, allowing the players to dynamically reallocate resources as they see fit. Management’s overarching goal should be to empower quick and effective decision-making in the field, but otherwise to ''keep out of the way''.  
This is quite the opposite model to the super-coach: here the greatest value is provided at the edges of the organisation. The bottom-up model: ''laissez-faire''; [[invisible hand]]; evolutionary.


Seeing as the idea is not to win but to continue, conferring discretion upon those who directly engage with the complex adaptive system outside is not catastrophic as long as the individuals are experienced experts: they must ''not'' act like machines, and empowered — ''trusted'' to deal with unfolding situations as they perceive them.  
=== Form and substance ===
We have argued [[High modernism|elsewhere]], at [[Tedium|tedious]] length, that the great curse of [[Modernism|modernity]] is the primacy of [[Substance and form|form over substance]].


This is quite the opposite model: here the greatest value is provided at the edges of the organisation. The bottom-up model: ''laissez-faire''; [[invisible hand]]; evolutionary.
In [[Finite game|finite games]] that distinction can be trivial; in an infinite game it is not.


===“Formal” versus “substantive” ===
In a backward-looking, proven, data-complete universe, ''substance is simply a specific articulation of form''. The universe is solved; there is an exclusive optimal move and it can be derived from first principle. Substance follows from — depends on — form.
We have argued [[High modernism|elsewhere]], at [[Tedium|tedious]] length, that the great curse of [[Modernism|modernity]] is the primacy of [[Substance and form|form over substance]].  


In [[Finite game|finite games]] the distinction between the two can be trivial; in an infinite game it is not.
Form is an axiom; substance is its articulation with numbers. If you have right equation you will get the right answer. This depends on the universe being bounded, all rules determined, all [[Unknowns|knowns known.]] It depends, therefore, on ''the conditions existing for a [[finite game]]''.


In a backward-looking, proven, data-complete universe, ''substance is simply a specific articulation of form''. The universe is solved; there is an exclusive optimal move and it can be derived from first principle. Substance follows from — is dependent on — form. Form is an axiom; substance is its articulation with numbers. If you have right equation — that is to say, if you follow the right form — you will get the right answer. Indeed, without the right form you have almost no chance of getting the right answer, and none at all of knowing that you have it. This depends on the universe being bounded, all rules determined, all [[Unknowns|knowns known.]] It depends, therefore, on ''the conditions existing for a [[finite game]]''.
Where the universe is not bounded, where rules change, where unknowns swamp knowns<ref>[[Signal-to-noise ratio|All data is from the past]]. Seeing as there is an infinite amount of data from the future, the portion of the available data we have is, effectively, nil.</ref> — where the [[Infinite game|game is ''infinite'']] ''substance is not a function of form''. There are no equations, axioms or formulae to follow when interacting with [[Complex system|complex adaptive systems]].


Where the universe is not bounded, where rules are unknown or changeable, where unknowns swamp knowns<ref>[[Signal-to-noise ratio|All data is from the past]]. Seeing as there is an infinite amount of data from the future, the portion of the available data we have is, effectively, nil. </ref> — where the [[Infinite game|game is ''infinite'']] — ''substance is not a function of form''. There are no equations, axioms or formulae to follow when interacting with [[Complex system|complex adaptive system]]s. It will be tempting to rely on formulae that tend to work most of the time — the [[Black-Scholes option pricing model|Black Scholes option pricing model]] works most of the time, at least [[Long-Term Capital Management|until it does not]] — but this is a lazy and, as Mr Viniar’s shareholders found, dangerous economy.
== It’s all well in theory ==


Instead of an army of the ''trained'' carrying [[playbook]]<nowiki/>s containing the pre-baked tactics of a super-coach, we need the ''educated'': those best equipped to [[OODA loop|observe, orient, decide and act]] — if combat is required — or collaborate, if it is not. People who can do this well must necessarily be skilled, experienced and therefore ''expensive'' — but none is anything like as expensive as a super coach''.''
=== This will all take time, patience and persistence ===
''Finite and Infinite Games'' is a work of abstract principle, not a practical guide to life. Metaphors cannot rid the world of suffering, not resolve the intractable mess that is our world. Our institutions have fashioned themselves over aeons in their own images. They will not change overnight.


===Problem cases===
We should not expect an over-managed multitude of hide-bound rule-followers to pivot overnight to enlightened, terra-forming creatives. If you spent your career learning how to follow rules, being told suddenly those at the coal face must “be agile” and figure it out as they go will present as some kind of terrifying nightmare it will be beyond the capacity of customer-facing staff, and it will represent an existential threat to (''and'' be beyond the capacity of) those in upper middle management, who for decades have grown to like the idea that business administration is the highest form of being. The system will be motivated ''against'' this shift. It will deftly reorganise itself to resist it.
Finite and Infinite Games is a theoretical tract a work of abstract principle, not a practical guide — and while it is a useful means of framing a different approach to business and a powerful tool for disarm our intuition that business leaders are worth the compensation they are paid. But they cannot solve the intractable messiness of the real world. Bad things happen, and even a distributed network of empowered subject matter experts is fallible.


====You cannot switch overnight====
That is to say, our narratives, for better or worse, are a matter of ''culture.'' Culture sits deep in the ontology of a system. It moves slowly. It cannot change overnight.
Multinationals have been in thrall to the cult of the chief executive for decades. The firm’s design choices, big and small — the way it structures its business, how it organises operations, who it hires to do what — all are predicated on the [[High modernism|modernist]] disposition that genius lies in formulating that central strategy, and that day-to-day management is a matter of efficiently carrying it out. We don’t hire experienced, expert improvisers to do “[[service delivery]]” — we hire school-leavers from Bucharest and give them a user manual. Those who stay on and progress do so not because of their talent for extemporising, but because they are excellent  — meaning fast — at following instructions. The organisation fashions itself over time in its own image. Should the scales fall from your eyes, you cannot command an over-managed multitude of rule-followers to suddenly “be agile” or “creative” — at least not without dispensing the management superstructure that sits over them nannying them into doing no such thing. Modernist approach is a matter of ''culture'' and culture sits deep in the ontology of the system. Culture moves very slowly. It cannot change overnight.


==== The Christians, atheists and their [[interminable game]]s====
=== A third category: interminable games ===
A particular type of argumentative youth — it may not shock you to find that the JC was one, once — will take delight in forming abstract and highly artificial positions from which to launch highly formalised denouncements of the views of an anyone holding a contradictory abstract position while opponents to just the same thing back
There is a third type of game that Carse may have overlooked, but which increasingly dominates public discourse, and is a kind of hybrid of the two — or a dark inversion of an infinite game: let’s call them “''interminable'' games”.


This used to happen in town squares and speakers corners, and now mainly happens on [[Twitter]].  
Interminable games are destructive where infinite ones are creative. Instead of seeking to create new worlds and open up possibilities, each side seeks to shut the other one’s existing world down. They are mainly harmless — just tiresome — because neither side will ever win.


These games account for much of modern public discourse, but do not easily fall into Carse’s rubric. Each player’s ostensible goal is to win by proving definitively that his opponent is wrong.  
Does God exist? Is Socialism good? Is Capitalism bad? Are permissionless [[Blockchain|blockchains]] the future? Will string theory explain life, the universe and everything? Whither [[Critical theory|social justice]]? Is [[Brexit]] a success? These are interminable games.


This therefore has the ''appearance'' of a run-of-the-mill two-hander finite game: fixed rules, fixed sides and ostensibly clear success criteria — except that it is nothing of the kind, as there is no time boundary and the named of the game is to keep going which, as long as you're opponent still had breath in him, you can happily do, as each side wittingly, if not willingly, supplies intellectual straw men for his opponent to carry on  knocking down.  
Like finite games, they appear to be contests “to the death”. Yet, like infinite games, they must not be finally resolved. The goal is, always, to ''avoid'' final victory and carry on the fight because ,if you win, you have to pack up your banners, disband your army and ''go home''. Therefore, should outright victory impend, likely victors will scramble to change their own terms of reference until they have something else to fight about.


Axiomatic that neither player will ''ever'' accept any opponent’s argument as a decisive, or even wounding, blow, and play will continue without conclusion, to the great delight of all participants (though it is a delight which presents as studied outrage at what the opponent is saying, but is really nothing of the kind) and the profound ''ennuyeux'' of everyone else.  
This can work because, the rules of engagement are not fixed, or even agreed: each side is playing to its own rules, with total disregard for the other’s, and will change its premises should it appear to be on the brink of victory or defeat.
 
=== No boundaries ===
<blockquote>All models are wrong. But some are useful.
 
— George E. P. Box</blockquote>Ultimately, the distinction between finite and infinite games eludes. The games we play are not all well-defined. What looks today to be an infinite game of creative possibility can, tomorrow resemble a fight to the death. As with any model of the world, we should use it to frame and illuminate, not to rule. ''Finite and Infinite Games'' is no great falsification of the world as we see it: to treat it that way would be wilfully to misunderstand its essential argument.
 
Instead, it offers us tools to reimagine ourselves, our struggles, our achievements and the world. The more ways we can redraw ourselves, the better we can play the infinite game.


There are many flavours of these games — they are not finite or infinite so much as [[interminable game|interminable]]: left versus right; Brexit versus Remain, anything involving critical theory or social justice, religion, political orientation or football team primacy.
{{sa}}
{{sa}}
*[[Paradigm failure]]
*[[Paradigm failure]]
*[[Interminable game]]
*[[Interminable game]]
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{{c|Big ideas}}
{{c|Big ideas|Systems theory}}
 
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Latest revision as of 10:55, 21 February 2024

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An almost infinite finite game, yesterday.
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If there is one thing to take from this article, please make it this: read James P. Carse’s magnificent Finite and Infinite Games: A Vision of Life as Play and Possibility and go out of your way to avoid Simon Sinek’s wretched adaptation, The Infinite Game.


“It wasn’t infinity in fact. Infinity itself looks flat and uninteresting. Looking up into the night sky is looking into infinity — distance is incomprehensible and therefore meaningless. The chamber into which the aircar emerged was anything but infinite, it was just very very very big, so big that it gave the impression of infinity far better than infinity itself.”

Douglas Adams, The Hitch-Hiker’s Guide to the Galaxy.

Carse was a religious studies professor with an aphoristic style, in the habit of saying things like:

“… if you are the genius of what you say to me, I am the genius of what I hear you say. What you say originally I can hear only originally. As you surrender the sound on your lips, I surrender the sound in my ear.”

As such, Finite and Infinite Games might well have silted into the geological record, somewhere between Erich von Däniken and Francis Fukuyama, never to be heard from again until being recycled for peat — but since Simon Sinek[1] recently wrote about it, it is having a fertile third age, and when minds as luminous as Stewart Brand’s speak reverently of it, there might be life for it yet above the daisies.

I hope so.

What are “finite” and “infinite” games?

Carse’s central idea is that much if life is comprised of two types of “game”: zero-sum competitions that we play to win, and unbounded collaborative games, that we play to continue playing.

A finite game is, in the narrow sense, a contest: fixed rules, fixed boundaries in time and space, an agreed objective and, usually, a winner and a loser. For example, a football game, boxing match, a dog-fight or a board game.Notably, both Chess and Go are finite games. Litigation is perhaps the perfect, idealised finite game.

An infinite game has no fixed rules, boundaries, or teams; participants can agree change rules or roles as they see fit, to help play to continue. For example, a market, a community, a business, a team or a scientific paradigm. Compared with finite contest, infinite games are (Q.E.D.) nebulous arrangements but one thing is clear: there are no winners and losers. The idea is to avoid a final result. Everyone plays to keep playing, and keep others playing. A commercial negotiation is the idealised infinite game.

Finite games are from Mars, via Thomas Hobbes and a team of litigators.

Infinite games are from Venus, via Adam Smith and his team of salespeople and structurers.

Exclusive and inclusive

Their very nebulousness means infinite games are inclusive, and you can play many of them at the same time. We all do, with our careers, families, friendships, communities and social groups. Their boundaries being both fluid and porous, these infinite games permeate, elide, intersect, interlock and amalgamate, and as they do a skilled player adjusts her play.

Finite games tend to be exclusive: once you are in one, it dominates whatever else you could otherwise be doing: it is — at least symbolically — a fight to the death, so you can be forgiven for being preoccupied. Since you know where you may go, what you may do, and when it must end, it is possible to sacrifice whatever other interests you may have had while you play the finite game.

Infinite game being naturally fluid, they can wrap around a finite game, but not vice versa.

Not to be confused

In any case, it is important in life to know when you are playing a finite game, and when you are involved in infinite play, and not to confuse them.

The thrust of Simon Sinek’s book is that in much of modern life we do confuse them: that when we carry over the “finite” metaphors of sport and war into business and politics, and play infinite games to win them, we make a category error.

But the distinction is subtler than it at first appears. A football match is finite; a football team is infinite. The team plays each match to defeat its opponent utterly. But in a broader sense, every football team needs opponents, and not just so it has someone to wallop every Saturday. It is important for the team’s future that it could realistically lose — indeed that, on occasion, it does lose — so that the games it plays offer the realistic prospect of “drama” (and not merely “theatrics”).

While a football team never wishes to lose any particular match — each is a finite game — in the long run it must lose some matches in general, lest spectators and players get bored. This is an infinite game. No-one wants to be beaten every time. No-one wants to win every time. No-one wants to watch a foregone conclusion. Ergo, we play finite games in the context of a broader infinite game.

The finite versus the infinite

Carse spends much of Finite and Infinite Games (unfavourably) comparing finite with infinite play. If much of what we tend to see as an existential struggle need not be anything of the kind, it is worth understanding these structural differences.

They have strong resonances with some of the JC’s other favourite big, odd ideas.

“Historic” versus “prospective”

The criteria for a finite game — agreed rules, formal boundaries and a limited period for one side to prevail over the other — means they are “historic” in nature. Even as you play them, you proceed by reference to risk — calculable probabilities for a known set of possible outcomes — and not uncertainty — unknown, or unknowable outcomes.[2]

The result of a football game is only certain at the end, and is a function of what happened. What could have happened but did not, and what might happen in the future, if things were only different, is of no concern to anyone playing a finite game.

Side-bar for legal eagles: the common law — based as it is on the doctrine of precedent; you know, “what has been decided before” — is dispositionally historic. Until it isn’t. For what are the great cases, the law reports and textbooks if they are not a catalogue of all the times the courts made something new?

By contrast, infinite games, where the object is to find a way to carry on, care little about what has already happened, other to learn from the experience do more of what worked and less of what didn’t. What’s done is done. The challenge is figuring out what’s coming next. This is necessarily prospective. Infinite games harness knowledge and experience to look forward.

Theatrical and dramatic

Carse describes historical, close-ended games as “theatrical,” in the sense that they run on pre-laid rails and can only have results from a range of outcomes that have been determined in advance. This, he contrasts with real “drama”, where by avoiding outcomes, players must improvise to keep the future open. There may be some drama in a finite game — we may not know who will win the World Cup — but that drama is only provisional, since it will ultimately be resolved in an expected, probabilistic way: we do know that one team will win, and 31 will not.

Now, historically-focused finite games are fine, if that’s what floats your boat: there is no harm and much reward to be had from football, as long as everyone understands the “theatricality” of what’s going on. But to use backward-looking techniques to resolve forward-looking, indeterminate scenarios — to treat the future as a calculable risk rather than an unknowable uncertainty — is to make a category error.

This is what business thought-leaders who use sports metaphors do.

The Global Financial Crisis and the lives of the universe

Expect a global financial crisis to happen once in several trillion trillion trillion times this long. [subs: can we check that?]

“We were seeing things that were 25 standard deviation moves, several days in a row”.[3]

Like the common law, markets are dispositionally historic until they aren’t. Finite techniques work well enough, much of the time, because infinite environments can resemble finite games, much of the time.

In “ordinary market conditions”, commerce does seem to operate according to an established order, existing conventions and what is already known. Rules feel fixed. Competition is apparent. Institutions are profitable, market titans are powerful — if not necessarily “strong” — the crowd is wise and everything runs as if impelled by an invisible hand. Until it doesn’t.

Why do we prefer finite, historical, backward-looking techniques over forms of infinite play? Because they are cheaper to implement and easier to manage. As long as the environment is predictable, a “historic” approach delivers efficiency, consistency and certainty. Executives can exercise central control as if they were playing a finite game. They can manage by algorithm. They can use dependable machines, and dispense with unreliable meatware. They can scale, and their risks and returns scale proportionately. This is why they are so fond of sporting metaphors.

When the assumption of finitude breaks down — when normal and fat-tailed distributions diverge — scale becomes a monster. Just ask David Viniar, or Myron Scholes, or John Meriwether, or Dick Fuld, or the prime brokers to Archegos.

Suddenly, probability metaphors fail. One twenty-five standard-deviation move is preposterous. You would not expect one in several trillion, trillion lives of the universe, let alone “several days in a row”.[4]

The green bit: normal, but dull. Most events happen here, whether in a finite or infinite game. The orange bit: normal but entertaining. Most non-dull events happen here (if an infinite game); almost all of them (if a finite game). The red bit: terrifying/thrilling. Almost no such events happen in a finite game; a small but significant number will happen in an infinite game.

Finite games are concerned with risk. Infinite ones are concerned with uncertainty. But risk and uncertainty are hard to tell apart in normal times. For the parts of a normal distribution that roughly resemble a “fat-tailed” distribution — most of it — historical approaches will work passably well for both, as long as the events fall within the middle, which for the most part they do.

Power and strength

“A powerful person is one who brings the past to an outcome, settling all its unresolved issues. A strong person is one who carries the past into the future, showing that none of its issues is capable of resolution. Power is concerned with what has already happened; strength with what has yet to happen. Power is finite in amount, strength cannot be measured because it is an opening and not a closing act. Power refers to the freedom persons have within limits, strength to the freedoms persons have with limits.

Power will always be restricted to a relatively small number of selected persons. Anyone can be strong.”It is fashionable in our time to speak loosely about “power” — much of critical theory resolves a manifesto against the violence power structures do to the marginalised — and Carse’s distinction between “power” and “strength” is a good reminder to exercise care here.

Sure, social organisations can be pernicious, but most are not. Families are power structures. So are local communities. Cricket clubs. Parent-teacher associations. Critical theories themselves are paradigms — social hierarchies of just this kind. Any form of communal organisation more developed than flapping around in primordial sludge involves some compromise of interests and some hierarchy. These don’t have to be destructive: they can be constructive, enabling, levers to prosperity and betterment for everyone who wants it. If we call such a centralised, curated, defended store of knowledge for sharing a “strength structure” it does not sound so ominous.

Society and culture: awards versus potential

Carse distinguishes between “society” — historical, bounded — and culture” — a provisional alignment of values primed for onward progress. He may have described a power structure as of “society” and a “strength structure” as of “culture”. The historic, zero-sum nature of finite games contrasts with the prospective, permissive nature of infinite ones.

Society is finite, bounded, and patriotic: it functions in order to establish a hierarchy, bestowing status, titles, honorifics and awards based on what has already happened. These emblems of past victories and achievements grant certain participants formal status. They are markers of acquired power (and not potential strength). Those with such status are impelled to defend and reinforce the hierarchy because they are have done well in it. One desires the permanence of society because it vouches safe the permanence of one’s titles and prizes.

Culture is infinite, unbounded, endlessly creative and sees its history not as destiny, but tradition: a narrative that has been started but is yet to be completed and that may be adjusted as required. That said, culture is a deep layer: it has mass and momentum, and will not change quickly, but it does change over time.[5]

Top-down versus bottom-up

In the same way finite games are backward-looking and not prospective, they imply centralised over distributed decision-making. The ingenuity is in the middle — or, in a hierarchy, at the top — and those at the edges are just there to carry out instructions.

Thus, football managers formulate strategy and recruit players best able to execute it, drilling them with pre-formulated tactics, plays and set-pieces. Indeed, managers are so important that they are not allowed to intervene during the match and must delegate that role to an on-field captain who directs operations as the game unfolds. Under these circumstances, a well-coached team of ordinary players may prevail over a disorganised assembly of better athletes. This is the lesson of Michael Lewis’ Moneyball: The Art of Winning an Unfair Game, and the falsification of the “Galácticos” strategy of buying the best players money can buy, and expecting their virtuosity to prevail.[6]

Elite coaching works because rules are fixed, variables known, and there are tight parameters around what players can do, where they can do it.

Now as far as business is a finite game, there is much to take from this. Out in the field, form dominates substance: the most vital talents are those who formulate rules, work out algorithms, devise playbooks and source — or outsource — the personnel who will faithfully and efficiently follow the plan.

If business is a finite, zero-sum game, there are a few implications:

Firstly, brilliant minds belong at the top of the organisation: they do the most inspired thinking. They come up with the best plan. Securing “the person with the best plan” is worth paying extraordinary amounts of money for.

Secondly, the organisation’s sacred quests are the creation of excellent process and optimising the cost of carrying it out.

Thirdly, those whose job is to put the leadership’s plans into practice must, as far as possible, follow instructions as quickly, flawlessly and cheaply as possible. If your unique selling point is your central strategy, the last thing you want your players to do is improvise. They should act like automatons. In a perfect world, they would be automatons.

Note the drift: for operational staff, it is towards efficiency; for executive administrative staff, it is towards excellence.

But if business is an infinite game, we have a different proposition. The rules aren’t fixed. We can’t predict where the game will go or what other players will do or, for that matter, who’s even playing. There is no common end-goal. A super-coach with a pre-determined strategy is no good. Here you do want Galácticos — only ones with a talent not for closing out historical conflicts, but seeing new possibilities, creating new metaphors, building new narratives.

Carse calls these players “poietai” — a Platonic concept meaning something like “poet” — an unfortunate label if you want to go across with sports-obsessed MBAs — which we might also render as “creatives”.

In any case, infinite players are not competing, but creating.

We want creative players to be virtuosos, and not rule-followers. They must have the freedom and resource to carry on — to augment the game. The coach’s role is to build out a simple, robust and permissive infrastructure that lets creatives communicate, puts tools in their hands, enables them to reallocate resources as they see fit. The coach’s overarching goal should be to empower players to make quick and effective decisions in the field, and otherwise to keep out of the way.

This is quite the opposite model to the super-coach: here the greatest value is provided at the edges of the organisation. The bottom-up model: laissez-faire; invisible hand; evolutionary.

Form and substance

We have argued elsewhere, at tedious length, that the great curse of modernity is the primacy of form over substance.

In finite games that distinction can be trivial; in an infinite game it is not.

In a backward-looking, proven, data-complete universe, substance is simply a specific articulation of form. The universe is solved; there is an exclusive optimal move and it can be derived from first principle. Substance follows from — depends on — form.

Form is an axiom; substance is its articulation with numbers. If you have right equation you will get the right answer. This depends on the universe being bounded, all rules determined, all knowns known. It depends, therefore, on the conditions existing for a finite game.

Where the universe is not bounded, where rules change, where unknowns swamp knowns[7] — where the game is infinitesubstance is not a function of form. There are no equations, axioms or formulae to follow when interacting with complex adaptive systems.

It’s all well in theory

This will all take time, patience and persistence

Finite and Infinite Games is a work of abstract principle, not a practical guide to life. Metaphors cannot rid the world of suffering, not resolve the intractable mess that is our world. Our institutions have fashioned themselves over aeons in their own images. They will not change overnight.

We should not expect an over-managed multitude of hide-bound rule-followers to pivot overnight to enlightened, terra-forming creatives. If you spent your career learning how to follow rules, being told suddenly those at the coal face must “be agile” and figure it out as they go will present as some kind of terrifying nightmare — it will be beyond the capacity of customer-facing staff, and it will represent an existential threat to (and be beyond the capacity of) those in upper middle management, who for decades have grown to like the idea that business administration is the highest form of being. The system will be motivated against this shift. It will deftly reorganise itself to resist it.

That is to say, our narratives, for better or worse, are a matter of culture. Culture sits deep in the ontology of a system. It moves slowly. It cannot change overnight.

A third category: interminable games

There is a third type of game that Carse may have overlooked, but which increasingly dominates public discourse, and is a kind of hybrid of the two — or a dark inversion of an infinite game: let’s call them “interminable games”.

Interminable games are destructive where infinite ones are creative. Instead of seeking to create new worlds and open up possibilities, each side seeks to shut the other one’s existing world down. They are mainly harmless — just tiresome — because neither side will ever win.

Does God exist? Is Socialism good? Is Capitalism bad? Are permissionless blockchains the future? Will string theory explain life, the universe and everything? Whither social justice? Is Brexit a success? These are interminable games.

Like finite games, they appear to be contests “to the death”. Yet, like infinite games, they must not be finally resolved. The goal is, always, to avoid final victory and carry on the fight because ,if you win, you have to pack up your banners, disband your army and go home. Therefore, should outright victory impend, likely victors will scramble to change their own terms of reference until they have something else to fight about.

This can work because, the rules of engagement are not fixed, or even agreed: each side is playing to its own rules, with total disregard for the other’s, and will change its premises should it appear to be on the brink of victory or defeat.

No boundaries

All models are wrong. But some are useful. — George E. P. Box

Ultimately, the distinction between finite and infinite games eludes. The games we play are not all well-defined. What looks today to be an infinite game of creative possibility can, tomorrow resemble a fight to the death. As with any model of the world, we should use it to frame and illuminate, not to rule. Finite and Infinite Games is no great falsification of the world as we see it: to treat it that way would be wilfully to misunderstand its essential argument.

Instead, it offers us tools to reimagine ourselves, our struggles, our achievements and the world. The more ways we can redraw ourselves, the better we can play the infinite game.

See also

References

  1. The Infinite Game by Simon Sinek (2019), though Sinek’s book is a truly terrible misreading of Carse’s point — it really bears almost no resemblance to Carse’s original and completely misses the subtle epigrammatic subtext — as such we heartily recommend you steer well clear of it.
  2. “In a world of risk (“small world”), all alternatives, consequences, and probabilities are known. In uncertain (“large”) worlds, some of this information is unknown or unknowable.” — Kirsten Volz and Gerd Gigerenzer
  3. David Viniar, Chief Financial Officer, Goldman Sachs, August 2007.
  4. You would expect a “25-sigma move” on one in 1.3 billion billion billion billion billion billion billion billion billion billion billion billion billion billion days, which is several trillion trillion trillion trillion times as long as the life (to date) of the known universe. More on this fascinating topic in our normal distribution article.
  5. Stewart Brand’s idea of “pace layering” is another one of the JC’s favourite big, odd ideas. Stay tuned.
  6. There are those who doubt the Moneyball story, and those who think the Galácticos largely had it right.
  7. All data is from the past. Seeing as there is an infinite amount of data from the future, the portion of the available data we have is, effectively, nil.