
Dr Pepper wrote:Calm down, Kreistor, you are not the enemy here.
I have stated from the start that Lo0yalty, Duty, and Obedience are *NOT* Stats, which denies ANY agreement with the above statement. I have stated that Erfworlders view it from a Stats perspective, because Stats are a part of their world, but as a theoretical stat, with no identifiable mechanism that uses Loyalty to influence a Unit's choice to Turn. With no evidence of randomness in non-magically influenced Turning, there is no Game Mechanic for a Loyalty stat to be used as an input to. That means that Turning is a matter of Free Will, not game mechanics.
There isn't, because of the word "enforced." I'll sum up. No, would not be thorough. Let me 'splain. Luckily, you've provided the exact two examples I need.MarbitChow wrote:Revenant wrote:Kaed wrote:I think you all might be looking at this the wrong way. All this talk about Loyalty Buffs and Checks and such is a neat, but have you considered that perhaps it is simply psychology that caused Ossomer's turn, not some magic statistical attribute?
You talk like there is a meaningful difference.
There is, if the stat is externally enforced. We think of stats as an abstract representation of an attribute or ability, but Erfworld stats may be actively controlled by outside forces. Move is the most obvious example, but loyalty checks may be a common form of mind control designed to continue conflict in the "game".
You're incorrect, because you've taken the context out of the picture and are asking the readers to judge the turning unit without that context. The setting is the context. Is it Stanley's fault that he popped non-royal? The reader can hardly fault him for that. Yet Slately has no issue faulting Stanley for it, looking down on a non-royal overlord simply for the uncontrollable circumstances of his popping/birth, and forming a coalition of royals to go assassinate Stanley and eradicate his Side. Thus it's perfectly valid, in context, for one Erf resident to fault another for turning or not turning.Kreistor wrote:And that's what we're talking about here. If Loyalty is a number, and a random chance decides if you switch sides, then how can anyone fault another for Turning? The game rolled that they should switch. How can that be a Unit's fault?
And that's the inconsistency in how Loyalty is discussed and how it is treated in Erfworld. If it is a random die roll, then the Unit has no control over the choice. But it is treated as if the Unit chose, in which case it's not random.
Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
Oberon wrote:This added abstraction makes loyalty as a psychological effect indistinguishable from loyalty as a game mechanic (e.g. "some magic statistical attribute"). This is essentially just a paraphrasing of Clarke's third law.

Why would you think that? The Erf resident who "fails a loyalty check" acts to any observer (including themselves) in the exact manner that an Erf resident who "decides to turn." This is what "indistinguishable" means, after all.MarbitChow wrote:Oberon wrote:This added abstraction makes loyalty as a psychological effect indistinguishable from loyalty as a game mechanic (e.g. "some magic statistical attribute"). This is essentially just a paraphrasing of Clarke's third law.
Indistinguishable, except to the person experiencing the loyalty "check".
Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
goodmorning wrote:Kreistor, I was really rooting for you there. Demanding evidence, while a bit extreme for a webcomic forum, is fair enough given the quality of debaters we have here. But when BLAND actually provided a well fleshed-out, well articulated, and well referenced (although no page numbers, but come on, that's just annoying to do) you not only didn't engage with it, you replied to a different post which you COULD argue with easily, and only responded to the parts of BLAND's post that were irrelevant to the actual debate.
Daniel Dennett proposed the Multiple Drafts Model, in which consciousness seems linear but is actually blurry and gappy, distributed over space and time in the brain. Consciousness is the computation, there is no extra step or "Cartesian Theater" in which you become conscious of the computation.
Jerry Fodor argues that mental states, such as beliefs and desires, are relations between individuals and mental representations. He maintains that these representations can only be correctly explained in terms of a language of thought (LOT) in the mind. Further, this language of thought itself is codified in the brain, not just a useful explanatory tool. Fodor adheres to a species of functionalism, maintaining that thinking and other mental processes consist primarily of computations operating on the syntax of the representations that make up the language of thought.
David Marr proposed that cognitive processes have three levels of description: the computational level (which describes that computational problem (i.e., input/output mapping) computed by the cognitive process); the algorithmic level (which presents the algorithm used for computing the problem postulated at the computational level); and the implementational level (which describes the physical implementation of the algorithm postulated at the algorithmic level in biological matter, e.g. the brain). (Marr 1981)
Ulric Neisser coined the term 'cognitive psychology' in his book published in 1967 (Cognitive Psychology), wherein Neisser characterizes people as dynamic information-processing systems whose mental operations might be described in computational terms.
Steven Pinker described a "language instinct," an evolved, built-in capacity to learn speech (if not writing).
Hilary Putnam proposed functionalism (philosophy of mind) to describe consciousness, asserting that it is the computation that equates to consciousness, regardless of whether the computation is operating in a brain, in a computer, or in a "brain in a vat."
Bruno Marchal, professor at the Free University of Brussels, claims in a Ph.D thesis (University of Lille, France, 1998, Calculabilité, physique et cognition[8]) that physical supervenience is not compatible with computational theory, using arguments like Universal Dovetailer Argument or Movie Graph Argument.
Georges Rey, professor at the University of Maryland, builds on Jerry Fodor's representational theory of mind to produce his own version of a Computational/Representational Theory of Thought.
Ok, maybe you're busy and will get to it later. maybe you're writing it right now. Please prove me wrong.
If nothing else, this is FASCINATING. I really wish I could remember a thing I read in that Godel Escher Bach book. Read it years ago. Oh well.
I can't really post this without providing my own opinions. Otherwise I'm just a spectator (and we have none of those here....) so here we go:
You seem to have started this somewhere around the free will argument and the concept of a soul. Even if earlier in the forum your statement might have been different, Kreistor, you recently said:I have stated from the start that Lo0yalty, Duty, and Obedience are *NOT* Stats, which denies ANY agreement with the above statement. I have stated that Erfworlders view it from a Stats perspective, because Stats are a part of their world, but as a theoretical stat, with no identifiable mechanism that uses Loyalty to influence a Unit's choice to Turn. With no evidence of randomness in non-magically influenced Turning, there is no Game Mechanic for a Loyalty stat to be used as an input to. That means that Turning is a matter of Free Will, not game mechanics.
I almost agree with you.
http://www.erfworld.com/book-1-archive/?px=%2F084a.jpg
Loyalty can be magically modified by magic. Therefore it can be more or less, and can thus be (to a degree) quantified as a stat. I get that there doesn't seem to be a dice mechanic with it, but it can be quantified, in the same way that our own loyalty could, in theory, be quantified as a stat.
How many cases of non-magically influenced Turning have there been? Any cases that we might have seen, can we not see it all in terms of a Loyalty stat vs Circumstance modifiers.
Wanda was x loyal to Banhammer. She was presented with her Fate, with a y modifier. Given that it was such a monumental Fate, to be a Tool of the Titans, and given that Banhammer hardly seemed the type to give any kind of circumstance bonus to x, I would not be surprised that y > x. Ergo, she turned to Fate, not Banhammer. There could have been other factors, such as Jillian, Jack and the knowledge of Stanley, but it resulted that y > x.
In our world, if two people are fighting, chance plays a role (at least as far as we can perceive. yes it can all just be circumstances and inevitable reactions, but as far as we can see, it appears random). A weak man can beat a strong man if he gets a critical hit, such as hitting the throat or the groin.
However, our loyalty to one person/organisation or another seems much less random. If someone can offer a better deal or inspire more loyalty than our current focus of loyalty, then we switch. Intuitively, we can see that there is far less randomness involved. Circumstances or personality (our propensity for guilt, for example, which one could view as a multiplier for our loyalty stat) certainly affect the outcome, but these are definite things. Very difficult to actually quantify, but we can say easily that our guilt/conscience is more potent than the bribe being offered, for example. There is no dice roll, but there is a stat-based conflict.
[/quote]So, I've managed to make an argument that appears to refute Free Will. That's a shame. I really believe in Free Will. But I think this argument makes sense. Bother.
goodmorning wrote:Kreistor, I was really rooting for you there. {snip} Ok, maybe you're busy and will get to it later. maybe you're writing it right now. Please prove me wrong.
Daniel Dennett proposed the Multiple Drafts Model, in which consciousness seems linear but is actually blurry and gappy, distributed over space and time in the brain. Consciousness is the computation, there is no extra step or "Cartesian Theater" in which you become conscious of the computation.
Jerry Fodor argues that mental states, such as beliefs and desires, are relations between individuals and mental representations. He maintains that these representations can only be correctly explained in terms of a language of thought (LOT) in the mind. Further, this language of thought itself is codified in the brain, not just a useful explanatory tool. Fodor adheres to a species of functionalism, maintaining that thinking and other mental processes consist primarily of computations operating on the syntax of the representations that make up the language of thought.
David Marr proposed that cognitive processes have three levels of description: the computational level (which describes that computational problem (i.e., input/output mapping) computed by the cognitive process); the algorithmic level (which presents the algorithm used for computing the problem postulated at the computational level); and the implementational level (which describes the physical implementation of the algorithm postulated at the algorithmic level in biological matter, e.g. the brain). (Marr 1981)
Ulric Neisser coined the term 'cognitive psychology' in his book published in 1967 (Cognitive Psychology), wherein Neisser characterizes people as dynamic information-processing systems whose mental operations might be described in computational terms.
Steven Pinker described a "language instinct," an evolved, built-in capacity to learn speech (if not writing).
Hilary Putnam proposed functionalism (philosophy of mind) to describe consciousness, asserting that it is the computation that equates to consciousness, regardless of whether the computation is operating in a brain, in a computer, or in a "brain in a vat."
Bruno Marchal, professor at the Free University of Brussels, claims in a Ph.D thesis (University of Lille, France, 1998, Calculabilité, physique et cognition[8]) that physical supervenience is not compatible with computational theory, using arguments like Universal Dovetailer Argument or Movie Graph Argument.
Georges Rey, professor at the University of Maryland, builds on Jerry Fodor's representational theory of mind to produce his own version of a Computational/Representational Theory of Thought.


Oberon wrote:Why would you think that? The Erf resident who "fails a loyalty check" acts to any observer (including themselves) in the exact manner that an Erf resident who "decides to turn." This is what "indistinguishable" means, after all.
I will await with interest any comment by Ossomer as to why he turned, and what it felt like.



Again, remember that Erfworlders will explain things based on what they know. They know Attack can be modified by Leadership, etc., so they naturally think "unknowable" stats can be modeified int he same way. Remember Parson's difficulty in getting Archons to understand the concept of "volunteer". Free Will concepts are foreign to many of them, with Obedience forcing their actions. When it comes to Loyalty, they litearlly have no point of reference ot understand the concept of Free Will, so even if they have it, they don't understand that they have it.
Let's imagine that there is a Loyalty mechanic, similar to the Attack mechanic. We have the concepts of crits and automatic misses. Same would parallel. So there's a chance at any point in time, that if you try to make someone Turn, that they would, no matter how rarely. And what do we have? No one asking others to Turn randomly. Vast amounts of combat, with no attempts to Turn. So that mechanic doesn't exist, merely because no one is trying it.
Not so. Those that attempt to subvert loyalty look for a weakness of character -- greed, lust, depression, desire, etc. -- that will do the job for them. The weakness is one that is there before pressure is applied. And that is what breaks down the Loyalty stat concept. Against 100 different attempts, the person remains loyal to the core, but to that one attempt using the correct leverage, it is as if Loyalty does not exist at all.
Kreistor wrote:Let's imagine that there is a Loyalty mechanic, similar to the Attack mechanic. We have the concepts of crits and automatic misses. Same would parallel. So there's a chance at any point in time, that if you try to make someone Turn, that they would, no matter how rarely. And what do we have? No one asking others to Turn randomly. Vast amounts of combat, with no attempts to Turn. So that mechanic doesn't exist, merely because no one is trying it.
I see this as a different situation entirely. More akin to Jillian, when under the compulsion Wanda cast, needing to justify her decisions to herself while still following the compulsion. The 'pliers are magic, their influence is outside of a discussion on whether there is any meaningful difference between a significantly advanced science and magic, or a unmeasurable stat called Loyalty and personal choice.MarbitChow wrote:Oberon wrote:Why would you think that? The Erf resident who "fails a loyalty check" acts to any observer (including themselves) in the exact manner that an Erf resident who "decides to turn." This is what "indistinguishable" means, after all.
I will await with interest any comment by Ossomer as to why he turned, and what it felt like.
I think that because of Ansom's musing over his complete 180 from hating Wanda to loving and adoring her. He realizes it's unusual, but doesn't know or care why. I agree that it would be fascinating to see Ossomer's perspective on the switch in a future text update.
Lucky for you, the universe will continue expanding forever, with no return to the point of the Big Bang. Does that not make all of your actions permanently significant?effataigus wrote:** As an aside, I tend to avoid thinking about weighty issues of consciousness because I have noticed a pattern in life. Understanding things removes the magic from them. I love to hear that people are exploring this topic, but I'm secretly afraid that they will discover an answer. If this all turns out to be a giant cosmic coincidence that will ultimately erase itself either by returning to the starting point or diluting to unrecognizability, does that not trivialize all of our actions?
Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
goodmorning wrote:I can accept that you don't want to debate one way or another with psychology, Kreistor.
In the case of Bland's most recent point about all those theorists and what they agree on I can't agree or disagree with, because that's a factual one which I don't know the facts for. I'll give Bland the benefit of the doubt, but I really don't know.
I only have a few points of contention.Kreistor wrote:Again, remember that Erfworlders will explain things based on what they know. They know Attack can be modified by Leadership, etc., so they naturally think "unknowable" stats can be modeified int he same way. Remember Parson's difficulty in getting Archons to understand the concept of "volunteer". Free Will concepts are foreign to many of them, with Obedience forcing their actions. When it comes to Loyalty, they litearlly have no point of reference ot understand the concept of Free Will, so even if they have it, they don't understand that they have it.
I understand that. Flatland is one of my favourite books. However, my point was that Loyalty can be altered by magic. There is no disputing this. Loyalty + Magic = Different Loyalty. If it can change, it can be quantified, and therefore can be thought of as a stat. Yes, they think that way because they are predisposed to given their world, just as we DON'T think about it in that way for similar reasons. However, Loyalty is definitely a stat, in one form or another.
Kreistor wrote:Let's imagine that there is a Loyalty mechanic, similar to the Attack mechanic. We have the concepts of crits and automatic misses. Same would parallel. So there's a chance at any point in time, that if you try to make someone Turn, that they would, no matter how rarely. And what do we have? No one asking others to Turn randomly. Vast amounts of combat, with no attempts to Turn. So that mechanic doesn't exist, merely because no one is trying it.
Do we have confirmation of an automatic miss?
I think my argument agreed with that. Perhaps it wasn't explicit enough. I would just count that as a circumstance bonus/penalty. When you find that critical bonus, you just win. So yes, I would say Loyalty works as a flat comparison of quantities - Loyalty vs Turning, plus or minus circumstances
Balerion wrote:Slately demands of Ossomer that he turn; Ossomer responds he cannot. Why? his loyalty stat is influenced by Wanda's presence. When the roll is made, he is denied his existing free will. Wanda is gone; loyalty falls low enough that the check fails. he is now allowed free will. THIS DOES NOT MEAN A FAILED LOYALTY CHECK FORCED HIM TO TURN. it means that a failed loyalty check made the decision his own.
Kreistor wrote:Let's imagine that there is a Loyalty mechanic, similar to the Attack mechanic. We have the concepts of crits and automatic misses. Same would parallel. So there's a chance at any point in time, that if you try to make someone Turn, that they would, no matter how rarely. And what do we have? No one asking others to Turn randomly. Vast amounts of combat, with no attempts to Turn. So that mechanic doesn't exist, merely because no one is trying it.

Oberon wrote:Lucky for you, the universe will continue expanding forever, with no return to the point of the Big Bang. Does that not make all of your actions permanently significant?effataigus wrote:If this all turns out to be a giant cosmic coincidence that will ultimately erase itself either by returning to the starting point or diluting to unrecognizability, does that not trivialize all of our actions?


Kreistor wrote:That you can present what happened in the format of a game meshanic does nto mean a game mechanic is the only solution. I can do the same in our world, so do we have Stats like Loyalty?

MarbitChow wrote:Whenever we talk of Game Mechanics (on Earth), we are necessarily talking about an abstraction; a modelling of a behavior that is more complex than we can easily determine during a 'game'. When Game Mechanics in Erfworld, we assume that these are actual laws of physics.
We know that the mind in Erfworld is manipulated through the normal Erfworld laws of physics. The Thinkamancers can see the G-Strings. The Erfworld model of consciousness is not the same as our own - it can't be. Consciousness is created fully-formed, not organically grown. Knowledge influences decision-making, as does experience.
The question isn't whether Erfworld controls behavior, but how much ongoing influence it has once a unit is popped, and if so, whether that influence is done by an intelligence.
Kreistor wrote:Ossomer is magically influenced, and not an example of Free Will. The magic could come from Croakamancy, but that would not permit any Turning. Since Ossomer does Turn, then the enslavement comes from Wanda's capacity for Thinkamancy, not Croakamancy. This has many repercussions for Decryption, but that is a different conversation.
Kreistor wrote:The Earth-world equivalent to Ossomer's conversion would be similar to a Cultist being brought out of a brainwashing situation. Without the constant reinforcement of the cult's perspective, its inconsistencies become obvious, and the former cultist Turns away from their former belief system. Does that give us a Loyalty stat that has sudden modifiers? Or is it our mind escaping influence and reestablishing reason?
That you can present what happened in the format of a game meshanic does nto mean a game mechanic is the only solution. I can do the same in our world, so do we have Stats like Loyalty?
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