*sigh* Alright, looks like it's time once again for...
Jack Kieser's Philosophy Corner!
*This week’s episode is brought to you by the letter "B": "B", as in "biases".*
For today's lesson, I'd like to focus on this exchange:
No you haven't. You didn't win because the item spawned near you while edge guarding, you won because you carefully edge guarded until an item spawned. Those are entirely different things.
Excuse me but who are you to tell me what did and didn't happen?
I've knocked opponents off-stage into situations where I know they could recover, only for a beam sword to appear next to me. Item thrown up/down > grab ledge is amazingly safe for edge-guarding and happens really frequently.
I'm not using superior stage control to my advantage or any bull**** like that. If you lost to a Peach player who pulled 25 Bob-ombs in a row are you going to turn to them and say "Oh, silly me, guess I shouldn't have given you an opportunity to use down-b, gg"?
This exchange exemplifies a main point of contention in the items debate: how, exactly, do we quantify the effects items have on a fight? The answer, of course, is simple:
We, as humans, will quantify them however suits us best.
I'd like everyone to think about that for a moment. We, as people, are already predisposed to interpret data in whatever manner best fits our preconceived notions. It's why early humans assumed that sacrifices ensured good harvests, it's why a Catholic will interpret a trippy experience as "evidence of the Holy Ghost" while an Atheist will interpret the exact same experience as "a bad batch of shrooms", and it's why the scientific method is crafted so carefully to be "objective". Let's look at a couple of things and how they related to both our propensity to introduce bias and the items debate.
Chapter 1: Language and Bias:
Look closely at The BEN and Grim's exchange above. They are both attempting to describe the same series of events:
* Two players are on a stage
* Player A knocks Player B off
* Player B attempts to recover
* Item spawns on stage
* Player A obtains item
* Player A uses item on Player B
* Player B dies
This is a finite series of events. Grim and Ben are both describing the same series; this they both admit to. But, look at how different the descriptions are:
BEN: Player A knocks Player B off the stage, and due to his superior positioning is rewarded with an item, which he then uses to KO Player B.
Grim: Player A knocks Player B off the stage, then is given an item through no boon of his own, which is used to KO Player B unfairly.
Now, which one is right? The answer:
BOTH!
You see, the language that is used to describe a situation is just as important to human understanding as the event itself, and the very choice of language that both Ben and Grim use colors the interpretation of the same events. There, of course, is good reason for this.
Humans are wired to use language in interesting ways, but of real note is that language can affect us right back. The syntax and structure of the language one chooses to use colors and biases interpretations of events by their nature. For instance, take this series of events:
* There is a bed.
* Someone is jumping on the bed.
* One of the legs cracks.
* The bed falls apart as the jumper lands from a jump.
Now, show this event to two people speaking different languages, and see how it's described. This actual experiment has been performed! It turns out that the English language is steeped in blaming terminology in ways that many other languages are not.
It turns out that English speakers are more prone to blaming events on people than Japanese or Spanish speakers, for instance. If a Japanese speaker sees the above series of events, she might say "The bed broke.", while an English speaker would say "That person
broke the bed."
See the difference? In one statement, the bed merely broke; it wasn't anyone's fault, but a bed DID break. In the other,
a particular person actively broke the bed. Did the jumper take a hammer to it? Was it her intention to break the bed? In English, it's irrelevant; our language is biased towards assigning blame, and so the jumper
actively broke the bed.
This is what is happening in Ben and Grim's exchange. In one statement, Player A actively gained superior positioning, and thus anything that happens as a result of superior positioning (like, being closer to an item spawn) is
a direct result of Player A's action, and is thus an earned event. As far as Ben's interpretation is concerned, Player A earned the item through action.
Grim uses different language, however. In Grim's eyes, the
item spawn is independent from Player A's act of knocking Player B away. The item spawn does not happen
because of anything the player did, and so the player didn't earn the spawn.
Who has the more correct interpretation? Again, the answer is both, because the answer is determined by both the viewer's language biases AND the players metagame biases. Ben is correct in that if Player A hadn't knocked away Player B AND if Player A hadn't been where she had been (for instance, if Player A had decided to leave the stage to intercept before the spawn), then Player A wouldn't have had the item to use. Grim is ALSO correct that Player A did not take a direct action that CAUSED the item to spawn. Both are correct.
So, how does this influence the discussion?
Chapter 2: Bias and the Item Debate:
So, where do we go from here? Obviously, the main issue at this point is one of definition. We actually have a much more fundamental issue than we think: we don't currently agree on a definition of the verb "to cause".
Ben thinks that "to cause" means that "to make such a state of affairs that an event could not be obtain as true without said state". In other words, Player A
caused an advantageous state of having an item to use because without taking certain actions (knocking Player B away, staying on the stage, etc.), such a state of affairs as Player A having an item to use could not obtain as true; if Player A hadn't done what she did, she wouldn't be in an advantaged position, and so she
caused her position. Of course, this comes with baggage: in this sense, Player B
also caused Player A's advantageous position by being in such a place as to allow Player A to knock Player B away in the first place. Keep in mind that causation is, by its nature, a chain, and so this is NOT as big of a problem as one would first assume.
Grim, however, thinks that the verb "to cause" means "to take an action in which a certain state of affairs may obtain
if and only if said action is to occur". Sure, Player A was in an advantageous position because of her (and possibly Player B's) actions, but Player A could have been in an equally (or possibly the same) advantageous position in any number of ways. The item was caused by Player A
if and only if the item
could not have existed without Player A's acting. If the item could exist without Player A's action, it wasn't caused by it, and the item (theoretically, we can't know for sure) would have spawned regardless of Player A's action, therefore it was
not caused by Player A. This is a more stringent definition of causation, of course, but also comes with problems. For instance, this definition of causation requires
absolute knowledge in order to be certain of an event. We don't fully understand item spawning, so it's possible that Player A's actions caused the portion of memory that controls spawns to be in the state that it was, and this allowed the item to spawn as it did, and
this would mean that the item would only spawn
if and only if Player A had acted as such.
So, where do we go from here?
Personally, I do not think either definition is mutually exclusive. However, regardless of such considerations, no item debate can conclude (or even progress) without taking into account such matters as this. I tend to side more with Ben on this one, mainly because there are a
plethora of times events obtain that could happen with or without player input in gradients of ways (GW Hammers are a good example, as the actual hammer couldn't have happened without input, but the number may or may not have anything to do with anything the players did; tripping is the same). Ben's definition allows for these grey areas to exist, while Grim's definition, by its own stringency, would not actually allow us to say that a player "caused" a 9, because we don't know the mechanics well enough to say.
Keep in mind that this doesn't even
touch the problem of "amount of random influence", although such a matter also is affected by the same kinds of biases that I talk about here.
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And, that's it for this week's episode of
Jack Kieser's Philosophy Corner! Tune in next time, whenever someone is being a silly goose,
wherever someone is being a silly goose! See you all next time.