Rock, Paper, Scissors | Narration catalyst

Rock Paper Scissors disambiguates from 3-value logic in a balanced way. Each option beats exactly one other and is beaten by exactly one and that one is different. In the figure below, the arrows show one resolution. The color scheme shows the other. Such a game imbues a situation with logical “grounding”, as no ambiguity is possible.

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In OKIC, a more complex though similarly grounded logical process occurs due in part to true-sense anchoring.

In this simple game, getting control of narration is the goal. It is also stands-in, functionally, system-wide, for context distribution (see figure below). Similar results are achieved by similar methods like “drawing straws.” However Rock Paper Scissors is distinct in that each time is is played, it involves an independent choice by each side. When done repeatedly and outcomes tracked, such as a “best 2 out of 3” game, probability becomes part of the express logic. Finally, it can simply be played as a quick, entertaining, choice-based logic game.

Compare this to representational reality, a continuum that is inclusive of, though not controlling of, narration. In OKIC, the cycles most similar to the Rock Paper Scissors game play are those of behavior-context cycles, shown below as a triptych to distinguish time constrained, balancing and centering of self. Familiar dynamic phenomena at work in such cycles are emotions, thoughts and habits.

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“Lost” Time

In engaging such games to resolve impasses, we use a logical catalyst to decide (in place of consensus) and therein move through the impasse. When in limbo, time is “lost”. It’s an unpleasant experience for most people. A simple game like Rock Paper Scissors repairs the time gap.

“Lost” time is a function of failure to distribute context. Referring the the triptych above, this could be through internal re-balancing, external re-centering, or allowing paradox.

Referring to the figure to the right, “lost” time means absence of centralizing narration. Lingering on the right side of the Axis of Ambiguity, where influence, relating and beliefs predominate. To stop the loss of time to these activities, a game of Rock Paper Scissors, puts the group on the left side, where narrative can again be centralized.

“Participatory Behaviors and Distribution of Context in HSR”
“Participatory Behaviors and Distribution of Context in HSR”

During tension about groups not reaching consensus, being “in limbo”, “losing” time, or simply games that require ties be broken, Rock Paper Scissors helps by bypassing the normal group urge for impartial systematicity via generative context distribution. One way to think of that is as group objectivity. In Rock, Paper, Scissors and similar games, winning is akin to being given the power of narration within the group, a group being two or more individuals.

Pathfinding on the Continuum

Being in limbo in this way is simply a matter of being in the position of pathfinding on the continuum channel where representational reality resides.