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石头、剪刀、布……炸药:新技术带来的颠覆模型

Rock, Paper, Scissors, ... Dynamite - A Model of Disruption from New Technologies

Andrew J. Lohn

arXiv 2609.00207首次发表:更新:

发表机构

Center for Security and Emerging Technology, Georgetown University(乔治城大学新兴安全技术中心)

机构由 AI 辅助整理,请以论文原文为准。

AI 中文总结

该研究以石头剪刀布加入炸药的模型,探究新技术对竞争的颠覆效应,发现仅给一名玩家加炸药价值有限,还能让旧招式失效,为技术开发避坑提供参考。

AI 中文摘要

我们旨在通过在石头剪刀布游戏中加入炸药这一元素,来理解向竞争中加入颠覆性的高性能新技术所产生的影响。研究发现,仅向一名玩家提供通用的炸药招式,其价值有限(获胜概率从50%提升至55.5%),且该招式很少被使用;若将游戏扩展至超出原始的三种招式,其价值会进一步下降。我们还观察到多种机制,使得原有招式在策略上无法使用或被淘汰。我们希望该模型能阐明开发通用新技术时的一些非直观方面,也希望它能为开发者和集成者指明需避免的陷阱,以创造价值而非仅追求性能。

英文摘要

We seek to understand the effect of adding disruptive highly-capable new technologies to competitions by assessing the addition of Dynamite to Rock-Paper-Scissors. We find that providing a versatile Dynamite move to only one player provides limited value (win probability increases from 50% to 55.5%) and is played rarely. That value decreases further if the game is expanded beyond just the original three moves. We also observe several mechanisms by which prior moves can become strategically unplayable, or obsolete. We hope that this model illustrates some non-intuitive aspects of developing new versatile technologies. We also hope that it illustrates some pitfalls for developers and integrators to avoid in order to create value rather than merely capability.

论文原文

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