FREE IMPROVISATION AND GAME THEORY : AN INTRODUCTION AND A FEW EXPERIMENTS First thing first : what’s Game Theory ? Here’s a short but explicit definition : Game theory is a branch of applied mathematics that is used in the social sciences (most notably economics), biology, engineering, political science, computer science (mainly for artificial intelligence), and philosophy. Game theory attempts to mathematically capture behavior in strategic situations, in which an individual's success in making choices depends on the choices of others. Before starting, we’ve to make a distinction between parametric situations and strategic situations. Rational choice theory deals with the first ; Game Theory with the second. In a parametric situations, I’m the only rational agent around : the outcome depends mainly on my decision ; of course, there is a lot of stuff that are uncertains, that’s why rational choice theory has a lot to do with probability theory. In strategic situations on the other hand, there are more than one rational agents interacting, and I have to anticipate their possible choices before I make mine. Game theory gives the rules of rational choice in a such situation. Although music is not mentionned in the definition above, one can clearly see a link between improvisation and the kind of situations Game Theory is supposed to modelize. Indeed, collective improvisation, especially free, non-idiomatic, generative… (whatever the name) is probably one of the highest possible interactive situation. Since there is no standard, no raga/tala… before I start playing, there is nothing to tell me what to do, what is right to do, what is of aesthetic value. Only one thing : the aesthetic value of what I will play depends on what the other musicians will play ; and that’s the same thing for each musicians : no one know what the other will play, yet what I do will be judged in regard of what the other has played (or is playing). So we have a typical interactive situation ; there is no action from x on y without an action from y on x. And this is also a strategic situation : from the many musical possibilities, the wide range of expressions I can summon, I have to choose, I have to make a choice : and the success of this choice depends on the choices of others (in other words, the quality of the choice is not absolute but relative). But the idea of mixing together music and game theory, while not new, is still one of a strange kind. How can Game Theory, a theoretical tool whose main goal is to modelize interactive situations between economically rational agents, help us producing music (that’s one thing) or thinking about music (that’s another thing) ? Iannis Xenakis, the father of this mixture, was more in this former perspective. Game Theory was conceived as a compositionnal tool to generate unheard structures. Let’s take an example : Duel is a piece for 2 orchestras with 2 conductors : each conductor has a set of musical strategies (partly written, partly stochastic) for his orchestra and there is a matrix, which is given with the score, for reading the result (the number of points you win/loose) of playing Strategy X (as chosen by Orchestra 1) over Strategy Y (as chosen by Orchestra 2). At the end, you can count the points and tell wich orchestra won. A matrix is just a double-entry table where you can get the payoffs for each player in respect of the strategies chosen by each player. For the Duel piece, if there were only two strategies available (« silence » or « playing long notes »), it would be something like that : Orchestra 2 Strategy A (Silence) Strategy B (long notes) Strategy A (Silence) result POOR: -5, -5 result OK: 0, +5 Orchestra 1 Strategy B (long notes) result OK: +5, 0 result GOOD: +3, +3 Here’s how to read this matrix : When Strategy Orchestra 1 plays Strategy A (Silence) and Orchestra 2 decides also to tacet, there will be silence that is qualified by the matrix as POOR, and each player looses "5 points". When long notes (Strategy B) are played by Orchestra 1 and Orchestra B chooses to tacet or vice versa, the musical result is qualified as OK, the player that plays gains "5 points", while the other gets "0". The result qualified as GOOD is when both orchestras play long notes (Strategy B), each player gains "3 points". Without knoowledge of game-theory it seems obvious that the best choice for each Orchestra is to play Strategy B (long notes). This is a very simple example, but it gets far more complex when you have more possible strategies. Note that the numeric values are somewhat arbitrary ; their goal is to make explicit the aesthetic value of the possible musical results, in a ranking decided by the composer. So if the piece works, if the matrix is well done, good players, who don’t care about music but about making points, will make good music… ! The idea was new and exciting, but the musical result was less impressive than the theoretical foundations used to build the piece, probably because it was too demanding both for the conductors and the orchestras… There are three main ideas to keep in mind when thinking of Xenakis’ approach : 1) Game Theory is used in a normative, prescriptive way. The matrix tells the players what to do, or at least what they should do if they were rational enough to determine the correct set of musical moves to make ; of course the game, and then the matrix, is complex, so there is no room for strictly dominant pure strategies so you have to use mixed strategies, that is to say strategies that assign one probability to chose this strategy to each available strategy : it’s a sort of meta-strategy, and you need probability theorie (and let a computer do the maths) to find the equilibrium points. That’s why each performance of Duel is different from another one : because the solution of the game is too complex for actual humans. But de recto, the matrix tells what is good, what is bad (not in a moral way, obviously), in one word, what is rational. 2) This is heteronomic music. That means we are using other laws than the law of music (laws of tonality in western occidental music, laws of rythmic constructions in carnatic music…) in order to build the music. 3) This is agonistic music wich is of course not the main kind of music ! But not an inexistant one either (some examples of traditional music in Madagascar, or closer from us, the trade-four in early jazz, or hip-hop battles)… Players are opponents and must try to outwit themselves. If one wins, the other looses. In our edition of Zam Lab, we’ve tried to built our own matrix with 4 strategies available for each of the 2 players : play static, develop, play the same than the other, play the opposite than the other. While the result was musically very interesting, it was also difficult to make sense from the payoffs written in the matrix : you didn’t always clearly saw the link between the musical outcome and the payoff outcome… In fact, to build this kind of matrix is clearly a composer job, because your matrix must be done in such a way that the good improviser get the high payoff, and that’s quite uneasy. Moreover, as the game is agonistic, you have to make difference between the players’payoffs (it’s not just : the result is beautiful, let’s give this two players the same number of points), so you have to take account of the risky-aspect of their strategies : a player who chooses a risky strategy should be rewarded if it’s a good musical choice in the context, punished otherwise ; conversely, a musician who chooses an « easy » strategy, which works in a lot of musical context (like a pedal point or something like that), will earn less points with that. But somehow, we’re now off the territory of free improvisation : there are rules, and so something like a score (the matrix). So it seems obvious that we can’t use Game Theory to make free improvisation ! So how can we use Game Theory to think about free improvisation ? First, it seems clear that we need to have a descriptive use of Game Theory, not a normative one. So the question is : can we really modelize with Game Theory what is happening in actual improvisation ? One possible answer is to see a free impro as a game of coordination, that is a game where players manage to make their actions consistents. In other words, they have to agree on something common. Formally, here’s a possible definition : In game theory, coordination games are a class of games with multiple pure strategy Nash equilibria in which players choose the same or corresponding strategies. Coordination games are a formalization of the idea of a coordination problem, which is widespread in the social sciences, including economics, meaning situations in which all parties can realize mutual gains, but only by making mutually consistent decisions. A common application is the choice of technological standards. A typical case for a coordination game is choosing the side of the road upon which to drive, a social standard which can save lives if it is widely adhered to. In a simplified example, assume that two drivers meet on a narrow dirt road. Both have to swerve in order to avoid a head-on collision. If both swerve to the same side they will manage to pass each other, but if they choose different sides they will collide. In this case there are two pure Nash equilibria: either both swerve to the left, or both swerve to the right. In this example, it doesn't matter which side both players pick, as long as they both pick the same This is a problem of pure coordination, because both players have the same preferences about the Nash equilibrium outcome. There is different kinds of pure coordination game : matching game (pick the same), Hi-Lo Game (one of the equilibrium is better than the other, for example we’re all old bluesmen, and of all the possible way to play music together, we strictly prefer to play a Blues in B-Flat). The main problem is how we think about improvisers’preferences. Player’s preferences in Game Theory are his ordinal ranking of all possible outcomes than can be actual as the result of the strategic interaction. For example, at this time I would like more than anything else to play a ballad, or something like that, but what I would really not like is ending playing In C from Terry Riley or something like that. And so on for each player. If each players has a different way to ranking outcomes, different preferences (wich seems to be the most common case), but still want to make his action consistent with other’s actions, then we have a game of impure coordination. That’s the game of the Battle of the Sexes : In this game both players prefer engaging in the same activity over going alone, but their preferences differ over which activity they should engage in. Player 1, the woman, prefers that both go to the movies while player 2, the man, prefers that they both stay at home watching football on TV. In improvisation, that would mean : OK we want to play together, and not each of us in his own corner, but I will prefer to play that kind of music, and you will prefer this kind and so on… Of course, here it’s very radical (the idiom we choose, or the genre) ; but impure coordination can be in much more subtle things. We’ve shown that aspect of impure coordination in Zam Lab by playing what we’ve called « The Confession Game » : a quartet was improvising, and it was recorded. At the end, the music was rewinded, and each musician listened to it on his headphones while speaking about it on a mic, especially stating what he was liking, what he was not liking, which direction he would have wanted the music to take… And so, it was quite clear that improvisers’preferences were differents, but that they were nevertheless trying to play together in achieving a common goal. In fact, pure coordination seems purely speculative as for free improvisation, cause it seems crazy to imagine that musicians have the same preferences on everything. But it’s only crazy if we maintain the individualistic view from Game Theory to think about free improvisation. We can also see this bunch of musicians as a group, or more specifically as a team. A team is simply a group of people with a common goal, and so common preferences. That doesn’t mean that all the musicians in this team are clones or robots. But when they start playing together, they constitute themselves as a team, and they engage themselves in a specific mode of reasonning, known as team reasonning. The team becomes the main agent, with its proper preferences (wich, of course, are not the same from the musicians per se preferences). Let’s take an example in a family who discusses how they should spend the summer ; when it comes to walk, they prefer walks of 6 miles or so to ones wich are much shorter or much longer, and prefer wel-marked but uncrowded paths to ones wich are either more rugged or more popular. When they say that they prefer that kind of walks, does it mean that each of them prefer this ? Not quite. What I’ve called their preferences are not so very different from those than the father have as an individual, or the mother. But the father’s ideal walk would be somewhat longer than 6 miles, along rougher and less well-marked paths than they prefer as a family. So « We prefere x to y » is not equivalent to « Each of us prefers x to y » ; but it does not mean it makes no sense at all. So when we’re doing collective free improvisation, there’s reasons to think that we’re individually engaged in what we can call a team-directed reasonning, wich give birth to a team agency, team preferences and a proper team reasonning. Of course, one of the main difficulty with that approach is to gain team-confidence, that is to be sure that each one of the group of people we see as a team is engaged in the same kind of team-directed reasonning. So team-reasonning is like a framing effect. Instead of seeing the improvisation as « What sould I do ? », I see it as « What should we do ? », I imagine which is the best combination of actions for the team, and I play the strategy wich is my part in this combination. If this idea is correct, then we can see a free improvisation as a game of pure coordination. The problem now becomes an equilibrium-selection problem. Wich equilibrium to choose ? We have to introduce the concept of Focal Points, first introduced by Thomas Schelling in his book The Strategy of Conflict. A focal point is something which is salient to the cognition of the players ; this salience can be of three main types : 1) Primary salience : if someone asks me « choose any number », I’ll say « 7 », because it’s my magic number. So something with primary salience has a special meaning and a special cognitive priority for an agent. 2) Secondary salience : something has secondary salience if I think it has primary salience for another player. For exemple if I try to guess which number you have chosen, and I answer « 13 », « 13 » has secondary salience for me (that is, I think it’s probably the most common answer, the number with the greatest primary salience) 3) Schelling salience : something has Schelling salience if it can be generated by following a rule of deduction wich is non-ambiguous. For example, if we’re both asked to chose one number, and that we should try to choose the same, there’s good probability that we both choose « 1 ». Why ? Because « 1 » as a unique feature : it’s the first of all the numbers. A focal point is like a mix between this three types of salience, depending of the context of the coordination. The idea is that we can see a free improvisation as a focal-point game. As we’ve seen, there are many many different equilibria in a coordination game. But some are more salient than others : they are focal points. If the improvisers are really engaged in a sort of team-reasoning, then they should coordinate on this focal points, because they are all trying to maximize their probability of sucessfull coordination. Much of our experiments were designed upon this conceptual articulation Primary Salience/Secondary Salience/ Schelling Salience. We build three different situations : 1) A memory game : two players improvise freely for 1 min. Then, at a given signal, they must try to play exactly what they’ve just played. Of course, it’s almost impossible ! The idea is to see wich moments or points of the improvisation are salient to the memory of the players, wich are the more vivid. It’s like a concrete measurement of primary salience in real time. 2) A coordination game : two players improvise simultaneously with headphones (so they don’t hear each other, but only themselves) for 3 min. Then, at a given signal, they start to hear each other, and they must now quit their solos and make a proper duo. We can observe how the coordination is made in real time. Each musician has his own energy , and his own memory of what just happened. But they have suddenly to act as a team in order to find right away (in a few seconds or so!) the proper focal point which will make the coordination possible. 3) A Solos/Tutti settings : we ask 3 musicians to make 3 short solos (1 min), one at a time. Then, at a given signal, they must freely improvise a trio which takes as a point of departure one of the previous solo. Here, we were trying to show wich cognitive procedure was used for coordination between secondary salience type of reasonning (that is the guessing procedure : knowing these musicians, they will prefer this solo, so I should go with it) and Schelling salience reasonning (if they collectively decide than one of the solo had a very unique and special feature). Not surpinsingly, the results were very mixed, so it’s difficult to say which procedure is more likely to be used… So we’ve tried to use Game Theory as a descriptive tool to think about improvisation, and we’ve made some experiments to highlight the coordination devices that were implied by every free improvisations : are they team preferences ? Are we playing a game of pure coordination or a game of impure coordination ? How is salience generated ? Is it only a feature of a common cultural environnement, or can it be build in real time during the improvisation, even with people from very different musical backgrounds (as it was the case in this edition of Zam Lab) ? Game Theory is a very powerful conceptual tool, and it can probably help us thinking about free improvisation, and analyzing the cognitive procedures underlying free improvisation, mainly under the category of coordination. This edition of Zam Lab was a great example of what can be done in this new and original field ! Clément CANONNE (December 08) Université Jean Monnet de Saint-Etienne/ Ecole Normale Supérieure Lettres et Sciences Humaines
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