The game theory of everyday life – gallantry

Chapter 1.II on “Vehicular Units” of Goffman’s Relations in Public has many more “nuggets” that are amenable to a game theoretic analysis in addition to the one I described in my previous post. In footnote 23 on page 17, for instance, he talks about what we would call “common knowledge” and that eye contact is perhaps the only way to establish it (referring here to the earlier work by Lewis 1969, Scheff 1967, and Schelling 1960). This could lead one to discuss Ariel Rubinstein’s “email game” (1989, ECMA) and some of the literature thereafter (and before). On page 14, Goffman talks about “gamesmanship” in whether or not we let others “catch our eye”. I would like to think here about pedestrians visibly (to all who do not do the same) refusing to “scan” their environment by looking at their smartphone while walking. This would lead me to discuss a paper of Hurkens and Schlag (2002, IJGT) and possibly beyond that. There is also Goffman’s discussion of the apparently commonly observed practice of the “interweaving” of cars when they have to go from two lanes into one. I have not yet seen a game theoretic treatment of this phenomenon and I am not quite sure (at the moment) how one would explain it.

But in this post I want to take up Goffman’s brief mention (on pages 14-15) of special circumstances that seem to necessarily lead to what he calls “gallantry”. This is when a path that pedestrians take in both directions at some point becomes too narrow for two people to pass simultaneously. Then one has to wait to let the other person pass. But who should wait and who should be first to pass?

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