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مافیا با کیا | تاریخچه بازی مافیا — Transcript

by Mafia ba Kia · 1,734 words · 279 segments · language en · Watch on YouTube

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  1. 0:10Imagine you're in a room with ten
  2. 0:12people around a table. No one shows
  3. 0:17their card, and no one knows if the
  4. 0:19person next to them is a friend or a
  5. 0:21foe. Among them are three who know each
  6. 0:27other well, having plotted together to
  7. 0:29carry out their scheme in the game.
  8. 0:35Those three can eliminate one person
  9. 0:37from the game each night, and by day,
  10. 0:39the remaining players must debate who
  11. 0:41the villains of this story are. This
  12. 0:48seemingly simple game was born in 1987
  13. 0:51in Moscow, Russia. But its story runs
  14. 0:56much deeper than just entertainment.
  15. 1:01Today, Mafia is played worldwide, from
  16. 1:04Silicon Valley boardrooms to refugee
  17. 1:06camps in Rwanda. Universities study it,
  18. 1:13intelligence agencies use it for spy
  19. 1:15training, and millions play it every
  20. 1:17week. But where did this game come from
  21. 1:22? Who created it? And why did it become
  22. 1:27so widespread? In this video, we travel
  23. 1:31through the history of this game, from
  24. 1:34a simple psychological experiment in
  25. 1:36Moscow to a global phenomenon. Winter
  26. 1:411987. In Moscow, a psychology student
  27. 1:47named Dimitry Davidoff gets off a train
  28. 1:49and heads toward Moscow State
  29. 1:51University. He was studying in the
  30. 1:57psychology department while teaching
  31. 1:58high school students on the side.
  32. 2:03Davidoff was looking for a way to
  33. 2:05combine his psychological research with
  34. 2:07his teaching duties. So, he designed a
  35. 2:11game. He separated three students, gave
  36. 2:16them secret information, and in a group
  37. 2:18of ten, asked the others to guess who
  38. 2:21held that information. Davidoff himself
  39. 2:26said he wasn't trying to build a game
  40. 2:28back then. It was just a fun experiment
  41. 2:32to explore the psychology of his
  42. 2:34students 'minds. But this simple
  43. 2:39experiment quickly got out of control.
  44. 2:43The game turned into a passionate
  45. 2:44debate in the classroom. Davidoff made
  46. 2:48a few small changes to the rules, and
  47. 2:50the game became incredibly popular. He
  48. 2:54realized immediately that this game
  49. 2:56would spread like wildfire. Name of the
  50. 3:01game: Mafia. Creator: Dimitry Davidoff.
  51. 3:06Location: Psychology Department of
  52. 3:08Moscow State University. In those same
  53. 3:13years, an Italian television series
  54. 3:15called "La Piovra" was airing in the
  55. 3:18Soviet Union. The series was about
  56. 3:23fighting the Mafia and had become
  57. 3:25extremely popular. Davidoff chose the
  58. 3:30name "Mafia" for his game, and thanks
  59. 3:32to the series, the name quickly stuck
  60. 3:35in people's minds. The game moved from
  61. 3:41the classroom to dormitories, from
  62. 3:43dorms to summer camps, and from there
  63. 3:45to other Soviet universities and
  64. 3:47schools. But David didn't just build a
  65. 3:52fun game. He embedded a deep
  66. 3:56methodology within it. In a letter he
  67. 4:01later wrote to Andrew Plotkin, he
  68. 4:03revealed that the entire approach of
  69. 4:05the game follows two things. Vygotsky's
  70. 4:09school of psychology and the Turing
  71. 4:12test. Let's talk about these two
  72. 4:15concepts. The Vygotsky school and
  73. 4:19Turing. Vygotsky's school of thought
  74. 4:23was created by Lev Vygotsky, a Russian
  75. 4:26psychologist who believed the human
  76. 4:28mind is not formed in a vacuum, but
  77. 4:30built through interaction with others.
  78. 4:36He argued that thought is essentially a
  79. 4:38dialogue internalized from others, and
  80. 4:40his philosophy was called sociocultural
  81. 4:43psychology. In Mafia, you cannot
  82. 4:49discover the truth just by looking at
  83. 4:51others or checking the cards in their
  84. 4:53hands. The truth is constructed in
  85. 4:57interaction with others. It is built in
  86. 5:00dialogue with others. You reach a
  87. 5:04collective reality by listening to
  88. 5:06words, observing reactions, and
  89. 5:08analyzing individual and collective
  90. 5:10behaviors. This is exactly what
  91. 5:13Vygotsky was saying. But what is the
  92. 5:17Turing Test? The Turing Test, or the
  93. 5:21Imitation Game, was created by Alan
  94. 5:24Turing, who posed a question in 1950.
  95. 5:29Can a machine think? In answer to his
  96. 5:33question, he suggested designing a game
  97. 5:35. In the Imitation Game, we place a
  98. 5:39human and a machine in two separate
  99. 5:41rooms, where a judge chats with both of
  100. 5:43them. If the judge cannot distinguish
  101. 5:49who is the human and who is the machine
  102. 5:51, then the machine is intelligent. In
  103. 5:55Mafia, everyone is performing a Turing
  104. 5:57Test; though it's inverted! The Mafia
  105. 6:01plays the role of a machine trying to
  106. 6:03pass itself off as a citizen. If it can
  107. 6:07behave during the game in a way that
  108. 6:09citizens think it is one of them, it
  109. 6:11has passed the Turing Test and
  110. 6:13subsequently wins. Citizens, however,
  111. 6:17play the role of the judge; they must
  112. 6:19determine which of these humans is
  113. 6:21actually a machine that is imitating.
  114. 6:26Dimitry said that one of his main goals
  115. 6:28in creating the Mafia game was to force
  116. 6:31players to accept fallibility. Why?
  117. 6:38Because in a social environment and in
  118. 6:40an imitation game, you never have
  119. 6:42complete information. You have to make
  120. 6:46decisions, trust, and occasionally make
  121. 6:49mistakes. Until 1997. Mafia was played
  122. 6:57in Russia and some European countries,
  123. 7:00but it had not yet become a global
  124. 7:02phenomenon. That was until an American
  125. 7:08programmer named Andrew Plotkin, also
  126. 7:10known by the alias Zarf, discovered
  127. 7:12Mafia at a crossword puzzle gathering.
  128. 7:23Plotkin thought to himself that the
  129. 7:25Mafia theme has less cultural resonance
  130. 7:27in American culture, but a werewolf—a
  131. 7:30hidden creature that is normal by day
  132. 7:32and turns into a wolf-like being at
  133. 7:34night—has a much more compelling
  134. 7:36concept for American folklore, so he
  135. 7:38designed the Werewolf version with 3
  136. 7:40main roles. The werewolf, or today's
  137. 7:50Mafia; the villager, or today's simple
  138. 7:52citizen; and the seer, or today's
  139. 7:55detective. Plotkin introduced and
  140. 8:02expanded the Werewolf version at major
  141. 8:04conferences like ETech, Game Developers
  142. 8:07Conference, Foo Camp, SXSW, and many
  143. 8:09large tech conferences; this version
  144. 8:12quickly became popular among
  145. 8:14programmers and software engineers.
  146. 8:22Plotkin announced that the Werewolf
  147. 8:23theme and its roles are in the public
  148. 8:25domain. This very decision allowed many
  149. 8:31people to make changes to this game and
  150. 8:33caused the game to spread more rapidly
  151. 8:35across the globe. From the 1990s, Mafia
  152. 8:41spread rapidly across the globe. In
  153. 8:45Europe, America, and Asia; in Europe,
  154. 8:48countries like Sweden, Germany, Romania
  155. 8:51, Slovakia, Czech Republic, Hungary,
  156. 8:54Poland, England, and Norway; in America
  157. 8:57, first in summer camps—specifically
  158. 9:00Pennsylvania summer camps—then in
  159. 9:03universities and tech companies; and in
  160. 9:06Asia, in China, Japan, Korea, Taiwan,
  161. 9:09and of course, Iran. In 2001, a French
  162. 9:16version of the game was released under
  163. 9:19the title "Les Loups-Garous de
  164. 9:21Thiercelieux." By adding a village,
  165. 9:28event cards, and new roles, this
  166. 9:30version turned the game into a
  167. 9:32successful commercial product. In 2003,
  168. 9:37the Italian version "Lupus in Tabula"
  169. 9:40was released. Both versions were
  170. 9:45inspired by Plotkin's ideas, but with
  171. 9:47their own modifications, they
  172. 9:49established their own style of the
  173. 9:51Mafia game and became widespread in
  174. 9:53Italy and France. Today, Mafia exists
  175. 10:00in a very wide variety of formats.
  176. 10:05Board games, mobile apps, various
  177. 10:08websites, television series, global
  178. 10:10tournaments, and of course, as a
  179. 10:12training tool for information systems.
  180. 10:18But Mafia was not just a form of
  181. 10:20entertainment. Scientists and
  182. 10:23mathematicians took it very seriously.
  183. 10:28In 1982, three computer scientists—
  184. 10:31Lamport, Shostak, and Pease—defined a
  185. 10:34problem that became known as the
  186. 10:36Byzantine Generals Problem. There were
  187. 10:41several generals, some of whom were
  188. 10:43traitors. When we are in such a
  189. 10:47situation, how do we reach a consensus?
  190. 10:53Through a very long proof, they
  191. 10:55demonstrated that if we have' m '
  192. 10:57traitors, we need at least 3m + 1 total
  193. 10:59people to reach a consensus. This is
  194. 11:06exactly the same problem we face in
  195. 11:08Mafia. Citizens must reach a consensus
  196. 11:12despite the presence of traitors, or
  197. 11:14Mafia members. But what did this have
  198. 11:17to do with Mafia? The 10-player
  199. 11:22scenario emerged from this exact
  200. 11:24problem: 3m + 1. When we have 3 Mafia
  201. 11:27members, 3 times 3 equals 9, plus 1
  202. 11:30equals 10; we need 10 people for the
  203. 11:32game to reach a standard state. In 2006
  204. 11:41, Braverman and Mossel proved that in a
  205. 11:43game without a detective and with full
  206. 11:46players, a random strategy is optimal
  207. 11:48for both teams. They showed that the
  208. 11:54number of Mafia members should be
  209. 11:56proportional to the square root of the
  210. 11:58total number of players. We return to
  211. 12:01the 10-player scenario again. Because
  212. 12:05if we consider the total number of
  213. 12:07players to be 10, the square root of 10
  214. 12:10is about 3.33. Therefore, the closest
  215. 12:14number to this value. So, the most
  216. 12:17appropriate number for 10 people is
  217. 12:20three Mafia. Both by the Braverman
  218. 12:23method and the Byzantine Generals
  219. 12:25Problem method. Therefore, we see the
  220. 12:3010-player scenario as the most balanced
  221. 12:33and standard scenario. Since 12 and 13-
  222. 12:38player scenarios each follow their own
  223. 12:41specific rules, they can be said to
  224. 12:43lack a certain balance. In 1998, the
  225. 12:52Higher School of the Ministry of
  226. 12:54Internal Affairs in Kaliningrad
  227. 12:56published a textbook titled "Non-verbal
  228. 12:58Communication: Developing Role-Playing
  229. 13:01Games like Mafia and Killer." What was
  230. 13:09the purpose of this book? It was meant
  231. 13:14for teaching how to read body language
  232. 13:16and non-verbal signals through these
  233. 13:18games, and it was even said that
  234. 13:19intelligence agencies used the game of
  235. 13:21Mafia to train spies. Their goal was
  236. 13:27learning how to lie under pressure,
  237. 13:29detect others' lies, and maintain a
  238. 13:31hidden identity. In Iran, Mafia is no
  239. 13:36longer just a game. It has become a
  240. 13:40cultural phenomenon and a burgeoning
  241. 13:42industry. From friendly gatherings to
  242. 13:48professional tournaments, from cafes to
  243. 13:51TV shows, from simple scenarios to
  244. 13:53complex ones, and from fast-paced to
  245. 13:55very long scenarios, each has its own
  246. 13:57unique mechanics. Mafia in Iran has
  247. 14:07even developed a judging and scoring
  248. 14:09system, where judges rate players based
  249. 14:12on factors like reasoning, positive and
  250. 14:14negative influence, creativity,
  251. 14:16detection and deception, positioning,
  252. 14:18and many others. We even have a $
  253. 14:2630,000 global Mafia tournament held in
  254. 14:28Las Vegas every year. And as far as I
  255. 14:34know, a movie has also been made based
  256. 14:36on the game of Mafia called "Mafia: The
  257. 14:39Game of Survival," produced by Russia
  258. 14:41in 2016. Mafia was born in 1987 in a
  259. 14:46classroom in Moscow. Dimitry Davidoff
  260. 14:53only wanted to make his students think,
  261. 14:55but he created a living psychological
  262. 14:57laboratory; a combination of
  263. 14:59Vygotsky’s school of thought and the
  264. 15:01Turing test that is played across the
  265. 15:03world today. Mafia was not just a
  266. 15:10guessing game; it was a human
  267. 15:12simulation of the consensus problem in
  268. 15:14the presence of traitors. An exercise
  269. 15:20in distinguishing truth from deception,
  270. 15:22a mirror for the human mind. The next
  271. 15:30time you sit at a Mafia table, remember
  272. 15:33that you are solving a
  273. 15:34multi-thousand-year-old problem:
  274. 15:36consensus, trust, and lie detection
  275. 15:38under conditions of uncertainty. If you
  276. 15:45found this video interesting, please
  277. 15:47like it, share it with your friends,
  278. 15:49subscribe, and leave us your comments.
  279. 15:53Until the next video, goodbye.

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