مافیا با کیا | تاریخچه بازی مافیا — Transcript
Full transcript
- 0:10Imagine you're in a room with ten
- 0:12people around a table. No one shows
- 0:17their card, and no one knows if the
- 0:19person next to them is a friend or a
- 0:21foe. Among them are three who know each
- 0:27other well, having plotted together to
- 0:29carry out their scheme in the game.
- 0:35Those three can eliminate one person
- 0:37from the game each night, and by day,
- 0:39the remaining players must debate who
- 0:41the villains of this story are. This
- 0:48seemingly simple game was born in 1987
- 0:51in Moscow, Russia. But its story runs
- 0:56much deeper than just entertainment.
- 1:01Today, Mafia is played worldwide, from
- 1:04Silicon Valley boardrooms to refugee
- 1:06camps in Rwanda. Universities study it,
- 1:13intelligence agencies use it for spy
- 1:15training, and millions play it every
- 1:17week. But where did this game come from
- 1:22? Who created it? And why did it become
- 1:27so widespread? In this video, we travel
- 1:31through the history of this game, from
- 1:34a simple psychological experiment in
- 1:36Moscow to a global phenomenon. Winter
- 1:411987. In Moscow, a psychology student
- 1:47named Dimitry Davidoff gets off a train
- 1:49and heads toward Moscow State
- 1:51University. He was studying in the
- 1:57psychology department while teaching
- 1:58high school students on the side.
- 2:03Davidoff was looking for a way to
- 2:05combine his psychological research with
- 2:07his teaching duties. So, he designed a
- 2:11game. He separated three students, gave
- 2:16them secret information, and in a group
- 2:18of ten, asked the others to guess who
- 2:21held that information. Davidoff himself
- 2:26said he wasn't trying to build a game
- 2:28back then. It was just a fun experiment
- 2:32to explore the psychology of his
- 2:34students 'minds. But this simple
- 2:39experiment quickly got out of control.
- 2:43The game turned into a passionate
- 2:44debate in the classroom. Davidoff made
- 2:48a few small changes to the rules, and
- 2:50the game became incredibly popular. He
- 2:54realized immediately that this game
- 2:56would spread like wildfire. Name of the
- 3:01game: Mafia. Creator: Dimitry Davidoff.
- 3:06Location: Psychology Department of
- 3:08Moscow State University. In those same
- 3:13years, an Italian television series
- 3:15called "La Piovra" was airing in the
- 3:18Soviet Union. The series was about
- 3:23fighting the Mafia and had become
- 3:25extremely popular. Davidoff chose the
- 3:30name "Mafia" for his game, and thanks
- 3:32to the series, the name quickly stuck
- 3:35in people's minds. The game moved from
- 3:41the classroom to dormitories, from
- 3:43dorms to summer camps, and from there
- 3:45to other Soviet universities and
- 3:47schools. But David didn't just build a
- 3:52fun game. He embedded a deep
- 3:56methodology within it. In a letter he
- 4:01later wrote to Andrew Plotkin, he
- 4:03revealed that the entire approach of
- 4:05the game follows two things. Vygotsky's
- 4:09school of psychology and the Turing
- 4:12test. Let's talk about these two
- 4:15concepts. The Vygotsky school and
- 4:19Turing. Vygotsky's school of thought
- 4:23was created by Lev Vygotsky, a Russian
- 4:26psychologist who believed the human
- 4:28mind is not formed in a vacuum, but
- 4:30built through interaction with others.
- 4:36He argued that thought is essentially a
- 4:38dialogue internalized from others, and
- 4:40his philosophy was called sociocultural
- 4:43psychology. In Mafia, you cannot
- 4:49discover the truth just by looking at
- 4:51others or checking the cards in their
- 4:53hands. The truth is constructed in
- 4:57interaction with others. It is built in
- 5:00dialogue with others. You reach a
- 5:04collective reality by listening to
- 5:06words, observing reactions, and
- 5:08analyzing individual and collective
- 5:10behaviors. This is exactly what
- 5:13Vygotsky was saying. But what is the
- 5:17Turing Test? The Turing Test, or the
- 5:21Imitation Game, was created by Alan
- 5:24Turing, who posed a question in 1950.
- 5:29Can a machine think? In answer to his
- 5:33question, he suggested designing a game
- 5:35. In the Imitation Game, we place a
- 5:39human and a machine in two separate
- 5:41rooms, where a judge chats with both of
- 5:43them. If the judge cannot distinguish
- 5:49who is the human and who is the machine
- 5:51, then the machine is intelligent. In
- 5:55Mafia, everyone is performing a Turing
- 5:57Test; though it's inverted! The Mafia
- 6:01plays the role of a machine trying to
- 6:03pass itself off as a citizen. If it can
- 6:07behave during the game in a way that
- 6:09citizens think it is one of them, it
- 6:11has passed the Turing Test and
- 6:13subsequently wins. Citizens, however,
- 6:17play the role of the judge; they must
- 6:19determine which of these humans is
- 6:21actually a machine that is imitating.
- 6:26Dimitry said that one of his main goals
- 6:28in creating the Mafia game was to force
- 6:31players to accept fallibility. Why?
- 6:38Because in a social environment and in
- 6:40an imitation game, you never have
- 6:42complete information. You have to make
- 6:46decisions, trust, and occasionally make
- 6:49mistakes. Until 1997. Mafia was played
- 6:57in Russia and some European countries,
- 7:00but it had not yet become a global
- 7:02phenomenon. That was until an American
- 7:08programmer named Andrew Plotkin, also
- 7:10known by the alias Zarf, discovered
- 7:12Mafia at a crossword puzzle gathering.
- 7:23Plotkin thought to himself that the
- 7:25Mafia theme has less cultural resonance
- 7:27in American culture, but a werewolf—a
- 7:30hidden creature that is normal by day
- 7:32and turns into a wolf-like being at
- 7:34night—has a much more compelling
- 7:36concept for American folklore, so he
- 7:38designed the Werewolf version with 3
- 7:40main roles. The werewolf, or today's
- 7:50Mafia; the villager, or today's simple
- 7:52citizen; and the seer, or today's
- 7:55detective. Plotkin introduced and
- 8:02expanded the Werewolf version at major
- 8:04conferences like ETech, Game Developers
- 8:07Conference, Foo Camp, SXSW, and many
- 8:09large tech conferences; this version
- 8:12quickly became popular among
- 8:14programmers and software engineers.
- 8:22Plotkin announced that the Werewolf
- 8:23theme and its roles are in the public
- 8:25domain. This very decision allowed many
- 8:31people to make changes to this game and
- 8:33caused the game to spread more rapidly
- 8:35across the globe. From the 1990s, Mafia
- 8:41spread rapidly across the globe. In
- 8:45Europe, America, and Asia; in Europe,
- 8:48countries like Sweden, Germany, Romania
- 8:51, Slovakia, Czech Republic, Hungary,
- 8:54Poland, England, and Norway; in America
- 8:57, first in summer camps—specifically
- 9:00Pennsylvania summer camps—then in
- 9:03universities and tech companies; and in
- 9:06Asia, in China, Japan, Korea, Taiwan,
- 9:09and of course, Iran. In 2001, a French
- 9:16version of the game was released under
- 9:19the title "Les Loups-Garous de
- 9:21Thiercelieux." By adding a village,
- 9:28event cards, and new roles, this
- 9:30version turned the game into a
- 9:32successful commercial product. In 2003,
- 9:37the Italian version "Lupus in Tabula"
- 9:40was released. Both versions were
- 9:45inspired by Plotkin's ideas, but with
- 9:47their own modifications, they
- 9:49established their own style of the
- 9:51Mafia game and became widespread in
- 9:53Italy and France. Today, Mafia exists
- 10:00in a very wide variety of formats.
- 10:05Board games, mobile apps, various
- 10:08websites, television series, global
- 10:10tournaments, and of course, as a
- 10:12training tool for information systems.
- 10:18But Mafia was not just a form of
- 10:20entertainment. Scientists and
- 10:23mathematicians took it very seriously.
- 10:28In 1982, three computer scientists—
- 10:31Lamport, Shostak, and Pease—defined a
- 10:34problem that became known as the
- 10:36Byzantine Generals Problem. There were
- 10:41several generals, some of whom were
- 10:43traitors. When we are in such a
- 10:47situation, how do we reach a consensus?
- 10:53Through a very long proof, they
- 10:55demonstrated that if we have' m '
- 10:57traitors, we need at least 3m + 1 total
- 10:59people to reach a consensus. This is
- 11:06exactly the same problem we face in
- 11:08Mafia. Citizens must reach a consensus
- 11:12despite the presence of traitors, or
- 11:14Mafia members. But what did this have
- 11:17to do with Mafia? The 10-player
- 11:22scenario emerged from this exact
- 11:24problem: 3m + 1. When we have 3 Mafia
- 11:27members, 3 times 3 equals 9, plus 1
- 11:30equals 10; we need 10 people for the
- 11:32game to reach a standard state. In 2006
- 11:41, Braverman and Mossel proved that in a
- 11:43game without a detective and with full
- 11:46players, a random strategy is optimal
- 11:48for both teams. They showed that the
- 11:54number of Mafia members should be
- 11:56proportional to the square root of the
- 11:58total number of players. We return to
- 12:01the 10-player scenario again. Because
- 12:05if we consider the total number of
- 12:07players to be 10, the square root of 10
- 12:10is about 3.33. Therefore, the closest
- 12:14number to this value. So, the most
- 12:17appropriate number for 10 people is
- 12:20three Mafia. Both by the Braverman
- 12:23method and the Byzantine Generals
- 12:25Problem method. Therefore, we see the
- 12:3010-player scenario as the most balanced
- 12:33and standard scenario. Since 12 and 13-
- 12:38player scenarios each follow their own
- 12:41specific rules, they can be said to
- 12:43lack a certain balance. In 1998, the
- 12:52Higher School of the Ministry of
- 12:54Internal Affairs in Kaliningrad
- 12:56published a textbook titled "Non-verbal
- 12:58Communication: Developing Role-Playing
- 13:01Games like Mafia and Killer." What was
- 13:09the purpose of this book? It was meant
- 13:14for teaching how to read body language
- 13:16and non-verbal signals through these
- 13:18games, and it was even said that
- 13:19intelligence agencies used the game of
- 13:21Mafia to train spies. Their goal was
- 13:27learning how to lie under pressure,
- 13:29detect others' lies, and maintain a
- 13:31hidden identity. In Iran, Mafia is no
- 13:36longer just a game. It has become a
- 13:40cultural phenomenon and a burgeoning
- 13:42industry. From friendly gatherings to
- 13:48professional tournaments, from cafes to
- 13:51TV shows, from simple scenarios to
- 13:53complex ones, and from fast-paced to
- 13:55very long scenarios, each has its own
- 13:57unique mechanics. Mafia in Iran has
- 14:07even developed a judging and scoring
- 14:09system, where judges rate players based
- 14:12on factors like reasoning, positive and
- 14:14negative influence, creativity,
- 14:16detection and deception, positioning,
- 14:18and many others. We even have a $
- 14:2630,000 global Mafia tournament held in
- 14:28Las Vegas every year. And as far as I
- 14:34know, a movie has also been made based
- 14:36on the game of Mafia called "Mafia: The
- 14:39Game of Survival," produced by Russia
- 14:41in 2016. Mafia was born in 1987 in a
- 14:46classroom in Moscow. Dimitry Davidoff
- 14:53only wanted to make his students think,
- 14:55but he created a living psychological
- 14:57laboratory; a combination of
- 14:59Vygotsky’s school of thought and the
- 15:01Turing test that is played across the
- 15:03world today. Mafia was not just a
- 15:10guessing game; it was a human
- 15:12simulation of the consensus problem in
- 15:14the presence of traitors. An exercise
- 15:20in distinguishing truth from deception,
- 15:22a mirror for the human mind. The next
- 15:30time you sit at a Mafia table, remember
- 15:33that you are solving a
- 15:34multi-thousand-year-old problem:
- 15:36consensus, trust, and lie detection
- 15:38under conditions of uncertainty. If you
- 15:45found this video interesting, please
- 15:47like it, share it with your friends,
- 15:49subscribe, and leave us your comments.
- 15:53Until the next video, goodbye.
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