Ashby now invites us to consider a series of games, beginning as follows.
D must play first, by selecting a number, and thus a particular row. R, knowing this number, then selects a Greek letter, and thus a particular column. The italic letter specified by the intersection of the row and column is the outcome. If it is an a, R wins; if not, R loses.
I’ll pause the play here and give readers a chance to contemplate strategies.
- Ashby, W.R. (1956), An Introduction to Cybernetics, Chapman and Hall, London, UK. Republished by Methuen and Company, London, UK, 1964. Online.