Diego Cabello

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Quantitative Memetics

Date: 31 Mar 2025

Words: 1505

Draft: 0 > · Most recent

I AM SENDING THIS OUT TO A FEW PEOPLE. IF I SEND THIS OUT TO YOU PLEASE DO NOT FORWARD THIS TO ANYONE ELSE. PARTICULARLY BECAUSE THE NOTATIONS MIGHT STILL CHANGE AND HAVING MULTIPLE VERSIONS OF A NOTATIONS FLOATING AROUND IS A HUGE PAIN IN THE ASS. THE OTHER STUFF IN THIS DOCUMENT IS CERTAINLY GOING TO CHANGE. IT IS CURRENTLY NOT CONTEXTUALIZED IN AN EXISTING FIELD YET BUT POTENTIAL DIRECTIONS INCLUDE BUILDING ON THE WORK OF RICHARD DAWKINS, RENE GERARD, AND JOHNATHAN STRAY. THERE WILL BE ANOTHER DRAFT LATER

INTERACTIONS


Mimetic spread is a phenomenon observed in the spread of behaviors and repeated phrases.

Let W be a behavior that is reciprocated between two people. Let set “people” consist of {A,B}\{A, B\}. Add the constraint that each time behavior WW is performed by a person, it must be reciprocated by the other person before the sender can perform it again. Let’s define survival constant σ\sigma, which represents the probability of continued interaction. The survivability SnS_{n} after nn turns can be calculated either symmetrically or asymmetrically. In symmetric reciprocation, the survival constant σ\sigma is applied only after a complete bidirectional exchange (a message and its response), and in asymmetric reciprocation it is applied after every one-way message. This approach can be formalized as:

Symmetric communication where σ\sigma = 0.9:


A —> B | S_1 = 1
A <— B | S_1 = 1
A —> B | S_2 = .9
A <— B | S_2 = .9

Asymmetric communication where σ\sigma = 0.9:


A —> B | S_1 = 1
A <— B | S_2 = .9
A —> B | S_3 = .81
A <— B | S_4 = .729

For the rest of our purposes here, we will be using assymetrical communication.

A partiality constant, where partiality is how much more likely one person is to reciprocate a behavior than another, increases complexity and more closely models real-life interactions between organisms. Let’s add a partiality constant for each person in set people, represented by function PP. In real life, partiality differences can be caused for a number of different reasons, including social status differences in groups and success of prior interactions. Here we will always make the highest partiality one, for the sake of simplicity. So for each turn survival probability can be represented as

Sn=σn1×i=1n1P(senderi) S_n = \sigma^{n-1} \times \prod_{i=1}^{n-1} P(\text{sender}_i)

Where σ=0.9,P(A)=1,P(B)=.75\sigma = 0.9, P(A) = 1, P(B) = .75:


A —> B | S_1 = 1
A <— B | S_2 = .9 * .75 * 1 = .675
A —> B | S_3 = .9 * 1 * .675 = .6075
A <— B | S_4 = .9 * .75 * .6075 = .4101

this survival-constant probability based interaction is a good model for certain types of interactions, such as passing a totem back and forth between two people. when the interest of the in-joke goes down enough, one party may forget to pass the totem, but the relationship can continue to go undamaged. survival probability interaction is not a best model for something like conversations, where if a dead roll happens early enough, it would severely impact the relationship.

To model something like conversations more closely, we will change the survival probability to the “affinity” value. We will represent affinity for each specific turn as YY and the affinity decay constant as ψ\psi. We will continue using the partiality multiplier for each person. Additionally, we will introduce low threshold-cutoffs λ\lambda for affinity for each person. When affinity for the turn dips below λ(person)\lambda(\text{person}) for either the sender, recipient, or either one, the interaction ends. The affinity formula can be represented as

where x{sender,recipient,min(λ(A),λ(B)),max(λ(A),λ(B))} \text{where } x \in \{ \text{sender}, \text{recipient}, \text{min}(\lambda(A), \lambda(B)), \text{max}(\lambda(A), \lambda(B))\}

Yn={ψn1×i=1n1P(senderi)if Yn1λ(x)end interactionif Yn1<λ(x) Y_n = \begin{cases} \psi^{n-1} \times \prod\limits_{i=1}^{n-1} P(\text{sender}_i) & \text{if } Y_{n-1} \geq \lambda(x) \\ \text{end interaction} & \text{if } Y_{n-1} < \lambda(x) \end{cases}

Where lambda is a function of the sender and where σ=.9,P(A)=1,P(B)=.75,λ(A)=.4,λ(B)\sigma = .9, P(A) = 1, P(B) = .75, \lambda(A) = .4, \lambda(B) = .65$:


A —> B | Y_1 = 1
A <— B | Y_2 = .9 * .75 * 1 = .675
A —> B | Y_3 = .9 * 1 * .675 = .6075

The interaction ends here because Y3<λ(B)Y_3 < \lambda(B)

TERMINOLOGY


A Disambiguation: Let’s have two friends who talk about music frequently. An isopart (one or the other part) can send a song, and each time some talking will follow after about the song just sent. Now, that talking that just happened is part of the previous overarching theme. The terms “dialogue”, “conversation”, and “discussion” could each either refer to the overarching talk about music the theme, or the instance talk about the song that was just sent. This can get confusing really quickly so we will introduce two more terms here to be really clear about what we are talking about.

NOTATION


To cleanly describe social memetics here, I will introduce Cabello Notation.

Definitions

Turns will happen in a category a number of times. To denote this, I will use turn quantifier notation. Turn quantifier notation borrows symbols from Regular Expressions (Regex),2 but changes the first symbol for “0 or 1” to a percent sign, to free up the question mark for another purpose. But regex notation is not sufficient for our purposes here. Social interactions move in pairs and that is fundamentally important to social memetics. So we introduce some more symbols to turn quantifier notation. The introduced symbols with meanings not in regex [&amp,@] are both corruptions of the letter [A,a]. All the symbols in turn quantifier notation are typable from a keyboard.

Turn Quantifier Notation
Adopted Symbol Original Symbol from Regex Meaning
% ? 0 or 1
@ none 0 or 2
* * ≥ 0
& none 1 or 2
+ + ≥ 1

I will next use Dialogue Notation to denote dialogue between the isopart and allopart. It borrows from the Markdown syntax for the “blockquote” HTML element.

Dialogue Notation
Symbol Meaning
> Isopart talk
< Allopart talk
> be me

Finally, subject matter is also extremely important for social memetics. To denote this I will use Subject Matter Notation.

Subject Matter Notation, Linear
Symbol Meaning
[ Iso talking about self (Iso)
] Iso talking about other (Allo)
{ Allo talking about self (Allo)
} Allo talking about other (Iso)

Subject Matter Notation, Matrix
Subject
Self Other
Speaker Iso [
talking about iso
]
talking about allo
Allo {
talking about allo
}
talking about iso

Stylistic Note: while I could have kept it either left or right of one or the other since the speaker is already denotated by Speaker Notation, it makes it more visually clear who is talking when I use four symbols here instead of two. Choosing the other axis to be self/other keeps visual clarity, compared to keeping both axises iso/allo

Usage

The three components of Cabello Notation are used in conjunction with eachother to annotate conversations.

Case Study I
Cabello Notation Dialogue
>1[ Hey, how are you?
I found this cool song you might like
<%{
<%{
<1}
I'm doing good!
Yeah, this is catchy!
Work going well for you?
>1[
>1[]
Good as always!
I want to say I miss the times we had in that group
<1{}
<1{
Yeah for real, it was fun
But everyone's been so busy with school and all, you know
>1]
>1[
Yes, it is good to stay busy
Well I'll reach out again!
<1}
<1{
For sure man! It was great hearing from you!
I'll try to be more in touch with you as well, there's some cool stuff happening on the scene here I'll catch you up about
>1] Hell yeah, of course!

Notice how the sums of the values for each participant equal eachother (they both equal 6).

The following pattern also happened in that previous merology. There are more patterns to be derived from it, but I need to send this draft out

  • open
  • open close
  • open dual
  • dual open
  • close open
  • close open
  • close

EXPERIMENT


Hypothesis

When two people of relatively equal social standing interact, there will be a perpetual back and forth of these things roughly following the following pattern, and as social standing differentiates, the balance of that pattern will shift [HOW?].

The Pattern:

  1. >[ (Iso talks about self) (warranted/unwarranted)
  2. >] (Iso talks about Allo) (warranted/unwarranted)
  3. <{ (Allo talks about self) (warranted/unwarranted)
  4. <} (Allo talks about Iso) (warranted/unwarranted)

Or, simplified, there is a balance in interaction patterns each relationship based on social standing and if the balance gets too far off than the relationship will dry up.

Method

We are testing if the previous patterns follow [THE PATTERNS NEED TO BE MORE CLARIFIED]. The variables are social status between pairs of people, in both one-on-one and group settings.

One-on-one

  1. pair people
    1. use ELO ranking to get people of similar social value together
    2. just partner people
  2. give them the handout sheet

Group

  1. set a time limit (five days)
    • periodically (once a day) send out an automated message
  2. get a group
  3. give them a handout, tell them what variables we are tracking
  4. questionnaires
    • give everyone who joins the group the elo questionnaire.
    • tell us the three people you are most familiar with
  5. we are tracking the number of interactions between people based on elo

EXTENSIONS



  1. “Topos”, Greek for “topic”, can’t be used here because the “topology” is the name for an established field of mathematics↩︎

  2. [https://pubs.opengroup.org/onlinepubs/9699919799/basedefs/V1_chap09.html#tag_09_04_06]{https://pubs.opengroup.org/onlinepubs/9699919799/basedefs/V1_chap09.html#tag_09_04_06}↩︎

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