Games I — Protocol · Proposed experiment
Protocols as Rules of Play
Compare prices, reputation, referrals, and identity rules in the same crowded inbox.
The inbox experiment starts with requests arriving faster than a person can judge them. Its next step is to change the rules of admission.
Keep the fifty-message reading budget and the same senders. In one version, anyone can write. In another, sending costs a token. A third admits requests according to a sender’s record of useful messages. A fourth requires an introduction from an existing participant.
Each rule distributes opportunity differently. A price may discourage low-value requests while excluding senders with little money. Reputation may reward useful contributions while making entry difficult for newcomers. Referrals may reduce noise while giving established participants control over access.
Identity complicates every version. If a rejected sender can return under a hundred new names, a limit per account may accomplish little. This is a Sybil attack: one actor uses many identities to obtain influence or access that would otherwise be restricted. Making identities harder to obtain could help, but would give the verifier power over admission.
I would compare useful messages received, access for newcomers and established senders, and effort spent gaming the admission rule. A system that clears the inbox by excluding everyone unfamiliar would perform well on congestion and poorly on openness.
Repeated interaction could also change senders’ expectations. They might form referral circles, sell introductions, or coordinate reputation-building. The experiment would let these responses develop instead of assuming the rule works exactly as its designer intended.
The result to look for is a rule that remains useful under strategic pressure, with its costs made visible to the people choosing it.
The key idea: protocol
Protocol: shared rules for how agents contact one another, gain access, and respond.