>>Turbo Mode REQUIRED!<< Or use: https://turbowarp.org/944877618?turbo =============THE AIM============= This social psychology simulation is a tool used to search for the best 'giving' tactics to use for gaining or maintaining trust. There is no single right answer to this. In other words, this is a "giving game of trust". ==========INSTRUCTIONS========== 1. Set all settings for the simulation to what you would like to try. 2. Set the A and B trust responses according to the list guide of different trust responses. These trust responses are part of a human personality. 3. Go to the behavior page and choose the behavior type for A and B according to the behaviors list guide. These behaviors are the "tactics" used that determine how and when money (as an example unit in this simulation) is given, which affects how the other person perceive your actions, thus affecting whether or not, how, and to what extent they trust you.
==============RULES============== - Money cannot deplete below zero. If at zero, behaviors are ignored & will never give any. - If A or B reaches the "trust limit" before reaching the set number of rounds, the trial is immediately cut off. - Otherwise, a trial ends when the number of rounds completed reaches the "rounds/trial" value. - The one with more trust value wins each trial. - For behaviors #1 through #5, A will always give once on the first round of each trial (unless mistaken). - Mistake %s can make one donate the opposite of the amount they were intending to. - There are 2 turns per round, and multiple rounds per trial. The number of rounds & trials can be customized. - By default, this simulator assumes that A and B both start with neutral amount of trust to each other, therefore zero. The zero represents that the trust is neither positive nor negative. ===========VOCABULARY========== Rationality: behavior , returns equal amount received Forgiveness: giving even if amount received was none Grudge: to not forgive, to not give after not receiving Money ($): the unit of currency is used for easy explanation in this simulator, but note that this unit could be applied as numerous others that affect trust, especially subjective things, such as "favors", "owes", "attention", "care", "kindness", "love", "respect", "honesty", "knowledge", "information", and more. Mistakes: these are the factors simulating real-life communication errors that occasionally occur. This mistake system is one of the reasons forgiving is important, as a few of the "betrayals" may just be accidental. It is one of the lessons this simulator proves at how people should perceive events and to maintain relations as much as possible. =============CREDITS============ Last updated Dec. 29, 2023. Full copyright Inspiration and references used from ideas of Game Theory, specifically Prisoner's Dilemma.