Gaming of Systems

All human systems get gamed. People display great ingenuity in serving themselves at the expense of the system's intended purpose. Anti-gaming features are therefore a huge and necessary part of almost all system design.


Core Principle

"Dread, and avoid as much as you can, rewarding people for what can be easily faked." Systems that can be easily gamed ruin civilizations; systems that are hard to game (like cash-register-based operations) help civilizations.


Examples

SystemGaming MethodConsequence
Workers' comp (California/Texas)Fraudulent claims incentivized by system designFactories moved to Utah (2% vs double-digit payroll costs)
Harvard Economics gradesNiederhoffer took only advanced grad courses (automatic A's)Got A's without attending class
Derivative accountingWestinghouse booked high interest income on risky hotel loans using past loss experience from safe loansBillions in losses
Medicare cost projectionsSimple extrapolation ignored incentive-driven behavior changesCosts exceeded forecast by >1000%
Textile loomsNew technology savings passed to buyers, not factory owners20 years of investment, still 4% returns

Design Implications

  1. Make dishonest behavior mechanically difficult (cash registers, double-entry bookkeeping)
  2. Use sound accounting that doesn't reward short-term manipulation
  3. Impose severe, public punishment for identified miscreants
  4. Never reward what can be easily faked
  5. Anticipate second-order behavioral changes when changing incentive structures

Connection to Other Concepts

Sources