While thinking about the next installment in my series on great literary critics (which has become another inquiry into the nature of literary criticism), I found myself thinking about that essay in which I offered a Girardian interpretation of Steven Spielberg’s Jaws. I smelled an opportunity: Why not add Lévi-Strauss and game theory into the mix?
Lévi-Strauss is obvious since I’d already discussed him in the series, but game theory? How’d I get there? I don’t really know, it just happened.
But I had taken a look at some of Girard’s remarks about Much Ado About Nothing in his Shakespeare book, A Theater of Envy, where he talks of Beatrice and Benedick as playing a game with one another (p. 81):
Outside observers shrug their shoulders and declare the entire game frivolous. It certainly is, but our condescension itself may well be part of a strategic positioning that is always going on, “just in case” the game might have to be played. The game, perhaps, has already begun. We always try to convince others that we ourselves never play this kind of game, but these disclaimers are necessarily ambiguous; they resemble too much the moves that we could have to make if we were already playing the game.
Girard does not invoke game theory, and games of course are common enough. We talk about them all the time. Back in 1964 Eric Bern had a bestseller with Games People Play: The Psychology of Human Relationships, though it's not a game theory book, not in the sense I have in mind in this essay. But Girard was also concerned about who knows what, with what things are public knowledge, and what things are secret, with how public knowledge confirms individual beliefs, those are all matters of importance in game theory. Moreover and after all, game theory is an abstraction over games in the common-sense use of the term and in a way very similar to the way Turing’s account of computation is an abstraction over an activity otherwise performed by people using pencils and paper.
But just how and why I came to think of game theory is not all that important; what’s important is that I thought of it. Once there I thought of the work of Michael Chwe, a brilliant political scientist who published a very interesting book I’d read some years ago, Rational Ritual: Culture, Coordination, and Common Knowledge (2001) and has more recently published Jane Austen, Game Theorist (2013), which I’ve not read. But I have skimmed through his article, Rational Choice and the Humanities Excerpts and Folktales (2009); Chwe uses the relationship between Beatrice and Benedick as one of this examples. Moreover, if you search on “game theory and literature,” you get hits. The conjunction of game theory and literature is thus not so strange, not so unexplored, as one might think. If literature, why not film?
Since I’ve already done a Girardian analysis of Spielberg’s Jaws, why not revisit the film with game theory in mind? That’s what the rest of this post is about. I don’t actually conduct a game theoretical account. Game theory is a technical discipline, but this is not technical. It is, however, informed by game theory, but it is not technical. It is a long though, so take your time.
Caveat: If you’re looking for Girard and Lévi-Strauss, they’re here. But the essay is mostly about games. You can find more Girard in my original essay on Jaws, linked above.
The larger game, Nature and Culture
We can think of the larger game, the one that frames the whole story, as being between Nature and Culture, to use terms favored by Claude Lévi-Strauss. The shark is Nature’s primary agent in this larger game and the town of Amity is Culture’s primary agent. That, I know, is a bit of a strange way of putting things. Setting aside the fact that Amity is a town of some thousands of people (with many more to arrive during the summer tourist season), why not think of it as a game between Amity and The Shark?
I fear I could, and probably should, go on about that at some length. But this is not the place. If we were talk about a Real-Life situation, that’s what I would do. But we’re not, we’re talking about a fiction. I assume that people watching movies do so with the same neurobehavioral equipment they use to negotiate their way in Real-Life, but fictions have affordances that Real-Life lacks. For one thing, fictions are always complete, in some sense, and one’s life continues beyond and outside of one’s vicarious experiences (to borrow a term from William Flesch, Comeuppance) of the fiction. Real-Life is not like that. When you’re dead, that’s the end.
Beyond that, one (generally, often) has a knowledge of the events in the fictional world denied to characters within that world. Take the beginning of Jaws. A young woman goes skinny dipping in the ocean at night. Her body is found next day, washed up on the beach. No one in Amity knows what happened to her. Sheriff Brody sets out to find out. The audience, however, does know what happened. She was killed by a shark. It’s not that we saw the shark; we didn’t. But, we see her struggle and we know it had to be a shark. How do we know that? Because THAT’s what the film is about. It's called Jaws and the posters featured an image of a shark with its mouth open, displaying all those sharp teeth.
THAT changes the valence of everything we see and our experience of it. It gives those events an emblematic resonance that similar events are not likely to have in reality, unless, of course, we so interpret them. I’m using the terms Nature and Culture to capture that resonance. The shark is Nature’s agent and Amity is Culture’s agent.
* * * * *
“Wait a minute, hold on there. You can’t do that. In what sense is Nature playing a game against Culture?”
“Good question. In the first place we would certainly treat the shark as a game player, with preferences and so forth.”
“But that’s not what you’re talking about, no?”
“Right. Stay with me here. The people of Amity, that is, Team Culture, doesn’t know what’s going on. It makes perfect sense to think of Amity as playing against an unknown opponent, trying to guess its moves, influence its behavior, and make moves of its own. That's what people do.”
“OK. I can see that. And that’s how an audience would see it.”
“Right. Then we might try modeling Team Nature, that is, the shark, with a view to provoking Team Culture into sending out some people to hunt the shark in its own territory.”
“Hmmm. I have to think about that. You’re saying that unknown and unseen force wants to lure people on...”
“Yes. That gives a teleological cast to the affair.”
“And of course there IS teleology involved. The film-maker, Steven Spielberger is up to something, yes?”
“Yes.”
Together: “Curiouser and curiouser.”
The Amity game, Team Safety vs. Team Livelihood
But the town of Amity does not act as a unitary entity. It acts through the actions of individuals. And those individuals are not in agreement about how to respond to the dead body. We can thing of the town as divided into two teams, each headed by an official. Team Safety is headed by Sheriff Brody, an official hired by the city. He wants to close the beach until whateveritis has been dealt with. Team Livelihood is headed by the mayor, an elected official who is also Brody’s boss. The mayor wants to keep the beaches open. Why? Amity is a tourist town and, as such, much of its income derives from the summer tourist trade. Closing the beach even for a couple of days could damage the tourist trade badly.
That’s the first choice that has to be made, with Team Safety and Team Livelihood opposed to one another. Team Safety’s thinking is dominated by the short-term risk of people being killed. Team Livelihood’s thinking is dominated by mid-term and long-term risk of economic disaster, which could lead to bankruptcies, job loss, depopulation, and perhaps even some people dying (e.g. suicide, can’t afford medical care). The decision is made difficult by the fact that the town doesn’t know what’s going on and so the teams have no way of reliably estimating the effects of their actions. Culture, if you will, doesn’t know what Nature is up to.
At this point we might think about drawing up the payoff matrix that is a standard feature of game theoretic analysis. What actions are available and what value do the players put on those actions? But I’m going to leave that as an exercise for the reader who is more skilled in these matters than I am. Once that happens, we can then revise the matrix as Team Safety learns more about what Nature is up to (by bringing in a shark expert) and as Team Livelihood has to deal with the consequences of Nature’s next action: the shark kills a young boy without, however, revealing itself.
The mayor calls a town meeting. Of course Sheriff Brody is there. The discussion reveals that the townspeople are divided between Team Safety and Team Livelihood. The mother of the slain boy puts up a $3000 bounty on the shark; adjusted for inflation, that’s roughly $17K in current dollars. Sitting in the back of the room, shark-hunter Quint gains the room’s attention by scratching his fingernails on a blackboard. He’s says that it’s foolish to send a bunch of amateurs after such a deadly shark, but he’ll hunt it down for $10,000. That’s roughly $57,000 in current dollars. That’s the salary, including benefits, of a mid-level municipal employee. A small town like Amity is not likely to have that amount floating around in some contingency fund where it can be casually accessed. The beach is closed and the hunt begins. Score one for Team Livelihood.
The town’s streets are jammed with would-be shark hunters attempting to get to the harbor to hunt down the shark. Yes, they want the money, but they also want the glory of winning the tournament. That’s is where Girardian thinking comes into play. Though I’ve not been able to track it down, I remember hearing a deputy say that he couldn’t tell the locals from the foreigners, a clear sign of mimetic confusion.
Now we have the mimetic payoff. Some fisherman kill a shark. They’re posing on the dock for a photograph with the shark. The photo will go national. The mayor insists that he be in the photo. They open the beaches once again. Team Livelihood scores again.
Team Safety is not convinced. Brody’s expert, Matt Hooper, has examined the shark and said it’s not large enough to have been the one that killed the girl and the boy. They need to autopsy the shark to be sure. The mayor (Team Livelihood) is not convinced. No autopsy. Brody and Hooper sneak out at night and Hooper does the autopsy; no remains of the boy. It’s not the shark.
Hooper and Brody board Hooper’s boat later that night and look for the shark. They don’t find it, but they do discover a sunken fishing boat and the dead body of a local fisherman, Ben Gardner, who’d gone after the shark earlier that day. Hooper pulls a shark’s tooth stuck in the boat’s hull, but looses it. The next day they are unable to convince the mayor that Gardner had been killed by the shark. Team Safety and Team Livelihood are now operating on the basis of very different information.
Team Livelihood’s concern about economic viability may well be influencing how they interpret the evidence. Spielberg certainly believes us to believe so. But that’s distinct from the fact the we in the audience are certain that a shark is involved, though we’ve not yet seen it. While the fictional game between Safety and Livelihood is being played out within the film, the game between Nature and Culture exists only in the minds of the audience. And there, maybe it's not so much Nature vs. Culture as Things We Can’t Control vs. Things We Can. That seems to be a semantic issue.
Fourth of July comes, the beaches are jammed with tourists. The shark kills again. Score one for Safety. Brody is angry; the mayor is chagrinned. The mayor agrees to hire Quint for that $10K that’s going to put a dent in his budget.
Sacred resonance
At this point Safety and Livelihood are in agreement on how to proceed. We are now roughly 3/5s of the way through the film. The rest of the film takes place at sea and involves four characters, Quint, Brody, Hooper, and the shark. Quint and the shark end up dead; Brody and Hooper make it back to shore. But, and this is an important point, we don’t see them re-enter the town. We see them swimming for shore while hanging on to a piece of Quint’s now-destroyed boat. Then, as the end-credits role, we seem then walking from the ocean onto a deserted beach.
This, after all, is a standard (mythic) story. The town is threatened by a monster. A hero kills the monster and then returns to town, triumphant. There’s a big celebration. Everyone’s happy. For all we know that may have happened in Amity. But Spielberg doesn’t show that; it’s not part of the story he’s telling. That story’s up to fans – and there IS fanfic for Jaws, though I’ve not looked into it.