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Anarchism
Dr. Christopher S. Rice
I must tell you first of all what
anarchism is not. It is not bombs,
disorder, or chaos. It is not robbery
or murder. It is not a war of each
against all. It is not a return to
barbarism or to the wild state of
man. Anarchism is the very opposite
of all that.
– Alexander Berkman, American
anarchist, 1929
?
Anarchism
The philosophy of a new social
order based on liberty
unrestricted by man-made law;
the theory that all forms of
government rest on violence
and are therefore wrong and
harmful, as well as unnecessary.
Enragés
Order is the genus:
Government is the species
anarchos
Anarchism is not as systematic an
ideology as liberalism or Marxism
Liberty
Equality
Solidarity
Liberalism
Anarchism
Marxism
freedom and equality are
complementary, not
contradictory
Progress & History
(Dualistic)
HOPE, not certainty
A little of column A,
A little of column B
What is the
individual’s role in
society?
The individual is the basic
unit of society…
…but full humanity can only
be achieved by membership
in a community/ society.
Individual-in-Community
Human Nature
Prisoner s Dilemma
Prisoner B Stays
Silent
Prisoner B Betrays
Prisoner A Stays
Silent
Both serve six
months
Prisoner A serves ten
years
Prisoner B goes free
Prisoner A Betrays Prisoner A goes free
Prisoner B serves
ten years
Both serve two years
Prisoner s Dilemma
Cooperate Defect
Cooperate 3,3
Win, Win
0,5
Lose much, win
much
Defect 5,0
Win much, lose
much
1,1
Lose, lose
Tit-for-Tat Logic
•  Nice - The most important condition is that the
strategy must be "nice", that is, it will not defect before
its opponent does.
•  Retaliating - The successful strategy must not be a
blind optimist. It must always retaliate. An example of
a non-retaliating strategy is Always Cooperate. This is
a very bad choice, as "nasty" strategies will ruthlessly
exploit such softies.
•  Forgiving - Successful strategies must be forgiving.
Though they will retaliate, they will once again fall
back to cooperating if the opponent does not continue
to play defects. This stops long runs of revenge and
counter-revenge, maximizing points.
•  Non-envious - The last quality is being non-envious,
that is not striving to score more than the opponent
(impossible for a nice strategy, i.e., a 'nice' strategy
can never score more than the opponent).
Tit-for-Tat Logic
•  Nice - The most important condition is that the
strategy must be "nice", that is, it will not defect before
its opponent does.
•  Retaliating - The successful strategy must not be a
blind optimist. It must always retaliate. An example of
a non-retaliating strategy is Always Cooperate. This is
a very bad choice, as "nasty" strategies will ruthlessly
exploit such softies.
•  Forgiving - Successful strategies must be forgiving.
Though they will retaliate, they will once again fall
back to cooperating if the opponent does not continue
to play defects. This stops long runs of revenge and
counter-revenge, maximizing points.
•  Non-envious - The last quality is being non-envious,
that is not striving to score more than the opponent
(impossible for a nice strategy, i.e., a 'nice' strategy
can never score more than the opponent).
Tit-for-Tat Logic
•  Nice - The most important condition is that the
strategy must be "nice", that is, it will not defect before
its opponent does.
•  Retaliating - The successful strategy must not be a
blind optimist. It must always retaliate. An example of
a non-retaliating strategy is Always Cooperate. This is
a very bad choice, as "nasty" strategies will ruthlessly
exploit such softies.
•  Forgiving - Successful strategies must be forgiving.
Though they will retaliate, they will once again fall
back to cooperating if the opponent does not continue
to play defects. This stops long runs of revenge and
counter-revenge, maximizing points.
•  Non-envious - The last quality is being non-envious,
that is not striving to score more than the opponent
(impossible for a nice strategy, i.e., a 'nice' strategy
can never score more than the opponent).
Tit-for-Tat Logic
•  Nice - The most important condition is that the
strategy must be "nice", that is, it will not defect before
its opponent does.
•  Retaliating - The successful strategy must not be a
blind optimist. It must always retaliate. An example of
a non-retaliating strategy is Always Cooperate. This is
a very bad choice, as "nasty" strategies will ruthlessly
exploit such softies.
•  Forgiving - Successful strategies must be forgiving.
Though they will retaliate, they will once again fall
back to cooperating if the opponent does not continue
to play defects. This stops long runs of revenge and
counter-revenge, maximizing points.
•  Non-envious - The last quality is being non-envious,
that is not striving to score more than the opponent
(impossible for a nice strategy, i.e., a 'nice' strategy
can never score more than the opponent).
The
Public Goods
Game
2basic impulses
Kill the social sense in man –
and you get a savage
orangutan; kill egoism in him
and he will become a tame
monkey.
- Alexander Herzen
Self-interested impulse to
subdue others for individual
purposes
An impulse to help others
(Mutual Aid)
Kropotkin and Darwinism
•  Does human nature demand
cooperation?
•  In spite of the odds, cooperation
does occur.
•  Is enlightened self-interest
explanatory enough?
– Selfish Genes
Human Malleability
HOPE
The Problem of
The State
Of all the things which
interfere with the free activity
of the individual, which
reduce liberty and compel us
to act in ways different from
those we would choose, the
most powerful and pervasive
is the state. (Jennings)
The essential function of the
state is to maintain the
existing inequalities in
society…
The Problem of
Private Property
Godwin: each article of property
ought to belong to the
individual whose possession of it
would yield the greatest good
for the greatest number; thus,
property should be distributed
according to claims of need.
Property is Theft
(Proudhon)
The only demand that
property recognizes is its own
gluttonous appetite for
greater wealth, because
wealth means power; the
power to subdue, to crush, to
exploit, the power to enslave,
to outrage, to degrade.
- Emma Goldman
The Problem of
Democracy
All voting is a sort of gaming, like
checkers, or backgammon, a playing
with right and wrong; its obligation
never exceeds that of expediency. Even
voting for the right thing does nothing
for it. A wise man will not leave the
right to the mercy of chance, nor wish it
to prevail through the power of the
majority.
- Henry David Thoreau
Decision-making by
Consensus
The Problem of
Conventional Institutions
Religion! How it dominates man s mind, how it
humiliates and degrades his soul. God is
everything, man is nothing, says religion. But out
of that nothing God has created a kingdom so
despotic, so tyrannical, so cruel, so terribly
exacting that naught but gloom and tears and
blood have ruled the world since gods began.
Anarchism rouses man to rebellion against this
black monster. Break your mental fetters, says
anarchism to man, for not until you think and
judge for yourself will you get rid of the dominion
of darkness, the greatest obstacle to all progress.
- Emma Goldman
What do
Anarchists
wish to achieve?
The highest level of individual
freedom possible for the
individual, the fulfillment of
each individual s full human
potential, while at the same
time developing human
society to the highest degree
possible.
Anarchism seeks the complete
development of individuality
combined with the highest
development of voluntary
association in all respects, in all
possible degrees for all
imaginable ends.
~Kropotkin
A few goals…
•  Overthrow of the State
•  End of private property
•  The end of democracy
•  The end of repressive social
structures and values
( transvaluation of human
values)
•  Full and rewarding work and
leisure
4 Approaches to Anarchism
•  Armed and Violent Revolution
4 Approaches to Anarchism
•  Armed and Violent Revolution
•  Civil Disobedience
4 Approaches to Anarchism
•  Armed and Violent Revolution
•  Civil Disobedience
•  Propaganda by the Deed
4 Approaches to Anarchism
•  Armed and Violent Revolution
•  Civil Disobedience
•  Propaganda by the Deed
•  Transvaluation
Rebellion
vs.
Revolution
Rebellions MUST be:
•  Voluntary
•  Spontaneous
•  Total
Ÿ International
DISOBEY
Designing for Management
of the Commons
Design principles for managing the commons in
the absence of a centralized authority:
•  Group boundaries are clearly defined
•  Rules governing the use of collective goods
are well matched to local needs and
conditions.
•  Most individuals affected by these rules can
participate in modifying the rules.
•  The rights of community members to devise
their own rules is respected by external
authorities.
•  A system for monitoring members behavior exists;
the community members themselves undertake
this monitoring.
•  A graduated system of sanctions is used.
•  Community members have access to low-cost
conflict resolution systems.
•  For CPRs that are parts of larger systems,
appropriation, provision, monitoring,
enforcement, conflict resolution and governance
activities are organized in multiple layers of nested
enterprises.
Design principles for managing the commons in
the absence of a centralized authority:
The Coming Anarchism
p2p Technologies and Anarchism
MojoNation s 3 major fixes:
•  Cooperation is structurally
encouraged by requiring users to
contribute at least as much as they
take away.
•  Queries are anonymous and
NOBODY knows where specific files
are stored.
•  Swarm Distribution breaks up files
into large numbers of small segments,
distributed throughout the network.
/.

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PS 240 Anarchism spring 2014

  • 2.
  • 3. I must tell you first of all what anarchism is not. It is not bombs, disorder, or chaos. It is not robbery or murder. It is not a war of each against all. It is not a return to barbarism or to the wild state of man. Anarchism is the very opposite of all that. – Alexander Berkman, American anarchist, 1929
  • 4. ?
  • 5.
  • 6. Anarchism The philosophy of a new social order based on liberty unrestricted by man-made law; the theory that all forms of government rest on violence and are therefore wrong and harmful, as well as unnecessary.
  • 8.
  • 9.
  • 10. Order is the genus: Government is the species
  • 12. Anarchism is not as systematic an ideology as liberalism or Marxism
  • 15. freedom and equality are complementary, not contradictory
  • 18. A little of column A, A little of column B
  • 19. What is the individual’s role in society?
  • 20. The individual is the basic unit of society…
  • 21. …but full humanity can only be achieved by membership in a community/ society.
  • 24.
  • 25. Prisoner s Dilemma Prisoner B Stays Silent Prisoner B Betrays Prisoner A Stays Silent Both serve six months Prisoner A serves ten years Prisoner B goes free Prisoner A Betrays Prisoner A goes free Prisoner B serves ten years Both serve two years
  • 26. Prisoner s Dilemma Cooperate Defect Cooperate 3,3 Win, Win 0,5 Lose much, win much Defect 5,0 Win much, lose much 1,1 Lose, lose
  • 27. Tit-for-Tat Logic •  Nice - The most important condition is that the strategy must be "nice", that is, it will not defect before its opponent does. •  Retaliating - The successful strategy must not be a blind optimist. It must always retaliate. An example of a non-retaliating strategy is Always Cooperate. This is a very bad choice, as "nasty" strategies will ruthlessly exploit such softies. •  Forgiving - Successful strategies must be forgiving. Though they will retaliate, they will once again fall back to cooperating if the opponent does not continue to play defects. This stops long runs of revenge and counter-revenge, maximizing points. •  Non-envious - The last quality is being non-envious, that is not striving to score more than the opponent (impossible for a nice strategy, i.e., a 'nice' strategy can never score more than the opponent).
  • 28. Tit-for-Tat Logic •  Nice - The most important condition is that the strategy must be "nice", that is, it will not defect before its opponent does. •  Retaliating - The successful strategy must not be a blind optimist. It must always retaliate. An example of a non-retaliating strategy is Always Cooperate. This is a very bad choice, as "nasty" strategies will ruthlessly exploit such softies. •  Forgiving - Successful strategies must be forgiving. Though they will retaliate, they will once again fall back to cooperating if the opponent does not continue to play defects. This stops long runs of revenge and counter-revenge, maximizing points. •  Non-envious - The last quality is being non-envious, that is not striving to score more than the opponent (impossible for a nice strategy, i.e., a 'nice' strategy can never score more than the opponent).
  • 29. Tit-for-Tat Logic •  Nice - The most important condition is that the strategy must be "nice", that is, it will not defect before its opponent does. •  Retaliating - The successful strategy must not be a blind optimist. It must always retaliate. An example of a non-retaliating strategy is Always Cooperate. This is a very bad choice, as "nasty" strategies will ruthlessly exploit such softies. •  Forgiving - Successful strategies must be forgiving. Though they will retaliate, they will once again fall back to cooperating if the opponent does not continue to play defects. This stops long runs of revenge and counter-revenge, maximizing points. •  Non-envious - The last quality is being non-envious, that is not striving to score more than the opponent (impossible for a nice strategy, i.e., a 'nice' strategy can never score more than the opponent).
  • 30. Tit-for-Tat Logic •  Nice - The most important condition is that the strategy must be "nice", that is, it will not defect before its opponent does. •  Retaliating - The successful strategy must not be a blind optimist. It must always retaliate. An example of a non-retaliating strategy is Always Cooperate. This is a very bad choice, as "nasty" strategies will ruthlessly exploit such softies. •  Forgiving - Successful strategies must be forgiving. Though they will retaliate, they will once again fall back to cooperating if the opponent does not continue to play defects. This stops long runs of revenge and counter-revenge, maximizing points. •  Non-envious - The last quality is being non-envious, that is not striving to score more than the opponent (impossible for a nice strategy, i.e., a 'nice' strategy can never score more than the opponent).
  • 33. Kill the social sense in man – and you get a savage orangutan; kill egoism in him and he will become a tame monkey. - Alexander Herzen
  • 34. Self-interested impulse to subdue others for individual purposes
  • 35. An impulse to help others (Mutual Aid)
  • 36. Kropotkin and Darwinism •  Does human nature demand cooperation? •  In spite of the odds, cooperation does occur. •  Is enlightened self-interest explanatory enough? – Selfish Genes
  • 38. HOPE
  • 40. Of all the things which interfere with the free activity of the individual, which reduce liberty and compel us to act in ways different from those we would choose, the most powerful and pervasive is the state. (Jennings)
  • 41. The essential function of the state is to maintain the existing inequalities in society…
  • 43. Godwin: each article of property ought to belong to the individual whose possession of it would yield the greatest good for the greatest number; thus, property should be distributed according to claims of need.
  • 45. The only demand that property recognizes is its own gluttonous appetite for greater wealth, because wealth means power; the power to subdue, to crush, to exploit, the power to enslave, to outrage, to degrade. - Emma Goldman
  • 47. All voting is a sort of gaming, like checkers, or backgammon, a playing with right and wrong; its obligation never exceeds that of expediency. Even voting for the right thing does nothing for it. A wise man will not leave the right to the mercy of chance, nor wish it to prevail through the power of the majority. - Henry David Thoreau
  • 50.
  • 51. Religion! How it dominates man s mind, how it humiliates and degrades his soul. God is everything, man is nothing, says religion. But out of that nothing God has created a kingdom so despotic, so tyrannical, so cruel, so terribly exacting that naught but gloom and tears and blood have ruled the world since gods began. Anarchism rouses man to rebellion against this black monster. Break your mental fetters, says anarchism to man, for not until you think and judge for yourself will you get rid of the dominion of darkness, the greatest obstacle to all progress. - Emma Goldman
  • 52.
  • 53.
  • 54.
  • 55.
  • 57. The highest level of individual freedom possible for the individual, the fulfillment of each individual s full human potential, while at the same time developing human society to the highest degree possible.
  • 58. Anarchism seeks the complete development of individuality combined with the highest development of voluntary association in all respects, in all possible degrees for all imaginable ends. ~Kropotkin
  • 59. A few goals… •  Overthrow of the State •  End of private property •  The end of democracy •  The end of repressive social structures and values ( transvaluation of human values) •  Full and rewarding work and leisure
  • 60. 4 Approaches to Anarchism •  Armed and Violent Revolution
  • 61. 4 Approaches to Anarchism •  Armed and Violent Revolution •  Civil Disobedience
  • 62. 4 Approaches to Anarchism •  Armed and Violent Revolution •  Civil Disobedience •  Propaganda by the Deed
  • 63.
  • 64. 4 Approaches to Anarchism •  Armed and Violent Revolution •  Civil Disobedience •  Propaganda by the Deed •  Transvaluation
  • 66. Rebellions MUST be: •  Voluntary •  Spontaneous •  Total Ÿ International
  • 69. Design principles for managing the commons in the absence of a centralized authority: •  Group boundaries are clearly defined •  Rules governing the use of collective goods are well matched to local needs and conditions. •  Most individuals affected by these rules can participate in modifying the rules. •  The rights of community members to devise their own rules is respected by external authorities.
  • 70. •  A system for monitoring members behavior exists; the community members themselves undertake this monitoring. •  A graduated system of sanctions is used. •  Community members have access to low-cost conflict resolution systems. •  For CPRs that are parts of larger systems, appropriation, provision, monitoring, enforcement, conflict resolution and governance activities are organized in multiple layers of nested enterprises. Design principles for managing the commons in the absence of a centralized authority:
  • 72. p2p Technologies and Anarchism
  • 73.
  • 74.
  • 75.
  • 76. MojoNation s 3 major fixes: •  Cooperation is structurally encouraged by requiring users to contribute at least as much as they take away. •  Queries are anonymous and NOBODY knows where specific files are stored. •  Swarm Distribution breaks up files into large numbers of small segments, distributed throughout the network.
  • 77. /.