《黑天鹅——如何应对不可预知的未来》
什么是“黑天鹅”?
首先,它具有意外性,即它在通常的预期之外,也就是在过去没有任何能够确定它发生的可能性的证据。其次,它会产生极端影响。再次,虽然它具有意外性,但人的本性促使我们在事后为它的发生编造理由,并且使它变得可解释和可预测。简而言之,这三点概括起来就是:稀有性、极大的冲击性和事后(而不是事前)可预测性。
人类的职业根据可拓展性(scalable)大致分为两种:
一种是劳动者(labor person),一种是创意者(idea person)。
第一种职业,最常见的劳动者就是工人,其收入取决于劳动的量(work),收入有限且很大程度可以预测。
第二种的典型代表为投机者和作家,其获得的收入没有限制,难以预测。
前者的优势是下限,后者的优势是上限。
J. K. Rowling, the author of the Harry Potter books, does not have to write each book again every time someone wants to read it. But this is not so for a baker: he needs to bake every single piece of bread in order to satisfy each additional customer.
《哈利·波特》系列丛书的作者 J.K. 罗琳不必每次有人想读每本书时都重新写一遍。但对于面包师来说却并非如此:他需要烘烤每一片面包才能满足每一位额外的顾客。
So the distinction between writer and baker, speculator and doctor, fraudster and prostitute, is a helpful way to look at the world of activities. It separates those professions in which one can add zeroes of income with no greater labor from those in which one needs to add labor and time (both of which are in limited supply)—in other words, those subjected to gravity.
因此,作家和面包师、投机者和医生、欺诈者和妓女之间的区别是看待活动世界的一种有用的方式。它将那些不需要更多劳动就可以增加零收入(指收入的位数增加)的职业与那些需要增加劳动和时间(两者都供应有限)的职业(换句话说,那些受重力影响)区分开来。
也许,不公平的过程从DNA的出现就开始了。
Evolution is scalable:the DNA that wins (whether by luck or survival advantage) will reproduce itself, like a bestselling book or a successful record, and become pervasive. Other DNA will vanish. Just consider the difference between us humans (excluding financial economists and businessmen) and other living beings on our planet.
进化是可扩展的:获胜的DNA(无论是靠运气还是生存优势)将自我复制,就像一本畅销书或一张成功的唱片,并变得普遍。其他DNA将会消失。只要考虑一下我们人类(不包括金融经济学家和商人)与地球上其他生物之间的区别即可。
人类的偏见,真的是无法消除的吗?或许,需要大量刻意的练习······
Once your mind is inhabited with a certain view of the world, you will tend to only consider instances proving you to be right. Paradoxically, the more information you have, the more justified you will feel in your views.
一旦你的头脑中充满了某种世界观,你就会倾向于只考虑证明你是对的实例。矛盾的是,你掌握的信息越多,你的观点就越有道理。
人类喜欢故事,喜欢总结,喜欢简化,即缩小问题的维度。
We, members of the human variety of primates, have a hunger for rules because we need to reduce the dimension of matters so they can get into our heads. Or, rather, sadly, so we can squeezethem into our heads. The more random information is, the greater the dimensionality, and thus the more difficult to summarize. The more you summarize, the more order you put in, the less randomness. Hence the same condition that makes us simplify pushes us to think that the world is less random than it actually is. 作为人类灵长类动物的一员,我们渴望规则,因为我们需要缩小事物的维度,以便它们能够进入我们的大脑。或者更确切地说,可悲的是,我们可以把它们塞进我们的脑袋里。信息的随机性越多,维度就越大,也就越难概括。总结得越多,排序得越多,随机性就越少。因此,使我们简化的相同条件促使我们认为世界并不像实际那样随机。
And the Black Swan is what we leave out of simplification.
黑天鹅就是我们在简化过程中遗漏的东西。
艺术和科学有可能是人类为了幻想简化世界的产物。
Both the artistic and scientific enterprises are the product of our need to reduce dimensions and inflict some order on things. Think of the world around you, laden with trillions of details. Try to describe it and you will find yourself tempted to weave a thread into what you are saying. A novel, a story, a myth, or a tale, all have the same function: they spare us from the complexity of the world and shield us from its randomness. Myths impart order to the disorder of human perception and the perceived “chaos of human experience.
**艺术事业和科学事业都是我们减少维度和对事物施加某种秩序的需要的产物。**想想你周围的世界,充满了数万亿个细节。尝试描述它,你会发现自己很想在你所说的内容中编织一条线索。一本小说、一个故事、一个神话或一个故事,都有相同的功能:它们使我们免受世界的复杂性的影响,并保护我们免受世界的随机性的影响。神话为人类感知的混乱和感知到的“人类经验的混乱”赋予秩序。
历史创造人类,而不是人类创造历史。
In the end we are being driven by history, all the while thinking that we are doing the driving.
最终,我们被历史所驱动,同时又一直认为我们在推动。
迄今为止,人类设计的规范是一种阶梯,同时也是枷锁。
I have said that we seem naturally inclined to Platonify, and to think exclusively in terms of studied material: nobody, whether a bricklayer or a natural philosopher, can easily escape the enslavement of such conditioning.
我说过,我们似乎天生倾向于柏拉图化,并且只根据研究过的材料来思考:没有人,无论是泥瓦匠还是自然哲学家,能够轻易逃脱这种制约的奴役。
In games, of course, past winnings are not supposed to translate into an increased probability of future gains—but not so in real life, which is why I worry about teaching probability from games. But when winning leads to more winning, you are far more likely to see forty wins in a row than with a proto-Gaussian.
当然,在游戏中,过去的胜利不应该转化为未来收益概率的增加,但在现实生活中并非如此,这就是为什么我担心从游戏中教授概率。但是,当胜利带来更多胜利时,与原始高斯模型相比,您更有可能连续看到四十场胜利。
高斯钟形曲线只适用于理论场景。以掷硬币为例,记正面为1,反面为-1,我们知道,无论掷多少次,期望都是0。这取决于两个个前提:
一、硬币没有记忆。也就是你在上一次获得正面或反面的事实并不会改变你在下一次获得正面或反面的几率。随着时间的推移,你不会成为一个“更好”的抛硬币者。如果引入记忆或抛掷技巧,整个高斯业务就会变得不稳定。
二、没有"疯狂"的跳跃。每次基本随机游走的构建块中的步长始终是已知的,即一步(1 / -1)。台阶的大小没有不确定性。我们没有遇到走势变化很大的情况。