Playnet

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= "a continuously updated, computer-assisted system that plans production"

URL = https://Playnet.earth

"The project is an implementation: working software that any branch of productive activity can begin using today. Playnet is built on Spritely Goblins (distributed object-capability actors), GNU Guile Scheme, and the ValueFlows vocabulary. It runs on commodity hardware, communicates over mesh and overlay networks, and is free software." [1]

See also: the Free Association Protocol


Contextual Quote

< " The work proceeds from a simple conviction: the commons already contains everything it needs. The productive forces exist. The science of material metabolism is known. The means of computation are in every pocket. What remains is to build the social plan and invite people to use it. The private plans that currently organise production need only be outgrown. " >


"The total product of the community is a social product, and the surface renders the labour of its reproduction -not only producing anew but maintaining what exists, expanding it, and insuring it against calamity, all it takes to sustain the community’s material condition. Every matched hour appears as area in a single readable surface, denominated in labour-hours from the federation down to the individual claim.

Zooming into a single scope reveals four categories: means of production (remains social), skills ((re)production of labour-power), means of consumption - distributing through two rails: individual claimable (redeemed against personal credit) and communal (socially regulated use) - and administration (the costs of governance, minimised by design). Within each scope, producer voice (a citizen’s share of the scope’s labour) shapes how the work is done; consumer voice. The credit identity) shapes what the community needs."

(https://playnet.earth/docs/playnet.pdf)

Description

"Playnet.earth is a community aiming to replace the market as the mechanism that coordinates society – with a continuously updated, computer-assisted system that plans production according to people’s desires, the labour actually available, the technical constraints of the tools and skills at hand, and the ecological limits we can’t cross?

The socialist calculation debate of the 1920s–40s asked whether a fully detailed planned economy was computationally possible. Kantorovich, Koopmans, and others showed the mathematics worked; what was missing was a machine large enough to run it. Those machines now exists while Amazon, Walmart, and Uber already operate modified versions of those solvers at civilizational scale, walled off and profit-captured, solving over a limited subset of humanities supply and demand. Playnet proposes generalizing the same computational methods for satisfying our basic needs in common while changing the optimization objective. The talk will share the latest work of the playnet & valueflows communities as an invitation to collaboration with the INDEP community."

(https://www.indep.network/event/indep-online-talk-with-ruzgar-imski-playnet-viable-socialist-computation-in-the-21st-century/)

How It Works

This is a ChatGPT simplification of the math-filled how-to text:

* Document Playnet, literally an actual alternative to capitalism. Draft · v0.5, sections 1–2

URL = https://playnet.earth/docs/playnet.pdf

In summary:

Playnet proposes a computational system for coordinating a commons-based economy. People express their needs and priorities; the system combines them into a social picture of demand; an automated planner develops possible production plans; collective decision-making determines which plan is accepted; and available workers are matched to the tasks required to carry it out.

Throughout this process, the system tries to balance the satisfaction of human needs against the real limits of labour, resources, productive capacity and ecosystems. It also aims to reduce the amount of necessary work, thereby increasing people's freedom and available leisure.

Its distinctive claim is that modern computation could help a society coordinate its production directly around shared needs and common resources, without relying on market competition or a rigid central plan.

The document sets out the intended architecture and guiding principles. It does not, by itself, demonstrate that the system can successfully handle all the practical, technical and political difficulties of running a complex economy at scale.

The aim here is to explain Playnet's own model, not to evaluate whether it would work in practice.


1. The basic idea: Organize production around people's needs

Playnet imagines a society in which productive resources are held in common and people collectively decide how their work should be used.

The central problem is straightforward: How can society organize its labour to meet people's needs while respecting the limits of what is materially, technically and ecologically possible?

Today, markets coordinate production largely through prices, purchasing power and competition. A centrally planned economy attempts to coordinate production through administrative decisions and forecasts.

Playnet proposes a different approach.


It would use an automated planning system to help a community decide:

  • What should be produced, and in what quantities?
  • Which resources, skills and working hours are needed?
  • How should available labour be allocated?
  • How can the community meet people's needs without exhausting its resources or damaging its environment?
  • How can these decisions be adjusted as circumstances change?

The goal is to coordinate production directly around social needs and available resources, rather than relying on market competition or a fixed central plan.


2. How people's needs become a production plan

The process begins with individuals expressing what they want or need.

Each person can assign different priorities to different things. Someone might give high priority to healthcare and housing, for example, and lower priority to luxury goods.

The system combines these individual preferences to construct an overall picture of what the community wants. Playnet calls this social desire.

The planning system then tries to determine how production could satisfy these desires. It takes into account the resources, labour, skills, equipment and ecological conditions required to produce each item or service.

The result is a proposed plan that specifies what should be produced, which productive activities are needed, and how labour and resources should be allocated.

However, the software does not simply impose its preferred solution. According to Playnet's description, alternative plans can be proposed, and citizens use their producer voice to help determine which plan is accepted.

In other words, the system combines individual expressions of need, automated calculation and collective decision-making.


3. The central challenge: People's desires versus material limits

This is the heart of Playnet's model.

The system must reconcile two competing considerations.

First, what people want. If important needs remain unmet, the system should try to direct more resources and labour towards satisfying them. A shortage of essential medicines, for example, should create a strong incentive to increase their production.

Second, what is actually possible. Production requires time, skills, materials, equipment and energy. Workers cannot work indefinitely, machinery has limited capacity, and ecosystems cannot withstand unlimited extraction or pollution.

Playnet gives these two considerations different roles in its planning system.

Unmet needs create pressure to produce more. But as production approaches a limit—for example, the maximum sustainable use of a watershed—the pressure to respect that limit increases sharply.

This means that the system should not treat every desire as something that must be satisfied at any cost. If producing more of one good threatens an essential resource or exceeds available capacity, the plan should adapt.

The system might redirect production towards an alternative method, use a substitute material, draw on reserves, or invest in additional productive capacity.

The principle is that social needs should be satisfied as fully as possible, but always within the limits of material reality and ecological sustainability.


4. How the system decides between competing needs

Suppose a community has a limited number of working hours available. It needs to produce food, provide medical care, maintain its housing and manufacture other goods.

It cannot necessarily satisfy every need immediately.

Playnet's approach is to compare the consequences of different possible allocations of labour. The system gives greater weight to unmet high-priority needs, while also accounting for the costs and constraints involved in meeting them.

For example, if medicine is in short supply while the community has a relatively comfortable supply of non-essential consumer goods, the planning process should favour medicine.

But the system must also consider what is needed to produce that medicine. Perhaps a particular ingredient is scarce, or a specialist facility is already operating at full capacity. The plan must account for these constraints rather than simply ordering more production.

An important feature is that the calculation extends through the entire production chain. If making medicine requires a particular chemical, specialized equipment and transport, the demand for medicine also creates demand for those upstream inputs.

The system therefore attempts to coordinate not just final products, but the network of activities required to produce them.

Playnet describes the overall objective as achieving harmony: a workable balance between what people want and what the community can sustainably provide.

This does not mean that every need is always satisfied. It means continually adjusting the allocation of labour to reduce unmet needs without violating material and ecological constraints.


5. How labour and skills are allocated

Once a plan has been accepted, the system must connect productive needs with the people who can meet them.

Each participant has a set of skills and indicates when and where they are available to work. The system then identifies the tasks that need to be performed and matches them with suitable people.

For example, a hospital might need a qualified nurse for a particular shift, while a farm needs workers during the harvest. The system matches these requirements against people's skills, availability and ability to reach the workplace.

Playnet calls the specific requests for skilled labour work-intents.

When a person's available time is matched to an accepted work-intent, those hours become validated labour within the system. The work performed is recorded, and this record is connected to the system's accounting and credit arrangements.

The idea is that planning, participation and accounting should be integrated rather than managed as entirely separate systems.

The document does not mean that everyone has the same skills or must perform the same amount or kind of work. It describes a process for matching different people's abilities and available time to socially agreed productive tasks.


6. The ultimate goal: More free time for everyone

Playnet does not define social wealth simply as the amount of goods produced.

It also asks how much time people must spend working to maintain society, and how much time they have left for activities of their own choosing.

Some work is necessary to maintain the conditions of life: growing food, maintaining infrastructure, caring for people, producing essential goods and keeping systems functioning.

Playnet calls this socially necessary labour time. The remaining time is social free time.

The underlying ambition is that better technology, greater knowledge, improved skills and more effective cooperation should gradually reduce the amount of labour needed to maintain society.

If that happens, people could enjoy more free time without sacrificing their material well-being.

But Playnet adds another consideration: free time alone is not enough if some people still lack essential goods or services. It therefore also considers how well individual people's desires are being satisfied, with particular sensitivity to those whose needs are least met.

Its broader goal is to combine two achievements:

A growing proportion of people's time is free from necessary work.

People's needs are met broadly and fairly, rather than allowing some to prosper while others remain deprived.

The document calls this combined objective social play time. The term expresses an ambition to create a society in which people are not only materially provided for, but also have the freedom to develop their lives beyond compulsory economic activity.


7. How the plan remains responsive to change

Playnet does not describe planning as a one-time decision followed by the execution of a fixed blueprint.

Needs change. Supplies fluctuate. Equipment breaks down. New constraints emerge. Some production methods become less feasible, while others become available.

The planning system is therefore intended to adjust continuously.

If a particular need becomes more urgent, labour can be redirected towards meeting it. If a resource becomes scarce, the system can explore alternative production methods. If a constraint cannot be relieved quickly, the community may need to draw on reserves or invest in additional capacity.

The accepted plan is thus continually revised in response to new information about needs, resources and productive possibilities.

Playnet compares this process to a musical composition in which tensions are continually resolved and new ones emerge. It also compares it to a living organism that adjusts to maintain its internal balance.

These are metaphors for a specific idea: economic coordination should be an ongoing process of collective adjustment, rather than something left entirely to market prices or determined once and for all by a central authority.


More information

"Ruzgar Imski is a Playnet contributor exploring organizations as games and games as organizations. How might we play organizations into existence? And in so doing overcome the division between game designers and game players, rule-makers and rule-abiders, between legislators and citizens."