Financial Crime and Corruption by Samuel Vaknin
5. They avoid the envied person and thus the
2584 words | Chapter 60
agonizing pangs of envy.
Envy is not a new phenomenon. Belisarius, the general
who conquered the world for Emperor Justinian, was
blinded and stripped of his assets by his envious peers. I -
and many others - have written extensively about envy in
command economies. Nor is envy likely to diminish.
In his book, "Facial Justice", Hartley describes a post-
apocalyptic dystopia, New State, in which envy is
forbidden and equality extolled and everything enviable is
obliterated. Women are modified to look like men and
given identical "beta faces". Tall buildings are razed.
Joseph Schumpeter, the prophetic Austrian-American
economist, believed that socialism will disinherit
capitalism. In "Capitalism, Socialism, and Democracy" he
foresaw a conflict between a class of refined but dirt-poor
intellectuals and the vulgar but filthy rich businessmen
and managers they virulently envy and resent. Samuel
Johnson wrote: "He was dull in a new way, and that made
many people think him great." The literati seek to tear
down the market economy which they feel has so
disenfranchised and undervalued them.
Hitler, who fancied himself an artist, labeled the British a
"nation of shopkeepers" in one of his bouts of raging
envy. Ralph Reiland, the Kenneth Simon professor of free
enterprise at Robert Morris University, quotes David
Brooks of the "weekly Standard", who christened this
phenomenon "bourgeoisophobia":
"The hatred of the bourgeoisie is the beginning of all
virtue' - wrote Gustav Flaubert. He signed his letters
'Bourgeoisophobus' to show how much he despised 'stupid
grocers and their ilk ... Through some screw-up in the
great scheme of the universe, their narrow-minded greed
had brought them vast wealth, unstoppable power and
growing social prestige".
Reiland also quotes from Ludwig van Mises's "The Anti-
Capitalist Mentality":
"Many people, and especially intellectuals, passionately
loathe capitalism. In a society based on caste and status,
the individual can ascribe adverse fate to conditions
beyond his control. In ... capitalism ... everybody's station
in life depends on his doing ... (what makes a man rich is)
not the evaluation of his contribution from any 'absolute'
principle of justice but the evaluation on the part of his
fellow men who exclusively apply the yardstick of their
personal wants, desires and ends ... Everybody knows
very well that there are people like himself who succeeded
where he himself failed. Everybody knows that many of
those he envies are self-made men who started from the
same point from which he himself started. Everybody is
aware of his own defeat. In order to console himself and
to restore his self- assertion, such a man is in search of a
scapegoat. He tries to persuade himself that he failed
through no fault of his own. He was too decent to resort to
the base tricks to which his successful rivals owe their
ascendancy. The nefarious social order does not accord
the prizes to the most meritorious men; it crowns the
dishonest, unscrupulous scoundrel, the swindler, the
exploiter, the 'rugged individualist'".
In "The Virtue of Prosperity", Dinesh D'Souza accuses
prosperity and capitalism of inspiring vice and temptation.
Inevitably, it provokes envy in the poor and depravity in
the rich.
With only a modicum of overstatement, capitalism can be
depicted as the sublimation of jealousy. As opposed to
destructive envy - jealousy induces emulation. Consumers
- responsible for two thirds of America's GDP - ape role
models and vie with neighbors, colleagues, and family
members for possessions and the social status they endow.
Productive and constructive competition - among
scientists, innovators, managers, actors, lawyers,
politicians, and the members of just about every other
profession - is driven by jealousy.
The eminent Nobel prize winning British economist and
philosopher of Austrian descent, Friedrich Hayek,
suggested in "The Constitution of Liberty" that innovation
and progress in living standards are the outcomes of class
envy. The wealthy are early adopters of expensive and
unproven technologies. The rich finance with their
conspicuous consumption the research and development
phase of new products. The poor, driven by jealousy,
imitate them and thus create a mass market which allows
manufacturers to lower prices.
But jealousy is premised on the twin beliefs of equality
and a level playing field. "I am as good, as skilled, and as
talented as the object of my jealousy." - goes the subtext -
"Given equal opportunities, equitable treatment, and a bit
of luck, I can accomplish the same or more".
Jealousy is easily transformed to outrage when its
presumptions - equality, honesty, and fairness - prove
wrong. In a paper recently published by Harvard
University's John M. Olin Center for Law and titled
"Executive Compensation in America: Optimal
Contracting or Extraction of Rents?", the authors argue
that executive malfeasance is most effectively regulated
by this "outrage constraint":
"Directors (and non-executive directors) would be
reluctant to approve, and executives would be hesitant to
seek, compensation arrangements that might be viewed by
observers as outrageous".
Notes on the Economics of
Game Theory
Consider this:
Could Western management techniques be successfully
implemented in the countries of Central and Eastern
Europe (CEE)? Granted, they have to be adapted,
modified and cannot be imported in their entirety. But
their crux, their inalienable nucleus - can this be
transported and transplanted in CEE? Theory provides us
with a positive answer. Human agents are the same
everywhere and are mostly rational. Practice begs to
differ. Basic concepts such as the money value of time or
the moral and legal meaning of property are non existent.
The legal, political and economic environments are all
unpredictable. As a result, economic players will prefer to
maximize their utility immediately (steal from the
workplace, for instance) - than to wait for longer term
(potentially, larger) benefits. Warrants (stock options)
convertible to the company's shares constitute a strong
workplace incentive in the West (because there is an
horizon and they increase the employee's welfare in the
long term). Where the future is speculation - speculation
withers. Stock options or a small stake in his firm, will
only encourage the employee to blackmail the other
shareholders by paralysing the firm, to abuse his new
position and will be interpreted as immunity, conferred
from above, from the consequences of illegal activities.
The very allocation of options or shares will be interpreted
as a sign of weakness, dependence and need, to be
exploited. Hierarchy is equated with slavery and
employees will rather harm their long term interests than
follow instructions or be subjected to criticism - never
mind how constructive. The employees in CEE regard the
corporate environment as a conflict zone, a zero sum
game (in which the gains by some equal the losses to
others). In the West, the employees participate in the
increase in the firm's value. The difference between these
attitudes is irreconcilable.
Now, let us consider this:
An entrepreneur is a person who is gifted at identifying
the unsatisfied needs of a market, at mobilizing and
organizing the resources required to satisfy those needs
and at defining a long-term strategy of development and
marketing. As the enterprise grows, two processes
combine to denude the entrepreneur of some of his initial
functions. The firm has ever growing needs for capital:
financial, human, assets and so on. Additionally, the
company begins (or should begin) to interface and interact
with older, better established firms. Thus, the company is
forced to create its first management team: a general
manager with the right doses of respectability,
connections and skills, a chief financial officer, a host of
consultants and so on. In theory - if all our properly
motivated financially - all these players (entrepreneurs
and managers) will seek to maximize the value of the
firm. What happens, in reality, is that both work to
minimize it, each for its own reasons. The managers seek
to maximize their short-term utility by securing enormous
pay packages and other forms of company-dilapidating
compensation. The entrepreneurs feel that they are
"strangled", "shackled", "held back" by bureaucracy and
they "rebel". They oust the management, or undermine it,
turning it into an ineffective representative relic. They
assume real, though informal, control of the firm. They do
so by defining a new set of strategic goals for the firm,
which call for the institution of an entrepreneurial rather
than a bureaucratic type of management. These cycles of
initiative-consolidation-new initiative-revolution-
consolidation are the dynamos of company growth.
Growth leads to maximization of value. However, the
players don't know or do not fully believe that they are in
the process of maximizing the company's worth. On the
contrary, consciously, the managers say: "Let's maximize
the benefits that we derive from this company, as long as
we are still here." The entrepreneurs-owners say: "We
cannot tolerate this stifling bureaucracy any longer. We
prefer to have a smaller company - but all ours." The
growth cycles forces the entrepreneurs to dilute their
holdings (in order to raise the capital necessary to finance
their initiatives). This dilution (the fracturing of the
ownership structure) is what brings the last cycle to its
end. The holdings of the entrepreneurs are too small to
materialize a coup against the management. The
management then prevails and the entrepreneurs are
neutralized and move on to establish another start-up. The
only thing that they leave behind them is their names and
their heirs.
We can use Game Theory methods to analyse both these
situations. Wherever we have economic players
bargaining for the allocation of scarce resources in order
to attain their utility functions, to secure the outcomes and
consequences (the value, the preference, that the player
attaches to his outcomes) which are right for them - we
can use Game Theory (GT).
A short recap of the basic tenets of the theory might be in
order.
GT deals with interactions between agents, whether
conscious and intelligent - or Dennettic. A Dennettic
Agent (DA) is an agent that acts so as to influence the
future allocation of resources, but does not need to be
either conscious or deliberative to do so. A Game is the
set of acts committed by 1 to n rational DA and one a-
rational (not irrational but devoid of rationality) DA
(nature, a random mechanism). At least 1 DA in a Game
must control the result of the set of acts and the DAs must
be (at least potentially) at conflict, whole or partial. This
is not to say that all the DAs aspire to the same things.
They have different priorities and preferences. They rank
the likely outcomes of their acts differently. They engage
Strategies to obtain their highest ranked outcome. A
Strategy is a vector, which details the acts, with which the
DA will react in response to all the (possible) acts by the
other DAs. An agent is said to be rational if his Strategy
does guarantee the attainment of his most preferred goal.
Nature is involved by assigning probabilities to the
outcomes. An outcome, therefore, is an allocation of
resources resulting from the acts of the agents. An agent is
said to control the situation if its acts matter to others to
the extent that at least one of them is forced to alter at
least one vector (Strategy). The Consequence to the agent
is the value of a function that assigns real numbers to each
of the outcomes. The consequence represents a list of
outcomes, prioritized, ranked. It is also known as an
ordinal utility function. If the function includes relative
numerical importance measures (not only real numbers) -
we call it a Cardinal Utility Function.
Games, naturally, can consist of one player, two players
and more than two players (n-players). They can be zero
(or fixed) - sum (the sum of benefits is fixed and whatever
gains made by one of the players are lost by the others).
They can be nonzero-sum (the amount of benefits to all
players can increase or decrease). Games can be
cooperative (where some of the players or all of them
form coalitions) - or non-cooperative (competitive). For
some of the games, the solutions are called Nash
equilibria. They are sets of strategies constructed so that
an agent which adopts them (and, as a result, secures a
certain outcome) will have no incentive to switch over to
other strategies (given the strategies of all other players).
Nash equilibria (solutions) are the most stable (it is where
the system "settles down", to borrow from Chaos Theory)
- but they are not guaranteed to be the most desirable.
Consider the famous "Prisoners' Dilemma" in which both
players play rationally and reach the Nash equilibrium
only to discover that they could have done much better by
collaborating (that is, by playing irrationally). Instead,
they adopt the "Paretto-dominated", or the "Paretto-
optimal", sub-optimal solution. Any outside interference
with the game (for instance, legislation) will be construed
as creating a NEW game, not as pushing the players to
adopt a "Paretto-superior" solution.
The behaviour of the players reveals to us their order of
preferences. This is called "Preference Ordering" or
"Revealed Preference Theory". Agents are faced with sets
of possible states of the world (=allocations of resources,
to be more economically inclined). These are called
"Bundles". In certain cases they can trade their bundles,
swap them with others. The evidence of these swaps will
inevitably reveal to us the order of priorities of the agent.
All the bundles that enjoy the same ranking by a given
agent - are this agent's "Indifference Sets". The
construction of an Ordinal Utility Function is, thus, made
simple. The indifference sets are numbered from 1 to n.
These ordinals do not reveal the INTENSITY or the
RELATIVE INTENSITY of a preference - merely its
location in a list. However, techniques are available to
transform the ordinal utility function - into a cardinal one.
A Stable Strategy is similar to a Nash solution - though
not identical mathematically. There is currently no
comprehensive theory of Information Dynamics. Game
Theory is limited to the aspects of competition and
exchange of information (cooperation). Strategies that
lead to better results (independently of other agents) are
dominant and where all the agents have dominant
strategies - a solution is established. Thus, the Nash
equilibrium is applicable to games that are repeated and
wherein each agent reacts to the acts of other agents. The
agent is influenced by others - but does not influence
them (he is negligible). The agent continues to adapt in
this way - until no longer able to improve his position.
The Nash solution is less available in cases of cooperation
and is not unique as a solution. In most cases, the players
will adopt a minimax strategy (in zero-sum games) or
maximin strategies (in nonzero-sum games). These
strategies guarantee that the loser will not lose more than
the value of the game and that the winner will gain at least
this value. The solution is the "Saddle Point".
The distinction between zero-sum games (ZSG) and
nonzero-sum games (NZSG) is not trivial. A player
playing a ZSG cannot gain if prohibited to use certain
strategies. This is not the case in NZSGs. In ZSG, the
player does not benefit from exposing his strategy to his
rival and is never harmed by having foreknowledge of his
rival's strategy. Not so in NZSGs: at times, a player stands
to gain by revealing his plans to the "enemy". A player
can actually be harmed by NOT declaring his strategy or
by gaining acquaintance with the enemy's stratagems. The
very ability to communicate, the level of communication
and the order of communication - are important in
cooperative cases. A Nash solution:
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