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One of the basic conclusions of game theory about non-cooperative games is that the ability to make yourself irrational is useful. For example, if the expected outcome of me fighting you is a moderate negative to both of us (let's say roughly 50% chance of getting injured, 50% chance of feeling pleased to win the fight), then it's never rational for me to seek you out and fight you. However, if I can manage to convince you that, if you take my stuff, then I will seek you out and fight you, then this might succeed in convincing you not to take my stuff. The difficulty is in making this threat credible—it's never in my interest to carry it out. So if I give my brain the propensity to feel angry at offenses like that, and demonstrate on other occasions that I do go fight people when they make me angry, then this is a way to make the threat credible. The more irrationally angry I am known to get, the stronger the threat becomes. This can be useful as a negotiating tactic, though obviously it can be risky if someone calls your bluff or acts "more irrational".

There's a nice Star Trek episode, "Chain of Command", in which acting captain Jellico raises his voice with some Cardassians he's negotiating with, and I think throws them out of the conference room, at which point he immediately starts speaking calmly to his officers. As I recall, he tells them to wait ten minutes and then go out to the Cardassians, saying that Jellico's a "loose cannon" and they've managed to calm him down and he's ready to resume the meeting but the Cardassians will have to be ready to concede some items. It's a negotiating tactic, and in the episode it works.

Since someone mentioned Trump: it might be to his advantage to encourage a reputation for being dangerously excitable and willing to pull the trigger. (I just hope no one calls his bluff.)




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