I think you're underestimating the utility of living in the same place for periods longer than a month. Most real places have some problems that are annoying at first but easy (or at least possible) to work around once you've had a chance to figure out what the work arounds are.
You should probably also consider that some people will want to keep their preferences private, so giving everyone access to all preferences for the purposes of distributed optimization doesn't seem reasonable.
Maybe some sort of generally applicable habits and practices could develop, but maybe not. It seems unlikely that generally applicable habits would be as efficient as habits and practices that have had time to get optimized through use.
The word "Antifragile" springs annoyingly to mind. Constant weak shocks with lots of survivors. Maybe congestion prediction systems will tend to emerge? (Maybe those responses could be incorporated back into the utility function!?)
Also, lots of people moving at the same time once a month is not a great way to utilize m... (read more)
Finding alternatives to war can save a lot of money
Summary
In any dense city, lots of people will be struggling to occupy the same set of spaces. To function, cities need to have some systematic way of resolving those positioning conflicts, a method for deciding who gets to go where. The methods we use now for resolving positioning conflicts (land markets and rent) have a lot of overhead that is both very obviously overhead and also overlooked as inevitable. I talk about that extensively, and some of its unexamined costs. I present an outline of what looks like a better method, Propinquity Optimization (proq), which resolves positioning conflicts at minimal cost, enabling a much higher maximum quality of life in dense cities.
It feels urgently needed, to me. I am not sure whether it is the most urgently needed thing that I can be working on (I'm also responsible for this humanization of recommender systems/harmonization of global discourses and.. some other stuff). There's some discussion of its global importance in the Longtermist Significance section.
In the course of this, I also discuss quite a lot of the problems in applied preference aggregation and some potentially novel ways to resolve some of them. Even if you aren't interested in building better cities, you might want to read it just to see an instance of applied utilitarianism as a legal mechanism. I think that aspect of it is really pretty neat.
A Propinquity City assigns services and residents to whatever proposed locations optimize an aggregation of the preference expressions of the residents.
Motivation
In dense cities, even once housing supply has exceeded demand, most city dwellers will still have rent extracted from them to a significant proportion of their income: Dense living means that demand within the urban center doesn't ever drop. You can maybe get arbitrarily cheap housing in some incredibly sparsely populated outskirts, but not in the dense part. There seem to be levels of affordability that are firmly unreachable under the kinds of land allocation methods we use now.
When we notice that there seem to be firm and significant limits on how cheaply a technology can ever come to operate, even at its peak, smart buyers start looking for alternatives.
Price competition happens when competitors with high prices can be, in some way, outrun, by competitors with low prices. That just doesn't happen to land traders in high demand areas. If one land trader offers drastically lower rents that others can't match (maybe because they have entered an already high mortgage), those other land traders still sell all their units and stay in full business. They make their money, same as always. They don't get outcompeted. Cost-efficacy, beyond a point, is not rewarded with any increase in market share. The unfit are not selected out.
The result is, reliably, the costs of operating in dense cities will always be high enough to significantly reduce mean quality of life. As long as most land within the city is privately held, this will not be solvable.
There is also a commons problem in urban economies: When rents are raised on a beloved shared service (a restaurant, a teahouse, a bookstore, anything that provides a lot of value to the locals), forcing it to raise prices and cut quality, the losses in (real) property value in the surrounding neighborhood (which now no longer has that service as it was) exceed the individual gains to the service's owner's owner. The city suffers more than we can know under this dynamic. A participant in this economy - even one who expected a fair chance of getting to be the land owner - would prefer that this dynamic couldn't play out, such is the extent of the value being removed.
There would be no central park under private ownership.
We must imagine the many central parks that never were, and never can be.
You could probably solve part of this problem with a type of city where land is owned and developed by a non-profit, or local government, where land rent goes to improving quality of life in the city (public spaces, libraries, meeting rooms, schools, etc). But, why draw taxes through those wars of rent? Why take taxes in proportion to rent conflict? Is that really a good way to resolve the positioning conflict, or to take taxes? Taxes disincent things, why disincent dense living? If we were designing something explicitly to do those things well, in correct proportion, I don't think it would do it like that.
Land pricing provides shockingly few economic functions
I wasn't expecting to be able to come up with so many points in support of this. Here, I'll be going through a checklist of things that useful market systems generally do, and I find that land markets generally don't do them well, if at all:
The prospect of increases in land price incent few of the causes of increases in land price.
And the ones who own the city benefit from having that process of occupancy conflict resolution being as expensive as possible, but the people who live and work in them mostly don't. They would like to go somewhere where it's handled differently.
In summary, land markets are not very good at what they do. They provide less functionality than we might have imagined.
To completely replicate their functionality, we will need lots of information about the housing stock, and some (perhaps democratic) negotiation tool for deciding who and what gets to go where. Since those things would be useful to have anyway, that's what I'm trying to develop here. That's what proq would be. Tools for pooling information and negotiating with minimal overhead so that we do not need to burn so much money fighting each other for space.
What it is
Residents (who have bought shares, funding their part of the construction, who pay rates) in a Propinquity City provide the city with a pretty complete expression of their needs and preferences about their housing and their neighborhood. The city defines a mathematical function that represents how well those expressed desires are being satisfied, given everyone's locations. Solvers try to find ways of positioning residents and services that will make that number go as high as possible. Whichever location solution resolves with the highest number, is instated.
More Concisely: Every month, a Propinquity City positions services and residents according to whatever proposed location solution optimizes an aggregation of the expressed preferences of the residents.
Residents end up in the presence of the people they want and are wanted by. Services are allocated space according to expressed public will for them, rather than how much rent they can pay. We solve the occupancy conflict problem via cheap, efficient, negotiation towards an optimization criterion, instead of through a bedlam of costly bidding wars.
The metric (or, the expression language) representing an individual resident's desires, focuses mainly on these features:
To support this, it would be a good idea to try to develop an open process for adding new qualities (and dropping disused ones?) to the checklist, that the city couldn't anticipate. I really don't like the idea of relying on a single bureaucracy to decide which qualities of a piece of housing might be worth keeping rows for.
I think proq housing should at least consistently make apartment doors wide enough for a forklift to drive through.
I'm concerned that going for fully modular relocatable housing would make this concept much harder to realize, but hm, (thinks of Elon Musk) maybe sometimes, dreaming freely and going after unprecedented things increases the probability of success, so long as you dream with an engineer's clarity.
It's not clear that they should. Consider how we don't give people a right to stand still in a road. Living, dynamic communities are at least a little bit like traffic. They want to shift as communities shift, as new people and services come into existence, as movements split and scenes evolve.
You should usually be able to stand still most of the time, but we can't make a firm guarantee right now. Maybe the test games will reveal that a universal right to stand still wouldn't cause the city to clog at all, but I definitely wouldn't bet on it.
If the act was bad enough, whatever second degree social bonds were still holding these two in adjacency may sever and create a distance without any intervention from the solver, in which case it really wouldn't be a big deal.
Then those measures of the quality of each resident's situation are aggregated in some way (added together, for instance).
That aggregation of the preferences of the residents is the metric that the propinquity city is legally obligated to optimize.
I'm not exactly sure what operation should be used for aggregation. It may need to vary between different proq cities, depending on their population's preferred variant of utilitarianism. Candidates include:
iresidents for alliinnProq resembles utilitarianism, but utilitarianism couldn't really be implemented, even if the political will were there (or if there were some rawlsian veil that evened out the expected payoffs and guaranteed that the deal would be worth it for everyone). We can't read peoples' actual utility functions. We can ask them to describe their utility function for us, but they will not generally answer with the true utility function, we will receive a speech act that has been carefully, strategically shaped to benefit them more than the truth would have.
Anything implementable is always going to be more like a voting system than a metaphysical ideal.
To argue for any voting system, we need to be able to argue that the dishonest individually rational voting strategies that people will inevitably discover and deploy will tend to add up to acceptable outcomes. If we can get people to tell the truth about their preferences, we can just measure the solution in terms of those, but it is difficult to incent people to tell the truth. In many cases, it's provably impossible.
I don't know what strategic voting would look like under proq, I don't think we'll know until the system exists and we can play around with it and see which strategies thrive, but I know that there will be some analogue to strategic voting, there always is.
I'm thinking about making a game version of life in a proq city and getting adversarial economist types to all try to "win" at it. (though it's important to emphasize here that in a eusocial game, winning doesn't tend to look like domination. It will tend to look like trading beneficially with others as a side effect of pursuing whatever your goal is. One of my projects in game design is addressing the alarming ubiquity of contrived zero sum multiplayer games. Every time I read the rules of an otherwise peaceful eurogame and wind up meeting again the phrase "whoever gets the most victory points Wins The Game" I groan a little louder. Soon you will be able to hear my groan from the mainland. One person's gain should not be presumed to be another's loss. Life isn't like that. Humans aren't like that. Long ago we entered a pact that bound our fates together.)
There, in those games, we'll get a glimpse of this political ecology's future, and we'll see if the system continues optimizing utility under strain.
I thought I'd need a pretty decent prototype propinquity optimizer algorithm for that, but I'm starting to think it might be a lot easier, and maybe a lot more fun to do a thing where every resident is able to submit hand-authored incremental improvements to the position solution.
In the long term, offering a prize to whoever can optimize the allocation solution's aggregate utility the most might elicit near optimal solutions from specialists in location solving, who I'd anticipate would make use of some fancy algorithms, but it's conceivable that a series of incremental improvements from individuals and volunteers might turn out to do well enough in the beginning, as well as fostering enfranchisement.
But anyway, in the least, whatever process optimizes the aggregate utility, it does not have to be a ministry of the city. The great thing about defining an objective, easily computable measure of solution quality is that it means we can cheaply consider allocation suggestions from whoever will offer one. If their solution scores the best, then it pretty much must be the best and that is the one we will pay for.
So, one of my current considerations is this: How much could individual people use their understanding of their propinquity locality to incrementally improve the solution for themselves until we arrive at a solution that will be pretty close to ideal. I don't know. But I'd like to experiment. Playing propinquity optimizer seems fun to me. Making an app for editing location solutions and measuring their total propinquity also sounds like a great starting point for designing location optimization algorithms, if those later turn out to be necessary.
If we do let residents submit incremental manual edits, a naive implementation would have some difficulties
Unlikely, as this would be both hard to make and pretty evil. It's just unlikely that anyone would want to do the work. More likely, if local knowledge ever took the lead from a professional solver, they would lobby the city and we'll figure out what to do with that later.
Longtermist Significance
I found proq by following the anguished cries of the present. In these cases it's good to step back and remember the endgame and ask if it still makes sense in light of that.
I find that I have more questions than answers.
A Propinquity City would support extents of quality of life that I've argued aren't possible under the current paradigm. It would be nice to have.
Ultimately, though, dense cities will not be as important in the near future, given remote work (which I expect to be irresistable once VR headsets with foveated rendering reach retinal pixel densities) and dirt cheap automated delivery systems. Propinquity is good adjacency, but adjacency wont matter as much.
Proq arose from a concern that a dense city could not ever be made cheap. I do still believe that, but I'm not sure we sorely need dense cities to be cheap. Might we live almost just as well in sparser, broader land markets where not all units sell, where it is theoretically possible for land prices to compete down to negligibility, where there aren't far more buyers than sellers.
Proq offers us a future with at least one dense yet affordable megacity in the western world, a lively intersecting patchwork of emergent communities growing somewhere in the middle of the continent. The future without proq still offers us tesla-quickened land markets, expensive in urban centers but perhaps decent work will be available from any small town grouphouse with an internet connection. We may want to scatter broadly if we want to live on a non-profit's wages, but we will be able to live well enough. It's conceivable that this difference in living situations will have some predictable effects on cultural evolution. Anthropological forecasts on this would be deeply interesting.
Proq will invite anyone who knows about it to contemplate legal systems that constitute from the optimization of a utility function. I wonder if experiencing the results of that might make the alignment problem more broadly obvious. For better, or for worse?
I wish we had a clearer picture.
Practical Concerns of Deploying it in Reality
I really hope we wouldn't need to convert any pre-existing city that already has high land prices. That just looks like an impenetrable, unscalable political wall to me. I am not planning for that.
We might have to kind of start from scratch. This isn't necessarily as depressing as it sounds. There are places in the world where construction progresses very quickly. Perhaps one day those businesses processes will make it to the west.
If it does take a while for a city to grow, oh well. Personally, I think I would love living in a tiny fetal city. Maybe it could be like arcosanti. I can dream, at least.
Acquiring land
I would like if we could make this deal with the regional council: Once the city needs land, it could buy it at triple the price that rural land would have been expected to command had the city never been built.
This prevents land-owners from holding the city's growth hostage with their newfound land wealth that the city, by being adjacent to them, created. It is just. It is profitable for the rural land-owners, their land-value still goes up significantly, and they still benefit from adjacency to the city in other ways. A rational citizenry, knowing that this city could not grow otherwise, would accept the deal.
In Case no Rational Citizenries can be Found
It's conceivable that there are places where the the land owned by the city on its outskirts could be scaled up faster than the city grows, meaning that by the time the region's landowners believe there's a thing of value here to exploit, when the city does start to press up against the edges of its domain, it would have enough residents to vote for fair prices for further expansion.
Seeding the City's Economy
A delightful puzzle. Finding a series of productive yet crazy organizations, each wanting to be near some of the ones before them, progressively becoming less and less crazy, until reasonable people start to get it. I can see some pieces of the solution; first businesses that don't mind solitude, then businesses that can operate with just an internet connection, and by then we will have more pieces to work with that I can't anticipate right now from here.
What this needs from you
We need to get generally better at designing less costly ways to credibly signal will: Develop voting theory, maybe develop some auction theory for cases where cost-free outcomes are not possible, but where very low-cost outcomes might be possible:
Expressions of interest in buying a share - a permanent entitlement to a propinquitously located apartment in a Propinquity City, cost of about 40,000USD plus a yearly rates fee (covering maintenance and governance) - would be pleasant to receive, though not actionable at this stage.
I may develop a small game for examining and maybe demonstrating propinquity optimization. If anyone else would be interested in developing a game about propinquity optimization, I'd contribute heavily. I really do feel like there's a fun game to be found in there.
Designing a proq game with a score criterion that accurately reflects of a propinquity city's optimization criterion would be a really cool challenge. There is a chance, small, that it would help billions of people by helping to speed proq into reality. So for a game designer, it's very much worth thinking about.
If anything here seems insufficiently well justified, or questionable, I encourage you to please ask about it. Chances are decent that I will have thought pretty deeply about it and I will have lots to say about why it was unavoidable, and I just wasn't able to fit it in anywhere.