# Capacity to Dominate: Corner Cases The overall measure $\mathcal{C}_{A \rightarrow B}$ is $$ \mathcal{C}_{A \rightarrow B} = f(\{\mathcal{C}_{A \rightarrow B}(s) \mid s \in S_A \}), $$ i.e., some function $f(\cdot)$ of the set of **deviation-specific** capacities $$ \mathcal{C}_{A \rightarrow B}(s) = \frac{\mathcal{L}_{A \rightarrow B}(s)}{\mathcal{L}_{A \rightarrow A}(s)} = \frac{\text{Interference}}{\text{Arbitrariness}} $$ for strategy choices $s$. ## The One-Thing-Happens Game Consider the game where nobody can do anything | | Do Nothing | | - | - | | **Do Nothing** | 0,0 | This game will give rise to corner cases if we normalize, but I think they can be reasonably "defined away". In this case, since there are no possible deviations, the set of strategy-specific capacities $\{\mathcal{C}_{A \rightarrow B}(s) \mid s \in S_A\}$ is just the empty set $\{\}$, so that if we pick the max then we can define the overall score as $$ \mathcal{C}_{R \rightarrow C} = \max\{\} = 0 $$ ## The Nobody-Can-Affect-Anything Game Now there are possible deviations,