That's interesting in that it now starts to involve game theory -- especially Nash equilibria. The problem is that "benefiting society" is really hard to codify without getting completely subjective.
Although I'd be the first to agree that the leap from real life to a game theoretic model is huge and fraught with peril, there
are some standard ideas about what "social optimality" means.
The idea is just:
- You have
n players
- Each player
i will choose an action; we'll call it
x[sub]i[/sub].
- Each player
i gets a real-number reward,
r[sub]i[/sub](
x[sub]1[/sub],
x[sub]2[/sub], ...,
x[sub]n[/sub]).
- The "societal welfare" is the sum
R(
x[sub]1[/sub],
x[sub]2[/sub], ...,
x[sub]n[/sub]) =
r[sub]1[/sub](
x[sub]1[/sub],
x[sub]2[/sub], ...,
x[sub]n[/sub]) + ... +
r[sub]n[/sub](
x[sub]1[/sub],
x[sub]2[/sub], ...,
x[sub]n[/sub]) .
- The social optimum is the point (
x[sub]1[/sub],
x[sub]2[/sub], ...,
x[sub]n[/sub]) that minimizes
R.
The important thing is that the Nash equilibrium and the social optimum will not generally be the same point. The difference between social welfares at the two points is called the
price of anarchy.
The classic example is the prisoner's dilemma. Referring to this table (the first one to pop up in Google Image Search),
the Nash equilibrium is (Defect, Defect), which gives rewards of (2,2) and a social welfare of 4. But had the players chosen (Cooperate, Cooperate), they'd have gotten rewards of (3,3) and a social welfare of 6. So for this game the price of anarchy is 6-4 = 2.
If you're a benign ruler who gets to choose the rules by which your society runs, you can choose to tax certain actions in such a way (i.e., modify the individual reward functions) so that the Nash equilibrium
is the social optimum. The people who figured this out got a Nobel prize in economics (although in retrospect the math doesn't seem so difficult).
The extent to which these models describe the behavior of real humans is of course debatable, and is a subject of empirical study in psychology and the social sciences.