Perplexed comments on Less Wrong: Open Thread, September 2010 - Less Wrong

3 Post author: matt 01 September 2010 01:40AM

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Comment author: DSimon 07 September 2010 08:28:02PM *  13 points [-]

I'm interested in video game design and game design in general, and also in raising the rationality waterline. I'd like to combine these two interests: to create a rationality-focused game that is entertaining or interesting enough to become popular outside our clique, but that can also effectively teach a genuinely useful skill to players.

I imagine that it would consist of one or more problems which the player would have to be rational in some particular way to solve. The problem has to be:

  • Interesting: The prospect of having to tackle the problem should excite the player. Very abstract or dry problems would not work; very low-interaction problems wouldn't work either, even if cleverly presented (i.e. you could do Newcomb's problem as a game with plenty of lovely art and window dressing... but the game itself would still only be a single binary choice, which would quickly bore the player).

  • Dramatic in outcome: The difference between success and failure should be great. A problem in which being rational gets you 10 points but acting typically gets you 8 points would not work; the advantage of applying rationality needs to be very noticeable.

  • Not rigged (or not obviously so): The player shouldn't have the feeling that the game is designed to directly reward rationality (even though it is, in a sense). The player should think that they are solving a general problem with rationality as their asset.

  • Not allegorical: I don't want to raise any likely mind-killing associations in the player's mind, like politics or religion. The problem they are solving should be allegorical to real world problems, but to a general class of problems, not to any specific problems that will raise hackles and defeat the educational purpose of the game.

  • Surprising: The rationality technique being taught should not be immediately obvious to an untrained player. A typical first session should involve the player first trying an irrational method, seeing how it fails, and then eventually working their way up to a rational method that works.

A lot of the rationality-related games that people bring up fail some of these criterion. Zendo, for example, is not "dramatic in outcome" enough for my taste. Avoiding confirmation bias and understanding something about experimental design makes one a better Zendo player... but in my experience not as much as just developing a quick eye for pattern recognition and being able to read the master's actions.

Anyone here have any suggestions for possible game designs?

Comment author: Perplexed 07 September 2010 10:44:57PM 3 points [-]

Dramatic in outcome:

One way to achieve this is to make it a level-based puzzle game. Solve the puzzle suboptimally, and you don't get to move on. Of course, that means that you may need special-purpose programming at each level. On the other hand, you can release levels 1-5 as freeware, levels 6-20 as Product 1.0, and levels 21-30 as Product 2.0.

Not allegorical:

The puzzles I am thinking of are in the field of game theory, so the strategies will include things like not cooperating (because you don't need to in this case), making and following through on threats, and similar "immoral" actions. Some people might object on ethical or political grounds. I don't really know how to answer except to point out that at least it is not a first-person shooter.

Surprising

Game theory includes many surprising lessons - particularly things like the handicap principle, voluntary surrender of power, rational threats, and mechanism design. Coalition games are particularly counter-intuitive, but, with experience, intuitively understandable.

But you can even teach some rationality lessons before getting into games proper. Learn to recognize individuals, for example. Not all cat-creatures you encounter are the same character. You can do several problems involving probabilities and inference before the second player ever shows up.