handoflixue comments on SotW: Check Consequentialism - Less Wrong

38 Post author: Eliezer_Yudkowsky 29 March 2012 01:35AM

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Comment author: sketerpot 25 March 2012 06:36:00AM *  6 points [-]

I don't know how many people have this issue, but I can't read Choose Your Own Adventure books without marking several past pages so I can rewind time, or try multiple branches, or safely find out what was hidden behind the venomous Venusian potted plant. Really, the only bound on it is that I eventually run out of fingers to mark my place, which constrains my time travel abilities to about four save-states. (In visual novels it's even worse, since there are enough actual save states that saving at anything that looks like a potentially significant branching point becomes viable. I've actually started using walkthroughs from GameFAQs to find out where I don't need to save, so I can stop fretting about making an irreversible decision. Trivial time travel is surprisingly addictive! What would the world be like if everyone could do it, I wonder?)

I really, really wish that this were a useful approach to life, but if it's possible to save and restore universe states, I have not been made aware of this. And obviously I haven't noticed anybody else doing it.

Comment author: handoflixue 29 March 2012 09:19:34PM 0 points [-]

I do the same thing. I found that I needed far fewer save states when I routinely took the BAD choice first, since they usually lead to the shortest further decision tree. I'd also occasionally use physical bookmarks, for the few rare books that just would NOT kill you off until the very end (even though you were quite possibly stuck on a guaranteed-negative branch of the decision tree)

As to applying it to real life, I will sometimes think about the decision tree involved. Playing Chess is a good example of this: If I make THIS move, my opponent could do X, Y, or Z. If she goes with X, I can do X-a, X-b, or X-c... and then weighing all this based on probability ("She hates doing X!" "Y is her best move!") and expected value (if she does X, I'll lose. If she does Y, I go up a pawn.) Fortunate for me that she hates doing X :)