Kaj_Sotala comments on The Fundamental Question - Rationality computer game design - Less Wrong
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I meant something like the difference between:
Bob says: "There will be an assassination..." Player's notebook is automatically filled with this information. The player can assign expected probability. Bob says: "Alice told me so" Player's notebook is automatically filled with this information marked as evidence for the previous claim. The probability assigned to this being true will automatically update the assassination claim.
Or what I was considering yesterday:
Bob says: "There will be an assassination..." Player manually writes this into his notebook. Bob says: "Alice told me so" Player manually writes this into his notebook and manually marks it as evidence for the previous claim. The automatic updating would still happen after this has been done. Alternatively, the player might just go ahead and write in a conjunction for "Alice told me so" & "Alice knows what she is talking about" & "Alice tells the truth" instead.
Pro: Learning to extract facts from statements seems like a useful skill to teach. Con: Without letting the game know about the intended meaning of the facts, it would be very hard for it to find and correct faulty reasoning. It might also turn into too much bookkeeping for the player.
I'm leaning more to a middle ground now, were the game presents all facts that are part of a statement, but it is still up to you to connect them to the right place in the graph. We'd have to experiment to find what actually works of course.
I also meant that if we make it a good enough tool, maybe it would be valuable to use entirely independent from the game. If that should be a goal, it would need to be carefully designed for. This will likely introduce conflicting requirements though, so may not be worth it.
I probably won't finish up something demoable today either. I've mostly just been brainstorming on mechanics and the architecture to support them.
Some more random notes from the prototyping:
Sounds promising! I'll hopefully have the time to put together a design/prototype of my own tomorrow.
Either of those could work, but I'm worried that the steps that the latter option would require would easily make the player feel like she was doing tedious work that could easily have been automated instead. I'm not sure about that, though: getting to enter the data could also feel rewarding. We'll just have to experiment with it.
Well, if different beliefs have different consequences in the world ("if you believe the assassin is in the bell tower, go there to stop him") and the player is scored on his ability to achieve things in the world, that also implicitly scores him on probabilities that are maximally correct / useful. But this might not be explicit enough, if the player has no clue of what the probabilities should be like and feels like they're just hopelessly flailing around.