Prisoner's Dilemma
You and I play a game.
We each want to get a big score.
But we do not care if the other person gets a big score.
On each turn, we can each choose to Give or Take.
If I Give, you get three points. If I Take, I get one point.
If you Give, I get three points. If you Take, you get one point.
If we both Give, we both will have three points.
If we both Take, we both will have one point.
If you Give and I Take, then I will have four points and you will have no points.
If you Take and I Give, then I will have no points and you have will four points.
We would both like it if the other person would Give, because then we get more points.
But we would both like to Take, because then we get more points.
I would like it better if we both Give than if we both Take.
But if I think you will Give, then I would like to Take so that I can get more points.
It is worst for me if I Give and you Take.
And you think just the same thing I do — except with "you" and "me" switched.
If we play over and over again, then each of us can think about what the other has done before.
We can choose whether to Give or Take by thinking about what the other person has done before.
If you always Give — no matter what I do — then I may as well Take.
But if you always Take, then I also may as well Take!
(And again, you think just the same that I do.)
Why would either of us ever Give? Taking always gets more points.
But we always want the other to Give!
And if we both Give, that is better for both of us than if we both Take.
Is there any way that we could both choose to Give, and not be scared that the other will just Take instead?
It would help if I knew that you and I think exactly the same way.
If this is true, then when I decide to Give, I know you will Give too.
xkcd's Up-Goer Five comic gave technical specifications for the Saturn V rocket using only the 1,000 most common words in the English language.
This seemed to me and Briénne to be a really fun exercise, both for tabooing one's words and for communicating difficult concepts to laypeople. So why not make a game out of it? Pick any tough, important, or interesting argument or idea, and use this text editor to try to describe what you have in mind with extremely common words only.
This is challenging, so if you almost succeed and want to share your results, you can mark words where you had to cheat in *italics*. Bonus points if your explanation is actually useful for gaining a deeper understanding of the idea, or for teaching it, in the spirit of Gödel's Second Incompleteness Theorem Explained in Words of One Syllable.
As an example, here's my attempt to capture the five theses using only top-thousand words:
If you make a really strong computer and it is not very nice, you will not go to space today.
Other ideas to start with: agent, akrasia, Bayes' theorem, Bayesianism, CFAR, cognitive bias, consequentialism, deontology, effective altruism, Everett-style ('Many Worlds') interpretations of quantum mechanics, entropy, evolution, the Great Reductionist Thesis, halting problem, humanism, law of nature, LessWrong, logic, mathematics, the measurement problem, MIRI, Newcomb's problem, Newton's laws of motion, optimization, Pascal's wager, philosophy, preference, proof, rationality, religion, science, Shannon information, signaling, the simulation argument, singularity, sociopathy, the supernatural, superposition, time, timeless decision theory, transfinite numbers, Turing machine, utilitarianism, validity and soundness, virtue ethics, VNM-utility