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The Fundamental Question - Rationality computer game design

41 Kaj_Sotala 13 February 2013 01:45PM

I sometimes go around saying that the fundamental question of rationality is Why do you believe what you believe?

-- Eliezer in Quantum Non-Realism

I was much impressed when they finally came out with a PC version of DragonBox, and I got around to testing it on some children I knew. Two kids, one of them four and the other eight years old, ended up blazing through several levels of solving first-degree equations while having a lot of fun doing so, even though they didn't know what it was that they were doing. That made me think that there has to be some way of making a computer game that would similarly teach rationality skills at the 5-second level. Some game where you would actually be forced to learn useful skills if you wanted to make progress.

After playing around with some ideas, I hit upon the notion of making a game centered around the Fundamental Question. I'm not sure whether this can be made to work, but it seems to have promise. The basic idea: you are required to figure out the solution to various mysteries by collecting various kinds of evidence. Some of the sources of evidence will be more reliable than others. In order to hit upon the correct solution, you need to consider where each piece of evidence came from, and whether you can rely on it.

Gameplay example

Now, let's go into a little more detail. Let's suppose that the game has a character called Bob. Bob tells you that tomorrow, eight o'clock, there will be an assassination attempt on Market Square. The fact that Bob has told you this is evidence for the claim being true, so the game automatically records the fact that you have such a piece of evidence, and that it came from Bob.

(Click on the pictures in case you don't see them properly.)

But how does Bob know that? You ask, and it turns out that Alice told him. So next, you go and ask Alice. Alice is confused and says that she never said anything about any assassination attempt: she just said that something big is going to be happen at the Market Square at that time, she heard it from the Mayor. The game records two new pieces of evidence: Alice's claim of something big happening at the Market Square tomorrow (which she heard from the Mayor), and her story of what she actually told Bob. Guess that Bob isn't a very reliable source of evidence: he has a tendency to come up with fancy invented details.

Or is he? After all, your sole knowledge about Bob being unreliable is that Alice claims she never said what Bob says she said. But maybe Alice has a grudge against Bob, and is intentionally out to make everyone disbelieve him. Maybe it's Alice who's unreliable. The evidence that you have is compatible with both hypotheses. At this point, you don't have enough information to decide between them, but the game lets you experiment with setting either of them as "true" and seeing the implications of this on your belief network. Or maybe they're both true - Bob is generally unreliable, and Alice is out to discredit him. That's another possibility that you might want to consider. In any case, the claim that there will be an assassination tomorrow isn't looking very likely at the moment.

Actually, having the possibility for somebody lying should probably be a pretty late-game thing, as it makes your belief network a lot more complicated, and I'm not sure whether this thing should display numerical probabilities at all. Instead of having to juggle the hypotheses of "Alice lied" and "Bob exaggerates things", the game should probably just record the fact that "Bob exaggerates things". But I spent a bunch of time making these pictures, and they do illustrate some of the general principles involved, so I'll just use them for now.

Game basics

So, to repeat the basic premise of the game, in slightly more words this time around: your task is to figure out something, and in order to do so, you need to collect different pieces of evidence. As you do so, the game generates a belief network showing the origin and history of the various pieces of evidence that you've gathered. That much is done automatically. But often, the evidence that you've gathered is compatible with many different hypotheses. In those situations, you can experiment with different ways of various hypotheses being true or false, and the game will automatically propagate the consequences of that hypothetical through your belief network, helping you decide what angle you should explore next.

Of course, people don't always remember the source of their knowledge, or they might just appeal to personal experiences. Or they might lie about the sources, though that will only happen at the more advanced levels.

As you proceed in the game, you will also be given access to more advanced tools that you can use for making hypothetical manipulations to the belief network. For example, it may happen that many different characters say that armies of vampire bats tend to move about at full moon. Since you hear that information from many different sources, it seems reliable. But then you find out that they all heard it from a nature documentary on TV that aired a few weeks back. This is reflected in your belief graph, as the game modifies it to show that all of those supposedly independent sources can actually be tracked back to a single one. That considerably reduces the reliability of the information.

But maybe you were already suspecting that the sources might not be independent? In that case, it would have been nice if the belief graph interface would let you postulate this beforehand, and see how big of an effect it would make on the plausibility of the different hypotheses if they were in fact reliant on each other. Once your character learns the right skills, it becomes possible to also add new hypothetical connections to the belief graph, and see how this would influence your beliefs. That will further help you decide what possibilities to explore and verify.

Because you can't explore every possible eventuality. There's a time limit: after a certain amount of moves, a bomb will go off, the aliens will invade, or whatever.

The various characters are also more nuanced than just "reliable" or "not reliable". As you collect information about the various characters, you'll figure out their mindware, motivations, and biases. Somebody might be really reliable most of the time, but have strong biases when it comes to politics, for example. Others are out to defame others, or invent fancy details to all the stories. If you talk to somebody you don't have any knowledge about yet, you can set a prior on the extent that you rely on their information, based on your experiences with other people.

You also have another source of evidence: your own intuitions and experience. As you get into various situations, a source of evidence that's labeled simply "your brain" will provide various gut feelings and impressions about things. The claim that Alice presented doesn't seem to make sense. Bob feels reliable. You could persuade Carol to help you if you just said this one thing. But in what situations, and for what things, can you rely on your own brain? What are your own biases and problems? If you have a strong sense of having heard something at some point, but can't remember where it was, are you any more reliable than anyone else who can't remember the source of their information? You'll need to figure all of that out.

As the game progresses to higher levels, your own efforts will prove insufficient for analyzing all the necessary information. You'll have to recruit a group of reliable allies, who you can trust to analyze some of the information on their own and report the results to you accurately. Of course, in order to make better decisions, they'll need you to tell them your conclusions as well. Be sure not to report as true things that you aren't really sure about, or they will end up drawing the wrong conclusions and focusing on the wrong possibilities. But you do need to condense your report somewhat: you can't just communicate your entire belief network to them.

Hopefully, all of this should lead to player learning on a gut level things like:

  • Consider the origin of your knowledge: Obvious.
  • Visualizing degrees of uncertainty: In addition to giving you a numerical estimate about the probability of something, the game also color-codes the various probabilities and shows the amount of probability mass associated with your various beliefs.
  • Considering whether different sources really are independent: Some sources which seem independent won't actually be that, and some which seem dependent on each other won't be.
  • Value of information: Given all the evidence you have so far, if you found out X, exactly how much would it change your currently existing beliefs? You can test this and find out, and then decide whether it's worth finding out.
  • Seek disconfirmation: A lot of things that seem true really aren't, and acting on flawed information can cost you.
  • Prefer simpler theories: Complex, detailed hypotheses are more likely to be wrong in this game as well.
  • Common biases: Ideally, the list of biases that various characters have is derived from existing psychological research on the topic. Some biases are really common, others are more rare.
  • Epistemic hygiene: Pass off wrong information to your allies, and it'll cost you.
  • Seek to update your beliefs: The game will automatically update your belief network... to some extent. But it's still possible for you to assign mutually exclusive events probabilities that sum to more than 1, or otherwise have conflicting or incoherent beliefs. The game will mark these with a warning sign, and it's up to you to decide whether this particular inconsistency needs to be resolved or not.
  • Etc etc.

Design considerations

It's not enough for the game to be educational: if somebody downloads the game because it teaches rationality skills, that's great, but we want people to also play it because it's fun. Some principles that help ensure that, as well as its general utility as an educational aid, include:

  • Provide both short- and medium-term feedback: Ideally, there should be plenty of hints for how to find out the truth about something by investigating just one more thing: then the player can find out whether your guess was correct. It's no fun if the player has to work through fifty decisions before finding out whether they made the right move: they should get constant immediate feedback. At the same time, the player's decisions should be building up to a larger goal, with uncertainty about the overall goal keeping them interested.
  • Don't overwhelm the player: In a game like this, it would be easy to throw a million contradictory pieces of evidence at the player, forcing them to go through countless of sources of evidence and possible interactions and have no clue of what they should be doing. But the game should be manageable. Even if it looks like there is a huge messy network of countless pieces of contradictory evidence, it should be possible to find the connections which reveal the network to be relatively simple after all. (This is not strictly realistic, but necessary for making the game playable.)
  • Introduce new gameplay concepts gradually: Closely related to the previous item. Don't start out with making the player deal with every single gameplay concept at once. Instead, start them out in a trusted and safe environment where everyone is basically reliable, and then begin gradually introducing new things that they need to take into account.
  • No tedium: A game is a series of interesting decisions. The game should never force the player to do anything uninteresting or tedious. Did Alice tell Bob something? No need to write that down, the game keeps automatic track of it. From the evidence that has been gathered so far, is it completely obvious what hypothesis is going to be right? Let the player mark that as something that will be taken for granted and move on.
  • No glued-on tasks: A sign of a bad educational game is that the educational component is glued on to the game (or vice versa). Answer this exam question correctly, and you'll get to play a fun action level! There should be none of that - the educational component should be an indistinguishable part of the game play.
  • Achievement, not fake achievement: Related to the previous point. It would be easy to make a game that wore the attire of rationality, and which used concepts like "probability theory", and then when your character leveled up he would get better probability attacks or whatever. And you'd feel great about your character learning cool stuff, while you yourself learned nothing. The game must genuinely require the player to actually learn new skills in order to get further.
  • Emotionally compelling: The game should not be just an abstract intellectual exercise, but have an emotionally compelling story as well. Your choices should feel like they matter, and characters should be in risk of dying if you make the wrong decisions.
  • Teach true things: Hopefully, the players should take the things that they've learned from the game and apply them to their daily lives. That means that we have a responsibility not to teach them things which aren't actually true.
  • Replayable: Practice makes perfect. At least part of the game world needs to be randomly generated, so that the game can be replayed without a risk of it becoming boring because the player has memorized the whole belief network.

What next?

What you've just read is a very high-level design, and a quite incomplete one at that: I've spoken on the need to have "an emotionally compelling story", but said nothing about the story or the setting. This should probably be something like a spy or detective story, because that's thematically appropriate for a game which is about managing information; and it might be best to have it in a fantasy setting, so that you can question the widely-accepted truths of that setting without needing to get on anyone's toes by questioning widely-accepted truths of our society.

But there's still a lot of work that remains to be done with regard to things like what exactly does the belief network look like, what kinds of evidence can there be, how does one make all of this actually be fun, and so on. I mentioned the need to have both short- and medium-term feedback, but I'm not sure of how that could be achieved, or whether this design lets you achieve it at all. And I don't even know whether the game should show explicit probabilities.

And having a design isn't enough: the whole thing needs to be implemented as well, preferably while it's still being designed in order to take advantage of agile development techniques. Make a prototype, find some unsuspecting testers, spring it on them, revise. And then there are the graphics and music, things for which I have no competence for working on.

I'll probably be working on this in my spare time - I've been playing with the idea of going to the field of educational games at some point, and want the design and programming experience. If anyone feels like they could and would want to contribute to the project, let me know.

EDIT: Great to see that there's interest! I've created a mailing list for discussing the game. It's probably easiest to have the initial discussion here, and then shift the discussion to the list.

Ontological Crisis in Humans

41 Wei_Dai 18 December 2012 05:32PM

Imagine a robot that was designed to find and collect spare change around its owner's house. It had a world model where macroscopic everyday objects are ontologically primitive and ruled by high-school-like physics and (for humans and their pets) rudimentary psychology and animal behavior. Its goals were expressed as a utility function over this world model, which was sufficient for its designed purpose. All went well until one day, a prankster decided to "upgrade" the robot's world model to be based on modern particle physics. This unfortunately caused the robot's utility function to instantly throw a domain error exception (since its inputs are no longer the expected list of macroscopic objects and associated properties like shape and color), thus crashing the controlling AI.

According to Peter de Blanc, who used the phrase "ontological crisis" to describe this kind of problem,

Human beings also confront ontological crises. We should find out what cognitive algorithms humans use to solve the same problems described in this paper. If we wish to build agents that maximize human values, this may be aided by knowing how humans re-interpret their values in new ontologies.

I recently realized that a couple of problems that I've been thinking over (the nature of selfishness and the nature of pain/pleasure/suffering/happiness) can be considered instances of ontological crises in humans (although I'm not so sure we necessarily have the cognitive algorithms to solve them). I started thinking in this direction after writing this comment:

This formulation or variant of TDT requires that before a decision problem is handed to it, the world is divided into the agent itself (X), other agents (Y), and "dumb matter" (G). I think this is misguided, since the world doesn't really divide cleanly into these 3 parts.

What struck me is that even though the world doesn't divide cleanly into these 3 parts, our models of the world actually do. In the world models that we humans use on a day to day basis, and over which our utility functions seem to be defined (to the extent that we can be said to have utility functions at all), we do take the Self, Other People, and various Dumb Matter to be ontologically primitive entities. Our world models, like the coin collecting robot's, consist of these macroscopic objects ruled by a hodgepodge of heuristics and prediction algorithms, rather than microscopic particles governed by a coherent set of laws of physics.

For example, the amount of pain someone is experiencing doesn't seem to exist in the real world as an XML tag attached to some "person entity", but that's pretty much how our models of the world work, and perhaps more importantly, that's what our utility functions expect their inputs to look like (as opposed to, say, a list of particles and their positions and velocities). Similarly, a human can be selfish just by treating the object labeled "SELF" in its world model differently from other objects, whereas an AI with a world model consisting of microscopic particles would need to somehow inherit or learn a detailed description of itself in order to be selfish.

To fully confront the ontological crisis that we face, we would have to upgrade our world model to be based on actual physics, and simultaneously translate our utility functions so that their domain is the set of possible states of the new model. We currently have little idea how to accomplish this, and instead what we do in practice is, as far as I can tell, keep our ontologies intact and utility functions unchanged, but just add some new heuristics that in certain limited circumstances call out to new physics formulas to better update/extrapolate our models. This is actually rather clever, because it lets us make use of updated understandings of physics without ever having to, for instance, decide exactly what patterns of particle movements constitute pain or pleasure, or what patterns constitute oneself. Nevertheless, this approach hardly seems capable of being extended to work in a future where many people may have nontraditional mind architectures, or have a zillion copies of themselves running on all kinds of strange substrates, or be merged into amorphous group minds with no clear boundaries between individuals.

By the way, I think nihilism often gets short changed around here. Given that we do not actually have at hand a solution to ontological crises in general or to the specific crisis that we face, what's wrong with saying that the solution set may just be null? Given that evolution doesn't constitute a particularly benevolent and farsighted designer, perhaps we may not be able to do much better than that poor spare-change collecting robot? If Eliezer is worried that actual AIs facing actual ontological crises could do worse than just crash, should we be very sanguine that for humans everything must "add up to moral normality"?

To expand a bit more on this possibility, many people have an aversion against moral arbitrariness, so we need at a minimum a utility translation scheme that's principled enough to pass that filter. But our existing world models are a hodgepodge put together by evolution so there may not be any such sufficiently principled scheme, which (if other approaches to solving moral philosophy also don't pan out) would leave us with legitimate feelings of "existential angst" and nihilism. One could perhaps still argue that any current such feelings are premature, but maybe some people have stronger intuitions than others that these problems are unsolvable?

Do we have any examples of humans successfully navigating an ontological crisis? The LessWrong Wiki mentions loss of faith in God:

In the human context, a clear example of an ontological crisis is a believer’s loss of faith in God. Their motivations and goals, coming from a very specific view of life suddenly become obsolete and maybe even nonsense in the face of this new configuration. The person will then experience a deep crisis and go through the psychological task of reconstructing its set of preferences according the new world view.

But I don't think loss of faith in God actually constitutes an ontological crisis, or if it does, certainly not a very severe one. An ontology consisting of Gods, Self, Other People, and Dumb Matter just isn't very different from one consisting of Self, Other People, and Dumb Matter (the latter could just be considered a special case of the former with quantity of Gods being 0), especially when you compare either ontology to one made of microscopic particles or even less familiar entities.

But to end on a more positive note, realizing that seemingly unrelated problems are actually instances of a more general problem gives some hope that by "going meta" we can find a solution to all of these problems at once. Maybe we can solve many ethical problems simultaneously by discovering some generic algorithm that can be used by an agent to transition from any ontology to another? 

(Note that I'm not saying this is the right way to understand one's real preferences/morality, but just drawing attention to it as a possible alternative to other more "object level" or "purely philosophical" approaches. See also this previous discussion, which I recalled after writing most of the above.)

Taking "correlation does not imply causation" back from the internet

41 sixes_and_sevens 03 October 2012 12:18PM

(An idea I had while responding to this quotes thread)

"Correlation does not imply causation" is bandied around inexpertly and inappropriately all over the internet.  Lots of us hate this.

But get this: the phrase, and the most obvious follow-up phrases like "what does imply causation?" are not high-competition search terms.  Up until about an hour ago, the domain name correlationdoesnotimplycausation.com was not taken.  I have just bought it.

There is a correlation-does-not-imply-causation shaped space on the internet, and it's ours for the taking.  I would like to fill this space with a small collection of relevant educational resources explaining what is meant by the term, why it's important, why it's often used inappropriately, and the circumstances under which one may legitimately infer causation.

At the moment the Wikipedia page is trying to do this, but it's not really optimised for the task.  It also doesn't carry the undercurrent of "no, seriously, lots of smart people get this wrong; let's make sure you're not one of them", and I think it should.

The purpose of this post is two-fold:

Firstly, it lets me say "hey dudes, I've just had this idea.  Does anyone have any suggestions (pragmatic/technical, content-related, pointing out why it's a terrible idea, etc.), or alternatively, would anyone like to help?"

Secondly, it raises the question of what other corners of the internet are ripe for the planting of sanity waterline-raising resources.  Are there any other similar concepts that people commonly get wrong, but don't have much of a guiding explanatory web presence to them?  Could we put together a simple web platform for carrying out this task in lots of different places?  The LW readership seems ideally placed to collectively do this sort of work.

Who Wants To Start An Important Startup?

41 ShannonFriedman 16 August 2012 08:02PM

SUMMARYLet's collect people who want to work on for-profit companies that have significant positive impacts on many people's lives.

Google provides a huge service to the world - efficient search of a vast amount of data. I would really like to see more for-profit businesses like Google, especially in underserved areas like those explored by non-profits GiveWell, Singularity Institute and CFAR. GiveWell is a nonprofit that is both working toward making humanity better, and thinking about leverage. Instead of hacking away at one branch of the problem of effective charity by working on one avenue for helping people, they've taken it meta. They're providing a huge service by helping people choose non-profits to donate to that give the most bang for your buck, and they're giving the non-profits feedback on how they can improve. I would love to see more problems taken meta like that, where people invest in high leverage things.

Beyond these non-profits, I think there is a huge amount of low-hanging fruit for creating businesses that create a lot of good for humanity and make money. For-profit businesses that pay their employees and investors well have the advantage that they can entice very successful and comfortable people away from other jobs that are less beneficial to humanity. Unlike non-profits where people are often trying to scrape by, doing the good of their hearts, people doing for-profits can live easy lives with luxurious self care while improving the world at the same time.

It's all well and good to appeal to altruistic motives, but a lot more people can be mobilzed if they don't have to sacrifice their own comfort. I have learned a great deal about this from Jesse and Sharla at Rejuvenate. They train coaches and holistic practitioners in sales and marketing - enabling thousands of people to start businesses who are doing the sorts of things that advance their mission. They do this while also being multi-millionaires themselves, and maintaining a very comfortable lifestyle, taking the time for self-care and relaxation to recharge from long workdays.

Less Wrong is read by thousands of people, many of whom are brilliant and talented. In addition, Less Wrong readers include people who are interested in the future of the world and think about the big picture. They think about things like AI and the vast positive and negative consequences it could have. In general, they consider possibilities that are outside of their immediate sensory experience.

I've run into a lot of people in this community with some really cool, unique, and interesting ideas, for high-impact ways to improve the world. I've also run into a lot of talent in this community, and I have concluded that we have the resources to implement a lot of these same ideas.

Thus, I am opening up this post as a discussion for these possibilities. I believe that we can share and refine them on this blog, and that there are talented people who will execute them if we come up with something good. For instance, I have run into countless programmers who would love to be working on something more inspiring than what they're doing now. I've also personally talked to several smart organizational leader types, such as Jolly and Evelyn, who are interested in helping with and/or leading inspiring projects And that's only the people I've met personally; I know there are a lot more folks like that, and people with talents and resources that haven't even occurred to me, who are going to be reading this.


Topics to consider when examining an idea:

  • Tradeoffs between optimizing for good effects on the world v. making a profit.
  • Ways to improve both profitability and good effects on the world.
  • Timespan - projects for 3 months, 1 year, 5 years, 10+ years
  • Using resources efficiently (e.g. creating betting markets where a lot of people give opinions that they have enough confidence in to back with money, instead of having one individual trying to figure out probabilities)
  • Opportunities for uber-programmers who can do anything quickly (they are reading and you just might interest and inspire them)
  • Opportunities for newbies trying to get a foot in the door who will work for cheap
  • What people/resources do we have at our disposal now, and what can we do with that?
  • What people/resources are still needed?
  • If you think of something else, make a comment about it in the thread for that, and it might get added to this list.


An example idea from Reichart Von Wolfsheild:

A project to document the best advice we can muster into a single tome. It would inherently be something dynamic, that would grow and cover the topics important to humans that they normally seek refuge and comfort for in religion. A "bible" of sorts for the critical mind.

Before things like wikis, this was a difficult problem to take on. But, that has changed, and the best information we have available can in fact be filtered for, and simplified. The trick now, is to organize it in a way that helps humans. which is not how most information is organized.

Collaboration

  1. Please keep the mission in mind (let's have more for-profit companies working on goals that benefit people too!) when giving feedback. When you write a comment, consider whether it is contributing to that goal, or if it's counterproductive to motivation or idea-generation, and edit accordingly.
  2. Give feedback, the more specific the better. Negative feedback is valuable because it tells us where to concentrate further work. It can also be a motivation-killer; it feels like punishment, and not just for the specific item criticized, so be charitable about the motives and intelligence of others, and stay mindful of how much and how aggressively you dole critiques out. (Do give critiques, they're essential - just be gentle!) Also, distribute positive feedback for the opposite effect. More detail on giving the best possible feedback in this comment.
  3. Please point other people with resources such as business experience, intelligence, implementation skills, and funding capacity at this post. The more people with these resources who look at this and collaborate in the comments, the more likely it is for these ideas to get implemented. In addition to posting this to Less Wrong, I will be sending the link to a lot of friends with shrewd business skills, resources and talent, who might be interested in helping make projects happen, or possibly in finding people to work on their own projects since many of them are already working on projects to make the world better.
  4. Please provide feedback. If anything good happens in your life as a result of this post or discussion, please comment about it and/or give me feedback. It inspires people, and I have bets going that I'd like to win. Consider making bets of your own! It is also important to let me know if you are going to use the ideas, so that we don't end up with needless duplication and competition.

Finally: If this works right, there will be lots of information flying around. Check out the organization thread and the wiki.

Nash Equilibria and Schelling Points

41 Yvain 29 June 2012 02:06AM

A Nash equilibrium is an outcome in which neither player is willing to unilaterally change her strategy, and they are often applied to games in which both players move simultaneously and where decision trees are less useful.

Suppose my girlfriend and I have both lost our cell phones and cannot contact each other. Both of us would really like to spend more time at home with each other (utility 3). But both of us also have a slight preference in favor of working late and earning some overtime (utility 2). If I go home and my girlfriend's there and I can spend time with her, great. If I stay at work and make some money, that would be pretty okay too. But if I go home and my girlfriend's not there and I have to sit around alone all night, that would be the worst possible outcome (utility 1). Meanwhile, my girlfriend has the same set of preferences: she wants to spend time with me, she'd be okay with working late, but she doesn't want to sit at home alone.



This “game” has two Nash equilibria. If we both go home, neither of us regrets it: we can spend time with each other and we've both got our highest utility. If we both stay at work, again, neither of us regrets it: since my girlfriend is at work, I am glad I stayed at work instead of going home, and since I am at work, my girlfriend is glad she stayed at work instead of going home. Although we both may wish that we had both gone home, neither of us specifically regrets our own choice, given our knowledge of how the other acted.

When all players in a game are reasonable, the (apparently) rational choice will be to go for a Nash equilibrium (why would you want to make a choice you'll regret when you know what the other player chose?) And since John Nash (remember that movie A Beautiful Mind?) proved that every game has at least one, all games between well-informed rationalists (who are not also being superrational in a sense to be discussed later) should end in one of these.

What if the game seems specifically designed to thwart Nash equilibria? Suppose you are a general invading an enemy country's heartland. You can attack one of two targets, East City or West City (you declared war on them because you were offended by their uncreative toponyms). The enemy general only has enough troops to defend one of the two cities. If you attack an undefended city, you can capture it easily, but if you attack the city with the enemy army, they will successfully fight you off.



Here there is no Nash equilibrium without introducing randomness. If both you and your enemy choose to go to East City, you will regret your choice - you should have gone to West and taken it undefended. If you go to East and he goes to West, he will regret his choice - he should have gone East and stopped you in your tracks. Reverse the names, and the same is true of the branches where you go to West City. So every option has someone regretting their choice, and there is no simple Nash equilibrium. What do you do?

Here the answer should be obvious: it doesn't matter. Flip a coin. If you flip a coin, and your opponent flips a coin, neither of you will regret your choice. Here we see a "mixed Nash equilibrium", an equilibrium reached with the help of randomness.

We can formalize this further. Suppose you are attacking a different country with two new potential targets: Metropolis and Podunk. Metropolis is a rich and strategically important city (utility: 10); Podunk is an out of the way hamlet barely worth the trouble of capturing it (utility: 1).



A so-called first-level player thinks: “Well, Metropolis is a better prize, so I might as well attack that one. That way, if I win I get 10 utility instead of 1”

A second-level player thinks: “Obviously Metropolis is a better prize, so my enemy expects me to attack that one. So if I attack Podunk, he'll never see it coming and I can take the city undefended.”

A third-level player thinks: “Obviously Metropolis is a better prize, so anyone clever would never do something as obvious as attack there. They'd attack Podunk instead. But my opponent knows that, so, seeking to stay one step ahead of me, he has defended Podunk. He will never expect me to attack Metropolis, because that would be too obvious. Therefore, the city will actually be undefended, so I should take Metropolis.”

And so on ad infinitum, until you become hopelessly confused and have no choice but to spend years developing a resistance to iocane powder.

But surprisingly, there is a single best solution to this problem, even if you are playing against an opponent who, like Professor Quirrell, plays “one level higher than you.”

When the two cities were equally valuable, we solved our problem by flipping a coin. That won't be the best choice this time. Suppose we flipped a coin and attacked Metropolis when we got heads, and Podunk when we got tails. Since my opponent can predict my strategy, he would defend Metropolis every time; I am equally likely to attack Podunk and Metropolis, but taking Metropolis would cost them much more utility. My total expected utility from flipping the coin is 0.5: half the time I successfully take Podunk and gain 1 utility, and half the time I am defeated at Metropolis and gain 0.And this is not a Nash equilibrium: if I had known my opponent's strategy was to defend Metropolis every time, I would have skipped the coin flip and gone straight for Podunk.

So how can I find a Nash equilibrium? In a Nash equilibrium, I don't regret my strategy when I learn my opponent's action. If I can come up with a strategy that pays exactly the same utility whether my opponent defends Podunk or Metropolis, it will have this useful property. We'll start by supposing I am flipping a biased coin that lands on Metropolis x percent of the time, and therefore on Podunk (1-x) percent of the time. To be truly indifferent which city my opponent defends, 10x (the utility my strategy earns when my opponent leaves Metropolis undefended) should equal 1(1-x) (the utility my strategy earns when my opponent leaves Podunk undefended). Some quick algebra finds that 10x = 1(1-x) is satisfied by x = 1/11. So I should attack Metropolis 1/11 of the time and Podunk 10/11 of the time.

My opponent, going through a similar process, comes up with the suspiciously similar result that he should defend Metropolis 10/11 of the time, and Podunk 1/11 of the time.

If we both pursue our chosen strategies, I gain an average 0.9090... utility each round, soundly beating my previous record of 0.5, and my opponent suspiciously loses an average -.9090 utility. It turns out there is no other strategy I can use to consistently do better than this when my opponent is playing optimally, and that even if I knew my opponent's strategy I would not be able to come up with a better strategy to beat it. It also turns out that there is no other strategy my opponent can use to consistently do better than this if I am playing optimally, and that my opponent, upon learning my strategy, doesn't regret his strategy either.

In The Art of Strategy, Dixit and Nalebuff cite a real-life application of the same principle in, of all things, penalty kicks in soccer. A right-footed kicker has a better chance of success if he kicks to the right, but a smart goalie can predict that and will defend to the right; a player expecting this can accept a less spectacular kick to the left if he thinks the left will be undefended, but a very smart goalie can predict this too, and so on. Economist Ignacio Palacios-Huerta laboriously analyzed the success rates of various kickers and goalies on the field, and found that they actually pursued a mixed strategy generally within 2% of the game theoretic ideal, proving that people are pretty good at doing these kinds of calculations unconsciously.

So every game really does have at least one Nash equilibrium, even if it's only a mixed strategy. But some games can have many, many more. Recall the situation between me and my girlfriend:



There are two Nash equilibria: both of us working late, and both of us going home. If there were only one equilibrium, and we were both confident in each other's rationality, we could choose that one and there would be no further problem. But in fact this game does present a problem: intuitively it seems like we might still make a mistake and end up in different places.

Here we might be tempted to just leave it to chance; after all, there's a 50% probability we'll both end up choosing the same activity. But other games might have thousands or millions of possible equilibria and so will require a more refined approach.

Art of Strategy describes a game show in which two strangers were separately taken to random places in New York and promised a prize if they could successfully meet up; they had no communication with one another and no clues about how such a meeting was to take place. Here there are a nearly infinite number of possible choices: they could both meet at the corner of First Street and First Avenue at 1 PM, they could both meet at First Street and Second Avenue at 1:05 PM, etc. Since neither party would regret their actions (if I went to First and First at 1 and found you there, I would be thrilled) these are all Nash equilibria.

Despite this mind-boggling array of possibilities, in fact all six episodes of this particular game ended with the two contestants meeting successfully after only a few days. The most popular meeting site was the Empire State Building at noon.

How did they do it? The world-famous Empire State Building is what game theorists call focal: it stands out as a natural and obvious target for coordination. Likewise noon, classically considered the very middle of the day, is a focal point in time. These focal points, also called Schelling points after theorist Thomas Schelling who discovered them, provide an obvious target for coordination attempts.

What makes a Schelling point? The most important factor is that it be special. The Empire State Building, depending on when the show took place, may have been the tallest building in New York; noon is the only time that fits the criteria of “exactly in the middle of the day”, except maybe midnight when people would be expected to be too sleepy to meet up properly.

Of course, specialness, like beauty, is in the eye of the beholder. David Friedman writes:

Two people are separately confronted with the list of numbers [2, 5, 9, 25, 69, 73, 82, 96, 100, 126, 150 ] and offered a reward if they independently choose the same number. If the two are mathematicians, it is likely that they will both choose 2—the only even prime. Non-mathematicians are likely to choose 100—a number which seems, to the mathematicians, no more unique than the other two exact squares. Illiterates might agree on 69, because of its peculiar symmetry—as would, for a different reason, those whose interest in numbers is more prurient than mathematical.

A recent open thread comment pointed out that you can justify anything with “for decision-theoretic reasons” or “due to meta-level concerns”. I humbly propose adding “as a Schelling point” to this list, except that the list is tongue-in-cheek and Schelling points really do explain almost everything - stock markets, national borders, marriagesprivate property, religions, fashion, political parties, peace treaties, social networks, software platforms and languages all involve or are based upon Schelling points. In fact, whenever something has “symbolic value” a Schelling point is likely to be involved in some way. I hope to expand on this point a bit more later.

Sequential games can include one more method of choosing between Nash equilibria: the idea of a subgame-perfect equilibrium, a special kind of Nash equlibrium that remains a Nash equilibrium for every subgame of the original game. In more intuitive terms, this equilibrium means that even in a long multiple-move game no one at any point makes a decision that goes against their best interests (remember the example from the last post, where we crossed out the branches in which Clinton made implausible choices that failed to maximize his utility?) Some games have multiple Nash equilibria but only one subgame-perfect one; we'll examine this idea further when we get to the iterated prisoners' dilemma and ultimatum game.

In conclusion, every game has at least one Nash equilibrium, a point at which neither player regrets her strategy even when she knows the other player's strategy. Some equilibria are simple choices, others involve plans to make choices randomly according to certain criteria. Purely rational players will always end up at a Nash equilibrium, but many games will have multiple possible equilibria. If players are trying to coordinate, they may land at a Schelling point, an equilibria which stands out as special in some way.

Petition: Off topic area

41 [deleted] 13 May 2012 06:41PM

 

Petition: LW should introduce a dedicated off topic area

 

Why?

 

1) I want to discuss various topics with people who are both intelligent and rationalist, and i know of no other place where to do it.

 

2) If find that rationality is getting boring in itself. I need to use it on something.

 

3) As stated in this comment http://lesswrong.com/lw/btc/how_can_we_get_more_and_better_lw_contrarians/6e3p

the narrow set of topics might actually hurt LW by driving good rationalists away.

Social status hacks from The Improv Wiki

41 lsparrish 21 March 2012 02:56AM

I can't remember how I found this, just that I was amazed at how rational and near-mode it is on a topic where most of the information one usually encounters is hopelessly far.

LessWrong wiki link on the same topic: http://wiki.lesswrong.com/wiki/Status

The Improv Wiki

Status

Status is pecking order. The person who is lower in status defers to the person who is higher in status.

Status is party established by social position--e.g. boss and employee--but mainly by the way you interact. If you interact in a way that says you are not to be trifled with, the other person must adjust to you, then you are establishing high status. If you interact in a way that says you are willing to go along, you don't want responsibility, that's low status. A boss can play low status or high status. An employee can play low status or high status.

Status is established in every line and gesture, and changes continuously. Status is something that one character plays to another at a particular moment. If you convey that the other person must not cross you on what you're saying now, then you are playing high status to that person in that line. Your very next line might come out low status, as you suggest willingness to defer about something else.

If you analyze your most successful scenes, it's likely they involved several status changes between the players. Therefore, one path to great scenes is to intentionally change status. You can raise or lower your own status, or the status of the other player. The more subtly you can do this, the better the scene.

High-status behaviors

When walking, assuming that other people will get out of your path.

Making eye contact while speaking.

Not checking the other person's eyes for a reaction to what you said.

Having no visible reaction to what the other person said. (Imagine saying something to a typical Clint Eastwood character. You say something expecting a reaction, and you get--nothing.)

Speaking in complete sentences.

Interrupting before you know what you are going to say.

Spreading out your body to full comfort. Taking up a lot of space with your body.

Looking at the other person with your eyes somewhat down (head tilted back a bit to make this work), creating the feeling that you are a parent talking to a child.

Talking matter-of-factly about things that the other person finds displeasing or offensive.

Letting your body be vulnerable, exposing your neck and torso to the other person.

Moving comfortably and gracefully.

Keeping your hands away from your face.

Speaking authoritatively, with certainty.

Making decisions for a group; taking responsibility.

Giving or withholding permission.

Evaluating other people's work.

Speaking cryptically, not adjusting your speech to be easily understood by the other person (except that mumbling does not count). E.g. saying, "Chomper not right" with no explanation of what you mean or what you want the other person to do.

Being surrounded by an entourage, especially of people who are physically smaller than you.

A "high-status specialist" conveys in every word and gesture, "Don't come near me, I bite."

Low-status behaviors

When walking, moving out of other people's path.

Looking away from the other person's eyes.

Briefly checking the other person's eyes to see if they reacted positively to what you said.

Speaking in halting, incomplete sentences. Trailing off, editing your sentences as you got.

Sitting or standing uncomfortably in order to adjust to the other person and give them space. Pulling inward to give the other person more room. If you're tall, you might need to scrunch down a bit to indicate that you're not going to use your height against the other person.

Looking up toward the other person (head tilted forward a bit to make this work), creating the feeling that you are a child talking to a parent.

Dancing around your words (beating around the bush) when talking about something that will displease the other person.

Shouting as an attempt to intimidate the other person. This is low status because it suggests that you expect resistance.

Crouching your body as if to ward off a blow; protecting your face, neck, and torso.

Moving awkwardly or jerkily, with unnecessary movements.

Touching your face or head.

Avoiding making decisions for the group; avoiding responsibility.

Needing permission before you can act.

Adjusting the way you say something to help the other person understand; meeting the other person on their (cognitive) ground; explaining yourself. E.g. "Could you please adjust the chomper? That's the gadget on the kitchen counter immediately to the left of the toaster. If you just give it a slight rap on the top, that should adjust it."

A "low-status specialist" conveys in every word and gesture, "Please don't bite me, I'm not worth the trouble."

Raising another person's status

To raise another person's status is to establish them as high in the pecking order in your group (possibly just the two of you).

Ask their permission to do something.
Ask their opinion about something.
Ask them for advice or help.
Express gratitude for something they did.
Apologize to them for something you did.
Agree that they are right and you were wrong.
Defer to their judgement without requiring proof.
Address them with a fancy title or honorific (even "Mr." or "Sir" works very well).
Downplay your own achievement or attribute in comparison to theirs. "Your wedding cake is so much whiter than mine."
Do something incompetent in front of them and then apologize for it or act sheepish about it.
Mention a failure or shortcoming of your own. "I was supposed to go to an audition today, but I was late. They said I was wrong for the part anyway."
Compliment them in a way that suggests appreciation, not judgement. "Wow, what a beautiful cat you have!"
Obey them unquestioningly.
Back down in a conflict.
Move out of their way, bow to them, lower yourself before them.
Tip your hat to them.
Lose to them at something competitive, like a game (or any comparison).
Wait for them.
Serve them; do manual labor for them.

Tip: Whenever you bring an audience member on stage, always raise their status, never lower it.

Lowering another person's status

To lower another person's status is to attack or discredit their right to be high in the pecking order. Another word for "lowering someone's status" is "humiliating them."

Criticize something they did.
Contradict them. Tell them they are wrong. Prove it with facts and logic.
Correct them.
Insult them.
Give them unsolicited advice.
Approve or disapprove of something they did or some attribute of theirs. "Your cat has both nose and ear points. That is acceptable." Anything that sets you up as the judge lowers their status, even "Nice work on the Milligan account, Joe."
Shout at them.
Tell them what to do.
Ignore what they said and talk about something else, especially when they've said something that requires an answer. E.g. "Have you seen my socks?" "The train leaves in five minutes."
One-up them. E.g. have a worse problem than the one they described, have a greater past achievement than theirs, have met a more famous celebrity, earn more money, do better than them at something they're good at, etc.
Win: beat them at something competitive, like a game (or any comparison).
Announce something good about yourself or something you did. "I went to an audition today, and I got the part!"
Disregard their opinion. E.g. "You'd better not smoke while pumping gas, it's a fire hazard." Flick, light, puff, puff, pump, pump.
Talk sarcastically to them.
Make them wait for you.
When they've fallen behind you, don't wait for them to catch up, just push on and get further out of sync.
Disobey them.
Violate their space.
Beat them up. Beating them up verbally, not physically as in martial arts or how you learned UFC fighting in an gym, in front of other people, especially their wife, girlfriend, and/or children, is particularly status-lowering.
In a conflict, make them back down.
Taunt them. Tease them.

The basic status-lowering act

Laugh at them. (Not with them.)

The basic status-raising act

Be laughed at by them.

Second to that is laughing with them at someone else.

(Notice that those are primarily what comedians do.)


Note that behaviors that raise another person's status are not necessarily low-status behaviors, and behaviors that lower another person's status are not necessarily high-status behaviors. People at any status level raise and lower each other all the time. They can do so in ways that convey high or low status.

For example, shouting at someone lowers their status but is itself a low-status behavior.


Objects and environments also have high or low status, although this is seldom explored. So explore it. Make something cheap and inconsequential high status. (This fingernail clipping came from Graceland!) Or bring down the status of a high status item. (Casually toss a 2 carat diamond ring on your jewelry pile.)

Source: http://greenlightwiki.com/improv/Status
Retrieved 20 March 2012

Using degrees of freedom to change the past for fun and profit

41 CarlShulman 07 March 2012 02:51AM

Follow-up to: Follow-up on ESP study: "We don't publish replications"Feed the Spinoff Heuristic!

Related to: Parapsychology: the control group for scienceDealing with the high quantity of scientific error in medicine

Using the same method as in Study 1, we asked 20 University of Pennsylvania undergraduates to listen to either “When I’m Sixty-Four” by The Beatles or “Kalimba.” Then, in an ostensibly unrelated task, they indicated their birth date (mm/dd/yyyy) and their father’s age. We used father’s age to control for variation in baseline age across participants. An ANCOVA revealed the predicted effect: According to their birth dates, people were nearly a year-and-a-half younger after listening to “When I’m Sixty-Four” (adjusted M = 20.1 years) rather than to “Kalimba” (adjusted M = 21.5 years), F(1, 17) = 4.92, p = .040

That's from "False-Positive Psychology: Undisclosed Flexibility in Data Collection and Analysis Allows Presenting Anything as Significant," which runs simulations of a version of Shalizi's "neutral model of inquiry," with random (null) experimental results, augmented with a handful of choices in the setup and analysis of an experiment. Even before accounting for publication bias, these few choices produced a desired result "significant at the 5% level" 60.7% of the time, and at the 1% level 21.5% at the time.

I found it because of another paper claiming time-defying effects, during a search through all of the papers on Google Scholar citing Daryl Bem's precognition paper, which I discussed in a past post about the problems of publication bias and selection over the course of a study. For Bem, Richard Wiseman established a registry for the methods, and tests of the registered studies could be set prior to seeing the data (in addition to avoiding the file drawer).

Now a number of purported replications have been completed, with several available as preprints online, including a large "straight replication" carefully following the methods in Bem's paper, with some interesting findings discussed below. The picture does not look good for psi, and is a good reminder of the sheer cumulative power of applying a biased filter to many small choices.

continue reading »

Is risk aversion really irrational ?

41 kilobug 31 January 2012 08:34PM
Disclaimer: this started as a comment to Risk aversion vs. concave utility function but it grew way too big so I turned it into a full-blown article. I posted it to main since I believe it to be useful enough, and since it replies to an article of main.

Abstract

When you have to chose between two options, one with a certain (or almost certain) outcome, and another which involves more risk, even if in term of utilons (paperclips, money, ...) the gamble has a higher expectancy, there is always a cost in a gamble : between the time when you take your decision and know if your gamble fails or succeeded (between the time you bought your lottery ticket,and the time the winning number is called), you've less precise information about the world than if you took the "safe" option. That uncertainty may force you to make suboptimal choices during that period of doubt, meaning that "risk aversion" is not totally irrational.

Even shorter : knowledge has value since it allows you to optimize, taking a risk temporary lowers your knoweldge, and this is a cost.

Where does risk aversion comes from ?

In his (or her?) article, dvasya gave one possible reason for it : risk aversion comes from a concave utility function. Take food for example. When you're really hungry, didn't eat for days, a bit of food has a very high value. But when you just ate, and have some stocks of food at home, food has low value. Many other things follow, more or less strongly, a non-linear utility function.

But if you adjust the bets for the utility, then, if you're a perfect utility maximizer, you should chose the highest expectancy, regardless of the risk involved. Between being sure of getting 10 utilons and having a 0.1 chance of getting 101 utilons (and 0.9 chance to get nothing), you should chose to take the bet. Or you're not rational, says dvasya.

My first objection to it is that we aren't perfect utility maximizer. We run on limited (and flawed) hardware. We have a limited power for making computation. The first problem of taking a risk is that it'll make all further computations much harder. You buy a lottery ticket, and until you know if you won or not, every time you decide what to do, you'll have to ponder things like "if I win the lottery, then I'll buy a new house, so is it really worth it to fix that broken door now ?" Asking yourself all those questions mean you're less Free to Optimize, and will use your limited hardware to ponder those issues, leading to stress, fatigue and less-efficient decision making.

For us humans with limited and buggy hardware, those problems are significant, and are the main reason for which I am personally (slightly) risk-averse. I don't like uncertainty, it makes planning harder, it makes me waste precious computing power in pondering what to do. But that doesn't seem apply to a perfect utility maximizer, with infinite computing power. So, it seems to be a consequence of biases, if not a bias in itself. Is it really ?

The double-bet of Clippy

So, let's take Clippy. Clippy is a pet paper-clip optimizer, using the utility function proposed by dvasya : u = sqrt(p), where p is the number of paperclips in the room he lives in. In addition to being cute and loving paperclips, our Clippy has lots of computing power, so much he has no issue with tracking probabilities. Now, we'll offer our Clippy to take bets, and see what he should do.

Timeless double-bet

At the beginning, we put 9 paperclips in the room. Clippy has a utilon of 3. He purrs a bit to show us he's happy of those 9 paperclips, looks at us with his lovely eyes, and hopes we'll give him more.

But we offer him a bet : either we give him 7 paperclips, or we flip a coin. If the coin comes up heads, we give him 18 paperclips. If it comes up tails, we give him nothing.

If Clippy doesn't take the bet, he gets 16 paperclips in total, so u=4. If Clippy takes the bet, he has 9 paperclips (u=3) with p=0.5 or 9+18=27 paperclips (u=5.20) with p=0.5. His utility expectancy is u=4.10, so he should take the bet.

Now, regardless of whatever he took the first bet (called B1 starting from now), we offer him a second bet (B2) : this time, he has to pay us 9 paperclips to enter. Then, we roll a 10-sided die. If it gives 1 or 2, we give him a jackpot of 100 paperclips, else nothing. Clippy can be in three states when offered the second deal :

  1. He didn't take B1. Then, he has 16 clips. If he doesn't take B2, he'll stay with 16 clips, and u=4. If takes B2, he'll have 7 clips with p=0.8 and 107 clips with p=0.2, for an expected utility of u=4.19.
  2. He did take B1, and lost it. He has 9 clips. If he doesn't take B2, he'll stay with 9 clips, and u=3. If takes B2, he'll have 0 clips with p=0.8 and 100 clips with p=0.2, for an expected utility of u=2.
  3. He did take B1, and won it. He has 27 clips. If he doesn't take B2, he'll stay with 27 clips, and u=5.20. If takes B2, he'll have 18 clips with p=0.8 and 118 clips with p=0.2, for an expected utility of u=5.57.

So, if Clippy didn't take the first bet or if he won it, he should take the second bet. If he did take the first bet and lost it, he can't afford to take the second bet, since he's risking a very bad outcome : no more paperclips, not even a single tiny one !

And the devil "time" comes in...

Now, let's make things a bit more complicated, and realistic. Before we were running things fully sequentially : first we resolved B1, and then we offered and resolved B2. But let's change a tiny bit B1. We don't flip the coin and give the clips to Clippy now. Clippy tells us if he takes B1 or not, but we'll wait one day before giving him the clips if he didn't take the bet, or before flipping the coin and then giving him the clips if he did take the bet.

The utility function of Clippy doesn't involve time, and we'll consider it doesn't change if he gets the clips tomorrow instead of today. So for him, the new B1 is exactly like the old B1.

But now, we offer him B2 after Clippy made his choice in B1 (taking the bet or not) but before flipping the coin for B1, if he did take the bet.

Now, for Clippy, we only have two situations : he took B1 or he didn't. If he didn't take B1, we are in the same situation than before, with an expected utility of u=4.19.

If he did take B1, we have to consider 4 possibilities :

  1. He loses the two bets. Then he ends up with no paperclip (9+0-9), and is very unhappy. He has u=0 utilons. That'll arise with p=0.4.
  2. He wins B1 and loses B2. Then he ends up with 9+18-9 = 18 paperclips, so u=4.24 with p=0.4.
  3. He loses B1 and wins B2. Then he ends up with 9-9+100 = 100 paperclips, so u=10 with p = 0.1.
  4. He wins both bets. Then he gets 9+18-9+100 = 118 paperclips, so u=10.86 with p=0.1.

At the end, if he takes B2, he ends up with an expectancy of u=3.78.

So, if Clippy takes B1, he then shouldn't take B2. Since he doesn't know if he won or lost B1, he can't afford the risk to take B2.

But should he take B1 at first ? If, when offered to take B1, he knows he'll be offered to take B2 later on, then he should refuse B1 and take B2, for an utility of 4.19. If, when offered B1, he doesn't know about B2, then taking B1 seems the more rational choice. But once he took B1, until he knows if he won or not, he cannot afford to take B2.

The Python code

For people interested about those issues, here is a simple Python script I used to fine tune that numerical parameters of  double-bet issue so my numbers lead to the problem I was pointing to. Feel free to play with it ;)

A hunter-gatherer tale

If you didn't like my Clippy, despite him being cute, and purring of happiness when he sees paperclips, let's shift to another tale.

Daneel is a young hunter-gatherer. He's smart, but his father committed a crime when he was still a baby, and was exiled from the tribe. Daneel doesn't know much about the crime - no one speaks about it, and he doesn't dare to bring the topic by himself. He has a low social status in the tribe because of that story. Nonetheless, he's attracted to Dors, the daughter of the chief. And he knows Dors likes him back, for she always smiles at him when she sees him, never makes fun of him, and gave him a nice knife after his coming-of-age ceremony.

According to the laws of the tribe, Dors can chose her husband freely, and the husband will become the new chief. But Dors also have to chose a husband that is accepted by the rest of the tribe, if the tribe doesn't accept the leadership, they could revolt, or fail to obey. And that could lead to disaster for the whole tribe. Daneel knows he has to raise his status in the tribe if he wants Dors to be able to chose him.

So Daneel wanders further and further in the forest. He wants to find something new to show the tribe his usefulness. That day, going a bit further than usual, he finds a place which is more humid than the forest the tribe usually wanders in. It has a new kind of trees, he never saw before. Lots of them. And they carry a yellow-red fruit which looks yummy. "I could tell about that place to the others, and bring them a few fruits. But then, what if the fruit makes them sick ? They'll blame me, I'll lose all chances... they may even banish me. But I can do better. I'll eat one of the fruits myself. If tomorrow I'm not sick, then I'll bring fruits to the tribe, and show them where I found them. They'll praise me for it. And maybe Dors will then be able to take me more seriously... and if I get sick, well, everyone gets sick every now and then, just one fruit shouldn't kill me, it won't be a big deal". So Daneel makes his utility calculation (I told you he was smart !), finds a positive outcome. So he takes the risk, he picks one fruit, and eats it. Sweet, a bit acid but not too much. Nice !

Now, Daneel goes back to the tribe. On the way back, he got a rabbit, a few roots and plants for the shaman, an average day. But then, he sees the tribe gathered around the central totem. In the middle of the tribe, Dors with... no... not him... Eto ! Eto is the strongest lad of Daneel's age. He wants Dors too. And he's strong, and very skilled with the bow. The other hunters like him, he's a real man. And Eto's father died proudly, defending the tribe's stock of dried meat against hungry wolves two winters ago. But no ! Not that ! Eto is asking Dors to marry him. In public. Dors can refuse, but if she does with no reason, she'll alienate half of the tribe against her, she can't afford it. Eto is way too popular.

"Hey, Daneel ! You want Dors ? Challenge Eto ! He's strong and good with the bow, but in unarmed combat, you can defeat him, I know it.", whispers Hari, one of the few friends of Daneel.

Daneel starts thinking faster he never did. "Ok, I can challenge Eto in unarmed combat. If I lose, I'll be wounded, Eto won't be nice with me. But he won't kill or cripple me, that would make half of the tribe to hate him. If I lose, it'll confirm I'm physical weak, but I'll also win prestige for daring to defy the strong Eto, so it shouldn't change much. And if I win, Dors will be able to refuse Eto, since he lost a fight against someone weaker than him, that's a huge win. So I should take that gamble... but then, there is the fruit. If the fruit gets me sick, in addition of my wounds from Eto, I may die. Even if I win ! And if I lose, get beaten, and then gets sick... they'll probably let me die. They won't take care of a fatherless lad who lose a fight and then gets sick. Too weak to be worth it. So... should I take the gamble ? If Eto waited just one day more... Or if only I knew if I'll get sick or not..."

The key : information loss

Until Clippy knows ? If Daneel knew ? That's the key of risk aversion, and why a perfect utility maximizer, if he has a concave utility function in at least some aspects, should still have some risk aversion. Because risk comes with information loss. That's the difference between the timeless double-bet and the one with one day of delay for Clippy. Or the problem Daneel got stuck into.

If you take a bet, until you know the outcome of your bet, you'll have less information about the state of the world, and especially about the state that directly concerns you, than if you chose the safe situation (a situation with a lower deviation). Having less information means you're less free to optimize.

Even a perfect utility maximizer can't know what bets he'll be offered, and what decisions he'll have to take, unless he's omniscient (and then he wouldn't take bets or risks, but he would know the future - probability only reflects lack of information). So he has to consider the loss of information of taking a bet.

In real life, the most common case of it is the non-linearity of bad effects : you can lose 0.5L of blood without too much side-effects (drink lots a water, sleep well, and next day you're ok, that's what happens when you go give your blood), but if you lose 2L, you'll likely die. Or if you lose some money, you'll be in trouble, but if you lose the same amount again, you may end up being kicked from you house since you can't pay the rent - and that'll be more than twice as bad as the initial lost.

So when you took a bet, risking to get a bad effect, you can't afford to take another bet (even with, in absolute, a higher gain expectancy), until you know if you won or lose the first bet - because losing them both means death, or being kicked from your house, or ultimate pain of not having any paperclip.

Taking a bet always as a cost : it costs you part of your ability to predict, and therefore to optimize.

A possible solution

A possible solution to that problem would be to consider all possible decisions you may to take while in the time period when you don't know if you lost or won your first bet, ponder them with the probability of being offered those decisions, and their possible outcomes if you take the first bet and you don't. But how do you compute "their possible outcomes" ? That needs to consider all the possible bets you could be offered during the time required for the resolution of your second bet, and their possible outcomes. So you need to... stack overflow: maximal recursion depth exceeded.

Since taking a bet will affect your ability to evaluate possible outcomes in the future, you've a "strange loop to the meta-level", an infinite recursion. Your decision algorithm has to consider the impact the decision will have on the future instances of your decision algorithm.

I don't know if there is a mathematical solution to that infinite recursion that manages to make it converge (like you can in some cases). But the problem looks really hard, and may not be computable.

Just factoring an average "risk aversion" that penalizes outcome which involve a risk (and the more you've to wait to know if you won or lose, the higher the penalty) sounds more a way to fix that problem than a bias.

So You Want to Save the World

41 lukeprog 01 January 2012 07:39AM

This post is very out-of-date. See MIRI's research page for the current research agenda.

So you want to save the world. As it turns out, the world cannot be saved by caped crusaders with great strength and the power of flight. No, the world must be saved by mathematicians, computer scientists, and philosophers.

This is because the creation of machine superintelligence this century will determine the future of our planet, and in order for this "technological Singularity" to go well for us, we need to solve a particular set of technical problems in mathematics, computer science, and philosophy before the Singularity happens.

The best way for most people to save the world is to donate to an organization working to solve these problems, an organization like the Singularity Institute or the Future of Humanity Institute.

Don't underestimate the importance of donation. You can do more good as a philanthropic banker than as a charity worker or researcher.

But if you are a capable researcher, then you may also be able to contribute by working directly on one or more of the open problems humanity needs to solve. If so, read on...

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