Skill: Fungibility
Make a Phoenix-like shooter game with different kinds of ammunition that do different amounts of damage, and can be changed into each other at some (changing?) ratio. Give the players a limited amount of ammunition that can be replenished by killing enemy ships, along with occasional packets of additional ammo.
Have the enemy ships have different amounts of health, then contrive their order so that the player does significantly better by successfully getting the maximum amount of damage, given the ammunition they currently have.
The game should be rigged so that you run out of ammo and need to dodge things for a while if you don't do the arbitrage, and so that you have a little extra left over if you do.
I probably made this a little too complicated somewhere.
Thoughts?
It seems like a challenge of doing this is that a lot of rationality training is about encouraging people to use different mental processes to accomplish their goals than the ones they normally use. In a game, the tasks are often straightforward in a away that seems to cut out a lot of rationality.
Like, whether or not I'm being specific or applying fungibility is difficult to measure, if all you have is my actions in Angry Birds. Whether or not I'm framing problems well (kill the pigs vs. get this tactical implementation of knocking down the blocks) might be noticeable based on the similarity of my moves, but it would be tricky to notice and reward that.
More complicated games like Civilization could probably train some rationality skills, but it's also totally easy to just get stuck in the game. Also, they tend to be waaay longer than I'd like.
It seems like a basic issue here is how to make it so that you need to directly use a rationality subskill in order to play the game well.
Last month, mobile gaming superstar Angry Birds was out-sold in some countries by DragonBox, a kids game in which players solve alegbra equations.
How does the game work? Jonathan Liu explains:
The key to DragonBox's success is not that it's the best algebra tutorial available, but rather that it's actually fun for its target audience to play.
Others have noticed the potential of "computer-assisted education" before. Aubrey Daniels writes:
Remember what works in reinforcement: Small reinforcements are fine, but the reinforcer should immediately follow the target behavior, and it should be conditional on the specific behavior you want to strengthen.
Video games are perfect for that! Little hits of reinforcement can be given many times a minute, conditional on exactly the kind of behavior your want to reinforce, and conditional on exactly the behavior you want to reinforce.
DragonBox is just a particularly successful implementation of this insight.
One of the goals for the Center for Applied Rationality is to develop rationality games and apps. But it's tricky to think of how to make addictive games that actually teach rationality skills. So I'd like to provide a place for people to brainstorm ideas about what would make an addictive and instructive rationality game.
See also: Rationality and Video Games, Gamification and Rationality Training, Raytheon to Develop Rationality-Training Games.