Graphical calibration game
1) Show the player an image with a bunch of simple images: rectangles, smiley heads, circles of various color, etc. for about 5 seconds.
2) Hide the image, and ask the player to give a 90% confidence interval for a value such as the average size of a figure that he saw.
3) The correct answer is then shown, along with the image.
Variety can be added by asking for median size, or average width, or whether there are more red or blue circles, or correlation between width and height, or between size and color (if the circles all vary from light blue to dark blue), or the average size of red circles, etc.
This allows for very tight feedback loops between guessing and seeing the answer, and the game can be replayed pretty much infinitely.
ask the player to give a 90% confidence interval
This could be important. Some card games teach calibration, such as Bridge and Spades. (Although it's not quite the same, because after you guess how many tricks you'll take, you have some control over it - if you were underconfident, you can throw tricks away, if you were overconfident you can take unusually large risks.) But they just ask for a single number, and later you see how close you were but you can't look back and see how confident you were. If you give a confidence interval, it's much easier to see whether you're well-calibrated.
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.