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Lumifer comments on Summary and Lessons from "On Combat" - Less Wrong Discussion

17 Post author: Gunnar_Zarncke 22 March 2015 01:48AM

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Comment author: Lumifer 25 March 2015 02:29:30PM 1 point [-]

But isn't that just a negative halo effect?

Not quite -- you now know that he is not above bending to truth to support his point. That does not mean all his arguments suffer from this, but I think it's correct to update towards requiring more third-party confirmations.

ge over-extends the probably well-founded results for solders to children playing FPS.

That sentence makes no sense to me. Compare: "he over-extends the probably well-founded results for solders to children playing cowboys and indians".

I don't doubt that it's possible to teach people to kill (better, easier, more efficiently). It's also possible to teach kids to kill (see African child soldiers). But I still don't see what FPSes have to do with this.

Comment author: Gunnar_Zarncke 25 March 2015 08:32:27PM 0 points [-]

I meant the well-founded results that solders can be trained to automatically act in certain patterns even when under stress via authentic simulations. Simulations which involve FPS, Paintball, fotorealistic target on shooting ranges...

He over-extends these to children playing only the FPS part of this training by assuming that the FPS part is enough to anchor the behavior.

But I still don't see what FPSes have to do with this.

FPS are a way to train behavioral patterns. Action sequences that are likely to get executed without conscious thought when under stress - same as intended for soldiers.

Comment author: Lumifer 25 March 2015 08:39:45PM 1 point [-]

FPS are a way to train behavioral patterns.

The behavioral pattern that FPSes train is to slightly move the mouse and click with your index finger.

Comment author: Gunnar_Zarncke 25 March 2015 08:44:35PM 0 points [-]

I (or for that matter Grossman) don't mean fine motor skills. I mean higher abstractions like scan environment, search next target, shoot, move on, stop on game-over.

Comment author: Lumifer 25 March 2015 08:55:45PM 1 point [-]

"Stop on game-over" as a behavioral pattern is, I think, pure fiction. Note that it's different from "stop on command" which is trained in a lot of situations.

So, let's take, say, wildlife photography. It teaches one to "scan environment, search next target, shoot, move on". OMG, wildlife photography trains killers!

In the more general sense, the loop "scan -- locate -- act" is very common -- look e.g. at a football match or a traffic cop or a driver fighting through traffic or... etc. etc. It's by no means unique to FPSes.

Comment author: Gunnar_Zarncke 25 March 2015 11:46:45PM *  -1 points [-]

Sorry. I have the impression that you are intentionally misunderstanding me. I just can't read that as genuine desire to understand what I (or Grossman) mean but as to use your own metaphor soldier arguments.

For example "stop on game" over was admittedly simplistic but you could have read it as including "stop on command" which is the actual case mentioned by Grossman. He doesn't claim that "game over" stops the children but actual commands (probably by caregivers) did in attempted violence cases.

Comment author: Lumifer 26 March 2015 02:23:13PM 2 points [-]

I am not trying to misunderstand you. But try stepping away from Grossman's claims and looking at it from your own eyes.

but you could have read it as including "stop on command" which is the actual case mentioned by Grossman.

This is nonsense on stilts. "Stop on command" is one of the first behavioral patterns taught to small children as soon as they are able to understand and respond (and for good reasons, too). This is reinforced in daily life, in school, etc. Making someone stop on command has nothing at all to do with computer games.