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Stats Advice on a New N-back Game

4 Antisuji 29 May 2013 09:44PM

Cross-posted to my blog. I expect this will be of some interest to the LessWrong community both because of previous interest in N-back and because of the opportunity to apply Bayesian statistics to a real-world problem. The main reason I'm writing this article is to get feedback on my approach and to ask for help in the areas where I'm stuck. For some background, I'm a software developer who's been working in games for 7+ years and recently left my corporate job to work on this project full-time.

As I mentioned here and here, since early February I've been working on an N-back-like mobile game. I plan to release for iOS this summer and for Android a few months later if all goes well. I have fully implemented the core gameplay and most of the visual styling and UI, and am currently working with a composer on the sound and music.

I am just now starting on the final component of the game: an adaptive mode that assesses the player's skill and presents challenges that are tuned to induce a state of flow.

The Problem

The game is broken down into waves, each of which presents an N-back-like task with certain parameters, such as the number of attributes, the number of variants in each attribute, the tempo, and so on. I would like to find a way to collapse these parameters into a single difficulty parameter that I can compare against a player's skill level to predict their performance on a given wave.

But I realize that some players will be better at some challenges than others (e.g. memory, matching multiple attributes, handling fast tempos, dealing with visual distractions like rotation, or recognizing letters). Skill and difficulty are multidimensional quantities, and this makes performance hard to predict. The question is, is there a single-parameter approximation that delivers an adequate experience? Additionally, the task is not pure N-back — I've made it more game-like — and as a result the relationship between the game parameters and the overall difficulty is not as straightforward as it would be in a cleaner environment (e.g. difficulty might be nearly linear in tempo for some set-ups but highly non-linear for others).

I have the luxury of having access to fairly rich behavioral data. The game is partly a rhythm game, so not only do I know whether a match has been made correctly (or a non-match correctly skipped) but I also know the timing of a player's positive responses. A player with higher skill should have smaller timing errors, so a well-timed match is evidence for higher skill. I am still unsure exactly how I can use this information optimally.

I plan to display a plot of player skill over time, but this opens another set of questions. What exactly am I plotting? How do I model player skill over time (just a time-weighted average? as a series of slopes and plateaus? how should I expect skill to change over a period of time without any play?)? How much variation in performance is due to fatigue, attention, caffeine, etc.? Do I show error bars or box plots? What units do I use?

And finally, how do I turn a difficulty and a skill level into a prediction of performance? What is the model of the player playing the game?

Main Questions

  • Is there an adequate difficulty parameter and if so how do I calculate it?
  • Can I use timing data to improve predictions? How?
  • What model do I use for player skill changing over time?
  • How do I communicate performance stats to the user? Box and whiskers? Units?
  • What is the model of the player and how do I turn that into a prediction?

My Approach

I've read Sivia, so I have some theoretical background on how to solve this kind of problem, but only limited real-world experience. These are my thoughts so far.

Modeling gameplay performance as Bernoulli trials seems ok. That is, given a skill level S and a difficulty D, performance on a set of N matches should be closely matched by N Bernoulli trials with probability of success p(S, D) as follows:

  • if S ≪ D, p = 0.5
  • if S ≫ D, p is close to 1.0 (how close?)
  • if S = D, p = 0.9 feels about right
  • etc.

Then I can update S (and maybe D? see next paragraph) on actual player performance. This will result in a new probability density function over the "true" value of S, which will hopefully be unimodal and narrow enough to report as a single best estimate (possibly with error bars). Which reminds me, what do I use as a prior for S? And what happens if the player just stops playing halfway through, or hands the game to their 5-year-old?

Determining difficulty is another hard problem. I currently have a complicated ad-hoc formula that I cobbled together with logarithms, exponentials, and magic numbers, and lots of trial and error. It seems to work pretty well for the limited set of levels I've tested with a small group of playtesters, but I'm worried that it won't predict difficulty well outside of that domain. One possibility is to croud-source it: after release I'd collect performance data across all users and update the difficulty ratings on the fly. This seems risky and difficult, and the initial difficulty ratings might be way off, which would lead to poor initial user experiences with the adaptive mode. I would also have to worry about maintaining a server back-end to gather the data and report on updated difficulty levels.

Request For Feedback

So, any suggestions on how to tackle these problems? Or the first place to start looking?

I'm pretty excited about the potential to collect real-world data on skill acquisition over time. If there is sufficient interest I'll consider making the raw data public, and even instrument the code to collect other data of interest, by request. I do have some concerns over data privacy, so I may allow users to opt out of sending their data up to the server.

Utopia in Manna

10 [deleted] 25 February 2012 09:53PM

Manna is the title of a science fiction story that describes a near future transition to an automated society where humans are uneconomical. In the later chapters it describes in some detail a post-scarcity society. There are several problems with it however, the greatest by far is that the author seems to have assumed that "want" and "envy" are primarily tied in material needs. This is simply not true.

I would love to live in a society with material equality on a sufficiently hight standard, I'd however hate to live in society with a enforced social equality, simply because that would override my preferences and freedom to interact or not interact with whomever I wish.

Also since things like the willpower to work out (to stay in top athletic condition even!) or not having the resources to fulfil even basic plans are made irrelevant, things like genetic inequality or how comfortable you are messing with your own hardware to upgrade your capabilities or how much time you dedicate to self-improvement would be more important than ever.

I predict social inequality would be pretty high in this society and mostly involuntary. Even a decision about something like the distribution of how much time you use for self-improvement, which you could presumably change later, there wouldn't be a good way to catch up with anyone (think opportunity cost and compound interest), unless technological progress would hit diminishing returns and slow down. Social inequality would however be more limited than pure financial inequality I would guess because of things like Dunbar's number. There would still be tragedy (that may be a feature rather than a bug of utopia). I guess people would be comfortable with gods above and beasts below them, that don't really figure in their "my social status compared to others" part of the brain, but even in the narrow band where you do care about inequality would grow rapidly. Eventually you might find yourself alone in your specific spot.

To get back to my previous point about probable (to me) unacceptable limitations on freedom, It may seem silly that a society with material equality would legislate intrusive and micromanaging rules that would force social equality to prevent this, but the hunter gatherer instincts in us are strong. We demand equality. We enjoy bringing about "equality". We look good demanding equality. Once material needs are met, this powerful urge will still be there and bring about signalling races. And new and new ways to avoid the edicts produced by such races (because also strong in us is our desire to be personally unequal or superior to someone, to distinguish and discriminate in our personal lives). This would play out in interesting and potentially dystopia ways.

I'm pretty sure the vast majority of people in the Australia project would probably end up wireheading. Why bother to go to the Moon when you can have a perfect virtual reality replica of it, why bother with the status of building a real fusion reactor when you can just play a gameified simplified version and simulate the same social reward, why bother with a real relationship ect... dedicating resoruces for something like a real life space elevator simply wouldn't cross their minds. People I think systematically overestimate how much something being "real" matters to them. Better and better also means better and better virtual super-stimuli. Among the tiny remaining faction of remaining "peas" (those choosing to spend most of their time in physical existence), there would be very few that would choose to have children, but they would dominate the future. Also I see no reason why the US couldn't buy technology from the Australia Project to use for its own welfare dependant citizens. Instead of the cheap mega-shelters, just hook them up on virtual reality, with no choice in the matter. Which would make a tiny fraction of them deeply unhappy (if they knew about it).

I maintain that the human brains default response to unlimited control of its own sensor input and reasonable security of continued existence is solipsism. And the default of a society of human brains with such technology is first social fragmentation, then value fragmentation and eventually a return to living under the yoke of an essentially Darwinian processes. Speaking of which the society of the US as described in the story would probably outpace Australia since it would have machines do its research and development.

It would take some time for the value this creates to run out though, much like Robin Hanson finds a future with a dream time of utopia followed by trillions of slaves glorious , I still find a few subjective millennia of a golden age followed by non-human and inhuman minds to be worth it.

It is not like we have to choose between infinity and something finite, the universe seems to have an expiration date as it is. A few thousand or million years doesn't seem like something fleas on a insignificant speck should sneer at.

Eutopia is Scary - for the author

10 Stuart_Armstrong 28 December 2011 09:42AM

As Eliezer makes the point that real utopias will be scary - certainly more scary that my latest attempt. Mainly they will be scary because they'll be different, and humans don't like different, and it's vital that the authors realise this if they want to create a realistic scenario. It's necessary to craft a world where we would be out of place.

But it's important to remember that utopias will not be scary for the people living there - the aspects that we find scary at the beginning of the 21st century are not what the locals will be afraid of (put your hand up if you are currently terrified that the majority of women can vote in modern democracies). Scary is in the observer, not the territory.

This is a special challenge when writing a fictional utopia. Dystopias and flawed utopias are much easier to write than utopias; when you can drop an anvil on your protagonist whenever you feel like it, then the tension and interest are much easier to sustain. And the scary parts of utopia are a cheap and easy way of dropping anvils: the reader thrills to this frightening and interesting concept, start objecting/agreeing/thinking about and with it. But it's all ok, you think, it's not dystopia, it's just a scary utopia; you can get your thrills without going astray.

But all that detracts from your real mission, which is to write a utopia that is genuinely good for the people in it, and would be genuinely interesting to read about even if it weren't scary. I found this particularly hard, and I'd recommend that those who write utopias do a first draft or summary without any scary bits in it - if this doesn't feel interesting on its own, then you've failed.

Then when you do add the scary bits, make sure they don't suck all the energy out of your story, and make sure you emphasise that the protagonists find these aspects commonplace rather than frightening. There is a length issue - if your story is long, you can afford to put more scary bits in, and even make the reader start seeing them just as the locals do, without the main point being swallowed up. If your story's short, however, I'd cut down on the scary radically: if "rape is legal" and you only have a few pages, then that's what most people are going to remember about your story. The scariness is a flavouring, not the main dish.

The Ramblings of an Old Man Succumbing to Dementia

32 [deleted] 16 September 2011 03:33AM

My grandfather died several years ago, before I began to seriously consider cryonics. He deteriorated markedly as he approached death. Nevertheless, he was smart enough to want to be part of the new technologies "the kids were putting out these days." At age 90, with some help, he created a blog and posted this entry:

 


As my memory weakens, I no longer perform much, but I deeply enjoy life. My wife, Genie, and my three daughters help me a lot, with food, walks, talks, and gifts. I usually feel good. Many other people say and do nice things for me.

...

Life began as cells 3 ½ billion years ago and gradually spread out from one species to another. There is no evidence of any species living after death. Therefore, each human should enjoy life, itself. Long before our Earth formed, our Universe spread out 14 billion years ago, long after material existed, which may have been forever. On that basis, I think human lives are a result of amazing development. We can enjoy life deeply into old age and on almost to death. No human should weaken true enjoyment by physically attacking another human. A human may argue with another human with the purpose of keeping both lives enjoyable.

 

When approaching death, a person should overcome huge pain by mental concentration or medicine and enjoy the remainder of life. This can be done by listening to music, relatives, friends, reading, and other actions. Life can be pleasant to the end, or about to the end. Enjoy yourself. Be nice to others.

 

 

The unedited entry (still up, along with other postings to his blog) concerns the mental topics that were occupying him at the end of life: mainly birdwatching and overpopulation. I post it here as evidence that even a very old person, suffering the mental and physical burdens of advanced old age, can still enjoy themselves and value life.

From one perspective, it is the ramblings of an old man succumbing to dementia. From another, it is proof that life is never a thing to be easily surrendered.

Enjoy yourself. Be nice to others.

Natural wireheadings: formal request.

-6 MrMind 30 May 2011 04:21PM

This post is a formal request for everybody in this forum, who are the most likely humans to produce an FAI in the future, that in the possible resulting utopia some activity will still be available, even if they are not based on challenges of increasing complexity. I call these activity natural wireheadings, and since it is my right to determine my own fun-generating activities, I hereby formally request that some simple pleasure, listened below, will still be available at *any* point in my future cone, and that I will consider a dystopia any future which deprives me of these natural wireheadings (if anyone is still around caring for those things).
A (non-exhaustive) list of them includes the following:
- sex
- eating food/drinking
- feeling relieved for having emptied my bowels
- dancing
- the pleasure of physical activity (wood-carving, sculpting, running, etc)
- the rapture I feel when in the presence of a safe ancestral environment
- social laughter
- the pleasure of talking in a small, same-minded crowd
- listening to pop/metal/rap music
- the pleasure of resting when tired
- scratching an itch
-...

More will come!