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Fun thought experiment. Would you use a sophisticated AI/VR headset if it did the following? (Pretend concerns of social judgment don’t apply)
Told you, at any given moment, the most realistically valuable thing for you to do, from when to eat and exercise, work or rest, stroll through nature or call a friend.
Rather then saying a simple “do this”, it shows you two clips of your probable future, one of more enjoyment and one of less, so that you saliently grasp the optimal choice and freely choose it.
Warns you against slips, mistakes, and poor habits by showing you a clip of the consequences in your life. When going for a bag of cookies it will briefly show you where that would lead you in VR reality. You may freely choose, but the presentation would be persuasive.
On any given work or hobby, it reminds you of your progress with figures and data, shows you everything you have gained as a result to enhance motivation.
Biometrically gauges your vigilance level and informs you when you are too stressfully alert or too relaxed.
When you are feeling down or defeated, it reminds you which of your actions have lead to that.
It may take on the voice and figure of an inspiring tutor for extra motivational salience.
Besides the use case for technology, this is interesting as a metaphor for the superego (or conscience, moral spirit, mindfulness, God, whatever). Everyone’s mind already attempts to do this, with varying degrees of consciousness, maturity, and accuracy. And we already use external tools to help us. Calendars, managerial accountability, peer ranking, reminders of positive experiences, and so on in dozens of ways. Prayer beads for counting one’s blessings (literally) have been independently invented across cultures. Even Video Games have seen an increase in the externalized superego with increasingly externalized measures of progress. The Quake free for all has transformed into the competitive grinding of Call of Duty with leaderboards, ranks, counts, milestones, calendars, etc. Same for running apps. So there appears to be linear progress in the externalization of the superego with AI plausibly perfecting our efforts. The future battle over mankind will be fought between the superego headsets and the id headsets.
From A Certain LiveJournal:
Scott wrote that well but I think he slants the reader’s perception of the device by describing it in biased language. It’s magical, it’s tucked away, the brain mass decreases (?). A story can be written with roughly the same plot except you have a human to guide you and answer questions. Would that still be a fearsome proposition, the existence of wise mentors and teachers and guides and parents? But they are doing the same thing: attempting to optimize your happiness based on what they know, in a given context.
A reply on that blog says that they wouldn’t use the device because they love the freedom of choice like in a good video game. But video games do not give you freedom of choice. They are designed by experts in fun mechanics to give you the right amount of guidance within a finite set of rewarding choices. It’s funny that his go-to example of loving freedom is actually loving a well-designed, consciously-created walled enclosure, in which intelligent designers have predetermined what choices you will make to give you the most satisfaction. Were we to imagine the development of a device that granted optimal happiness, it would have to include the enjoyment of picking, but that’s a trivial design problem to solve (do what video games do).
I’m tempted to say that humans do not actually like freedom ever, in any sense. They are misattributing what they like to the concept of freedom. They like the act of finding and choosing objects from a set of choices, but only with a predetermined set of mostly positive choices that lack real harm (as their prehistoric ancestors would do according to their tradition of eligible foods). They like the act of trying something and anticipating the result, but only in contexts where there is probable gain and no real harm. They like exploring novel spaces, but only when there are enjoyable things to find. These are all confined activities that lack freedom, and they are most satisfying when they have been designed for us.
Yes. Teachers and mentors can be useful only to the extent they're moving you to be able to make decisions and understand problems on your own. Otherwise, at best they're just moving you from place to place, more often just babysitting you. Outsourcing your ability to evaluate evidence is costly no matter who or what is doing the evaluation; outsourcing the process of doing evaluation is impossible and is just simplified badly in this thought experiment.
Depends very heavily on the environment and game. I've gotten the GregTech bug again, and in one sense, yes, there are a limited number of options, and the worst of them are still not going to reach out and club you in the head, and broader modpacks can make that even more varied. There answers are available, but even the most hand-holding of modpacks won't run you through the full process, and outside of skyblock most can't.
Okay, that's an extreme case, and most games aren't Minecraft-likes. We're looking at 2012, so what about Mass Effect? There are build options, but most of them suck, and you can still beat the game with a bad one. There are choices, but most of them are wrong, and you can still make bad choices and win. And by Mass Effect 2, a lot of the 'bad' decisions were just delaying, like trying to do literally anything with the stupid scanning mechanic. You can't choose to survive schtupping Morinth Because Radical Freedom, and often the dialogue options were extremely constrained. (Indeed, some explicit advice from the in-game advisor is wrong, in ways that kill the character giving the advice..
But Mass Effect's designers don't know what would give me the most fun, and not just in the sense that they eventually dropped the ending to ME3. A lot of people loved the Vanguard charge builds, and other people (myself included) found them absolutely obnoxious to play. Some people like having all the morally-cleanish people on their team with all of their Personal Issues being solved, and other people like to intentionally make non-optimal decisions because they say better things about the story.
((In my case, I'm trying to automate a GregTech skyblock factory solely using Create for long-distance item transportation. ngmi, but I find it fun.))
If you're referring to his comment, Douglas Scheinberg was comparing the earring to video game walkthroughs, and that's got meaningful difference. The exact point where this hits varies from person to person -- there are people who don't like mechanics spoilers as simple as 'wiremill or plate bender' for gregtech modpacks, while other people are fine with getting romantic advice for their GarrusXShepard playthrough -- but eventually you've gone from guide to backseat driver.
I think this is not wrong, but it's incomplete. For most people, there is a necessary component of variation and surprise that is vital to make something feel like entertainment rather than chore.
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I never even considered having the fan particles run along the length of the belt! What a great idea.
Running a single fan over a long belt like that is slower for cooking than the traditional lava ring fed by smart chutes, but if you're already throughput limited elsewhere (in this case, both the press and the burners for the steam engines are pretty slow), this approach is a lot better at limiting unnecessary entities. Not sure where I first saw it, probably someone's Create:Above and Beyond play?
Create is an absolute blast of a mod for having little options like this, and for having most of them simultaneously be very hard to guess would work from scratch and obvious at a glance after it's been done Oh Of Course. Using Item Drains as one-block unpowered belt alternatives is one that I only learned about just a couple months ago, dropped offhand by Beardstone in the middle of an otherwise very typical build, and it cleans up so many builds.
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