Wednesday, October 21, 2015

Pantheon

Pantheon is a storytelling game. It's made to be played with friends as a role playing game, but can also be played alone as a writing exercise. By the end of it, you’ll have created the plot of an entire novel, to do with as you please.

I can’t seem to find the quote, but some author or other (maybe one of the Orsons?) said that a good plot is a combination of something ordinary and something extraordinary. The Hero’s Quest is one of the seven basic story plots [CN: That's a link to TV Tropes], as old and familiar as storytelling itself. In Pantheon, the ordinary comes from the tried and true story structure, while the extraordinary comes from the Vision cards, and from competition for control of the plot.

The Basic Idea

There are three roles for Pantheon players: The Hero, The Pantheon, and The Muse. Any number of players can form teams as The Hero and The Pantheon, but there is only one Muse.

The Muse’s goal is to inspire the Pantheon to send a worthy Hero on a quest so grand that it will outlive the gods themselves in song and legend.

The Pantheon’s goal is to torment the Hero so he gives them a good show, and reveals himself to be worthy of their attention.

The Hero mainly wants to survive all of this.

The Pantheon can contain any number of gods, each of whom may choose which human motivations they embody. There might be a God Of Love, who wants to pull the story toward romantic interests, or a God Of Chaos, who delights in giving the Hero particularly surreal experiences, and struggles against the Muse’s notion of an orderly plot.

The Hero can also be played by any number of people. He has an Inner Coalition, multiple values and interests making up his personality, all tugging his actions in different directions. Precisely what those are is determined in game, but once established, different players can represent different parts of the Hero.

For example, perhaps one player represents the Hero’s desire to stay close to home so he can care for his ailing mother, and tries to convince the rest of the Coalition to take safer actions less likely to get him killed. Another player responsible for the Hero’s preference utilitarianism pulls toward actions most likely to benefit the greatest number of people. A third is on the side of the Muse, an aesthetic part that wants nothing more than a glorious tale to tell to his grandchildren. The caretaker part and the aesthetic part will probably spend a lot of time in direct conflict, while the utilitarian part tries to pull the rope sideways.

Game Play

The Muse has much lighter responsibilities than Game Masters of most tabletop RPGs - once you've got the deck, there's no prep-work required - but she guides the players in two ways. One, she has a deck of Story Cards representing essential plot elements, like setting and conflict, which she presents in the right order to send game play through a solid story structure.

Two, she sends the players Visions, depicted on a second deck of Vision Cards. I have cards with interesting pictures from a game called Dixit, but a Taro deck would also work beautifully.

At the beginning of a round, the Muse looks at the next Story Card in her sequence, but doesn’t reveal it to the other players yet. She draws three Vision Cards, and chooses the one she most wants to send the players in this round. She plays her chosen Vision Card, and then sets a timer for thirty seconds (or, preferably, turns a very small hour glass).

Everyone who's active that round (the viewpoint characters, if you will) looks at the Vision card, not yet knowing what exactly it’s for, and spends thirty seconds free associating with the image. I imagine everyone shouting out whatever thoughts come to mind, but the players can also brainstorm by silently writing if they prefer.

Next, the Muse plays a Story Card. The players then use their inspirations from the Vision to fill in concrete details of the story they’re creating.

For example, suppose it’s the Pantheon’s round. The vision the Muse sent was of a rhinoceros covered in feathers, and she’s just played the Inciting Incident card. On the back of the Inciting Incident card are some questions: “How do the gods make their plans known to the Hero? What event acts as The Call To Adventure?” The Pantheon collaborates to answer these questions in a way that they somehow associate with a rhino covered in feathers. Having already established that the Hero’s Quest is to steal the Terrible Weapon from the Evil Emperor, maybe they decide that the Hero will learn of his quest when he happens to be on safari in the same place as the Emperor, sees him test his contraption on an innocent rhino, and recognizes how much destruction will inevitably ensue if the mad old man is allowed to wield such a powerful device.

Once the gods have exerted their mysterious influence, it is time for the Hero to respond. The Muse places Story Cards (usually preceded by a Vision card) that work as leading questions. Example: The Story Card “The Adventuring Party” asks the Hero, “Who will accompany you on your quest? Must you raise an army? Convince one loyal friend to join you? How do you do that?”

Gameplay progresses through chapters, beginning with “Prelude”, in which the Character and Setting are established, and ending with “Resolution”. This is what the game might look like halfway through Chapter Two.

You'll see there are three Vision cards on a single Story card at the end of Chapter One. Most rounds will just get one Vision card, but a few - Internal Coalition, in this case - get some other number. The appropriate number of Vision cards is written at the top right corner of each Story card.

Most chapters consist of four rounds. For example, “The Call” is the chapter in which the Pantheon designs the Hero’s Quest. It includes “Adversary”, “The Hero’s Goal”, “The Inciting Incident”, and “Or Else…” (which asks the gods what incentives they’ll offer if the Hero resists his call to adventure).

In some chapters, a single team plays four rounds back to back. In others, such as The First Challenge, the teams alternate, usually with the gods throwing things at the Hero and the Hero trying to bat them away or catch them to use as projectiles later. (Metaphorically speaking. Maybe.)

Here's the full list of chapters as they currently stand:

  1. Prelude
  2. The Call
  3. The Quest
  4. First Challenge
  5. Second Challenge
  6. Nightmare
  7. Resolution
  8. Ending

And here's all the Story Cards laid out in order. The cards on the far left are just chapter titles, and would be part of the game board if I had one. Each of the other cards represents a round.

During the Challenge and Resolution chapters, the round structure dissolves somewhat, with the Hero and Pantheon duking it out organically. The Muse presents Visions whenever she sees fit, and decides when the Hero has adequately overcome the Pantheon’s obstacles. If she’s not satisfied with the story, the chapter continues.

Divine Intervention

Finally, there is a Divine Intervention option. Any time the Hero's active, he can pray to the gods for a miracle. The gods can choose from two types of responses: “Yes, but…” and “No, and furthermore…”. The Muse, of course, inspires their answers with a Vision. The Hero never gets a straight “yes” when the gods answer his prayers - that would be bad story craft - but sometimes he can trade one problem for another (though of course he might just get extra problems on top of the one he hoped to dodge). Perhaps if he tries bargaining with the gods, they’ll respond to his prayers more favorably? It’s entirely up to the gods.

Your Turn

Here's a spreadsheet with the full list of Story Cards and everything the Muse needs to know to play them. Just write it all down on index cards, or print it out, and get yourself a Tarot deck or some clever alternative.

This version is for alpha testing, and can surely be dramatically improved. If you make up a deck and try this yourself, please do leave comments and let me know how it goes! Feel free to ask questions about the game here or through email (brienneyudkowsky@gmail.com).

May you live happily ever after.

Thursday, October 8, 2015

CTAPS for Speedy Fiction, and WriterKata.com

I'm trying to learn to write quickly for NaNoWriMo.

I’ve always written very slowly. For NaNoWriMo, I’ll need to write 50,000 words in November. That’s an average of 1667 words per day. To me, that’s a lot of words.

Since I’ve started studying fiction (a month or two ago)*, I’ve become convinced that no matter how much theory I pack into my head, I’m not going to see much improvement until I’ve written a bunch. I don’t think this because of the standard writing advice, which claims competence in writing happens after a million words. I don’t buy that claim.**

But efficient practice requires fast feedback loops. One way or another, feedback loops in writing will consist of words. So to get fast feedback loops, I need to write words quickly. That’s not the same as writing a bunch of words, but it does result in a bunch of words.

I’ve tried to practice writing quickly in three ways: Daily free writing, one exercise a day from Story Starters, and one kata cycle a day from Writer Kata. I did free writing for about three months, Story Starters for about three weeks, and I’ve so far done Writers Kata for about a week.

The first two methods didn’t do much for my speed, but Writer Kata is working.

Every day, or almost every day, I perform one “kata cycle”. A kata cycle is a total of ten writing prompts.

  1. The first four prompts ask you to write a sentence: “Write a sentence containing a metaphor describing a walk through a snow storm.”
  2. The next three prompts ask you to write a paragraph: “Write a paragraph where an argument breaks out in an inappropriate place.”
  3. Then there are two prompts for “sketches”, essentially tiny fictions with little or no plot that are all about description. “Write a sketch, containing dialogue, describing two women who find a baby in a basket next to the river.”
  4. Finally, there’s a story prompt: “Write a story, containing mono no aware, where a Roman boy walks through a bloody battlefield somewhere in the middle East.”

You gain experience points for completing kata, and you can spend experience points to skip prompts you don’t like. The prompts change every day - they’re user-generated and then curated, and you can gain XP by creating prompts that get accepted - but the form is always the same. Four sentences, three paragraphs, two sketches, and a story. You can also gain XP by making your writing public.

A week ago, it took me three hours to complete a kata cycle. Three days ago, it took me one hour. Today, it took me twenty-eight minutes.

Why is this working?

First of all, there’s a warm up. By the time I’m actually writing a story, my mind’s already worked itself into a creative mode, and I’m not paralyzed by a blank sheet of paper. It’s a lot easier to write the first sentence when it’s the only sentence. So I start with pressure almost as low as in free writing, and only increase the pressure after establishing momentum.

Secondly, the existence of a constant form allows me to time myself meaningfully, and therefore to know whether I’m progressing and by how much.

I’ve tried timing simple word count while free writing or doing other writing exercises, but that doesn’t seem to work as well. By timing free writing, the thing I’m actually practicing is putting any kind of word whatsoever on the page. I have written whole paragraphs that say “dog dog dog…” just to keep my pen moving. Yes, it teaches me to get words on paper - and that’s proved somewhat useful - but the skill fails to transfer the moment it matters at all what the words are.

By timing other kinds of writing exercises, the thing I’m actually practicing is filling the paper with words related to that specific prompt. That sounds good at first, but there are two problems. One, I’m not practicing completing the prompt. In fact, I might be practicing blabbering on well past where the end of the story should have been, which may be actively counterproductive. Also, if I try to solve this by “completing as many exercises as possible in an hour” and my exercises vary a lot in form, then my exercise counts by day aren’t comparable.

Maybe on Monday I completed five exercises that were about as difficult as “describe ten different ways of killing someone with a helium balloon”, while on Tuesday I completed only one exercise, but the exercise was “write five sketches, each depicting a different character learning to ice skate for the first time”. Did I write faster on Monday, or on Tuesday? Writing speed isn't as straightforward as it may seem at first.

Timing simple word count isn’t the only way of measuring “how fast I write”, and I suspect it’s not the best way. I don’t know how many words I wrote in my last kata cycle, and I don’t care very much. I’m not exactly practicing writing words. I’m practicing writing sentences, paragraphs, sketches, and stories. I’m practicing imagining and then immediately articulating ten completely unrelated fictional circumstances as quickly as possible, with increasing amounts of story content as I progress through the cycle.

Timing simple word count trains brute speed, while kata cycles train both brute speed and creative agility. The thing that slows me down is something like, “I hold onto my current thought too tightly, and use my attention to perfect it instead of to capture it on paper and flow forward to the next thought.” When I’m fixated on one thought, quickly writing it down results in a few words, followed by a lot of staring at the page and thinking of other ways to arrange the words, or other ways to express the same thought. When I can have a fluid stream of thoughts, quickly writing each down as it happens results in a lot of words.

The third reason Writers Kata works is that there are fast feedback loops within individual kata. This is why I’ve been able to develop a specific mental motion that lets me write quickly. There’s a feeling of searching for exactly the right word to use, or exactly the right idea to have. If I realize I’ve just spent thirty seconds searching for exactly the right word to use in Sentence One, then if I feel the same pausing, searching, weighing sensation while writing Sentences Two, Three, or Four, I’ll match it up immediately with the mistake still hanging in short term memory.

So now I have a speed-writing Cognitive Trigger-Action Plan: If I notice a pausing, searching, weighing sensation while trying to write quickly, then I’ll write down whatever thought I’m having and run with it.

I've needed to add an extra CTAP to support the last that goes, “If I feel worried that the thing I wrote down doesn’t make sense, I’ll move on anyway.” Today I wrote the sentence, “My toes tingled with cold, and my boots bit the snow.” My boots bit the snow? I thought. What the hell is that? And then I noticed I was worrying that the thing I wrote made no sense, so I moved on.

I’ll need further speed-writing skills to complete a 50,000 word novel in a month, which I expect will involve running with ideas at the level of large story arc and character. Developing those is much of why I want to do NaNoWriMo in the first place. With any luck, the relevant mental motions will prove similar to the ones I’m learning from the kata cycles.


*I haven't been blogging a lot because I've been studying fiction, because I'm tired of trying to teach things in the form of non-fiction, because the things I want to teach involve imagined experiences, which are best conveyed through fiction.

**It seems that how you practice matters at least as much as how much you practice, and I don’t expect that the people experiencing the “competence after a million words” phenomenon were practicing very well, since people practice poorly by default. It’s not going to take me a million words to become a competent fiction writer. Furthermore, given that I think more than ten percent of published novelists have written greater than ten novels worth of words in their lives, and I consider less than one in ten randomly selected novels to include “competent” writing, writing a million words is not sufficient for competence. So I’d be focused on more than just “writing a bunch of words”, even if a million words were my goal.

Monday, September 14, 2015

The Cattle Barn

They tore down the cattle barn. Nobody asked my permission.

Not that permission would have been mine to give. I was a twelve year old kid who couldn’t be said to own much of anything. But the barn had belonged to my family for years and years, standing tall on our acres of rolling hills that were covered in forest and meadow, sprinkled with creeks, ponds, and sink holes. Until Grandpa had a another heart attack, and had to sell the farm to strangers.

He’d given my father a small corner of the property to build on a few years back. I would tiptoe over across the ravine sometimes to play on the “neighbor’s land”, even though I wasn’t supposed to anymore. I figured nothing had changed but the imaginary thing called “ownership”, and nobody could see you from the house in most places anyway. I trusted the deer not to tell.

I hiked over, down the ravine and up the other side, to sneak around back of the cattle barn. I crowned the steep hill panting, thinking of climbing hay bales behind the barn.

And it was just gone. Where the barn should have been, there was solid nothing. A hundred cubic meters of it, gaping wrongness ripped out of space and time. They might have seen me from the house, but I couldn’t care. I couldn’t breathe.

I staggered into the wreckage, chest tight and cheeks hot, burning with betrayal. Dust puffed up around my bluejeans as I fell to the earth and sat in stunned silence, breathing hard, surrounded by the shattered remains of memories a century older than I was. My throat ached, and water filled my eyes, blurring the lack of walls or feed troughs, as the reality of my loss swam into view at last. A sudden deluge.

I thought of the Middle Meadow, where the absent cattle had grazed. God, that meadow was drenched in sunlight, like nothing else I’ve known. The smell of morning dew rising from freshly cut hay, soaking into my socks around my ankles. Honeysuckle wafting down from the hills no matter which way the breeze was blowing. Sweet tartness of wild black raspberries well worth the bite of multiflora rose thorns, which always seemed to guard them. Lying in the sun on a pillow of grass, like nothing could ever change but the shapes in the clouds.

I thought of the creeks, bubbling up from icy springs, where Dad taught me to hunt for fossils. Plunk-splash of a heavy boulder lugged into the swimming hole. Shocking turquoise on black of a skink’s tail, scurrying beneath a new rock for cover. Wet grit washing from my hands into clear water. Damp and earthy musk of the ancient oak that gradually decomposed, having fallen across the stream before I was born. Its rough bark under my bare feet as I ran across, sat, and stretched onto my back, limbs spread over its solid enormity, gently expanding my torso on curved surface. Lazy swaying of the younger branches above us, rustling their leaves, whistling and creaking in the gusts. Gurgling water falling in a dozen pitches, echoing in deep hollow caverns or tinkling sharp against shards of shale and limestone.

I thought of the forests, feeding fertile soil, reaching up toward the sun. High call of the redtailed hawk who’d nested in the tallest tree at the top of the tallest hill since Dad was sixteen. Tracing the lines in the scarred bark at its the base where his initials, and those of his high school crush, proclaimed their love. Spongy crack of a morel mushroom plucked from beneath its leafy mayflower umbrella. Tag with my brother, dodging and climbing, swinging from thick grape vines. Smoke in the cold evening seeping into our clothes as we traded ghost stories and laughter around a camp fire. Singing folk songs in harmony above the symphony of crickets and spring peepers. Warmth of the fire at my feet as I burrowed deeper into my sleeping bag, just my nose poking out chill in the open air. Stars twinkling through the treetops. The grownups speaking in hushed whispers, pretending not to know we only pretended to sleep. The scent of Grandpa’s pipe.

My right hand shifted, and I felt the prick of a splinter. The ground was covered in shards of wood, everywhere I looked. I imagined gathering them all up, carrying them home, and gluing them back together, one by one. Restoring the whole from every sacred piece.

I pulled the splinter from my hand, and pocketed the shard it came from. Then I stood, wiped my face on my sleeve, and walked back across the ravine for the last time.

Thursday, September 10, 2015

The Mirror Dance Dilemma

[Mild Vorkosigan spoilers]

In the Vorkosigan saga, wealthy people can buy clones into which they transplant their brains when their original body is about to die of old age. The clone's brain, which stays with the body for the first 14 or so years, is destroyed at the time of transplant. There are no alternatives for indefinite age extension. In the novels, this is portrayed as terribly evil, and some of the plot involves saving the clones.

This business model gives me the willies, as it's meant to.

But upon reflection, I'm not sure my reaction makes much sense. Let's assume the clones spend their 14 years having a pretty good time. That assumption isn't quite in line with the book. But for the thought experiment, assume everybody's having fun.

Here are the possibilities.

  1. If we don't create the clone in the first place, some old man who would otherwise have paid for the clone lives 80 years and then dies. Total of 80 life years.

  2. If we do create the clone but then someone rescues them, taking them to a different planet to live their own life, then the old man that paid for the clone lives 80 years and then dies, and the clone lives 80 years and then dies. Total of 160 life years.

  3. If we create the clone and everything goes as planned, an old man lives 80 years in body number 1, a clone lives 14 years in body number 2 and then dies, and the old man lives another 66 years in body number 2 and then dies. Total of 160 life years.

Preferring 1 to (2 or 3) is pretty straightforwardly silly, unless the wealthy old man uses his money to support a brand new human non-clone that would not otherwise have existed. (This looks straightforward to my reasoning parts, not my emotion parts.)

There are two obvious-to-me reasons to prefer 2 over 3.

The first is probably the one that's responsible for most of the willies: "Someone who only lived 14 years didn't live long enough, and a life cut short is worse than no life at all". I don't buy that objection. Dying after 80 years is also cutting a life short. The only reason it seems sort of ok is that as things stand, people lose quality of life just before dying because their bodies wear out. If I wouldn't prefer a lack of life to a healthy life cut short at 80, I don't think there's a principled way for me to prefer a lack of life to a life cut short at 14.

The other reason to favor 2 over 3 is "I value multiple experiences of the 80 year version of the human life process more than I value the 146 year version". And I don't buy that one either. I think people get better at using life years as they accumulate experience. In fact, I think I heard in a psychology class once that there's strong evidence that older people are happier, that people keep getting happier as they get older until they start having big problems with their aged bodies. Brief Googling supports that. So actually, I think someone who's had 80 years to figure out how to do awesome things with human experience, and who had to go through a whole 80 years of life to get things as figured out as they've got them now, is going to turn the next 66 healthy years into more awesomeness than a person starting the same 66 healthy years at age 14 could. The person starting the 66 years at age 14 begins with the same total lack of having-figured-things-out-ness we all remember from age 14, and doesn't reach the wealthy old guy's level of proficiency at life until the end of the 66 years.

I feel a little bit of pull from "but there's something valuable in the learning process of growing up from 14 to 80, and preferring 3 to 2 means that process happens once instead of twice", to which I respond "I becha there's something valuable in the learning process of growing up from 80 to 146, and preferring 2 to 3 means that process happens zero times instead of one".

The main problem with the clone business, then, is not that it exists, but that it isn't designed to maximize the children's enjoyment of life. They don't torture the children, but they do lie to them and focus mainly on keeping their bodies in spectacular health, paying fairly little attention to their minds. I think I'd fight for reform in the clone business, rather than fighting to shut it down.

Facebook discussion here.

Friday, August 7, 2015

Eva Vivalt Did Not Show QALYs/$ of Interventions Follow a Gaussian Curve

(Epistemic status: I have zero statistics background, but damned if I won’t give this a shot anyway.)

In a recent blog post, Robin Hanson said Eva Vivalt's data indicate that the distribution of charity impacts is close to Gaussian, and is not a fat-tailed power law like Effective Altruists claim. If that's true, it pretty much undermines Effective Altruism altogether, because it means that there's not a big difference between a decent intervention and the best intervention.

Suppose the following three interventions had identical effect sizes: feeding people carrots, handing out chess strategy manuals, and deworming.

I hope you're currently wondering what the hell I just asked you to suppose, because the previous sentence was nonsense. You can only talk about the “effect size” of carrots if you’re measuring an additional thing besides carrots. The additional thing is probably not “handing out chess strategy manuals”, because then the effect size of carrots would be a measure of how good carrots are at handing out chess strategy manuals.

How about if I’m studying “feeding people carrots to make them taller”, “handing out chess strategy manuals to make them smarter”, and “deworming to eliminate intestinal parasites”?

That’s much better! Now it makes sense to talk about effect sizes for these things. There’s some amount of taller people get when you give them carrots, some amount of smarter people get when you give them chess strategy manuals, and some amount of dewormed people become when you give them wormicide.

Now what does it mean for these things to have identical effect sizes?

There are actually several reasonable answers, but here’s the one I’m seeing in Eva’s slides.

Say that the average height is 5’7”, and most people are between 5’5” and 5’9”. So the usual variation in height is “within 2 inches of average”, or a range of 4 inches. When I give somebody a bundle of carrots, they grow an inch. 5’8” plus bundle of carrots equals 5’9”. We can express the effectiveness of carrots in terms of variation in the general population: If everybody gets their Height stat by rolling a four sided die to adjust away from human average of 5’7”, eating a bundle of carrots gives you a plus one to your Height roll. It’s like a 25% bonus to randomness.

Now say that the average IQ is 100, and most people are between 95 and 105: the usual variation in IQ is “within 5 points of average”, or a range of 10 points. When I give somebody a chess book, they gain two and a half IQ points. We can express the effectiveness of the book in terms of variation in the general population: If everybody gets their Intelligence stat by rolling a ten sided die to adjust away from human average of 100, reading a chess book gives you a plus 2.5 to your Int roll. It’s a 25% bonus compared to randomness.

Then we can (sort of) compare the effect sizes of carrots and chess books: Carrots give a 25% bonus, and chess books also give a 25% bonus.

Is that useful information, though? Why does it matter if carrots give the same size of bonus to growth that chess books give to IQ?

Now if carrots happened to also make people smarter, then comparing effect sizes would be useful. We’d be talking about two different interventions aimed at the same outcome. Furthermore, we could dispense with the standardized statistical effect size stuff, and look directly at the absolute number of IQ points gained from a dollar’s worth of chess books, and the number of IQ points gained from a dollar’s worth of carrots.

If it turned out that all intelligence interventions gave the same Int bonus per dollar, then we might as well flip a coin to decide between carrots and chess books. Same thing if it turned out that we weren’t good enough at measuring things to tell the difference between the effects of carrots and chess books on intelligence. Any time spent “picking the best one” would be wasted.

But what if you don't know how much chess books and carrots cost? And what if you don't know how many carrots are in a bundle? Maybe you know that a "bundle of carrots" - whatever number of carrots the charity is distributing per person - has the same effect as a chess book, but you don't know that the chess book costs four times as much as the bundle of carrots. It would be premature to say that time spent choosing between carrots and chess books is wasted, because if you learned the cost, you'd fund the carrots.

It might even be that the effect of carrots only seems to match the effect of chess books because the carrot people kept putting more carrots into the bundles until a bundle was as good as a chess book, and then they stopped. (Because that's where they reach some socially agreed-upon level of 'statistical significance', perhaps?) Maybe if you put twelve carrots into the bundle instead of six, you get twice as many IQ points as a chess book causes, and for half the price! But you don't know; you just know that as things are now, the carrot charity is making people about as much smarter as the chess charity.

And that, it seems to me, is what Eva's data actually say. When I emailed her for clarification, she said that, "Most of the interventions can't be statistically distinguished from each other for a given outcome." She also said cost wasn't factored in yet (though she suspected it wouldn't change much). So if she's right, then as far as we can tell, all the deworming interventions are currently equally good at killing worms, all the microfinance interventions are equally good at alleviating poverty, and so on for the top 20 international development programs.

If it’s true that the top 20 international development programs are just as good at whatever they do as all the other programs they’re directly competing with, even when you factor in cost, this has significant implications for Effective Altruism. It means we can stop evaluating individual charities once we've identified the "pretty good" ones.

But there’s a stronger claim it’s easy to confuse this with. (Eva’s presentation was called “Everything You Know Is Wrong”, and a couple of her slides said, “Anyone who claims they know what works is lying”. I tend to expect confusion when such strong System 1 language accompanies abstract statistical analysis.) The stronger claim is “the top 20 interventions are equally good at saving lives, regardless of how they go about it”. If that were true, it would chuck the premises of Effective Altruism right out the window.

If you want to compare two interventions with different outcomes - medicated mosquito nets vs. microfinance - you’re going to need some way of converting between malaria and poverty. When we’re talking about altruism, the common factor is Quality Adjusted Life Years.

There’s some amount of better a person’s life is when they don’t have malaria, and some amount of time they remain malaria-free after you give them mosquito nets. There’s also some amount of better a person’s life gets when they’re fifty bucks less poor, and some amount of time they stay fifty bucks less poor after you give them fifty bucks. So you can compare bug nets to microfinance through QUALYs once you've got data on 1) effect sizes, 2) how nice it is to be healthy or less poor, 3) how long people stay healthy or less poor once they get that way via bug nets or microfinance.

You need all three of those things. The fact that the effect sizes are identical doesn't matter if a medicated mosquito net is worth orders of magnitude more QUALYs than fifty bucks. Eva's data only include effect sizes.

It doesn't make sense to compare "how many worms a deworming intervention kills" with "how much AIDS a box of condoms prevents" until you know how much those problems affect quality of life, and for how long. So even if all deworming interventions are equally effective, the choice between “deworming” and “condoms” could still be massively important.

And that’s the central claim I take EA to be making.

Eva's analysis says nothing about distribution of QUALYs over all EA interventions under consideration. Maybe it’s Gaussian after all, but this isn’t new evidence either way.

Thursday, August 6, 2015

Uninhibited Fancy Feet

Helpful context: Tortoise Skills page, Effective Rest Days, Inhibition: Game Plan, Tortoise Report 3: Empathy

I was thinking about ways to trick my brain into being more like it is on a rest day, even though there’s specific work I plan to do today, when I noticed a feeling of "not being allowed to do that". I inferred that I must have just wanted something and shut down the wanting without even being aware of it. So I examined my recent memory, and found a desire to get a pedicure. (That counts as “noticing an impulse”, at this stage, so I tapped my fingers together.)

My natural reaction was to wonder whether it makes sense for me to indulge the impulse, and why I shut it down to begin with. Why am I "not allowed" to get a pedicure? This isn't a new thing; I really like getting pedicures, but I hardly ever do it.

Money is one reason, but it's not sufficient to stop me getting the occasional pedicure just because. Doing things that make me happy is what having money is for. Even System 1 believes that at this point, so it's not where most of the "not allowed" is coming from.

Actually, I'm embarrassed about how beaten up my feet are from running. Although I’m not missing any toenails, the bottoms of my feet are covered in calluses and blisters. I’m averse to making the manicurist deal with them. (I note that this inhibition falls under “taking care of other people”, which I've hypothesized is the main kind of inhibition that wears me out.)

What does a manicurist experience when a runner comes in? If I imagine the situation from my own perspective, looking down from my chair, I simulate her with a disgusted look on her face, as though I've been terribly inconsiderate, coming to a nail salon with feet like that. She does her work as quickly as possible, with reluctance and resentment.

Empathy time (gosh, that one's turning out to be so useful!): If I imagine the situation from her perspective, looking at me and my feet, she thinks, "another runner," and goes about her business, doing as much as she can and not worrying about the rest, just like she does every time a runner comes in. Or anytime anyone comes in, really. It changes literally nothing in her routine.

If I try to color in the simulation with a specific emotion, it’s the one I'd feel in her position; something like "Her poor feet! I'm glad she came to me to have them cared for properly." When I offer that feeling to my brain with an interrogative tag, beside the “disgust/resentment” hypothesis, it clicks as a correctness feeling, while the other is rejected with a “that’s not the real world” feeling.

But back to inhibition: Even if she is disgusted and inconvenienced, I'm paying her to care for my feet. I never signed a contract saying I'd only bring in feet that are already in perfect condition.

This is not an inhibition I endorse. Getting a pedicure is a perfectly good way to help me into a more rest-day-like frame of mind. Decision:

Wednesday, August 5, 2015

Inhibition: Game Plan

Observations:

  • I benefit a lot from “rest days” that are more about acting on my immediate impulses than about resting physically or cognitively.
  • Sometimes a rest day is an emergency, because I’ve completely exhausted myself in a particular way that makes the prospect of serving others feel threatening.
  • On rest days, I often find that I’ve suppressed an impulse that I should obviously have acted on, or that I’m in the process of suppressing such an impulse. (Example: I realize that I’ve been thirsty for the last half hour and have repeatedly denied the urge to get a glass of water because I wasn’t done reading an article I set out to read.)
  • I find social interaction exhausting, especially social interaction with large groups of strangers, even when I’m enjoying myself.
  • I find social interaction much less exhausting when I drink alcohol.
  • I am happier when I drink alcohol in a way that feels more like a barrier to emotion being removed than like any particular extra sensation being pleasant. (I sometimes end up sadder if I start out sad.)
  • I am smarter, in a certain sense, when I drink alcohol. Ideas come more easily, combine with other ideas more easily, and inspire actions (like expressing ideas) that I immediately execute.
  • A successful rest day feels a lot like being slightly tipsy.
  • Both rest days and the effects of alcohol feel like they have something in common with the creative state of mind I enter when thinking of a mnemonic image.

Inferences and Speculation:

  • I ordinarily waste a lot of cognitive resources inhibiting impulses unnecessarily.
  • Social exhaustion is caused, at least in part, by the same inhibitory patterns that can cause rest days to be emergencies.
  • I have gained a little control over inhibition under some circumstances (rest days and mnemonics).

Hypotheses:

  • I will be substantially happier, smarter, and more socially resilient if I learn to be less inhibited.
  • I can learn to be less inhibited.

Planning

What does a failure to apply the skill look like? It looks like subconsciously exerting control to prevent an action whose outcome would be neutral or beneficial. Concretely: I’m riding my bike when I see a certain plant, and want to know what it looks like up close. I don’t slow down to find out, even though I don’t have any time constraints or other reasons not to slow down besides “I am biking”.

(Hm, this suggests I’m attached to my current activity, whatever that might be, by default. And looking at that thought is slightly painful. I’m afraid that if I believe my problem comes from being attached to my current activity, I’ll start to frequently tear myself away from my current activity, which will hurt. Message received: If this comes down to needing to frequently pull myself away from my current activity, I’ll be sure to find a pleasant, non-damaging way to do so. And I don't actually expect this to be a big problem. Remember what rest days are like? They're happy, not painful. Am I still clinging to being attached to my current activity even given that? No, I think I trust myself with this.)

Success will probably come in two stages. In the first stage, I’ll bring my impulses into direct conscious examination, choosing deliberately whether or not to act on them. That would be like noticing I want to know what the plant looks like up close, asking myself whether I should stop to look at it, and then stopping to look at it if I get a “yes”. In the second stage, I’ll have eliminated the bias toward inhibiting impulses, and I’ll act on impulses that seem beneficial or neutral without need for conscious effort. That would look like a smooth motion from wondering what the plant looks like to stopping to look at it.

My first hypothesis for a trigger is “wanting something”. I’ll tap my fingers together every time I notice myself wanting something (even when I’m not taking the day off). I expect this to be sufficient for the first stage of success; once I’m aware of wanting something, I expect deliberately choosing whether to have it will be easier than not deliberately choosing.

I'll also try exploratory study pf the phenomenology of wanting and inhibition under the influence of alcohol, and during a mnemonics exercise.

I won’t be surprised if the second stage of success just comes with practice, but training may turn out to suggest faster or more reliable ways of internalizing the habit.

Do I risk losing important abilities I won't be able to get back if I succeed at this? Yes. I risk automatically acting on impulses it would have been better to inhibit. But this only seems like a risk with the second stage of success, and not with the first. With the first stage I'll be deliberately choosing. To mitigate this, I'll look for sensations that can distinguish helpful inhibition from harmful inhibition that happen before I have an opportunity to notice actual wanting. My goal will eventually be to be able to predict when an impulse I should deny is about to occur, and when an impulse I should indulge is about to occur. The risk isn't obviously worse than the current state of affairs. I'm happy to cross that bridge when I come to it, so I'll go ahead and begin to train "noticing wanting".

Results will be in the next Tortoise Report.