I was stumblin and I found this article, which I think graphically does a great job of making a similar point (although that point wasn't its explicit intention).
All of the graphs except 'tautology' limit the number of worlds you could be in.
I guess I don't imagine the idea always being used to that degree. I can imagine someone writing a new classic novel and they turn in their first draft of their next draft to their publisher, and their publisher says something like, "This sentence structure...studies have shown that it's a bit too complicated for most readers to parse on the first read, and they can take 3 or 4 times reading it before they understand what you were trying to say. Try to simplify it or break it up into multiple sentences."
I mean, that's not the only example. That's a rather mild example of how this sort of data would come into play, but I guess the examples I think of are less, 'Shelf full of Twilight novels' and more 'Same variety of books we have now, written with structure that's more in tune with how people read and think.'
I want a shelf full of Twilight as little as the next guy. But I also see that this sort of data can be used in helpful ways as well, not just used to produce the next mind-numbing teen fantasy.
The 'c is the generalization of locality' bit looked rather trivial to me. Maybe that's just EY rubbing off on me, but...
Its obvious that in Conways Game, it takes at least 5 iterations for one cell to affect a cell 5 units away, and c has for some time seemed to me like our worlds version of that law
I don't think that's what they were doing. The commenters (the NY Times commenters, btw, not the Ycombinator commenters) seem to genuinely believe that it is only bad and no good.
"It might be the time to download “1984” from your Scribd or Oyster subscription service. I'm sure they have it."
"Surrendering your thoughts: A Haiku
Creepy. Nasty. Yuk.
A good way to hasten the
"I'm going to find out the top 50 favorite words and then write a book using only those 50 words. Who cares about creativity? It's about the money, kids."
I don't think these comments come out of a desire to just present the other side fairly. I think that this is just, straightforwardly, what they think about the concept of studying reader preferences.
There was a bit of ambiguity on my part: the commenters I was referring to weren't Hacker News commenters, but the commenters on the original article itself, on NY Times.
I've invited you.
I'm sure you'll be fine. It's not until they start adding the new boss/quest mechanics that it will be possible for anyone to bring doom to a party.
BTW I've started a LessWrong Party on HabitRPG for when they start implementing new mechanics that will take advantage of parties. If anybody wants to join the party send me your User ID, which you can find in Settings > API
You and I were talking about this in IRC. I remember expressing a concern about HabitRPG that, while it does genuinely motivate me at the moment, I'm not sure what's going to happen when it ends: when I've upgraded all my items, when I've collected all the pets, etc etc. If I just start over, the new game will likely motivate me significantly less than the first time around. And more than likely I just plain won't want to start over.
I've been trying to think of ways around this gamification problem, because it plays a part in nearly every attempt at gamification I've seen. I think that, for one aspect of gamification -- motivating yourself to learn new things -- there is a way that at least sort of overcomes the 'what happens when it ends?' problem:
Skill Trees. Like This . Maybe a website, or application, that starts with just the bare-bones code for creating skill trees, and you can create an account and add a skill tree to your account from a list of existing searchable skill trees, or you can create your own skill tree if you can't find one that's appropriate for you and that will allow other people with similar goals to add your skill tree system to their account, etc.
But collapse interpretations require additional non-local algorithms, which to me seem to be, by necessity, incredibly complicated