This is probably just me being an idiot, but the initial instructions tell me my job is to identify whether the note I hear matches the target pitch, which I take to mean a specific frequency (i.e. this particular F, not just any F). But then I'm told I'm wrong for rejecting some notes that are definitely different from the target pitch, but which I guess must be an F from a different octave. So, assuming that's not a bug and I'm actually being asked to identify any F, I think it would be good to make that clear. (And if you're targeting musical idiots like me, it might be good to start even simpler, because it is completely non-obvious to me when two different frequencies are the same note in different octaves.)
Good stuff! It reminds me of the fun I had playing a very different style of FPS: Quakelikes, aka arena shooters. People tend to think of Quake and its descendants as mindless action games, but if you go beyond the super casual/noob stage they are largely about controlling space, reading your opponent's mind, and confounding their attempts to read yours. (Well, that and executing the basic mechanical skills like moving and aiming; but as long as you're not completely dominated in those respects, you can win on most maps by outthinking your opponent.)
I don't know whether this will be interesting to anyone completely unfamiliar with the game, but there's a great retrospective self-commentary here, by one of the world's best players, in which he explains his thought process throughout a crucial 10-minute game (with liberal use of slow-mo to give him enough time to fit his explanations in).
In the case of Calibration Trivia, my gut reaction is that you're being a bit unfair to the 'clever fellow' (or at least to the hypothetical version of him in my head, who isn't simply being a smartarse). It sounds like you're presenting Calibration Trivia as a competitive game, and within that frame it makes sense to poke at edge cases in the rules and either exploit them or, if the exploit would clearly just be tedious and pointless, suggest that the rules are preemptively tweaked to unbreak the game. I know the ultimate purpose of the game is to train a real skill, but still, you've chosen gamification as your route to that goal, and maybe there are no free lunches on offer here; to the extent that people derive extra motivation from the competitive element, they're also going to be focused on the proxy goal of scoring points rather than purely on the underlying goal of training the skill.
It's quite simple. Voting is irrational.
This depends on a couple of assumptions:
For someone who feels good about voting, it can be a rational thing to do even if the probability of affecting the result is negligible or zero. And for someone who finds voting annoying but cares a significant amount about others who will be affected by the result, it's entirely possible for voting to be rational. Generally, the smaller the probability of one vote affecting the result, the greater the number of people who will potentially be affected by it, so these factors can balance out even in very large elections. (You may argue that there are higher-impact ways to be altruistic, which is probably true but doesn't necessarily matter; usually the choice isn't "vote xor make an effective donation", it's simply "vote xor don't bother voting".)
(I know you went on to talk about the possibility of voting as "a charitable or recreational activity", and I know the main point was to describe why people won't bother becoming informed voters. But I still think it's worth pointing out that your opening claim is far from obviously true.)
so deep that the animal always says "this experience is good actually" no matter how you ask, so deep that the animal intelligently pursues the experience with its whole being, so deep that the animal never flinches away from the experience in any way
This is very different from your original claim, which was that an experience being worse than a neutral or null experience "fully boils down to whether the experience includes a preference to be dead (or to have not been born)."
edit: if you do stand by the original claim, I don't think it makes much sense even if I set aside hard problem-adjacent concerns. Why would I necessarily prefer to be dead/unborn while undergoing an experience that is worse than the absence of experience, but not so bad as to outweigh my life up until now (in the case of 'unborn') or expected future life (in the case of 'dead')?
Wasn't Scott's point specifically about rhetorical techniques? I think if you apply it broadly to "tools" -- and especially if your standard for symmetry is met by "could be used for" (as opposed to "is just as useful for") -- then you're at risk of ruling out almost every useful tool.
(I don't know how this thing works, but it's entirely possible that a) the chatbot employs virtuous, asymmetric argumentative techniques, AND b) the code used to create it could easily be repurposed to create a chatbot that employs unvirtuous, symmetric techniques.)
Could you clarify what it means for "the zombie argument" to be correct/incorrect? The version I have in mind (and agree with) is, roughly, 'p-zombies are conceivable; therefore, we can't know a priori that facts about the physical world entail, or are identical to, facts about conscious experience'. I would then add that we have insufficient evidence to be empirically certain of that entailment or identity [edit: but it would be very weird if the entailment didn't hold, and I have no particular reason to believe that it doesn't.] When you say the zombie argument isn't correct, are you disagreeing with me on conceivability, or the 'therefore', or the empirical part -- or do you have a different argument in mind?
I agree with you overall (and voted accordingly) but I think this part is a red herring:
You don't need to go anything like as far as p-zombies to get something that says the same thing. A program consisting of print("I know that I'm not a zombie since I have consciousness") etc does the same thing.
It only "says the same thing" in one narrow case; to say all of the same things in the appropriate contexts, the program would need to be tremendously complex.
I mention this because I think you're clearly correct overall (while of course the words "believe" and "mind" could be defined in ways that do not require consciousness, those are not the relevant senses here), and it would be a pity if the conversation were derailed by that one (IMO) irrelevant example.
That's why it's presented as a prayer, I think. It's not a One Weird Trick or even a piece of advice; it's more like an acknowledgement that this thing is both important and difficult.
This is conjecture. OP's contrary statement was obviously overconfident, and they should probably think and read more on the topic. But the paper you linked to support your claim is ultimately just a more sophisticated set of appeals to intuition. You may find substrate-independence far more plausible than the alternative, but you haven't given any good reason to hold it with the level of confidence you're projecting here.