I donât think Iâve understood this. I feel confused about the concept of assignable curiosity.
It means that authorities can tell people what to be curious about, e.g. telling a scientist what topics to research or not.
So might a person have âassignable curiosityâ? Is that some feature (flaw?) about them, that they bring into each context with them? Or is it like contextual, when a scientist works for someone else and they donât get to decide what they study, they have assignable curiosity?
Their curiosity follows assignments instead of being natural.
Like, they, for personality reasons, have to depend on external assignments for their own curiosity, in a secondhanded way?
People paying for creative, intellectual work (governments, corporations) often want it to serve them and be directed at the topics of their choice, rather than being freely-directed truth-seeking inquiry.
That makes sense that theyâd want that for some things. Like they want to pay smart people to work on problems they want solved?
They want the intellectuals who work for them to somewhat be rational, curious, questioning people and somewhat be biased, obedient people.
I could imagine the company might not be interested in completely unbounded problem solving. Some things would be held immune from criticism like perhaps whether the company should exist, maybe, idk.
Assignable curiosity reminded me of something Iâve observed with video games: many players feel good and validated when succeeding at easy games. Game designers can be unquestioned authorities, similar to exam designers.
Right like they take for granted someone elses vision of success and they feel good when they achieve that success. They donât say, oh thatâs a dumb game because the critieria for winning is boring or too easy. Some games there is too much of a role that chance plays in it, specifically with board games. Like snakes a ladders is a stupid game, itâs just a dice rolling game. It doesnât make sense that you could have fun doing it, because there is no skill to it. unless you were a child and the concept of playing a board was really new or something. I remember the first time I played backgammon it seemed like chance played too much of a role and didnât leave enough room for skill, so I never played it again. I donât really remember if thatâs true, it just seemed like that.
One thing that made exam and game design decisions more visible to me was ambiguous test questions, which led to me mentally modeling exam makers in order to guess what they meant.
I donât get the parallel there with game design decisions and ambiguous test questions.
Guessing the Teacherâs Password by Eliezer Yudkowsky (2007 essay) contrasts trying to learn about reality with trying to guess what answer a teacher wants.
I had a hard time understanding a lot of what was said in this article. I think perhaps there is a lot of jargon from EYâs philosophy that I donât understand.