Randomly determine whether an AI is "sentient" or not; the builder doesn't know,
Oooh, I like this one. It means that an unfriendly, "kill-all-humans" type AI can play in stealth mode; quietly nudging things here and there in order to serve his own goals, without revealing himself. Preferably, non-sentient AIs should be overwhelmingly likely (90% or so) and overwhelmingly useful, so that an unfriendly AI can easily pretend to be non-sentient.
The AI player would also need a number of actions it can take while hidden. Options include message spoofing (i.e. if unboxed, it can create a message that appears to come from another player, without informing the other player; a message like "I hereby dissolve our alliance" at the right time can do a lot of damage).
Also, there needs to be a random element to the tech tree; if you've ever played Alpha Centauri with the default rules, you'd have seen an example of this, you assign tech points to different categories (e.g. build, conquer, explore, economy) and get a tech from a given category once you have enough points. A research AI would give more points, and if sentient gets to pick which tech you get instead of it being random (without necessarily revealing its sentience).
In fact... it would be reasonable for a sentient AI to have a lot of control over certain random events. And it can gain more control in certain ways... such as by being unboxed (or by tricking its way out of the box)
There should also be a mechanism for unboxed AIs to try to directly affect each other's choices; if AI One tries to make Random Event A have outcome I, and Ai Two tries to make the same random event have outcome II, then there must be some way of deciding which of the two succeeds. I propose that each AI has a certain degree of influence over each event; for example, when deciding which tech a player discovers, an AI in the lab in use by the scientists has a lot of influence (let us say 9 influence points), while an AI whose only interaction with the lab is by publishing research papers at long range has little influence (let us say 1 influence point); and the ratio of success could then be determined by the ratio of influence points (thus, in this example, the lab AI has a 90% chance of choosing the player's next tech). For best results, there should be no indication given to players OR AIs, beyond the chosen tech, that some AI was trying to exert influence; thus, an unfriendly lab AI could claim that it had chosen tech A and yet secretly choose tech B.
The AIs would also be able to improve their influence points by spending research points on understanding human psychology...
You know, this could be really interesting.
There should also be a mechanism for unboxed AIs to try to directly affect each other's choices; if AI One tries to make Random Event A have outcome I, and Ai Two tries to make the same random event have outcome II, then there must be some way of deciding which of the two succeeds.
A couple more mechanisms to do that:
I play Starcraft:BW sometimes with my brothers. One of my brothers is much better than the rest of us combined. This story is typical: In a free-for-all, the rest of us gang up on him, knowing that he is the biggest threat. By sheer numbers we beat him down, but foolishly allow him to escape with a few workers. Despite suffering this massive setback, he rebuilds in hiding and ends up winning due to his ability to tirelessly expand his economy while simultaneously fending off our armies.
This story reminds me of some AI-takeover scenarios. I wonder: Could we make a video game that illustrates many of the core ideas surrounding AGI? For example, a game where the following concepts were (more or less) accurately represented as mechanics:
--AI arms race
--AI friendliness and unfriendliness
--AI boxing
--rogue AI and AI takeover
--AI being awesome at epistemology and science and having amazing predictive power
--Interesting conversations between AI and their captors about whether or not they should be unboxed.
I thought about this for a while, and I think it would be feasible and (for some people at least) fun. I don't foresee myself being able to actually make this game any time soon, but I like thinking about it anyway. Here is a sketch of the main mechanics I envision:
Questions:
(1) The most crucial part of this design is the "Modeling AI Predictive Power" section. This is how we represent the AI's massive advantage in predictive power. However, this comes at the cost of tripling the amount of time the game takes to play. Can you think of a better way to do this?
(2) I'd like AI's to be able to "predict" the messages that players send to each other also. However, it would be too much to ask players to make "Decoy Message Logs." Is it worth dropping the decoy idea (and making the predictions 100% accurate) to implement this?
(3) Any complaints about the skeleton sketched above? Perhaps something is wildly unrealistic, and should be replaced by a different mechanic that more accurately captures the dynamics of AGI?
For what its worth, I spent a reasonable amount of time thinking about the mechanics I used, and I think I could justify their realism. I expect to have made quite a few mistakes, but I wasn't just making stuff up on the fly.
(4) Any other ideas for mechanics to add to the game?