Randomly determine whether an AI is "sentient" or not; the builder doesn't know, he just uses his AI every turn to build things, from his point of view it gives him random bonuses, but sometimes a new player gets added who has takes the decisions, and gets some extra actions on the side too, which his owner may or may not notice (he may choose to reveal himself).
This also solves the problem if a player wants to build an AI, but there is no new player willing to join the game at the moment.
Actually, the game should make it difficult to find out whether the "AI" is really an AI or a human. For example, there should be a few different AI scripts, so unusual human behavior seems like another script. The AI script would sometimes, but very rarely, make a random stupid move, to provide plausible deniability to human action; however the damage should be relatively low, so the AI bonuses make it on average a net benefit to have an AI.
On the other hand, even if there is a human player, there would be a script assigned and it would suggest default moves, allowing human to override any (possibly even all) of them. This would allow the human to seem more like a script; mostly letting the script do its work, sometimes override their moves to gain strategic advantage. Or take full control, if they believe it will not be suspicious.
Also, the AI would not have to get "sentience" at the very beginning. For example each turn there would be a 20% chance that the game will open the AI to be taken over by any new human player, so you would never know when exactly it happened.
Actually, the game should make it difficult to find out whether the "AI" is really an AI or a human.
Unless the AI wants to reveal itself (a Friendly AI may wish to reveal itself to a single player, for example; or an Unfriendly AI may wish to reveal itself and pretend to be Friendly). Once revealed, the AI's player can talk to other players, and engage in diplomacy.
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?