One thing that might be worth changing/clarifying in the victory conditions is how a Friendly AI wins alongside its creator. At the moment, in order for a Creator/FAI team to win (assuming you're sticking with Diplomacy mechanics) they first have to collect 18 supply centres between them and then have the AI transfer all its control back to the human; I don't think even the friendliest of AIs would willingly rebox itself like that. Even worse, a friendly AI which has been given a lot of control might accidentally "win" by itself even though it doesn't want to. If this corresponds to the FAI taking control of everything and then building a utopia in its creator's image (since it's Friendly this is what it would do if it took control), this should be an acceptable winning condition for the creator.
I think a better victory condition would be that if a creator and FAI collect 18 supply centres between them, then they win the game together and both get 50 points.
This method does have one disadvantage in that a human can prove that an AI is not friendly if the game should have ended if it was, but I don't expect this to affect much because by the time this comes into effect either the unfriendly AI is sufficiently strong that they should have backstabbed their creator already, or they are sufficiently weak (And thus of the 18 centres held by human and AI almost all are held by the human) that the creator should soon win.
At the moment, in order for a Creator/FAI team to win (assuming you're sticking with Diplomacy mechanics) they first >have to collect 18 supply centres between them and then have the AI transfer all its control back to the human; I don't >think even the friendliest of AIs would willingly rebox itself like that.
This is exactly what I had in mind. :) It should be harder for FAI to win than for UFAI to win, since FAI are more constrained. I think it is quite plausible that one of the safety measures people would try to implement in a FAI is "Wha...
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?