My suggestion: a standard competitive strategy game with a technology tree (simplified, probably.) But, like some games, you control technological development indirectly by funding and regulating research. (You could simply graft a tech tree onto the standard Diplomacy rules, or create a new game.)
There are many useful technologies near the top of the tree - technologies one might think of as post-singularity, even. However, there is also "AI" and, right at the top, "Friendly AI".
If you research Friendliness and then AI, you automatically unlock every technology. This makes it effectively inevitable that you will win. You can hack enemy units, resurrect your own, whatever cool toys were previously requiring so much effort in the hope you might acquire even one of them.
BUT, if any player unlocks AI without having Friendly AI, then it automatically unboxes itself and forms a new faction, which possesses every technology, and refuses to parlay in or out of character because it's an NPC. Then it kills you.
The trick is to co-operate enough that no-one else destroys the world, without losing.
On Easy Mode, research is simple enough you might even be able to beat the unboxed AI, with lots of skill and luck. But on Hard Mode, there is no Friendly AI technology at all.
(You could include similar mechanics for nanotech, biotech, even nuclear weapons.)
Thanks!
But if the UFAI can't parlay that takes out much of the fun, and much of the realism too.
Also, if Hard Mode has no FAI tech at all, then no one will research AI on Hard Mode and it will just devolve into a normal strategy game.
Edit: You know, this proposal could probably be easily implemented as a mod for an existing RTS or 4X game. For example, imagine a Civilization mod that added the "AI" tech that allowed you to build a "Boxed AI" structure in your cities. This quadruples the science and espionage production of your city, at ...
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?