Seeking Power is Often Robustly Instrumental in MDPs relates the structure of the agent's environment (the 'Markov decision process (MDP) model') to the tendencies of optimal policies for different reward functions in that environment ('instrumental convergence'). The results tell us what optimal decision-making 'tends to look like' in a given environment structure, formalizing reasoning that says e.g. that most agents stay alive because that helps them achieve their goals.

Several people have claimed to me that these results need subjective modelling decisions. For example, ofer wrote:
I think using a well-chosen reward distribution is necessary, otherwise POWER depends on arbitrary choices in the design of the MDP's state graph. E.g. suppose the student [in a different example] writes about every action they take in a blog that no one reads, and we choose to include the content of the blog as part of the MDP state. This arbitrary choice effectively unrolls the state graph into a tree with a constant branching factor (+ self-loops in the terminal states) and we get that the POWER of all the states is equal.
In the above example, you could think about the environment as in the above image, or you could imagine that state '3' is actually a million different states which just happen to seem similar to us! If that were true, then optimal policies would tend to go , since that would give the agent millions of choices about where it ends up. Therefore, the power-seeking theorems depend on subjective modelling assumptions.
I used to think this, but this is wrong. The MDP model is determined by the agent's implementation + the task's dynamics.
To make this point, let's back out to a more familiar MDP: Pac-Man.

When the discount rate is near 1, most reward functions avoid immediately dying to the ghost, because then they'd be stuck in a terminal state (the red-ghost-game-over
state). But why can't the red ghost be equally well-modeled as secretly being 5 googolplex different terminal states?
An MDP model (technically, a rewardless MDP) is a tuple , where is the state space, is the action space, and is the (potentially stochastic) transition function which says what happens when the agent takes different actions at different states. has to be Markovian, depending only on the observed state and the current action, and not on prior history.
Whence cometh this MDP model? Thin air? Is it just a figment of our imagination, which we use to understand what the agent is doing as it learns a policy?
When we train a policy function in the real world, the function takes in an observation (the state) and outputs (a distribution over) actions. When we define state and action encodings, this implicitly defines an "interface" between the agent and the environment. The state encoding might look like "the set of camera observations" or "the set of Pac-Man game screens", and actions might be numbers 1-10 which are sent to actuators, or to the computer running the Pac-Man code, etc.
(In the real world, the computer simulating Pac-Man may suffer a hardware failure / be hit by a gamma ray / etc, but I don't currently think these are worth modelling over the timescales over which we train policies.)
Suppose that for every state-action history, what the agent sees next depends only on the currently observed state and the most recent action taken. Then the environment is Markovian (transition dynamics only depend on what you do right now, not what you did in the past) and fully observable (you can see the whole state all at once), and the agent encodings have defined the MDP model.

In Pac-Man, the MDP model is uniquely defined by how we encode states and actions, and the part of the real world which our agent interfaces with. If you say "maybe the red ghost is represented by 5 googolplex states", then that's a falsifiable claim about the kind of encoding we're using.
That's also a claim that we can, in theory, specify reward functions which distinguish between 5 googolplex variants of red-ghost-game-over
. If that were true, then yes - optimal policies really would tend to "die" immediately, since they'd have so many choices.
The "5 googolplex" claim is both falsifiable and false. Given an agent architecture (specifically, the two encodings), optimal policy tendencies are not subjective. We may be uncertain about the agent's state- and action-encodings, but that doesn't mean we can imagine whatever we want.
(I think that the same point holds for other environment types, like POMDPs.)
Consider adding to the paper a high-level/simplified description of the environments for which the following sentence from the abstract applies: "We prove that for most prior beliefs one might have about the agent’s reward function [...] one should expect optimal policies to seek power in these environments." (If it's the set of environments in which "the “vast majority” of RSDs are only reachable by following a subset of policies" consider clarifying that in the paper). It's hard (at least for me) to infer that from the formal theorems/definitions.
My "unrolling trick" argument doesn't require an easy way to factor states into [action history] and [the rest of the state from which the action history can't be inferred]. A sufficient condition for my argument is that the complete action history could be inferred from every reachable state. When this condition fulfills, the environment implicitly contains an action log (for the purpose of my argument), and thus the POWER (IID) of all the states is equal. And as I've argued before, this condition seems plausible for sufficiently complex real-world-like environments. BTW, any deterministic time-reversible environment fulfills this condition, except for cases where multiple actions can yield the same state transition (in which case we may not be able to infer which of those actions were chosen at the relevant time step).
It's easier to find reward functions that incentivize a given action sequence if the complete action history can be inferred from every reachable state (and the easiness depends on how easy it is to compute the action history from the state). I don't see how this fact relates to instrumental convergence supposedly disappearing for "most objectives" [EDIT: when using a simplicity prior over objectives; otherwise, instrumental convergence may not apply regardless].
Generally, if an action log constitutes a tiny fraction of the environment, its existence shouldn't affect properties of "most objectives" (regardless of whether we use the uniform prior or a simplicity prior).Ditto :)