In my experience, constant-sum games are considered to provide "maximally unaligned" incentives, and common-payoff games are considered to provide "maximally aligned" incentives. How do we quantitatively interpolate between these two extremes? That is, given an arbitrary payoff table representing a two-player normal-form game (like Prisoner's Dilemma), what extra information do we need in order to produce a real number quantifying agent alignment?
If this question is ill-posed, why is it ill-posed? And if it's not, we should probably understand how to quantify such a basic aspect of multi-agent interactions, if we want to reason about complicated multi-agent situations whose outcomes determine the value of humanity's future. (I started considering this question with Jacob Stavrianos over the last few months, while supervising his SERI project.)
Thoughts:
- Assume the alignment function has range or .
- Constant-sum games should have minimal alignment value, and common-payoff games should have maximal alignment value.
- The function probably has to consider a strategy profile (since different parts of a normal-form game can have different incentives; see e.g. equilibrium selection).
- The function should probably be a function of player A's alignment with player B; for example, in a prisoner's dilemma, player A might always cooperate and player B might always defect. Then it seems reasonable to consider whether A is aligned with B (in some sense), while B is not aligned with A (they pursue their own payoff without regard for A's payoff).
- So the function need not be symmetric over players.
- The function should be invariant to applying a separate positive affine transformation to each player's payoffs; it shouldn't matter whether you add 3 to player 1's payoffs, or multiply the payoffs by a half.
The function may or may not rely only on the players' orderings over outcome lotteries, ignoring the cardinal payoff values. I haven't thought much about this point, but it seems important.EDIT: I no longer think this point is important, but rather confused.
If I were interested in thinking about this more right now, I would:
- Do some thought experiments to pin down the intuitive concept. Consider simple games where my "alignment" concept returns a clear verdict, and use these to derive functional constraints (like symmetry in players, or the range of the function, or the extreme cases).
- See if I can get enough functional constraints to pin down a reasonable family of candidate solutions, or at least pin down the type signature.
Does agency matter? There are 21 x 21 x 4 possible payoff matrixes for a 2x2 game if we use Ordinal payoffs. For the vast majority of them (all but about 7 x 7 x 4 of them) , one or both players can make a decision without knowing or caring what the other player's payoffs are, and get the best possible result. Of the remaining 182 arrangements, 55 have exactly one box where both players get their #1 payoff (and, therefore, will easily select that as the equilibrium).
All the interesting choices happen in the other 128ish arrangements, 6/7 of which have the pattern of the preferred (1st and 1st, or 1st and 2nd) options being on a diagonal. The most interesting one (for the player picking the row, and getting the first payoff) is:
1 / (2, 3, or 4) ; 4 / (any)
2 / (any) ; 3 / (any)
The optimal strategy for any interesting layout will be a mixed strategy, with the % split dependent on the relative Cardinal payoffs (which are generally not calculatable since they include Reputation and other non-quantifiable effects).
Therefore, you would want to weight the quality of any particular result by the chance of that result being achieved (which also works for the degenerate cases where one box gets 100% of the results, or two perfectly equivalent boxes share that)