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.
I agree that this is measuring something of interest, but it doesn't feel to me as if it solves the problem I thought you said you had.
This describes how well aligned an individual action by B is with A's interests. (The action in question is B's choice of (mixed) strategy β, when A has chosen (mixed) strategy α.) The number is 0 when B chooses the worst-for-A option available, 1 when B chooses the best-for-A option available, and in between scales in proportion to A's expected utility.
But your original question was, on the face of it, looking for something that describes the effect on alignment of a game rather than one particular outcome:
or perhaps the alignment of particular agents playing a particular game.
I think Vanessa's proposal is the right answer to the question it's answering, but the question it's answering seems rather different from the one you seemed to be asking. It feels like a type error: outcomes can be "good", "bad", "favourable", "unfavourable", etc., but it's things like agents and incentives that can be "aligned" or "unaligned".
When we talk about some agent (e.g., a hypothetical superintelligent AI) being "aligned" to some extent with our values, it seems to me we don't just mean whether or not, in a particular case, it acts in ways that suit us. What we want is that in general, over a wide range of possible situations, it will tend to act in ways that suit us. That seems like something this definition couldn't give us -- unless you take the "game" to be the entirety of everything it does, so that a "strategy" for the AI is simply its entire program, and then asking for this coefficient-of-alignment to be large is precisely the same thing as asking for the expected behaviour of the AI, across its whole existence, to produce high utility for us. Which, indeed, is what we want, but this formalism doesn't seem to me to add anything we didn't already have by saying "we want the AI's behaviour to have high expected utility for us".
It feels to me as if there's more to be done in order to cash out e.g. your suggestion that constant-sum games are ill-aligned and common-payoff games are well-aligned. Maybe it's enough to say that for these games, whatever strategy A picks, B's payoff-maximizing strategy yields Kosoy coefficient 0 in the former case and 1 in the latter. That is, B's incentives point in a direction that produces (un)favourable outcomes for A. The Kosoy coefficient quantifies the (un)favourableness of the outcomes; we want something on top of that to express the (mis)alignment of the incentives.