A coalition of 80% of the population forms, which would like to kill the other 20% in order to get their resources
I have trouble thinking of a resource that would make even one person’s CEV, let alone 80%, want to kill people, in order to just have more of it.
The question of definition, who is to be included in the CEV? or—who is considered sane?
This is easy, and does not need any special hardcoding. If someone is so insane that their beliefs are totally closed and impossible to move by knowledge and intelligence, then their CEV is undefined. Thus, they are automatically excluded.
TDT applies where agents are “similar enough”. I doubt I am similar enough to e.g. the people you labelled insane.
We are talking about people building FAI-s. Surely they are intelligent enough to notice the symmetry between themselves. If you say that logic and rationality makes you decide to ‘defect’ (=try to build FAI on your own, bomb everyone else), then logic and rationality would make everyone decide to defect. So everybody bombs everybody else, no FAI gets built, everybody loses. Instead you can ‘cooperate’ (=precommit to build FAI<everybody’s CEV> and to bomb everyone that did not make the same precommitment). This gets us a single global alliance.
I have trouble thinking of a resource that would make even one person’s CEV, let alone 80%, want to kill people, in order to just have more of it.
shrug Space (land or whatever is being used). Mass and energy. Natural resources. Computing power. Finite-supply money and luxuries if such exist.
Or are you making an assumption that CEVs are automatically more altruistic or nice than non-extrapolated human volitions are?
This is easy, and does not need any special hardcoding. If someone is so insane that their beliefs are totally closed and impossible to move by knowledge and intelligence, then their CEV is undefined. Thus, they are automatically excluded.
Well it does need hardcoding: you need to tell the CEV to exclude people whose EVs are too similar to their current values despite learning contrary facts. Or even all those whose belief-updating process differs too much from perfect Bayesian (and how much is too much?) This is something you’d hardcode in, because you could also write (“hardcode”) a CEV that does include them, allowing them to keep the EVs close to their current values.
Not that I’m opposed to this decision (if you must have CEV at all).
We are talking about people building FAI-s. Surely they are intelligent enough to notice the symmetry between themselves.
There’s a symmetry, but “first person to complete AI wins, everyone ‘defects’” is also a symmetrical situation. Single-iteration PD is symmetrical, but everyone defects. Mere symmetry is not sufficient for TDT-style “decide for everyone”, you need similarity that includes similarly valuing the same outcomes. Here everyone values the outcome “have the AI obey ME!”, which is not the same.
If you say that logic and rationality makes you decide to ‘defect’ (=try to build FAI on your own, bomb everyone else), then logic and rationality would make everyone decide to defect. So everybody bombs everybody else, no FAI gets built, everybody loses.
Or someone is stronger than everyone else, wins the bombing contest, and builds the only AI. Or someone succeeds in building an AI in secret, avoiding being bombed. Or there’s a player or alliance that’s strong enough to deter bombing due to the threat of retaliation, and so completes their AI which doesn’t care about everyone else much. There are many possible and plausible outcomes besides “everybody loses”.
Instead you can ‘cooperate’ (=precommit to build FAI<everybody’s CEV> and to bomb everyone that did not make the same precommitment). This gets us a single global alliance.
Or while the alliance is still being built, a second alliance or very strong player bombs them to get the military advantages of a first strike. Again, there are other possible outcomes besides what you suggest.
Space (land or whatever is being used). Mass and energy. Natural resources. Computing power. Finite-supply money and luxuries if such exist. Or are you making an assumption that CEVs are automatically more altruistic or nice than non-extrapolated human volitions are?
These all have property that you only need so much of them. If there is a sufficient amount for everybody, then there is no point in killing in order to get more. I expect CEV-s to not be greedy just for the sake of greed. It’s people’s CEV-s we’re talking about, not paperclip maximizers’.
Well it does need hardcoding: you need to tell the CEV to exclude people whose EVs are too similar to their current values despite learning contrary facts. Or even all those whose belief-updating process differs too much from perfect Bayesian (and how much is too much?) This is something you’d hardcode in, because you could also write (“hardcode”) a CEV that does include them, allowing them to keep the EVs close to their current values.
Hmm, we are starting to argue about exact details of extrapolation process...
There are many possible and plausible outcomes besides “everybody loses”.
Lets formalize the problem. Let F(R, Ropp) be the probability of a team successfully building a FAI first, given R resources, and having opposition with Ropp resources. Let Uself, Ueverybody, and Uother be the rewards for being first in building FAI, FAI, and FAI, respectively. Naturally, F is monotonically increasing in R and decreasing in Ropp, and Uother < Ueverybody < Uself.
Assume there are just two teams, with resources R1 and R2, and each can perform one of two actions: “cooperate” or “defect”. Let’s compute the expected utilities for the first team:
We cooperate, opponent team cooperates:
EU("CC") = Ueverybody * F(R1+R2, 0)
We cooperate, opponent team defects:
EU("CD") = Ueverybody * F(R1, R2) + Uother * F(R2, R1)
We defect, opponent team cooperates:
EU("DC") = Uself * F(R1, R2) + Ueverybody * F(R2, R1)
We defect, opponent team defects:
EU("DD") = Uself * F(R1, R2) + Uother * F(R2, R1)
Then, EU(“CD”) < EU(“DD”) < EU(“DC”), which gives us most of the structure of a PD problem. The rest, however, depends on the finer details. Let A = F(R1,R2)/F(R1+R2,0) and B = F(R2,R1)/F(R1+R2,0). Then:
If Ueverybody ⇐ Uself*A + Uother*B, then EU(“CC”) < EU(“DD”), and there is no point in cooperating. This is your position: Ueverybody is much less than Uself, or Uother is not much less than Ueverybody, and/or your team has so much more resources than the other.
If Uself*A + Uother*B < Ueverybody < Uself*A/(1-B), this is a true Prisoner’s dilemma.
If Ueverybody >= Uself*A/(1-B), then EU(“CC”) >= EU(“DC”), and “cooperate” is the obviously correct decision. This is my position: Ueverybody is not much less than Uself, and/or the teams are more evenly matched.
These all have property that you only need so much of them.
All of those resources are fungible and can be exchanged for time. There might be no limit to the amount of time people desire, even very enlightened posthuman people.
I don’t think you can get an everywhere-positive exchange rate. There are diminishing returns and a threshold, after which, exchanging more resources won’t get you any more time. There’s only 30 hours in a day, after all :)
You can use some resources like computation directly and in unlimited amounts (e.g. living for unlimitedly long virtual times per real second inside a simulation). There are some physical limits on that due to speed of light limiting effective brain size, but that depends on brain design and anyway the limits seem to be pretty high.
More generally: number of configurations physically possible in a given volume of space is limited (by the entropy of a black hole). If you have a utility function unbounded from above, as it rises it must eventually map to states that describe more space or matter than the amount you started with. Any utility maximizer with unbounded utility eventually wants to expand.
I don’t know what the exchange rates are, but it does cost something (computer time, energy, negentropy) to stay alive. That holds for simulated creatures too. If the available resources to keep someone alive are limited, then I think there will be conflict over those resources.
Naturally, F is monotonically increasing in R and decreasing in Ropp
You’re treating resources as one single kind, where really there are many kinds with possible trades between teams. Here you’re ignoring a factor that might actually be crucial to encouraging cooperation (I’m not saying I showed this formally :-)
Assume there are just two teams
But my point was exactly that there would be many teams who could form many different alliances. Assuming only two is unrealistic and just ignores what I was saying. I don’t even care much if given two teams the correct choice is to cooperate, because I set very low probability on there being exactly two teams and no other independent players being able to contribute anything (money, people, etc) to one of the teams.
This is my position
You still haven’t given good evidence for holding this position regarding the relation between the different Uxxx utilities. Except for the fact CEV is not really specified, so it could be built so that that would be true. But equally it could be built so that that would be false. There’s no point in arguing over which possibility “CEV” really refers to (although if everyone agreed on something that would clear up a lot of debates); the important questions are what do we want a FAI to do if we build one, and what we anticipate others to tell their FAIs to do.
You’re treating resources as one single kind, where really there are many kinds with possible trades between teams
I think this is reasonably realistic. Let R signify money. Then R can buy other necessary resources.
But my point was exactly that there would be many teams who could form many different alliances. Assuming only two is unrealistic and just ignores what I was saying.
We can model N teams by letting them play two-player games in succession. For example, any two teams with nearly matched resources would cooperate with each other, producing a single combined team, etc… This may be an interesting problem to solve, analytically or by computer modeling.
You still haven’t given good evidence for holding this position regarding the relation between the different Uxxx utilities.
You’re right. Initially, I thought that the actual values of Uxxx-s will not be important for the decision, as long as their relative preference order is as stated. But this turned out to be incorrect. There are regions of cooperation and defection.
Analytically, I don’t a priori expect a succession of two-player games to have the same result as one many-player game which also has duration in time and not just a single round.
I have trouble thinking of a resource that would make even one person’s CEV, let alone 80%, want to kill people, in order to just have more of it.
This is easy, and does not need any special hardcoding. If someone is so insane that their beliefs are totally closed and impossible to move by knowledge and intelligence, then their CEV is undefined. Thus, they are automatically excluded.
We are talking about people building FAI-s. Surely they are intelligent enough to notice the symmetry between themselves. If you say that logic and rationality makes you decide to ‘defect’ (=try to build FAI on your own, bomb everyone else), then logic and rationality would make everyone decide to defect. So everybody bombs everybody else, no FAI gets built, everybody loses. Instead you can ‘cooperate’ (=precommit to build FAI<everybody’s CEV> and to bomb everyone that did not make the same precommitment). This gets us a single global alliance.
shrug Space (land or whatever is being used). Mass and energy. Natural resources. Computing power. Finite-supply money and luxuries if such exist.
Or are you making an assumption that CEVs are automatically more altruistic or nice than non-extrapolated human volitions are?
Well it does need hardcoding: you need to tell the CEV to exclude people whose EVs are too similar to their current values despite learning contrary facts. Or even all those whose belief-updating process differs too much from perfect Bayesian (and how much is too much?) This is something you’d hardcode in, because you could also write (“hardcode”) a CEV that does include them, allowing them to keep the EVs close to their current values.
Not that I’m opposed to this decision (if you must have CEV at all).
There’s a symmetry, but “first person to complete AI wins, everyone ‘defects’” is also a symmetrical situation. Single-iteration PD is symmetrical, but everyone defects. Mere symmetry is not sufficient for TDT-style “decide for everyone”, you need similarity that includes similarly valuing the same outcomes. Here everyone values the outcome “have the AI obey ME!”, which is not the same.
Or someone is stronger than everyone else, wins the bombing contest, and builds the only AI. Or someone succeeds in building an AI in secret, avoiding being bombed. Or there’s a player or alliance that’s strong enough to deter bombing due to the threat of retaliation, and so completes their AI which doesn’t care about everyone else much. There are many possible and plausible outcomes besides “everybody loses”.
Or while the alliance is still being built, a second alliance or very strong player bombs them to get the military advantages of a first strike. Again, there are other possible outcomes besides what you suggest.
These all have property that you only need so much of them. If there is a sufficient amount for everybody, then there is no point in killing in order to get more. I expect CEV-s to not be greedy just for the sake of greed. It’s people’s CEV-s we’re talking about, not paperclip maximizers’.
Hmm, we are starting to argue about exact details of extrapolation process...
Lets formalize the problem. Let F(R, Ropp) be the probability of a team successfully building a FAI first, given R resources, and having opposition with Ropp resources. Let Uself, Ueverybody, and Uother be the rewards for being first in building FAI, FAI, and FAI, respectively. Naturally, F is monotonically increasing in R and decreasing in Ropp, and Uother < Ueverybody < Uself.
Assume there are just two teams, with resources R1 and R2, and each can perform one of two actions: “cooperate” or “defect”. Let’s compute the expected utilities for the first team:
Then, EU(“CD”) < EU(“DD”) < EU(“DC”), which gives us most of the structure of a PD problem. The rest, however, depends on the finer details. Let A = F(R1,R2)/F(R1+R2,0) and B = F(R2,R1)/F(R1+R2,0). Then:
If Ueverybody ⇐ Uself*A + Uother*B, then EU(“CC”) < EU(“DD”), and there is no point in cooperating. This is your position: Ueverybody is much less than Uself, or Uother is not much less than Ueverybody, and/or your team has so much more resources than the other.
If Uself*A + Uother*B < Ueverybody < Uself*A/(1-B), this is a true Prisoner’s dilemma.
If Ueverybody >= Uself*A/(1-B), then EU(“CC”) >= EU(“DC”), and “cooperate” is the obviously correct decision. This is my position: Ueverybody is not much less than Uself, and/or the teams are more evenly matched.
All of those resources are fungible and can be exchanged for time. There might be no limit to the amount of time people desire, even very enlightened posthuman people.
I don’t think you can get an everywhere-positive exchange rate. There are diminishing returns and a threshold, after which, exchanging more resources won’t get you any more time. There’s only 30 hours in a day, after all :)
You can use some resources like computation directly and in unlimited amounts (e.g. living for unlimitedly long virtual times per real second inside a simulation). There are some physical limits on that due to speed of light limiting effective brain size, but that depends on brain design and anyway the limits seem to be pretty high.
More generally: number of configurations physically possible in a given volume of space is limited (by the entropy of a black hole). If you have a utility function unbounded from above, as it rises it must eventually map to states that describe more space or matter than the amount you started with. Any utility maximizer with unbounded utility eventually wants to expand.
I don’t know what the exchange rates are, but it does cost something (computer time, energy, negentropy) to stay alive. That holds for simulated creatures too. If the available resources to keep someone alive are limited, then I think there will be conflict over those resources.
You’re treating resources as one single kind, where really there are many kinds with possible trades between teams. Here you’re ignoring a factor that might actually be crucial to encouraging cooperation (I’m not saying I showed this formally :-)
But my point was exactly that there would be many teams who could form many different alliances. Assuming only two is unrealistic and just ignores what I was saying. I don’t even care much if given two teams the correct choice is to cooperate, because I set very low probability on there being exactly two teams and no other independent players being able to contribute anything (money, people, etc) to one of the teams.
You still haven’t given good evidence for holding this position regarding the relation between the different Uxxx utilities. Except for the fact CEV is not really specified, so it could be built so that that would be true. But equally it could be built so that that would be false. There’s no point in arguing over which possibility “CEV” really refers to (although if everyone agreed on something that would clear up a lot of debates); the important questions are what do we want a FAI to do if we build one, and what we anticipate others to tell their FAIs to do.
I think this is reasonably realistic. Let R signify money. Then R can buy other necessary resources.
We can model N teams by letting them play two-player games in succession. For example, any two teams with nearly matched resources would cooperate with each other, producing a single combined team, etc… This may be an interesting problem to solve, analytically or by computer modeling.
You’re right. Initially, I thought that the actual values of Uxxx-s will not be important for the decision, as long as their relative preference order is as stated. But this turned out to be incorrect. There are regions of cooperation and defection.
Analytically, I don’t a priori expect a succession of two-player games to have the same result as one many-player game which also has duration in time and not just a single round.