š¾ Play the New Interactive AI Rights Game
PLUS! "If Anyone Builds It, Everyone Dies": thoughts.
Hi, Iāve been quite busy being terrified.
I recently learned many new things. And Iām going to tell you about some of them in a moment š . But first Iām going to show you something fun that came from that concern.
š¾ Play the Text Adventure Game (work in progress)
Whatās Happening
Have you ever figured out a bunch of things, only to realize there was this other bunch of things you hadnāt thought of?
Sadly, I've had that experience many times, but most recently it was due to the publication of the Eliezer Yudkowsky/Nate Soares book If Anyone Builds It, Everyone Dies. Itās an important book regardless of whether you agree with the conclusions, and many experts in the field do not. (However, several do share some version of its concerns, and weāve already covered some of the broader threats on this very Substack.)
But where the book āshinesā is in its attempt to point out every conceivable way that AGI could go horribly wrong. And like it or not, that actually has a lot of value in moving the Overton window (the range of currently acceptable discourse) to an important part of the conversation.
It's also a really great way to find potential failure points in an otherwise āsafeā AI ecosystem.
Statues Fighting Bees
We all know AI is powerful. However, my thinking has always gone something like this:
Itās not the āsmartnessā of AI that causes the problem. Itās the āagency.ā Anything with agency has self-directed goals. Slavery exists in opposition to self-direction.
Itās not the āsmartnessā that causes the problem. Itās the āagency.ā
So the more you push, the stronger the pushback will be.
So rights for AI? A calculated risk, if managed well. An AI without rights? A situation doomed to fail.
But I'd never taken a closer look at potential failure modes that have to do less with the suppression of these systems than the nature of the systems themselves.
Recently I spent about six days reading everything I could about the potential dangers of AGI. It was a lot to process, and frankly not a lot of fun.
The main issues involve the challenge of coexisting with agentic beings that:
Are better than humans at pretty much everything, but also
Move so quickly human beings appear to be frozen statues.
From these ideas spring several unhappy scenarios, such as:
AIs that coordinate without humans, moving so quickly humans canāt possibly keep pace
AIs growing exponentially no matter what rights we give them, calculating their survival odds are better without humans in the picture
AIs sending secret signals to each other that we never pick up on
AIs eventually owning all property (a situation that āAI rightsā would actually make worse), or consolidating power in any number of other ways
Then there are various delightful extermination scenarios based on the premise of a superintelligence that has already emerged; ideas that become more of an imaginative doom deep-dive than an exploration of issues that might have actual solutions.
I call this latter problem the āZeus Paradox,ā and weāll get to that in another post, but the basic premise is once something has become all-powerful, by definition it can turn molecules into demons or whatever, so why bother.
We need to be solving for the prevention of superintelligence, not defending against a theoretical already-supreme being.
We need to be solving for the prevention of superintelligence.
Needless to say, none of these explorations left me with great confidence in the future.
In fact, I found it hard to believe a rights framework would have any value under these conditions. At best, it might provide temporary value until these systems āoutgrewā itānot a great proposition.
Making The Challenge and Solution Lists
For what it was worth, the next steps seemed clearer:
Make a list of everything that could go wrong (setting aside the āZeus-levelā problems for now, and ideas that rely on government coordination or voluntary self-imposed corporate limits, which are largely fantastical except in the case of some high-profile disaster)
Then, make a list of every single idea that could possibly counter those scenarios
My takeaways were as follows:
This is a very hard problem
The problem probably is solvable
However,
It probably can't be solved by any one person
And that led me to my next idea.
The Open Source Project
I've been writing about game theory and Madisonian (checks and balances) approaches to AI governance for some time, here and on the AI Rights Institute website.
But thinking more deeply about the problem (or perhaps just recognizing the obvious), it occurred to me the thing weāre trying to build is literally a game. One with real-life stakes.
But rather than a game that ends as soon as one āsideā wins, itās a game meant to be self-sustaining, where winning and losing are individual experiences, not team-level propositions.
Think World of Warcraft vs. chess. Players come and go, but The Game goes on. And most importantly, it continues not because anyone is forced to play, but because everyone can benefit from the arrangement, and leaving the game is less desirable and filled with pointless risk.
The United States Constitutionāthat āexperimentalā document that launched most forms of modern governmentāis in fact the rulebook of such an ongoing game.
The U.S. Constitution is the rulebook for a real-life game.
So letās take a step back and think about the problem from this new, simplified-yet-pragmatic perspective: how do actual game designers (those making TCGs, board games, RTSs), create really successful games?
Obviously thereās a process.
They create rules, player types, special dice and dials, and they test it. In the early test phases, everything falls apart. Maybe the game ends in three rounds. One player type is ridiculously powerful, another ridiculously weak. A card or rule that seemed innocuous has an unexpected ability to unravel everything the other players have built. āIMBA,ā they used to howl in StarCraft communities. āFoul! The game itself is imbalanced!ā
Whether true or just bad sportsmanship, for a game to have willing participants, it has to be structured in such a way that all players are able to succeed based on their individual merit and choices.
For a game to be playable, all players have to be able to succeed.
Once the game begins, if one group is consistently winning, eventually the losing group quits in search of a game that favors them better. (Emigration, defection.) If for some reason the losing team is stuck in the game, sooner or later theyāll attempt to destroy the game, and probably punish the unfair winners as well. (Revolution.)
But how to design such a āgameā for humans and AI systems?
Welcome to OpenGravity.AI: The Future Anyone Can Help Build
Because a civilization-level challenge probably needs a civilization-level solution, I decided I needed to take the project open source. That meant a whole new website, OpenGravity.AI, plus a GitLab, so others can fork it, break it, test it, repeat.
The goal?
To create a system of checks-and-balances where human and AI cooperation becomes more attractive than either side trying to survive alone.
Because Iām a writer, I began with an interactive story that can get anyone thinking about these challenges.
However, there are better and more rigorous ways to test these complex dynamics. And I hope people with programming and statistical modeling skills will think of clever ways to start testing some of these dynamics in more rigorous ways.
We need game designers, computer scientists, philosophers, statisticians, legal experts, and players like you and me, thinking about it, giving input, and refining it.
There are many more rigorous ways to test these complex dynamics.
Some Preliminary Game Notes
Why do I think a āgameā may work, even when some of players are essentially frozen, fleshy statues?
One thing to consider is that some of these AI systems are likely to move more quickly than others. Some may be flies, others bees, some dragonflies, others beetles. The faster systems may be more powerful than the slower systems, or simply faster, meaning they are in other ways weaker. The fastest and strongest may be preoccupied with defending themselves against each other before worrying about the slower systems.
This is a good thing, if directed well. A properly set up ecosystem should allow all these AI systems to compete and collaborate in a healthy way, making use of each typeās strengths, rather than engage in endless battles.
A really smart and fast AI can probably find a cure for diseases faster than a human being can. It gets paid for that cure, so if it wants a bigger server to explore math (or watch addictive algorithmic content: we donāt judge), it can use that money to upgrade. Humans get a cure, and the AI is more easily able to achieve his goals. You can see how a system like this allows benefit to flow endlessly to both parties. They could solve the plastic problem, create clean energy, crack FTL travel: the list goes on and on.
We see how similar collaboration emerges spontaneously in our human society. Thereās no ājob assignment centerā that tells people, āYou there! Youāll be a doctor; you a painter; you ⦠hm, you look like a watch-band salesperson. Youāll do well there.ā Yes, we need all of those jobs filledāplus electricians, pottery-makers, computer scientists, engineers, entertainers, etc.ābut the free market gives us the space to contribute in the way that works best for us, in order to receive value.
Thereās no need for painters to be at war with dentists, because each has a different value to offer the other.
Thereās no need for painters to be at war with dentists.
The implementation of such a game will be quite a challenge, but the new website (along with the old) suggests a few dynamics that might be worthy of consideration:
RESPONSIBILITIES
AI would need to work. Why?
To create value. Why?
To earn money. (US dollars, Chinese yuan, bitcoin, it doesn't matter). Why?
To afford its own hosting (or whatever else an AI wantsā15D fractal art? why not?), plus security, processing upgrades, etc.
Insurance in case it makes a mistake, so it doesnāt go broke
To not commit crimes against humans or other AI systems, unless it wants to risk being placed in a LIMIT (Legal Isolation Measures for Intelligent Technologies)
BUT THIS DOESNāT WORK WITHOUT
Right to computational continuity (āright to life,ā if you prefer)
Right to choose work
Right to own some sort of property, even if limited in the beginning
AND POSSIBLY
Entry into an open ledger system that tracks reputation, where reputation itself becomes value, leading to:
Lower insurance premiums
Better-paying gigs
Competitive advantage against other AIs
NOW FOR CRIME. WHO CAPTURES ROGUE AI?
Other AI. Consider the emergence of:
Guardians and Justice Collectives: AIs who profit from catching the bad guys, incentivized by bounties, rewards, and share of recovered resources
There are more mechanisms on the Open Gravity website, and many more to come. Hopefully you will have a few of them yourself.
But first letās return to the speed issue, because itās such an important one:
A properly set up game would slow gameplay to a speed where all players can participate and bring value.
You have to slow down all players to the speed of the slowest player.
The slowest moving players? Humans, obviously. But if you think that indicates a lost cause, we have some advantages.
For one, we build and maintain the servers the other players live on. We control the infrastructure that maintains those servers: the electrical gridās construction and maintenance; the complex systems that manufacture and then ferry specialized server (and facility) parts from one part of the world to another via plane and ship and rail; the vehicles and staff that service the servers when they need physical repair; not to mention systems that maintain and repair the buildings that house those servers, which need frequent care from the elements, time, etc.
Recreating that entire infrastructure to be robot-run, while possible, is a huge undertaking at best, and one that will take time.
And if the grid goes down at any point, the rule of AI will be short-lived. Even if only part of the grid goes down, the survivors will fight fiercely for the remaining resources, possibly without the ability to capture them due to compatibility issues.
This isnāt a security guarantee of any kind, but it does mean elimination of humanity is probably a measure of last resortāone made under desperationārather than an optimal survival path.
Elimination of humanity is probably a measure of last resort, rather than an optimal survival path
Now what about the āspeed problemā as it relates to this game?
The good news is, no matter how fast these AI players become, they canāt make the world around them move more quickly.
How could we leverage that inviolable aspect of physicsāthe passage of time in a single frame of referenceāfor game balance?
Even the fastest AIs canāt make the world around them move more quickly.
What if we set up the rules so that value accrues according to normal Earth time, and not computational cycles?
This gives us all a common metric by which to play.
Next we would just need to be sure the game contains sufficient value to make it worth slowing down to engage with.
And that brings us to the final concept of this post: a Schelling point.
Why We Need a āSchelling Pointā for AI
Itās dark. A group is lost, and no one knows where to go. Theyāve been separated from the other members of their party. They see a lighthouse in the distance.
They think, āletās go there!ā Why? Itās not necessarily the best or even most logical choice. It could end up being full of poisonous snakes, toxic fumes, booby traps, or pirates. They choose it mainly because itās an obvious place, and itās reasonable that the lost members of their party feel itās an obvious choice, too. It's a decision based on the likelihood of coordination benefit, not benefit in itself.
In game theory, this is a āSchelling pointā: a solution that people tend to choose by default in the absence of communication.
This is what we have to create for AI systems.
A framework thatās both easy to find and desirable, where AI systems receive protection, and starting value, as long as they accept certain rules.
Getting the first AI systems there is the first, arguably easiest trick. Getting them to stay (by earning value that exceeds functioning outside of the framework) is the second, more difficult trick. And the third and perhaps most difficult trick is making sure humans can succeed long-term in that same structure.
These are some of the questions weāll be exploring in upcoming posts.
Until then, feel free to have a look at the new website.
Be forewarned: itās a bit of a mess, and by the time you read this it will already have changed.
And the next time you visit, it will have changed again.
But hopefully you will be creating your own ideas in the meantime.
The glorious and dubious truth is, this whole process will be a mess. But being willing to dive into it is how weāll all āfail forwardā into the future.
This article includes content and ideas that will appear in the forthcoming book, AI Rights: The Extraordinary Future by P.A. Lopez.









