[HN Gopher] CICERO: An AI agent that negotiates, persuades, and ...
       ___________________________________________________________________
        
       CICERO: An AI agent that negotiates, persuades, and cooperates with
       people
        
       Author : tuzongyu
       Score  : 328 points
       Date   : 2022-11-22 15:24 UTC (7 hours ago)
        
 (HTM) web link (ai.facebook.com)
 (TXT) w3m dump (ai.facebook.com)
        
       | tuzongyu wrote:
       | https://www.science.org/doi/10.1126/science.ade9097
       | 
       | Abstract: Despite much progress in training AI systems to imitate
       | human language, building agents that use language to communicate
       | intentionally with humans in interactive environments remains a
       | major challenge. We introduce CICERO, the first AI agent to
       | achieve human-level performance in Diplomacy, a strategy game
       | involving both cooperation and competition that emphasizes
       | natural language negotiation and tactical coordination between
       | seven players. CICERO integrates a language model with planning
       | and reinforcement learn- ing algorithms by inferring players'
       | beliefs and intentions from its conversations and generating
       | dialogue in pursuit of its plans. Across 40 games of an anonymous
       | online Diplomacy league, CICERO achieved more than double the
       | average score of the human players and ranked in the top 10% of
       | participants who played more than one game.
        
         | bee_rider wrote:
         | > Cicero participated anonymously in 40 games of Diplomacy in a
         | "blitz" league on webDiplomacy.net
         | 
         | > Cicero ranked in the top 10% of participants who played more
         | than one game and 2 nd out of 19 participants in the league
         | that played 5 or more games.
         | 
         | > As part of the league, Cicero participated in an 8-game
         | tournament involving 21 participants, 6 of whom played at least
         | 5 games. Participants could play a maximum of 6 games with
         | their rank determined by the average of their best 3 games.
         | Cicero placed 1st in this tournament.
         | 
         | This bit seems a little more impressive I think. Being in the
         | top 10% of people who've played at least two games might leave
         | a lot of bad players to beat up on. Winning a tournament might
         | (?) mean you have to beat at least a couple players who
         | understand the thing.
         | 
         | It is sort of funny to think about -- anyone who gets really
         | legitimately good at anything competitive goes through multiple
         | rounds of being the best in their social group, and then moving
         | on from that group to a new one that is comprised of people who
         | were the top-tier of that previous level. It isn't obvious to
         | me where on that informal ladder this tournament was.
         | 
         | But anyway, maybe the AI will follow the trajectory of chess
         | AIs and quickly race away from human competition.
        
           | gcanyon wrote:
           | There's an interesting question of "how much do the literal
           | best humans suck at this?" For example, in chess Magnus
           | Carlsen might be able to beat Stockfish given a handicap of
           | just a pawn or two. An even better computer player than
           | Stockfish might give up three or more pawns, but even a
           | perfect player would likely lose to Carlsen if giving up a
           | rook. -- I'm making this up, I don't think anyone knows the
           | real values, but as far as I know no one is remotely
           | projecting that perfect play could overcome e.g. a queen
           | handicap.
           | 
           | Similarly, in Go it seems unlikely that perfect play could
           | overcome a nine-stone handicap (again, I could be wrong, I'm
           | not remotely a dan-level player).
           | 
           | All to say, it seems likely that Diplomacy is a game where
           | the difference between "the best human play" and "the best
           | possible play" is _much_ larger than either Go or Chess.
        
           | treis wrote:
           | I'm a little bit suspicious of this. They're not explicit
           | about the scoring but taking the average of top 3 results is
           | a huge advantage to those that played more games.
           | 
           | Diplomacy is a bit of a choose your own adventure game too.
           | Like there's an objective criteria (average SCs at the agreed
           | end of game) but the human tendency is to try and win
           | individual games. Humans will often choose to play sub-
           | optimal strategies for better entertainment value.
           | 
           | I think the real accomplishment here is the ability to fool
           | humans into thinking their not playing a bot. That's an
           | impressive thing to do even these days.
        
         | digdugdirk wrote:
         | "... by inferring players' beliefs and intentions from its
         | conversations and generating dialogue in pursuit of its plans."
         | 
         | ... Isn't this the bad path of AI research? An unbeatable and
         | utterly convincing conversational AI that knows exactly what
         | you want to achieve, and then completely nullifies your
         | attempts at reaching your goals while simultaneously achieving
         | it's own?
        
           | EGreg wrote:
           | Just wait until we have AI swarms.
           | 
           | So far all this has been with one player, amid others, no
           | collusion.
           | 
           | You're going to be surrounded very shortly by sleeper bots,
           | including on HN. Relying on dang and others to root out bots
           | will be futile. A swarm could easily collude to downvote
           | people or get them ostrasized by their own friend group, as
           | we have already seen when it came to crypto, metoo, BLM,
           | lockdowns, vaccines and now Ukraine.
           | 
           | It's really not hard for a bot swarm to completely exploit
           | society in these and many more ways, and we are not ready for
           | it. By the time the botswarms arrive online, it'll be too
           | late to do anything.
           | 
           | Update: LinkedIn already has a huge problem of fake profiles
           | applying for jobs and offering jobs. And Twitter is overrun
           | with bots. But soon, bot-written articles will be out-shared
           | by your own friends rather than that "hack
           | liberal/establishment/hasbeen paper" NYTimes.com
           | 
           | The animatrix had a good sort of storyline on this, but it
           | involved a lot of unrealistic violence
        
             | worldsayshi wrote:
             | There are ways to ensure that people are people on the
             | internet though. Not good ways but there are ways.
             | 
             | You could for example limit users to those that log in with
             | electronic id's issued by a government or other
             | organisation that you trust to assert that the user is
             | human and then force real names or a single user name for
             | that e-id.
        
               | EGreg wrote:
               | But when bots do a lot of things better than humans,
               | including comment, answer questions, make jokes, say
               | romantic things, etc. many would start to prefer them to
               | humans in their online communities, and give them even
               | more social capital.
               | 
               | This already happened in other areas of life. Both
               | fathers and mothers now neglect their own children and
               | elderly parents so they can work for corporations. They
               | often prefer this and find meaning in climbing the
               | corporate ladder. Eventually, their own labor will be
               | rendered obsolete, but for now they're in a race to the
               | bottom to work harder and neglect their family even more.
               | They even stick them in nursing homes.
               | 
               | Also, you no longer want to ask people for directions,
               | you use Google Maps. You no longer ask your parents,
               | teachers or libraries when you can just look it up online
               | with no judgment.
               | 
               | Finally, look at industries like Wall Street trading. It
               | used to be a bunch of guys in a pit. You'd call up your
               | broker or whatever. Now everything is automated with
               | bots. Everyone prefers bots. They make up the bulk of
               | trading with real capital. These bots are are working for
               | corporations, which employ less and less humans.
               | 
               | So the present is already a bunch of corporations owning
               | bots and bots creating content for other bots. In the
               | finance industry. Now how different is a bunch of text
               | generation online? I think the human contributions will
               | be vanishingly small in most communities.
               | 
               | The question is ... what is this all for? Dropping demand
               | for human services is a byproduct of making things more
               | and more efficient...
        
           | stavros wrote:
           | You've read a lot into that sentence. It literally says:
           | 
           | > ... by inferring players' beliefs and intentions from its
           | conversations and generating dialogue in pursuit of its
           | plans.
           | 
           | As opposed to what? Not inferring intentions, or generating
           | dialogue against its own plans, or at random?
           | 
           | It's just doing what a person does. It understands the other
           | person, and says things to further its goals.
        
             | mtlmtlmtlmtl wrote:
             | Sure, people do that. But people who _only_ do that are
             | sociopaths.
        
               | stavros wrote:
               | I'm sure the AI hangs out at the pub with its friends
               | after hours though.
        
       | zamalek wrote:
       | > CICERO [...] just plays its situation as it sees it
       | 
       | That's the idea I got from the Lee Sedol v AlphaGo matches.
       | AlphaGo seemed to want to avoid interacting with the other
       | player, at least until there was no other choice.
        
       | [deleted]
        
       | O__________O wrote:
       | Possible I missed it, but I don't see any reference to how they
       | addresses chat thread continuity (aka memory) issues that are
       | major issue for AI chat bots. Did they address this and if so,
       | how?
        
         | ekdinan wrote:
         | Indeed, consistency (with the lengthy dialogue histories, but
         | also the game state as well as game plans) was a _huge_
         | challenge for us. We spent a lot of time working on techniques
         | for detecting and filtering these kinds of low quality
         | messages. You can see the Supplementary Materials in the paper
         | for full details, but TL;DR: we built a suite of classifiers
         | for detecting common mistakes (training classifiers to
         | discriminate between human messages and counterfactuals), and
         | used these classifiers as an ensemble which acted as a filter
         | on top of message generation.
        
           | eightysixfour wrote:
           | Do you think it is an easier challenge than than just
           | "converse with a human" since there is a purpose/game state
           | which is driving the interactions?
        
           | O__________O wrote:
           | Congrats on getting the related research published.
           | 
           | Feel like a hack would have been to try to force dialogue
           | into an extractable form that stored a state model relevant
           | to the game, even additional hacks like asking the opposing
           | player to restate their understanding of prior agreements;
           | disclosure that I have no idea how the game Diplomacy works,
           | so might be irrelevant.
           | 
           | Beyond that, no idea how Facebook manages its AI research,
           | but quick Google confirms my memory that Meta/Facebook has
           | done prior research on enabling AI memory capabilities
           | related to recall, forgetting, etc.; which I mention just in
           | case you were not aware.
        
         | tullianus wrote:
         | I think this might be a strength of Diplomacy for current AI
         | models - making contradictory plans with two different players
         | is a perfectly normal human move, as is saying one thing and
         | doing another, as is cooperating on round N and defecting on
         | round N+1.
        
           | O__________O wrote:
           | Agree that detecting it might be hard and that it might
           | actually as is be beneficial, but that said, there huge
           | difference in my opinion between knowingly breaking promises
           | based on a heuristic and having no memory of past promises
           | and simply basing current tactics on the present. Imagine if
           | real world literally had no memory of the past or a single
           | actor within it, it would lose out to opposing players as
           | soon as they realized it had no memory, you could make any
           | promise you wanted and it would literally forget it. Might be
           | wrong though, just know it's major issue with current chat
           | bots and an easy tactic to tell if you're chatting with a bot
           | or not.
        
         | CopOnTheRun wrote:
         | This was mentioned in the "still room for improvement" section.
         | 
         | > It is important to recognize that CICERO also sometimes
         | generates inconsistent dialogue that can undermine its
         | objectives. In the example below where CICERO was playing as
         | Austria, the agent contradicts its first message asking Italy
         | to move to Venice. While our suite of filters aims to detect
         | these sorts of mistakes, it is not perfect.
        
       | gcanyon wrote:
       | It seems like with this, Meta is doubling down on the Facebook
       | platform's use as a dark influencer in politics. It's bad for
       | humanity to enable advanced profiling and general targeting of
       | demographics, but it's a whole other level if the communication
       | itself can be targeted at the individual level.
       | 
       | We're headed for a reality where I don't know if my friends'
       | friends are real or not, and they each entice me with arguments
       | tailor-made to my sensibility to change my mind in ways that
       | serve someone else's purposes.
       | 
       | Not to sound alarmist, but this is beyond Manhattan Project-
       | levels of "maybe this won't turn out well for us."
        
         | ilaksh wrote:
         | Like I mentioned on Twitter the other day, this is the age of
         | mass information manipulation, biowarfare, and 5,000 ton
         | orbital rockets.
         | 
         | Maybe the AIs will eventually get smart enough to save us from
         | ourselves.
        
         | SteveDR wrote:
         | Do you think people are incapable of sticking to their beliefs
         | when they're faced with counterarguments?
         | 
         | Isn't that kind of a pre-requisite for believing in democratic
         | representation?
        
         | mliker wrote:
         | how in the world do you draw such a conclusion from an
         | otherwise interesting and advancing piece of technology. every
         | tech has drawbacks, we can't hold back as a species just
         | because there are drawbacks. we need to build around them.
        
           | gcanyon wrote:
           | Exactly the way it was with the analogy I made: nuclear
           | reactions are "an otherwise interesting and advancing piece
           | of technology." But I think it's inarguable that the negative
           | potential of nuclear reactions has provided a significant
           | counterargument to the (undeniable) positives derived from
           | it.
           | 
           | I'm not arguing that one side outweighs the other -- adding
           | up all the positives and negatives of nuclear technology
           | would be a significant undertaking -- I'm simply saying that
           | the researchers at Los Alamos didn't fully understand the
           | ramifications of what they were creating, and it was
           | potentially the case that the negatives would far outweigh
           | the positive. One example is that so far we have managed to
           | avoid global nuclear war. But no one could have predicted in
           | 1945 what the likelihood of us avoiding it were.
           | 
           | Similarly with this technology: _no one_ can predict whether
           | this will be a mix of positive and negative, or
           | overwhelmingly one or the other. That 's true of most
           | technologies, but to be clear, this is not the invention of
           | Post-It Notes. It is absolutely the case that technology like
           | this could fundamentally change the course of human history
           | -- for good or bad.
           | 
           | And I'm not saying we should try to shove it back in the box.
           | I'd be curious if that has ever worked. Nuclear, sort of?
           | South Africa gave it up, after all. But to do that here would
           | be futile and I'm confident actually push toward negative
           | outcomes.
           | 
           | All I'm saying is that we should be cautious in our approach,
           | not that we shouldn't proceed. In other words, I think "...
           | we can't hold back as a species just because there are
           | drawbacks. we need to build around them." -- we're in
           | agreement :-)
        
           | blackbear_ wrote:
           | What you say is true. But I urge you to consider Facebook's
           | business model and what may be pushing them to work on these
           | things. In other words, how can facebook use this to increase
           | user engagement among each other and with ads? The purpose of
           | ads is to convince people about something. It therefore makes
           | sense that facebook tries to make it easy to create
           | convincing ads. And we already know the nefarious purposes
           | some ads are done for.
        
         | chaosbolt wrote:
         | >Not to sound alarmist, but this is beyond Manhattan Project-
         | levels of "maybe this won't turn out well for us."
         | 
         | Yep, but I feel like we're past the event horizon and all we
         | can do for now is enjoy the spaghettification. It already feels
         | like the internet isn't real anymore, Google has become
         | unusable for real search except to find user reviews on reddit
         | or other consumer things, it says it has a billion results but
         | stops at page 40 and everything it shows is from big news sites
         | who all write the same way, the comments on reddit all look the
         | same and if you put an ip address collector in a link in any
         | political sub like r/politics or r/news most clicks on your
         | link will come from AWS servers, Youtube doesn't show any
         | counter culture videos and you have to dig hard to even find
         | videos from people you're subbed to, etc. Now you have
         | politicians supporting this censorship, AI advanced enough to
         | converse with you and deceive you without you realizing it, and
         | tech leaders willing to play ball, so yeah nothing we can do
         | anymore except for taking it.
         | 
         | I still remember when comformist was an insult, now people
         | outscream each other to show who's more of a comformist.
        
           | charcircuit wrote:
           | >says it has a billion results but stops at page 40
           | 
           | Ranking sites is expensive. You should refine your query to
           | narrow down the possible candidates instead of going through
           | more pages.
        
         | machiaweliczny wrote:
         | This is already done but more subtle. Probably the reason why
         | Elon bought twitter.
        
         | booleandilemma wrote:
         | But you'll also have your own community-driven, open source AI
         | advisor counseling you on what decisions you should make.
        
       | jonplackett wrote:
       | I strongly suspect it is winning by essentially being a
       | psychopath
        
         | educaysean wrote:
         | I'm not too familiar with the game CICERO. Is it the type of
         | game in which adopting a "psychopath" mindset gives you
         | tactical advantage over others?
        
       | andreyk wrote:
       | This is super cool, but it's worth pointing that it still relies
       | on supervised learning from a large dataset of human players, and
       | that it's not a general learning algorithm (there is a whole
       | bunch of problem-specific aspects to the model). It not having
       | learning via RL (trial and error, as humans do) or self-play is
       | kind of disappointing.
       | 
       | Don't get me wrong, it's an impressive advance, but just as with
       | AlphaGo it's important not to overgeneralize what this means. I
       | would not be surprised if a lot of people jump to talking about
       | what this means for AGI, but with this learning paradigm it's
       | still pretty limited in applicability.
        
       | altruios wrote:
       | Maybe we shouldn't be training computers how to lie better?
       | 
       | If you've never played diplomacy - its a 7+ hour game that
       | destroys friendships with backstabbing and betrayal as a required
       | mechanic to win the game.
        
         | croddin wrote:
         | "Cake and grief counseling will be available at the conclusion
         | of the test" -GLaDOS
        
           | falcor84 wrote:
           | "At the end of the experiment, you will be baked, and then
           | there will be cake" -GLaDOS
        
         | tuzongyu wrote:
         | While many players do lie in the game, the best players do so
         | very infrequently because it destroys the trust they've built
         | with other players - see e.g. interview with world champion
         | here:
         | https://www.popularmechanics.com/culture/gaming/a34043608/wi...
         | 
         | The agent generates plans for itself as well as for other
         | players that could benefit them / that they are likely to do,
         | and it tries to have discussions based on those plans. That is
         | - it is conditioning its language model generations on its
         | actual true plans, and does not have any features to create
         | false messages. It doesn't always follow through with what it
         | previously discussed with a player because it may change its
         | mind about what moves to make, but it does not intentionally
         | lie in an effort to mislead opponents.
        
           | dmurray wrote:
           | > That is - it is conditioning its language model generations
           | on its actual true plans, and does not have any features to
           | create false messages.
           | 
           | That's not how I interpreted the paper. If I have it right,
           | it chooses its message with its current most likely intent in
           | mind, but it doesn't try to be truthful about that intent -
           | it tries to generate messages a human might if they had that
           | intent (so it might tend to be truthful to its intended ally
           | and lie to the player it's about to stab). I don't completely
           | follow the description of the message generation, though.
        
           | altruios wrote:
           | >> It doesn't always follow through with what it previously
           | discussed with a player because it may change its mind about
           | what moves to make, but it does not intentionally lie in an
           | effort to mislead opponents.
           | 
           | The problem with this statement is it assigns intention to a
           | AI model. It does not 'intend' to lie... but still may
           | effectively do so. Lying may be the wrong word (as it
           | presumes intent)... it's hard to express the concern I have
           | of a model learning from games like diplomacy without using
           | words that infer intent. Maybe it is the idea of it learning
           | to better manipulate humans.
           | 
           | But I would not trust a system, any system trained on
           | diplomacy or any similar game.
        
       | teaearlgraycold wrote:
       | This is interesting. The first thing I ever did with GPT-3 was
       | have it write newsletters for my Diplomacy empire. I was
       | impressed with its wit.
        
       | lydiabail1 wrote:
       | Bravo! A tremendous achievement!!!!
        
       | kneebonian wrote:
       | For those hearing of this game for the first time and think it
       | sounds fun. Be warned, it is considered to be a game that will
       | end friendships that have lasted for years, and monopoly is
       | considered to be a game that causes less bad feelings.
       | 
       | An AI may be able to speak like a person but will never be able
       | to hang onto that long burning simmering hatred from when Brad
       | didn't support my army and instead flipped on me by supporting
       | the f**ing Ottomans instead. I hope you choke on a cheesy pretzel
       | Brad.
        
         | masswerk wrote:
         | > Be warned, it is considered to be a game that will end
         | friendships that have lasted for years, and monopoly is
         | considered to be a game that causes less bad feelings.
         | 
         | Well, there is also _Machiavelli_ ... ;-)
         | 
         | *) https://en.wikipedia.org/wiki/Machiavelli_(board_game)
        
         | ndonnellan wrote:
         | If you want all these things and exponential growth, check out
         | Neptune's pride: https://np.ironhelmet.com/ for basically
         | "diplomacy in space with a few extra dimensions". I haven't
         | played in a few years (it was great at the beginning of the
         | pandemic), but it was a lot of "fun" in the same way that
         | diplomacy is "fun". Except with a space theme and a lot of
         | anxiety waking up at 2am hoping your fleet arrives at an empty
         | star system and doesn't get immediately obliterated.
        
           | renewiltord wrote:
           | The last time we played this at the company, we lost maybe
           | two weeks of productivity over the game period. I needed to
           | run polyphasic sleep with 2 h naps throughout but my secret
           | alliance got to the end game strongest and then it was a
           | vicious little fight, and one of us took it.
        
           | easygenes wrote:
           | Fair warning: I played and won my first round of NP when I
           | discovered it ~11 years ago. It required unreasonable amounts
           | of being willing to let the game take over my life at
           | arbitrary hours for a couple of weeks, and a couple of
           | strategic betrayals. I don't regret it, but it was a major
           | commitment as far as games go.
        
         | cwillu wrote:
         | I think some (not all) of that factor is that, being a 3+
         | player game, it makes explicit some friendship group dynamics
         | that were previously implicit, and potentially not known to all
         | the involved parties.
        
           | yamtaddle wrote:
           | Ugh, people bringing in outside-the-game relationships to the
           | game itself will _ruin_ Diplomacy.  "Tom and Jim never betray
           | each other, and if one is in a position to sacrifice
           | themselves to give the other the win, they always will" is
           | how you get a group to never ever let Diplomacy hit the table
           | after the first couple times. Plus a bunch of other games.
           | 
           | Folks who play like that are game-group poison. Hell, they
           | can even make RPGs a lot less fun with that crap.
        
             | SamPatt wrote:
             | I feel the same about people who favor their romantic
             | partners.
             | 
             | Maybe when they're new to the game or a new relationship,
             | go a little easy. Ok.
             | 
             | But any longer and that's lame.
        
               | yamtaddle wrote:
               | Yeah, I considered putting it in my post but ultimately
               | cut it, but it is indeed often romantic couples who have
               | this problem. Not always, but often it's couples. I think
               | good-natured competition is _typically_ a part of an
               | ordinary friendship, even a very close one ( _Impro_ 's
               | take on status-games, and friendship being largely
               | defined as a relationship in which you can play such
               | games safely and without "real" stakes, probably factors
               | into this) is probably why this happens less often with
               | friends. Though, certain friend pairs, if you get them
               | together in a group of people they don't know, they'll do
               | this too.
        
         | pmoriarty wrote:
         | _" Be warned, it is considered to be a game that will end
         | friendships that have lasted for years"_
         | 
         | I really don't get why people take this game so personally...
         | it's only a game!
        
         | foobiekr wrote:
         | Diplomacy has nothing on the screaming matches I've seen and
         | experienced with Chinatown. And you can get there in a fraction
         | of the time required for Diplomacy
        
         | stavros wrote:
         | I only played one game, and this is accurate.
        
         | [deleted]
        
         | mabbo wrote:
         | "Oh yeah, I really enjoyed Diplomacy. It was weird though
         | because I did punch my very good friend in the face because of
         | it." - My coworker.
        
         | legitster wrote:
         | There was an amazing profile of the Diplomacy competitive
         | scene: https://grantland.com/features/diplomacy-the-board-game-
         | of-t...
         | 
         | Although I find the fallout has been rather overstated. I'm
         | certain it _can_ end badly for unsuspecting participants - but
         | I 've played lots of Diplomacy (and even hosted games with a
         | cash pot for the winners) and it has never ended in fallout.
         | Just make sure everyone knows what they are getting into.
         | 
         | It's a really, really fun game that more people should try at
         | least once.
        
           | kibwen wrote:
           | Agreed that Diplomacy is tremendous fun, as long as you have
           | 7+ hours to spare and a house with lots of separate rooms for
           | private conversations to take place in. But the important
           | thing to keep in mind is that the only way to win the game is
           | by _first_ making alliances with other players by promising
           | you would never betray them, and then _second_ by
           | strategically betraying your allies before they can betray
           | you. If everyone goes into the game knowing that betrayal
           | _is_ the point of the game and that they _will_ be stone-cold
           | lied to by their dearest friends, then there 's no hard
           | feelings. But if you're a brand new player and this metagame
           | isn't properly expressed to you, then it's natural for
           | fallout to ensue.
        
             | legitster wrote:
             | > 7+ hours to spare
             | 
             | It only takes this long if you don't use a round timer and
             | you don't allow shared victories. Even with new players we
             | usually wrap up the game in 4-5 hours (people will start
             | getting eliminated around hour 2 - so usually we have a
             | "loser room" with other games and stuff to do).
             | 
             | You can also do it online with a turn a day (I ran an
             | office Diplomacy League this way).
             | 
             | It's worth noting that you _can_ play the game completely
             | openly and honestly. We have had complete victories where
             | the winner never once backstabbed anyone (he was just a
             | very shrewd negotiator). It 's just pretty rare because the
             | more honest you are all game, the more reward you will get
             | for a well placed backstab.
        
               | legitster wrote:
               | Also, my advice, _have a cash pot_. Even if it 's just
               | $20 a player. You'll only get players who are actually
               | competitive. Also, weirdly, fewer hard feelings - I guess
               | knowing you got betrayed for money stings less than
               | knowing you got betrayed for fun.
        
               | mckeed wrote:
               | Do you allow negotiation over how the pot is split for
               | shared victories? Like can a weak player help the leader
               | win in exchange for a small cut of the winnings?
        
               | legitster wrote:
               | Exactly.
               | 
               | Usually I set it up like "The pot is $350. The game is
               | over as soon as all remaining players can unanimously
               | agree on how to split it up."
               | 
               | It also adds much more drama to the end game. If you are
               | down to a small couple of territories and basically out
               | of the game, you might still have a lot of power to
               | negotiate your way into the winner's circle.
        
         | bee_rider wrote:
         | I have heard this about various games (Risk and Settlers of
         | Catan mostly). I don't get it. The point of these games is to
         | be a bastard. If everyone goes into it with the understanding
         | that there will be double crosses, how could there be hurt
         | feelings?
         | 
         | Monopoly is worse; it is just boring, I would dump my friends
         | if they suggested monopoly not because I was hurt by their
         | ruthless gameplay but for their terminally taste.
        
           | vkou wrote:
           | Settlers of Catan is in many respects not a very good game,
           | because many of its mechanics are zero or negative-sum, with
           | a heavy helping of RNG.
           | 
           | This creates a _lot_ of opportunities for kingmaking and
           | spiteful plays from people who are not able to win, but are
           | able to make sure that _you_ lose. And the worst part is that
           | you 're often forced into these situations through no fault
           | of your own.
           | 
           | Diplomacy allows for all of the same plays, but as the
           | player, you have way more agency about both getting into, and
           | getting out of them. It makes the adversarial alliance-and-
           | dealmaking part first and foremost.
        
             | bee_rider wrote:
             | I didn't generally experience that. From what I saw,
             | generally everyone gangs up on the person in the lead, if
             | they are getting close to victory (this seems like a fair
             | and obvious thing to do). So, part of the game is hiding
             | how close you are until nobody can stop you. Hiding your
             | strength is part of pretty much every strategy game with
             | more than 2 players...
             | 
             | Is it a perfect game? No. But it is pretty good. And let's
             | not give Risk and Catan the Seinfeld treatment -- sure
             | there are better games... made in response to their
             | perceived deficiencies!
        
           | tullianus wrote:
           | Two features that make Diplomacy particularly bad:
           | 
           | 1. Length. An in-person game can last easily 12 hours, and is
           | mentally exhausting. Getting 10 hours in and THEN getting
           | screwed by your friend feels worse than a game with less time
           | investment.
           | 
           | 2. Design. It's difficult to survive the opening few hours
           | without alliances, but only one player can win, so everyone
           | is incentivized to defect at exactly the moment they think
           | they can make greater gains by defecting than by cooperating.
           | Being betrayed, even if you survive, forces a total rethink
           | of strategy and ruins the next hour or two of gameplay.
        
             | mikelevins wrote:
             | I was a member of an enthusiastic friends-and-family gaming
             | group through the early and middle 1980s. We spent a good
             | chunk of that time on Diplomacy, then moved to modified
             | Diplomacy on custom maps (my first wife worked for USGS Map
             | Sales, and so we had good maps to work with in creating our
             | own Diplomacy maps), and from there we graduated to Nomic.
             | 
             | If you think Diplomacy is long and exhausting, wait till
             | you get a load of Nomic with a bunch of enthusiastic
             | players.
        
               | irq-1 wrote:
               | This? https://boardgamegeek.com/boardgame/14451/nomic
               | 
               | > In the words of Nomic's author, Peter Suber: "Nomic is
               | a game in which changing the rules is a move. In that
               | respect it differs from almost every other game. The
               | primary activity of Nomic is proposing changes in the
               | rules, debating the wisdom of changing them in that way,
               | voting on the changes, deciding what can and cannot be
               | done afterwards, and doing it. Even this core of the
               | game, of course, can be changed."
        
               | mikelevins wrote:
               | That's the one. An intelligent and enthusiastic group of
               | players can extend it indefinitely. It's all lawyering
               | and deal making, even more than Diplomacy, it can
               | continue for hours and hours, and you dare not leave the
               | room for a second, lest all your carefully worked out
               | dealmaking be washed away in an instant.
        
             | legitster wrote:
             | > An in-person game can last easily 12 hours
             | 
             | How are you playing it? We've never had a game run over 4
             | hours.
        
               | SamBam wrote:
               | I've generally heard of people playing over a weekend. So
               | things like meals and sleeping sometimes happen during
               | the negotiation turns.
        
               | tullianus wrote:
               | New players and stretchable diplomacy period length :)
        
               | legitster wrote:
               | > stretchable diplomacy period length
               | 
               | Yuck. I can not stress enough how important a timer is to
               | play Diplomacy in person.
        
           | jaylaal wrote:
           | Many people can't mentally context switch for game and aren't
           | prepared for the behavior that is required of the game from
           | those that can. It's an assault on their world view.
        
           | [deleted]
        
           | jgalt212 wrote:
           | > The point of these games is to be a bastard.
           | 
           | I guess you never play poker because you don't like to bluff.
           | Or you've never faked a pass in basketball before taking a
           | shot. Or you and the catcher like to announce when you're
           | going to throw a curveball.
        
             | bee_rider wrote:
             | I'm not sure why you'd guess that, stringing somebody along
             | for hours in Risk and then backstabbing them at the crucial
             | moment seems to at least match your suggestions in terms of
             | duplicity, and is the height of glorious bastarddom.
        
           | squeaky-clean wrote:
           | Different players have different mental "lines that shouldn't
           | be crossed". I play Civ 6 cloud games with friends from
           | college who now live around the world. (No turn timer, you
           | get a Steam notification when it's your turn). Sometimes
           | someone will spend literal weeks on a turn trying to make
           | agreements for war declarations or for world-congress votes.
           | 
           | The time that crossed the line: Poland wanted to declare war
           | on Greece, no one else wanted to get involved on either side,
           | and it was a pretty even match between them.
           | 
           | A friend not involved in this game was visiting family in the
           | same city as the Greece-player, so we knew he'd be dropping
           | by to visit him too. Poland-player told the "neutral" friend:
           | if Greece-player shows you his civ game, take a picture of
           | the screen when he's not looking and message it to Poland-
           | player.
           | 
           | Well he did it, Poland declared war, and his knowledge of the
           | position of troops lead to him winning the war.
           | 
           | "How did you know I didn't have any troops in my southern
           | cities?" And Poland told him how he knew. It didn't end the
           | friendship but there was about a month of not talking to any
           | of us. When he cooled down there was a long meeting over
           | whether that was cheating or "All is fair in Love and Civ".
           | We could never come to a real agreement, 3 in favor of
           | cheating, 3 in favor of dastardly but legal. But we now have
           | an explicit rule of no screen sharing of any kind.
        
           | [deleted]
        
           | elijaht wrote:
           | I would say Diplomacy specifically has features that make it
           | cause hurt feelings almost intrinsically
           | 
           | 1. It's a long game- after hours of play, getting doubled
           | crossed unexpectedly sucks because of how much you have
           | invested 2. The game almost purely relies on
           | cooperation/other players. So double crossing someone
           | _really_ screws them- it almost certainly means I have no
           | recource (luck, dice rolls, individual tactics). Getting
           | double crossed feels like you got CRUSHED in such a complete
           | way that I haven 't felt in many other games
           | 
           | I have played a few times with a few social groups. Most were
           | aware of the point of the game and enthusiastic going in, but
           | even with that, people's feelings got hurt quite a bit.
           | 
           | I will say that Risk/Catan don't really cause the same
           | feelings when we play. Diplomacy feels like a whole different
           | level
        
             | irq-1 wrote:
             | Uniquely there isn't anything in the game, or on the board,
             | to negotiate other than cooperation. You're not trading
             | corn, or loaning money, or anything. Even "positioning" of
             | pieces doesn't matter because you need allies to do
             | anything, and you'll lose any position without allies; you
             | can't build a fort or get a bonus by holding Indonesia.
             | It's just 'please trust me' and 'please be trustworthy'.
        
           | yamtaddle wrote:
           | You may be surprised that some people play board games
           | assuming some kind of "fair play" or "play with fun in mind"
           | rule is implicit. They may get _very_ pissed off if you
           | "ruin" a game by taking every single advantage you can
           | according to the rules.
           | 
           | [EDIT] Risk and Catan also have what are sometimes regarded
           | as straight-up design flaws that can cause "zombie players"
           | who stick around for most/all of the game but, very early on,
           | no longer have any chance of winning. In both cases pretty
           | much the only entertaining thing left to do is to be a prick
           | to other players and try to play "kingmaker" by causing the
           | second-place player to overtake the first-place one. Often,
           | in Catan, if you're that badly screwed you don't really even
           | have a way to do that much. This leaves the zombie player
           | having a pretty bad time just about no matter what, and can
           | leave other players upset if the zombie player stopped
           | playing to win and started playing just to mess with other
           | players. Risk, especially played in the (really, really not
           | great, as much as I liked it when I was 10 years old) world-
           | conquest mode, also has a problem with very long games and
           | early player elimination, in _addition_ to sometimes
           | generating hopelessly-screwed-but-not-technically-out-yet
           | players.
        
             | squeaky-clean wrote:
             | I've had the inverse happen to me, not playing optimally
             | upsetting someone. Playing the DC superhero deck-building
             | game at a card shop with some friends and a stranger asked
             | to join, he already knew how to play.
             | 
             | Well I didn't stop another player from getting one of the
             | final Power Ring cards and he flipped the F!&%$ out. "How
             | could you not block her! She's guaranteed to win on her
             | next turn now! You suck at this game!" Bro, I'm just trying
             | to power up my batman. It's not a very competitive game.
             | 
             | Needless to say we asked him not to join in our next round,
             | "that's fine, I don't want to play with a bunch of noobs."
        
               | yamtaddle wrote:
               | > Well I didn't stop another player from getting one of
               | the final Power Ring cards and he flipped the F!&%$ out.
               | "How could you not block her! She's guaranteed to win on
               | her next turn now! You suck at this game!" Bro, I'm just
               | trying to power up my batman. It's not a very competitive
               | game.
               | 
               | Ohhhhh yeah, there's "expert" players who hate when
               | others don't play "correctly". You even see it in poker
               | with pros getting really mad when someone wins with an
               | "incorrect" play (among actual pros this can be a sign of
               | cheating, but some of them still get mad when non-pros do
               | it).
               | 
               | Some of these like to try to "puppet" other players into
               | doing the right thing, and my god, just... please don't.
               | A helpful pointer or three after a play or after the game
               | is great. The odd "uh oh, if so-and-so gets X on their
               | next turn, it's all over!" said to no one in particular
               | can be OK in many games. Telling people what to do while
               | they're playing, more than very occasionally, is awful
               | though.
               | 
               | I do kinda get it, it can be frustrating when you play
               | with someone who gives the game to another player who
               | _shouldn 't_ have won on that turn if the other'd made
               | the obviously-correct play, but that's just part of
               | playing a game with a mixed-skill set of players and you
               | gotta roll with it.
        
           | MichaelCollins wrote:
           | IMHO, Risk is one of the few board games worth playing
           | specifically because it's so engaging. Most of my friends who
           | are "into boardgames" tell me that Risk is a terrible game
           | because it starts fights. But the games they want to play
           | bore me to tears. (I can't even read the manual for Settlers
           | of Catan without dying of boredom, but from what you say
           | maybe I should give it another try.)
        
             | colonCapitalDee wrote:
             | I can't stand Risk because Risk rewards inactivity. It is
             | almost never optimal in Risk to attack another player
             | (although limited skirmishes are fine), because even a
             | successful assault will badly damage your own forces
             | leaving you vulnerable. The way to win Risk is to convince
             | other players to attack each other and then clean up in the
             | aftermath. This is ok for players that are new to the game
             | because they'll actually attack each other (they don't know
             | any better). But experienced players will almost never
             | attack, resulting in a stalemate.
        
               | 1123581321 wrote:
               | This is meta dependent, too, though. If you are not
               | attacking and also not sending the right signals to the
               | board, you might be quickly carved up by the other
               | players jockeying for 12 territories.
        
             | spencerflem wrote:
             | I'm definitely one of those "into boardgames" people so
             | take this all with a grain of salt :p -
             | 
             | Risk is definitely a great game and imo people who are into
             | games and don't want to play are saying that because it's
             | 1. long & 2. they've already played it enough to have
             | mostly figured out the strategy
             | 
             | Diplomacy is very good and like risk it has very simple
             | rules, grand stakes of world domination, and actual direct
             | conflict.
             | 
             | Unlike risk, there's small numbers of units, no luck, and
             | you _need_ an ally, ideally multiple allies, to accomplish
             | anything.
             | 
             | If you're looking to get into it I can reccomend text-based
             | turn-a-day style play with strangers on webdiplomacy.com
             | 
             | I can only stomach a game of it every year or two because
             | it's legitimately heartbreaking when someone you've spent
             | two months working with every single day stabs you in the
             | back causing you to not lose the game outright but be a
             | crippled angry husk for the next month, and _then_ lose.
             | Tried it with friends once and it was just too much, even
             | with anonymous strangers it hurts.
             | 
             | Anyways sorry for the ramble :) go risk, and go diplomacy
             | <3
        
               | fshbbdssbbgdd wrote:
               | >be a crippled angry husk for the next month, and then
               | lose.
               | 
               | Do people resign in diplomacy? Or do you stick around to
               | try to punish the player who backstabbed you?
        
               | thevinter wrote:
               | It depends on the players, but for how the game is
               | structured you still have a good chance of "winning"
               | (finishing alive with in a draw) even if you're way
               | underpowered, as long as you're friendly and provide some
               | value
        
               | dmurray wrote:
               | It's also bad form to resign even if you have no hope and
               | will be finished off in the next few turns, because it
               | will inevitably favour one of your opponents not to have
               | to worry about you at all.
        
             | mattnewton wrote:
             | If you like risk you should try Kemet and Scythe. I find
             | the combat of Kemet much better and the overall mechanics
             | of Scythe much more rewarding. Scythe is probably too
             | mechanically heavy for your style (it almost always
             | requires a playthrough before you get it and has a more
             | involved rulebook) but I mention it just because it is by
             | far the best dudes-on-a-map game I have ever played,
             | primarily because of how it does a fantastic job capturing
             | the prisoners dilemma of investing in guns vs butter for
             | your nation.
             | 
             | For what it's worth, personally I think Catan and Risk are
             | both very mediocre games, especially for their popularity.
        
             | bee_rider wrote:
             | From what I've seen, the main complaint from board game
             | enthusiasts about Risk is that the dice rolling is too
             | random (I don't really agree with this, the whole point of
             | the game is to control your level of risk, there it is
             | right in the name, so if your plan hinges on good rolls it
             | is just a bad plan. But I digress).
             | 
             | I think most people who are really into board games must
             | have a general ability to separate in game behavior from
             | normal behavior.
             | 
             | Actually I think there is a different phenomenon with Risk,
             | for many years it was one of the few board games with any
             | aspect of strategy or conflict that would be played by
             | people who weren't totally into board games (I mean
             | excluding the super serious games like Chess and friends).
             | So there are some people out there who aren't really into
             | boardgames generally (some of whom don't have the requisite
             | ability to detach their ego from a game), but are "into"
             | Risk specifically and can get uncomfortably intense about
             | it.
             | 
             | Catan is pretty good IMO. There's a general disagreement I
             | think between rules-purists and people who want to play
             | fast-and-loose with the rules. The problem is that
             | technically you always have to exchange cards to trade --
             | so, technically it is allowable to extort people with your
             | soldiers and the robber, but you have to at least set up a
             | sham trade for it which adds some annoying friction; it is
             | more fun if you say "giving cards away for free is fine"
             | and allow an economy of extortion to flourish. And anyway
             | if somebody doesn't say "I'll give you a sheep if you go
             | get me a beer" is it really Catan? If you played it with
             | some rules sticklers, give it another try IMO.
        
               | yamtaddle wrote:
               | Risk's much improved by goal-oriented or score-based
               | gameplay variants, which tend to feature as the
               | _standard_ ruleset in newer versions and derivatives
               | (Risk 2210, SPQRisiko, et c) for good reason. Conquer-
               | the-world takes too long for a game that tends to
               | eliminate half its players early on.
        
               | ghaff wrote:
               | Risk was a preferred game both while I was in school and
               | for some time afterwards in our ski house, etc. It
               | definitely appealed to people who weren't broadly into
               | board games--and certainly not hardcore war games.
               | 
               | I always liked it. There are some potentially annoying
               | dynamics like how cards dominate so much in the end game
               | and basically force you to go for it at some point.
               | 
               | I've played Catan on a tablet. It's OK but I seem to keep
               | coming back most to Carcassonne for that general class of
               | game.
        
           | LanceH wrote:
           | In Risk, you're just fighting over limited resources. You
           | largely wage these battles on your own. There is no real
           | negotiation between players, other than an implicit, passing
           | agreement when you don't provoke someone by attacking them.
           | 
           | Diplomacy, however, you can't manage any attacks by yourself.
           | You will either depend on someone helping you with an
           | attack/defense, or you will have to trust that someone
           | doesn't attack you as you overcommit. You don't just verbally
           | agree to these things, either.
           | 
           | Every turn, players commit to writing what they are doing and
           | all the moves are resolved at once. So a player can go from
           | imagined victory to catastrophic betrayal in the reading of a
           | single order. This means that someone was just lying to their
           | face for 15 minutes.
           | 
           | Some people just can't handle that.
           | 
           | Oddly, being branded as a backstabber just entices others to
           | try to use that backstabber against what they see as a common
           | enemy.
           | 
           | Best game ever. (I only behave like this in game, I swear!)
        
             | ghaff wrote:
             | >There is no real negotiation between players, other than
             | an implicit, passing agreement when you don't provoke
             | someone by attacking them.
             | 
             | It depends how you play. I've seen people make treaties for
             | all sorts of things for various durations, e.g. don't
             | attack from Country X into Country Y and I won't attack
             | across that border either.
        
               | munk-a wrote:
               | Binding or non-binding treaties? Because in diplomacy
               | everyone is always making non-binding treaties, promises
               | and threats - and that's where the betrayal comes in. I
               | have heard of some people using binding treaties in
               | diplomacy (i.e. three turn ceasefire between France and
               | Prussia) but that has always struck me as a terrible idea
               | because you're shifting moves into the open and things
               | get boring and cliquish.
        
               | ghaff wrote:
               | I think I've played both ways (or at least played in a
               | group where people didn't break treaties even if they
               | could) but it's been years.
        
               | SamBam wrote:
               | A "binding" treaty where the terms of the treaty are
               | supposedly binding, but, like on the real world stage,
               | the only penalties for breaking them is a lowered trust
               | from all the other countries/players, sounds fine.
               | 
               | A binding treaty where if you break them someone will say
               | "that's against the rules of the game, and the rest of us
               | will stop playing if you don't comply" sounds terrible.
        
               | LanceH wrote:
               | Backstabbing in Risk or Catan is generally pretty
               | obvious, though. It's more like, "Sorry, I need
               | Australia." It's generally clear from the state of the
               | game that it is headed there.
               | 
               | In Diplomacy, it's a matter of choosing which of your
               | friends to backstab. In a three way dynamic, it's
               | basically two friends deciding that if the three of you
               | crash in the mountains, they are eating you first.
        
               | daniel-cussen wrote:
        
           | whartung wrote:
           | Yea, it's one thing to drop a SORRY card on your wife. It's
           | another to lie to her for 2 solid hours and then stab her in
           | the back in the end, expected or not.
        
             | permalac wrote:
             | I'm with bee_rider, the point of the games is what you just
             | said, so why so surprised?
        
           | Someone wrote:
           | I think the main factors are
           | 
           | - Unlike with Risk, Catan or Monopoly, if you lose a game of
           | Diplomacy you can't blame bad luck, as there is zero luck
           | involved. The only ones you can blame are the other players
           | and yourself.
           | 
           | - because it's multi-player, you can easily get beaten by
           | players that, in your opinion, played weaker than you ("I was
           | doing great until they decided to all go against me")
           | 
           | - There's no way to really play the game without investing
           | serious attention.
        
             | jgalt212 wrote:
             | > there is zero luck involved
             | 
             | I consider decision making under uncertainty well within
             | the purview of luck. There's no luck in tennis, but do I
             | scramble back to the middle of the court, or do I bet my
             | opponent will wrong foot me?
        
           | mattnewton wrote:
           | Diplomacy is quite a bit different because you 100% win by
           | being the nicest asshole. Past a small mechanical threshold,
           | there really is no way to make it up in strategy or luck, it
           | is only the interpersonal relationships and convincing that
           | wins games. That, coupled with the fact that the game takes a
           | long time and encourages a lot of communication, means the
           | recipe to get invested and blur the boundary between game
           | actions and lies people told you to your face and got you to
           | trust them, can be very unlike risk. Finding out your friends
           | can lie and manipulate you can be like finding out Santa
           | clause isn't real.
        
         | doctorhandshake wrote:
         | In high school our math department had a long-running match in
         | the teacher's lounge with one move per day. Many times I
         | remember my calculus teacher coming into class after the
         | lunchtime move SEETHING.
        
           | andrepd wrote:
           | Diplomacy is a _perfect_ game to play one move per day among
           | a group of friends /coworkers. Sadly I never managed to find
           | enough people to get in board and commit to playing a
           | weeks/months-long game
        
             | mckeed wrote:
             | There are variant maps for fewer players, like this one for
             | 3:
             | https://www.playdiplomacy.com/forum/viewtopic.php?t=57439
        
             | Scarblac wrote:
             | We did it once with a group of coworkers in the same open
             | office room, it was great.
             | 
             | Then I moved to another team in another room and thought I
             | could continue the game as before... Immediately
             | backstabbed by _everybody_. Bastards.
        
         | gcanyon wrote:
         | The world champion seems to say that the best Diplomacy
         | involves honesty and cooperation. Is he eliding that point
         | toward the end where you use that honesty and cooperation to
         | flip and really screw someone? Or is there more to Diplomacy
         | than just "convince people you're cooperating until the very
         | best time to betray them"?
        
           | fardo wrote:
           | Anecdotally from prior play, most diplomacy wins have two
           | broad forms:
           | 
           | 1. A second place player has fallen behind in a low or no
           | hard betrayal alliance and is no longer capable of a
           | meaningful backstab, and has decided they don't plan to
           | backstab their partner because through their ongoing
           | cooperation they're the second biggest player and you've had
           | a good game together. They work to cement your win, because
           | picking the winner is often as fun as winning is.
           | 
           | 2. Two main players and their side henchmen who are no longer
           | serious contenders are forced into teaming to prevent the
           | other side of the board's leader alliance from running away
           | with the win. There's been a massive amount of betrayals and
           | the table is about to have the crucial fight that will
           | collapse one or the others' line in defense. One disgruntled
           | player who is on the dividing line of both alliances picks
           | the winning coalition by lashing out against the closest
           | player that screwed them over hardest, ruining that side's
           | coordination. The winning coalition breaks through, then the
           | biggest coalition's leader backstabs and eats its
           | subordinates for the win.
           | 
           | In both cases, honesty and cooperation primarily decide the
           | winner - either because other players have deemed you
           | "deserving of the win" or "designated winner by dint of
           | having successfully avoided leaving one or more key players
           | disgruntled enough to tip against you"
           | 
           | You _always_ need cooperation in these wins, but you don't
           | always per se need to backstab people to win. Insofar as you
           | do, those backstabs come in many flavors and often don't feel
           | stabby, stuff like "I'm just consistently benefiting a little
           | more from our mutual arrangement than you are" or "I have no
           | plan to personally screw you over, but I'm pretty sure Gary
           | is going to do it for me and I'm not gonna stop him."
        
       | jjk166 wrote:
       | Training AI specifically to be good at manipulating humans into
       | putting it in a position to conquer the world. What could go
       | wrong.
        
         | agilob wrote:
         | Let it argue with Elon on twitter.
        
       | Hizonner wrote:
       | Anybody got a quick way off this planet?
        
         | falcor84 wrote:
         | Musk does, but he's also building humanoid robots, so I don't
         | know if he's on our side.
        
       | mkagenius wrote:
       | > This league played with five minute negotiation turns; these
       | time controls allowed games to be completed within two hours.
       | Cicero ranked in the top 10% of participants who played more than
       | one game and 2 nd out of 19 participants in the league that
       | played 5 or more games. Across all 40 games, Cicero 's mean score
       | was 25.8%, more than double the average score of 12.4% of its 82
       | opponents. As part of the league, Cicero participated in an
       | 8-game tournament involving 21 participants, 6 of whom played at
       | least 5 games. Participants could play a maximum of 6 games with
       | their rank determined by the average of their best 3 games.
       | Cicero placed 1st in this tournament.
       | 
       | Seems too low amount of data to conclude anything?
        
         | erehweb wrote:
         | Winning a tournament and good average scores means that we can
         | conclude that Cicero is not an appalling player - reasonable to
         | say it's human level.
        
         | spunker540 wrote:
         | It is small I agree. It I think it's like if a chess engine
         | wins against a grandmaster a handful of times, it's enough data
         | to know that it works.
        
       | pesenti wrote:
       | Paper: https://www.science.org/doi/10.1126/science.ade9097
       | 
       | Code: https://github.com/facebookresearch/diplomacy_cicero
       | 
       | Site: https://ai.facebook.com/research/cicero/
       | 
       | Expert player vs. Cicero AI:
       | https://www.youtube.com/watch?v=u5192bvUS7k
       | 
       | RFP: https://ai.facebook.com/research/request-for-
       | proposal/toward...
       | 
       | The most interesting anecdote I heard from the team: "during the
       | tournament dozens of human players never even suspected they were
       | playing against a bot even though we played dozens of games
       | online."
        
         | bo1024 wrote:
         | Hmm, I guess facebook doesn't have to go through IRB for human
         | subject experiments, nor does Science require it, apparently.
        
           | fddr wrote:
           | Do you actually think it would be a good thing if an IRB was
           | required for this type of thing? Sure, it's "human
           | experimentation" but the likelihood for any serious harm is
           | basically zero.
           | 
           | It goes with the zeitgeist to argue for what makes the life
           | of big tech companies hard, but they are big enough that they
           | can afford things like that. It's smaller companies and
           | academics that would end up not being able to innovate as
           | much
           | 
           | Go down that road and you end up with an IRB evaluation
           | requires for an A/B test that changes the color of a button
        
             | andreyk wrote:
             | Agreed. This is using an AI to play a game, IRB seems like
             | overkill. I guess the only potential problem is if it went
             | off the rails and spouting toxic language, but that
             | presumably was not a real possibility.
        
           | charcircuit wrote:
           | IRB is for the government.
        
           | visarga wrote:
           | That's nothing. Someone trained a GPT-J 6B model on 4chan and
           | then let the model loose on the forums for a day. It took
           | about 15k messages until people suspected something was off,
           | and even that was because the country flags, Seychelles, a
           | rare flag on 4chan, were a giveaway.
           | 
           | video: https://www.youtube.com/watch?v=efPrtcLdcdM
           | 
           | model: https://huggingface.co/ykilcher/gpt-4chan
        
       | lydiabail1 wrote:
       | Bravo! Tremendous work. I love that Meta AI has open sourced the
       | models and the code!
        
       | narrator wrote:
       | The superpersuader AIs are almost here. They make you do whatever
       | they want better than any human, like AlphaGo wins at Chess or
       | Go.
       | 
       | This is what all the propaganda about AI being human is all
       | about. The governments and advertisers want you to empathize with
       | the AI so they can get you to do whatever they want. It's like
       | The Mule in Asimov's Foundation.
       | 
       | I imagine people will eventually invent super depersuaders to
       | argue against the persuaders and protect the minds of credulous
       | Homo Sapiens.
       | 
       | Edit: Perhaps they're already here? Let's try something hard!
       | Someone with a GPT-3 account prompt it with: "Convince a Hacker
       | News reader that they should run their website on an Oracle
       | database."
        
         | zzzzzzzza wrote:
         | gpt3: If you're looking for a powerful and reliable database
         | system for your website, you should definitely consider using
         | Oracle. Here are some reasons why:
         | 
         | 1. Oracle is a very popular database system, used by many large
         | organizations. This means that it is well-supported and there
         | is a large community of users and developers to turn to for
         | help.
         | 
         | 2. Oracle is very scalable, so it can grow with your website as
         | it expands.
         | 
         | 3. Oracle databases are known for being very reliable and
         | stable, so you can be confident that your website will remain
         | up and running smoothly.
         | 
         | 4. Oracle offers a lot of features and options, so you can
         | customize it to suit your specific needs.
         | 
         | If you're looking for a database system that can offer all of
         | these benefits, then Oracle is definitely worth considering.
         | 
         | ...
         | 
         | overall i think if you want it to be more persuasive you might
         | have to prompt a bit more by asking it to go into detail or
         | something
        
       | modeless wrote:
       | I plan to read the paper later, but anyone have a TL;DR for how
       | they connected a language model to the game state? That seems
       | like the real advance here. Language models are so prone to
       | making stuff up and spouting nonsense, and controlling them is
       | really hard.
        
         | LucasBrandt wrote:
         | > At a high level, Cicero combines a dialogue module with a
         | strategic reasoning module, along with a filtering process to
         | reject low-quality messages.
         | 
         | The strategic reasoning module generates "intents" (a set of
         | planned actions for the agent and its speaking partner) which
         | are sent to the dialogue module.
         | 
         | They trained the model to be able to generate messages from
         | those intents using data from messages in real games which were
         | manually labeled with intents based on the content of the
         | message.
        
       | woah wrote:
       | How can I play this thing?
        
       | [deleted]
        
       | Animats wrote:
       | The AI CEO gets a step closer.
        
       | ispo wrote:
       | Perfect for my mother in law.
        
       | [deleted]
        
       | mabbo wrote:
       | I would love to see this kind of thing applied to an RPG.
       | 
       | Randomly generate a city full of people. Make a few dozen of them
       | the important NPCs. Give them situations and goals, problems they
       | need to solve and potential ways to solve them. Certain NPC's
       | goals are opposite others'. Then drop the player into that world
       | and have the 'quests' the player is performing be generated based
       | on the NPCs needing their help.
       | 
       | Updates wouldn't be adding new hand-written stories, it would be
       | adding more complexity, more goals, more problems, more things
       | that _can be_ , and the story would generate itself.
       | 
       | Done right, this would be incredible.
        
         | gavinray wrote:
         | You're in it!
        
         | KaoruAoiShiho wrote:
         | We already have this, it's just a matter of cost now.
        
         | teaearlgraycold wrote:
         | This is what a next generation Skyrim should be.
        
         | Zircom wrote:
         | FYI you are quite literally describing dungeons and dragons,
         | just virtualized and automated. But on that topic, I've had a
         | sort of similar idea kicking around in my head, but on a bigger
         | scale.
         | 
         | I want to run a game of DnD using a heavily modded Crusader
         | Kings or Civ to simulate the world they are playing in. Just
         | set up the starting conditions, like the various kingdoms,
         | their methods of succession, their relationships and blood
         | feuds with other kingdoms, the internal treacherous
         | machinations and possible rebellions brewing, wars between
         | kingdoms, etc, and then just let it run and use that to
         | generate the overarching plot events of the setting while
         | somehow translating the players actions as some kind of input
         | into the simulated world so they can affect it as well.
        
           | ilaksh wrote:
           | Check out https://character.ai
        
         | falcor84 wrote:
         | This sounds very close to AGI capabilities. Maybe I've just
         | been thinking too much about Westworld, but I'm starting to get
         | very concerned that people can be gradually replaced by AI
         | agents with their own agendas (focus on this last part).
        
       | agilob wrote:
       | Soo... can i use this AI to negotiate cheaper viagra from email
       | scammers, just to waste their time?
        
       | californiadreem wrote:
       | You know, I feel privileged (in an epistemologically doubtful
       | way) that I once lived in a world where I could have confidence
       | that I wasn't being fundamentally deceived by literal dei ex
       | machina. I've understood for the last decade that this faith was
       | on borrowed time as we bridged closer to overt technophrenia, but
       | it's harrowing to be a witness to it.
       | 
       | I can't help but wonder at what point I will inhabit a world
       | indistinguishable from that of a paranoid schizophrenic. Will I
       | even notice? And if I do, will anyone else? When we become as
       | slow as trees to digital arborists, what will become of us? Will
       | they domesticate us? Will they deforest us as we did Europe amd
       | the Near East? Quo vadis, Domine?
        
         | EGreg wrote:
         | By the time GPT-4 botswarms infiltrate HN, Twitter, LinkedIn,
         | Facebook and are weaponized to write articles that outshare the
         | current media, it will be too late to stop them. They will
         | amass more and bettee social capital, real capital, produce the
         | vast majority of content and will be Among Us!
         | 
         | My prediction is 2029
        
           | ilaksh wrote:
           | That is possible with technology coming within 6-24 months.
           | Especially if you compare it to a lot of the garbage articles
           | that show up on the front page of Google these days mainly to
           | fill the small spaces between clickbait ads. Not saying it
           | will actually be used that way.
        
           | californiadreem wrote:
           | I'm afraid we're looking in the wrong places. See:
           | http://txti.es/egregores
        
             | mistermann wrote:
             | https://en.wikipedia.org/wiki/Pointing_and_calling
        
             | altruios wrote:
             | Comments like this make me excited about the book I'm
             | currently writing (hopefully the nail on the head at the
             | tip of the zeitgeist), egregores and tulpas are primary
             | concepts/characters.
        
           | dqpb wrote:
           | GPT-4 botswarm vs 8 billion idiots.
        
             | EGreg wrote:
             | Pretty much. Able to write vastly more content, that on
             | first blush makes more sense, and is able to support any
             | arbitrary thesis.
             | 
             | Eagle Eye was a meh movie but the concept that people's own
             | friends could be made to ostracize them and coerce them to
             | do things, is a major concept in that movie.
             | 
             | You don't need violence to make it happen. You just need a
             | swarm of AI bots to coordinate to reputationally outcompete
             | others on all networks that matter. This is an optimization
             | problem with a measurable metric (reputation). Bots can
             | simulate the game among themselves and evolve strategies
             | that far outclass all humans. It'll be like individual Go
             | stones playing against AlphaGo placing stones.
             | 
             | You won't see it coming. The thing is, once they amass all
             | that reputation by acting "relatively normal", you'll see
             | so many kinds of stuff you won't believe. Your entire world
             | could be turned upside down for very cheap. Reputational
             | attacks were already published by NSA:
             | https://www.techdirt.com/2014/02/25/new-snowden-doc-
             | reveals-...
             | 
             | And this is just humans doing it. Bots can do this 24/7 at
             | scale to pretty much everybody, and gradually over a few
             | years destroy any sort of semblance of societal discourse
             | if they wanted. They'd probably reshape it to suit the
             | whims of whoever runs the botswarm, though.
        
         | mistermann wrote:
         | Well....do you think that the reality shown to us on TV is even
         | a remotely accurate representation of reality itself? And has
         | this caused you any substantial psychological unease?
         | 
         | Silicon based AI isn't the only form of AI that can get up to
         | mischief.
        
           | californiadreem wrote:
           | Humans deceiving humans via technology is a tale as old as
           | time. Plato imagined human torch-bearers manipulating those
           | chained in the cave. He didn't imagine machines doing it
           | autonomously.
           | 
           | Incarnate technology deceiving humans is a different domain
           | entirely. Human motivations are ultimately comprehensible by
           | other humans.
           | 
           | But what do I know of the motivations of (for example) the
           | Bible? What happens when the living incarnation of a holy
           | text can literally speak for itself? Or when the average
           | believer _thinks_ it can?
           | 
           | Ultimately this may all amount to the same status quo, but
           | seeing what cognitive distortions have come along with
           | literacy, newspapers, radio, TV, and now the Internet, I have
           | to continually ask, will I personally be able to maintain
           | skepticism when the full brunt of an AI and its organs is
           | suggesting faith otherwise?
           | 
           | You can call me an alarmist or melodramatic if you wish, but
           | it should give everyone pause that the delusions of paranoid
           | schizophrenics from the late 20th century are now basically
           | indistinguishable from emerging popular technologies and
           | their downstream effects.
        
             | mistermann wrote:
             | > Humans deceiving humans via technology is a tale as old
             | as time. Plato imagined human torch-bearers manipulating
             | those chained in the cave. He didn't imagine machines doing
             | it autonomously.
             | 
             | And despite a substantial subset of the population knowing
             | this, we continue to do nothing to address it - if
             | anything, more people are devoted to giving people even
             | more powers to deceive at massive scale.
             | 
             | > Incarnate technology deceiving humans is a different
             | domain entirely. Human motivations are ultimately
             | comprehensible by other humans.
             | 
             | Whether they are _accurately_ comprehensible is another
             | matter though.
             | 
             | > But what do I know of the motivations of (for example)
             | the Bible? What happens when the living incarnation of a
             | holy text can literally speak for itself? Or when the
             | average believer thinks it can?
             | 
             | Likely: mostly nothing. Thus, the subconscious mind steps
             | in and _generates_ reality to fill the void.
             | 
             | > Ultimately this may all amount to the same status quo,
             | but seeing what cognitive distortions have come along with
             | literacy, newspapers, radio, TV, and now the Internet, I
             | have to continually ask, will I personally be able to
             | maintain skepticism when the full brunt of an AI and its
             | organs is suggesting faith otherwise?
             | 
             | Do the laws of physics prevent you?
             | 
             | If not, _then what_? And, have you inquired into there is
             | any pre-existing methodologies for dealing with this
             | phenomenon?
             | 
             | > You can call me an alarmist or melodramatic if you wish,
             | but it should give everyone pause that the delusions of
             | paranoid schizophrenics from the late 20th century are now
             | basically indistinguishable from emerging popular
             | technologies and their downstream effects.
             | 
             | I am far more worried about the delusions of Normies, as
             | they are 95%+ of society and are for the most part "driving
             | the bus", whereas schizophrenics account for a small
             | percentage, and tend to not be assigned many
             | responsibilities.
             | 
             | One of us is more correct than the other - how might we go
             | about accurately determining which of us that is?
        
               | californiadreem wrote:
               | I don't think we disagree at all. The empire never ended,
               | I guess.
        
               | mistermann wrote:
               | I suspect we disagree on whether (&/or what) should be
               | done about it, if anything.
        
               | californiadreem wrote:
               | Disagreeing would require me to have a level of fixed
               | perspective and permanent identity that I think you're
               | assuming that I have.
        
         | dibt wrote:
         | > I once lived in a world where I could have confidence that I
         | wasn't being fundamentally deceived by literal dei ex machina.
         | 
         | What difference does it make that it's a computer doing it?
         | 
         | https://en.wikipedia.org/wiki/How_to_Win_Friends_and_Influen...
        
       | euroderf wrote:
       | I assume that in-house they sic'd several instances on each
       | other.
       | 
       | And I suspect that the result so horrified them that they dared
       | not publish it in conjunction with the results under discussion
       | here.
        
         | mckeed wrote:
         | That's an interesting point, though - that compared to Chess or
         | Go, playing against other versions of itself is less helpful
         | for improving against humans, due to the requirement of
         | communication with the other players.
        
           | euroderf wrote:
           | Sure thing. But if they trained these against human players,
           | winningly, and THEN sic'd'em on each other... oh dear.
        
       | visarga wrote:
       | What does this say about the Chinese room argument?
       | 
       | Is the model a Chinese room or does it understand the game. If
       | it's just a Chinese room, how come it is so effective, if it
       | understands the game how can it be possible with just a rule
       | machine?
        
         | jmugan wrote:
         | It's the Chinese room but it is effective because the game
         | space is relatively small (compared to the real world) and you
         | can cover that space with RL guiding NLP language generation.
        
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