[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. ___________________________________________________________________ (page generated 2022-11-22 23:00 UTC)