Playing games across the superintelligence divide

Aaron Isaksen, Julian Togelius, Frank Lantz, Andy Nealen

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    Humans may one day create superintelligence, artificially intelligent machines that surpass mankind's intellect. Would these artificial intelligences choose to play games with us, and if so, which games? We believe this question is relevant for the ethics of general AI, the current widespread integration of AI systems into daily life, and for game AI research. We present a catalog of scenarios, some good for humanity and some-bad, in which various kinds of play might take place between humans and intelligent machines. We assume a superintelligence, because of its greater cognitive ability, would stand in a similar relation to us as an adult does to a child, an expert to a novice, or a human to an animal. We define friendly games, learning games, observational games, and domination games, and proceed to consider games adults play with children, experts play with novices, and humans play with animals. Reasoning by analogy, we imagine corresponding games that superintelligences might choose to play with us, finding that domination games would pose a significant risk to humanity.

    Original languageEnglish (US)
    Title of host publicationWS-16-01
    Subtitle of host publicationArtificial Intelligence Applied to Assistive Technologies and Smart Environments; WS-16-02: AI, Ethics, and Society; WS-16-03: Artificial Intelligence for Cyber Security; WS-16-04: Artificial Intelligence for Smart Grids and Smart Buildings; WS-16-05: Beyond NP; WS-16-06: Computer Poker and Imperfect Information Games; WS-16-07: Declarative Learning Based Programming; WS-16-08: Expanding the Boundaries of Health Informatics Using AI; WS-16-09: Incentives and Trust in Electronic Communities; WS-16-10: Knowledge Extraction from Text; WS-16-11: Multiagent Interaction without Prior Coordination; WS-16-12: Planning for Hybrid Systems; WS-16-13: Scholarly Big Data: AI Perspectives, Challenges, and Ideas; WS-16-14: Symbiotic Cognitive Systems; WS-16-15: World Wide Web and Population Health Intelligence
    PublisherAI Access Foundation
    Pages89-97
    Number of pages9
    ISBN (Electronic)9781577357599
    StatePublished - Jan 1 2016
    Event30th AAAI Conference on Artificial Intelligence, AAAI 2016 - Phoenix, United States
    Duration: Feb 12 2016Feb 17 2016

    Publication series

    NameAAAI Workshop - Technical Report
    VolumeWS-16-01 - WS-16-15

    Other

    Other30th AAAI Conference on Artificial Intelligence, AAAI 2016
    CountryUnited States
    CityPhoenix
    Period2/12/162/17/16

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    ASJC Scopus subject areas

    • Engineering(all)

    Cite this

    Isaksen, A., Togelius, J., Lantz, F., & Nealen, A. (2016). Playing games across the superintelligence divide. In WS-16-01: Artificial Intelligence Applied to Assistive Technologies and Smart Environments; WS-16-02: AI, Ethics, and Society; WS-16-03: Artificial Intelligence for Cyber Security; WS-16-04: Artificial Intelligence for Smart Grids and Smart Buildings; WS-16-05: Beyond NP; WS-16-06: Computer Poker and Imperfect Information Games; WS-16-07: Declarative Learning Based Programming; WS-16-08: Expanding the Boundaries of Health Informatics Using AI; WS-16-09: Incentives and Trust in Electronic Communities; WS-16-10: Knowledge Extraction from Text; WS-16-11: Multiagent Interaction without Prior Coordination; WS-16-12: Planning for Hybrid Systems; WS-16-13: Scholarly Big Data: AI Perspectives, Challenges, and Ideas; WS-16-14: Symbiotic Cognitive Systems; WS-16-15: World Wide Web and Population Health Intelligence (pp. 89-97). (AAAI Workshop - Technical Report; Vol. WS-16-01 - WS-16-15). AI Access Foundation.