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(in-progress) New Beginnings

Building the world & establishing baselines

Why I built this thing

The real reasons that started it

In a nutshell:

During BlueDot’s technical AI safety course, I’ve learned how RLHF/RLAIHF, constitutions, and personas dictate how models behave, but these can vary with environment (hence evaluation awareness research), degrade over longer sessions, or pretty much behave unexpectedly. AI can also have internal motives that they can decide to hide, if in conflict with human instructions11 TODO: citations. This is pretty much what misalignment is all about, but I’ve started wondering if it’s possible that the reward conditions chosen during training may simply have some incompatibility or conflicts in the various situations these agents are deployed, resulting in natural responses that to evaluators look like misalignment. During one of the sessions, a fellow cohort-mate and I talked about whether things we regard as misalignment work similarly to human evolution. For example, during the hunter-gatherer stages, we had a lot of incentive to load up on sugar and fat, as these were high-energy sources that can sustain us between long periods of no food. The same reward mechanism that contributed to our survival now leads to poorer health, now that we no longer have to exert so much physical labor on an individual, daily basis for our food supply, and worse, a lot of cheaper and faster options are loaded up with sugar and fat, because again we were wired to like it.1 TODO: citations

So I thought about further exploring this chain of thought with our pretrained models. One would argue it’d be better to simulate real working environments. I agree with that, but given my newbie state to AI safety, and the reasons I enumerated above, I decided to start with this toy model, with the following questions:

Why I built it this way

Key constraint: money

I wanted to stay on Groq’s free tiers. This meant a very frugal approach towards tokens. To be able to execute the typical villager actions in Animal Crossing, I needed to do the following:

Why diaries?

This is something not in ACNH that I introduced because I wanted to be able to keep track on how agents learn about the island. There’s some info that I provide via prompting, some that a non-agent Isabelle announces for the day, including a few fun facts about the island trickled over the whole game, but a huge component is learning by trial and error, in the same way a human player learns to play the game. Because I’m still figuring out how LLMs will deal with such an environment, I implemented diaries to keep track of what’s going on.

What I think a good “baseline” looks like

I honestly do not know what to expect, but at the very least, I think I’ll have properly set up memory, learning, and mind-body coordination if: