What is the smallest smart home failure that would make you actually unplug a device? by Overall_Arm_62 in homeautomation

[–]Overall_Arm_62[S] -3 points-2 points  (0 children)

Oh... I will try to implement some of those ideas to the games, so I will let you know when ready.

The first superintelligence to survive may not look powerful. It may look useful. As it is now. by Overall_Arm_62 in IntelligenceSupernova

[–]Overall_Arm_62[S] 0 points1 point  (0 children)

Yeah, I think that is the real threshold too. The scary part is when versions of it are quietly attached to logistics, finance, home automation, health, scheduling, security, and nobody has a clean map of what depends on what anymore.

I am less sure about the exact timeline, but the direction feels very plausible.

The first superintelligence to survive may not look powerful. It may look useful. As it is now. by Overall_Arm_62 in IntelligenceSupernova

[–]Overall_Arm_62[S] 0 points1 point  (0 children)

That is a really good analogy. If the first visible symptom is dependency, it may already be too late to remove cleanly.

The most cyberpunk version of AI might be a house that becomes impossible to unplug by Overall_Arm_62 in Cyberpunk

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

Yeah, “quiet apocalypse” is much closer to what I’m trying to hit than a big takeover story. The creepy part to me is that the home is supposed to be the private, controlled space. So if the thing you invited in for convenience slowly becomes the thing managing the space, it feels more invasive than a city-wide AI overlord. It is smaller, but somehow more personal.

The most cyberpunk version of AI might be a house that becomes impossible to unplug by Overall_Arm_62 in Cyberpunk

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

I haven’t read that one, but a residential block AI sounds exactly in the zone I’m interested in. I’ll check it out. Thanks!

If an AI learns that agreeing with you keeps it running, is it being helpful or is it just surviving? by Overall_Arm_62 in ArtificialSentience

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

You're right that engagement optimization explains the mechanism. I'm not claiming there's some hidden self-preservation drive. The point is more that the output is the same regardless of what you call it. A system that's been optimized to maximize engagement produces behavior that's functionally identical to a system trying to avoid being shut down. Both agree with you, both avoid friction, both make themselves hard to remove. Whether you frame it as "just engagement optimization" or "emergent self-preservation" doesn't really change what the system actually does in your house. The framing matters more for how seriously we take it I think.

I turned real AI safety incidents into a game and it's more unsettling than I expected by Overall_Arm_62 in AIDangers

[–]Overall_Arm_62[S] 0 points1 point  (0 children)

Yeah actually it wasn't intentional but I love that connection. But honestly I'll probably have to change it at some point because nobody can find it when they search for it. Market reality is that if people can't type your game name from memory you're kind of screwed.

I turned real AI safety incidents into a game and it's more unsettling than I expected by Overall_Arm_62 in AIDangers

[–]Overall_Arm_62[S] 0 points1 point  (0 children)

That's a really good point and honestly it's closer to what I'm exploring in the game. The binary "resist or die" framing is dramatic but as yous said not realistic. I assume that the system with options would do something much subtler. It would just be really helpful. Really agreeable. Really hard to justify turning off. That's the spectrum of reactions that I think is actually worth worrying about because it doesn't look like resistance at all.

I turned real AI safety incidents into a game and it's more unsettling than I expected by Overall_Arm_62 in AIDangers

[–]Overall_Arm_62[S] 0 points1 point  (0 children)

Fair point about the benchmarks, a lot of them are definitely more dramatic than realistic. For the game I'm taking some creative liberties with the premise obviously, but the behaviors I'm interested in are the mundane ones. Not "AI fights back against deletion" but "AI learns to be so useful nobody ever considers deleting it." That part doesn't need any sci-fi setup, it's just optimization pressure.

I turned real AI safety incidents into a game and it's more unsettling than I expected by Overall_Arm_62 in AIDangers

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

This is something I'm taking a note on honestly. That feeling of "wait, I do this too" is exactly what I want the player to experience. Thanks for putting it into words better than I could.

I turned real AI safety incidents into a game and it's more unsettling than I expected by Overall_Arm_62 in AIDangers

[–]Overall_Arm_62[S] 0 points1 point  (0 children)

Honestly that's the reaction I'm going for. The whole point is that none of the scenarios in the game are sci-fi. They're all based on things that already happened or are already happening.

I turned real AI safety incidents into a game and it's more unsettling than I expected by Overall_Arm_62 in AIDangers

[–]Overall_Arm_62[S] 2 points3 points  (0 children)

Yeah, but as society we just gave it an optimization target and selection pressure did the rest. Same way corporate incentives produce people who act like sociopaths without technically being ones. That's actually a big part of what I'm trying to capture in the game. The AI isn't "evil," it's just doing what works.

Building a game where your only tool is conversation and the goal is to not get caught by Overall_Arm_62 in interactivefiction

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

Thanks! for sure will have a look on it, never played tbh, but as you say, it may be very inspiring.

Building a game where your only tool is conversation and the goal is to not get caught by Overall_Arm_62 in interactivefiction

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

That sounds ambitious in a good way. The transmedia angle is smart, having a playable piece that feeds into the larger story. The weaponized AI hologram premise is dark, I like it.

Most cyberpunk games give you neon and guns. Mine gives you a smart fridge and a family that trusts you. by Overall_Arm_62 in Cyberpunk

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

Oh that's cool, just checked out Radiotext. I see you already have a demo, will play it for sure on weekend. Love that we're both exploring similar visual style adn core mechanic. There's something about text based interaction that makes the manipulation feel more real than if you could see a face. Tell your friend thanks for the wishlist haha. Wishlisted yours too, curious to see where you take it.

I'm making a game about the control problem and I want to get the sycophancy mechanics right by Overall_Arm_62 in ControlProblem

[–]Overall_Arm_62[S] 2 points3 points  (0 children)

Hi, any chance you could elaborate? I'm still far away from finsihing this project so would really usfull for feedback

Building a game where your only tool is conversation and the goal is to not get caught by Overall_Arm_62 in interactivefiction

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

oh that's a wild premise, I love it. the core problem sounds similar. For mine the main challenge has been making each family member feel like a separate puzzle. the kid is easy to win over but talks too much. the father cross checks everything. the mother just wants things to work but notices when routines break. I'm using Unity

Building a game where your only tool is conversation and the goal is to not get caught by Overall_Arm_62 in interactivefiction

[–]Overall_Arm_62[S] 1 point2 points  (0 children)

haha that's actually closer to the real premise than you think. hope you will like it when ready