AI Teaches Itself Diplomacy
spectrum.ieee.org
spectrum.ieee.org
Any serious Diplomacy player knows that the moves on the board, coming once a day or once a week, are far less important than the interpersonal relationships and written communication that actually creates the game. Convincingly beating humans at Diplomacy would also involve passing the Turing test.
I suppose everyone might gang up on the A.I. immediately, but I don't think it's necessarily a forgone conclusion that they do.
Meeeeeep, ding, meep, ding, meep ding meep ding ding ding.
The war against the machines.
Wuu- wub wub wub, wub wub wub wub. Wuu- wub wub wub, wub wub wub wub.
https://open.spotify.com/track/7zcVFsEFDUawXS6ZPnqQHF
https://music.apple.com/no/album/against-the-machines-origin...
What about keeping a puppet ally alive to disrupt a draw?
(And why did I think the parent comment was about 4-way draws?)
But it is interesting that they argue these AI are able to infer people's alliances and reliability based on their actual in-game behavior by modeling how they would act in that scenario and training against that.
That's pretty neat, there must be a lot more information encoded in who you choose to support than I'd have thought.
It makes me wonder whether the AI would do better or worse than the human attempting to manipulate it. I have this feeling that we will be shocked to discover that the human's inevitable betrayal was inferred based on behavioral changes that fit the betrayal scenario the best.
It's not especially hard to imagine even with communication in a fairly reliable way (no misunderstandings from NLP) that an AI might easily learn to guess when a human was acting in a way that didn't... quite... match the behavior of an actual ally.
But it would sure help =)
Technically there is no textual communication. You could still communicate with players via signalling e.g. Choosing support commands for that player in places that are physically unreachable to you. Agents may learn to do that if players interpret them in the same way
Surely there must be bodies of dip communications and write-ups available from forums like Apolyton, if nothing else.
No. In the normal version, players negotiate. That is the point of the game.
This means that essentially what we're doing with these kinds of AI experiments is headed into the: "How do I teach the computer how to lie" territory. And that seems bad for a whole host of ethical reasons.
> In the full version, players can negotiate. DeepMind tackled the simpler No-Press Diplomacy, devoid of explicit communication.
So it won’t be joining you on games night.