Universal Paperclips
if50.substack.com
if50.substack.com
It is not at all clear that every hypothetical AGI would do as you say. It’s fiction. Anything can happen.
In fact, this AGI almost definitely wouldn’t accept the simulation offer. Otherwise our protagonist would have been making simulations and resetting them instead of doing the hard work of turning the actual universe into paperclips.
Make paperclip.
(You may already know that from reading the article or playing the game, but it's not clear from your comment.)
I suspect I misread your comment in that case, so I apologize. Though if everyone else did as well, perhaps the comment was ambiguous?
> or misremembering the end of the game.
Exactly, there is a point that is pretty clearly "the end of the game". The fact that one can continue playing after that point doesn't make it less of an ending.
The end of the game is something a human player reaches and is satisfied with their work. A paperclip producing AI would not choose a path that results in no more paperclips being made.
If it got the goal to make as many paperclips in this universe, the game can end in-universe as well.
(You are of course free to think and write how you please, but attributing all comprehension errors to readers may limit the reach of your writing.)
"It is impossible to speak in such a way that it cannot be misinterpreted." -- Karl Popper
Very interesting in a way it display the concept of rogue wasy AI can select for best strategies to reach its goal, but the gameplay wasn't that polished.
Game design seemed pretty solid to me, for what it is. The game is basically trying to reverse engineer a spreadsheet, but it seems like a well thought out spreadsheet.
Depends on how hard it nerd snipes you. My first play through started with “ooh, clever” and ended with “now that I understand it how fast can I beat it?”
If you are trying to teach a kid how to build games, go on Scratch (https://scratch.mit.edu) and it should take you about 10 minutes to build the most basic form of a clicker game: place a character on the screen, set a click event, increment a score variable.
And then you can add slightly more logic to make it more interesting. My kids and I put together this slightly more engaging clicker game in only an hour: https://scratch.mit.edu/projects/599845292/
Controversial; I'm reminded of how Ian Bogost made Cow Clicker as a satire of how reductive clickers were as a game mechanic, only to find people playing it unironically.
I ask because I truly despise this kind of game. Universal Paperclips was great: smart, funny, thoughtful. But even at the time I disliked how compulsive it was. And now there's a vast swamp of low-rent "idle" games that follow the same template. The moment something starts to feel like that, I close the window and never come back.
I keep thinking there's something about the raw mechanics that exposes bugs in the human wetware the same way addictive substances do. Or the way gambling does. But the idle games strike me as a different class of addiction than gambling. Not about variable reinforcement, but something else. I want to know what that "something else" is.
Another possible line of inquiry is mastery. We're a tool-using species and we definitely have some disposition to skill acquisition and skill perfection.
A third would be something related to wealth acquisition. That idle games burst through the diminishing returns curve by continually upping the game, overriding a mechanism that keeps us from over-focusing.
And I'm sure there are more possibilities. Which is why I'd love to see an analysis of the game mechanisms, as I think it would narrow the hunt.
And then comes Universal Paperclips, whose whole appeal is that it subverts this by doing something really cool and interesting with the formula.
So i opened a link an clicked. And clicked again. And again. And a few dozens clicks later I was hooked for the next 5 or 7 hours or so.
That's a name I wasn't expecting to see. (But that's not you, you're an acrobat. You could swallow a baseball bat.)
Anyway, I think what Universal Paperclips is missing is a pacifist mode where you manage to contain the AI and decide to only convert, say, one third of the universe into paperclips, leaving the rest (containing Earth) as some kind of cosmic nature reserve.
I suppose it would still have value as an "explorable explanation"[0], but maybe it is more powerful for players to feel that they could win, but that human limitations make it really difficult. I'm not sure what would be needed to make that work from a gameplay perspective, but the aim should be that only, say, 1% of players achieve the "good" ending.
Isn't that common in games? The blocks always reach the top in Tetris. The invaders always land in Space Invaders. The cities are always destroyed in Missile Command.
And even in more modern games with distinct win states, it's becoming increasingly common for failure states to be removed. "Lives" are considered old fashioned, so the only outcomes are reaching the ending or stopping play.
>human limitations make it really difficult
If you accept the premise of Universal Paperclips, human limitations make it impossible. The only way to win is to avoid making the recursively self-improving paperclip maximizer in the first place.
As for modern games, I'm not convinced that failure states are a rare design element. It's true that games tend to include an auto-save feature if there is long-term state that needs to be preserved, but that still allows the player to "fail" and have to restart from the save point.
Incremental games like Universal Paperclips are a bit of a special case, because at some point the game plays itself and the end state (if it exists) is in principle reachable without any human interaction. I don't suppose there is any code in UP that specifically checks if you have been playing the game for billions of years though, to trigger an ending when all the mass of the universe has been turned into paperclips without actually unlocking all the "story" events.
Games like Getting Over It are also a special case, because their state is almost entirely defined by the position of the character in the game environment. They do have a clear ending, but failure is implicitly measured by how much forwards progress you lose when you fall. A mistake which takes you all the way back to the start is analogous to dying and starting a new game, though, so that still feels like the game has win and lose conditions.
> The only way to win is to avoid making the recursively self-improving paperclip maximizer in the first place.
In the game, there is a slight ambiguity about who/what the player's character is. You have control over the decisions before there is any self-improving AI, and also after the humans are all destroyed/enslaved. As such, it's not clear whether the player is winning as the AI, or watching in transfixed horror as the AI wins through a narrative that you are revealing. I suppose this philosophical question of viewpoint is the same as the one that Foddy considers near the end of Getting Over It: "Have you ever thought about who you are in this?", and with possibly the same answer.
As one of Getting Over It's appreciators, I offer a different perspective: Progress is not measured by the position of the character, but by the growth of the player. A mistake which drops you back to the beginning of the game is progress; you've learned something, and you have an opportunity to learn more while getting back up. The only way to fail is to give up. The true ending of the game isn't even when the credits roll, it's when you voluntarily ride the snake.
My favourite example of this, and one of my favourite moments in "gaming" generally, was (SPOILERS:) a sequence of online puzzles, one per page, where solving the puzzle on one page would give you the address of the next page in the sequence.
The game was constructed (if I remember correctly) such that the first page actually had two possible answers: an obvious one, and a more subtle and complex one. By missing the subtle challenge, you ended up following a trail of relatively simple puzzles, which increased in difficulty over time, until they took you right back to the first page.
At first it seemed like a mistake, that after all these puzzles you were no closer to the end than when you started, but, as with Getting Over It, the "player-game" state had changed, because you were not the same person you were when you started the game. So, you knew to be more careful in looking for clues, and you knew how to solve those clues, and you could then find the single answer that was there from the start and took you straight to the success page.
Experiences like that really change how you view the world, and yourself, so I'm really glad I found it when I did.
But long term, assuming we manage to get past that problem and limit the goals that humans choose to set for their AIs (such as the obviously common goal of "don't destroy humanity"), there is the danger that the AI develops both its own goals and the ability to understand its place in the world enough to work towards those goals. This is the problem of "alignment" in AI safety research.
But then exponential growth stops.
A big part of paperclip maximiser discourse is that the maximiser has no other values than expansion. To cease expanding is to die.
I came across it purely by accident with no clue it was even different. Figuring out what it was about almost broke me with laughter, but if you even have a clue going in it would probably fall flat. It’s the thought of thousands of clicker flash game players just running across this thing and trying to play it that does me in. People get _so_ angry.
It should be studied in addiction classes.
On every level there is some mystery and you have expectations, and somehow they are always blown away on the next level and the next..
I'm personally very fearful of what statements like showing up this say about gaming's future as a medium.
Similar to the idea of UP, it seems we will continue optimizing all sorts of ideas to find ones that hold our attention the longest, until they expand to occupy all of our remaining free time. There is some kind of human instinct that encourages and validates this. I can't imagine it can realistically continue forever, though. The number of hours in a day is a hard physical constant.
Only experienced this with Half-Life (ok, HL2 aswell) and Playdead’s Inside.
Subnautica was great in the beginning until you realize the patterns.
In fact, I'm wearing a UP t-shirt right now. I won't say what the text is, since it's a spoiler for one of the best moments in the game.
With great replayability ;)
I suppose the next level up would be recruiting a thousand undergrads to optimize strategies for encouraging optimization of the optimizer, but then we've just reinvented psychological research with slightly more rigor.
That's interesting at first, but usually kills my interest in the game itself quickly.
Eg because I speed up the passage of time in idle clickers. That makes the game less annoying to play in the short run (thus better and more enticing), but strangely also much less addicting. The annoying wait is part of what slaves us, I guess?
This is the first game in many years, in over a decade perhaps, that I was glued to for hours, and kept coming back to play. This left 2048, my favorite pastime until now, far behind in terms of engagement.
I did not read the blog post because it warned of spoilers, so at different stages it took me a while to optimize the numbers to make progress.
Loved the game, and will play it again when I have a few hours to spare. Hopefully will be better at it the next time.
[1]: Paperclips: 30,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000
> We’re always looking. All day long we’re looking around, looking here, looking there, doing stuff. But then you stop and you look at a painting, and for a minute looking takes over. You’re no longer looking along with other things, you’re just—a hundred percent, your brain is all of sudden just a vision machine. You’re just looking at this thing. ...You fall into it, but then you also are able to lean back and think, “oh, that’s what looking is: that’s color, and shape, and form, and this is how my vision is structured... this is how looking works.”
Great lead in, unclear if the first breakout text block is a direct quote from Lantz but I love it.
I was bad at this game though (not even close to that "beat paperclips in an hour" or whatever).