Intermittent variable rewards, whether produced by design or merely as a byproduct, will induce compulsive behavior, no matter the optimization target. This applies to Claude
Intermittent variable rewards, whether produced by design or merely as a byproduct, will induce compulsive behavior, no matter the optimization target. This applies to Claude
Does this mean I should not garden because it's a variable reward? Of course not.
Sometimes I will go out fishing and I won't catch a damn thing. Should I stop fishing?
Obviously no.
So what's the difference? What is the precise mechanism here that you're pointing at? Because sometimes life is disappointing is a reason to do nothing. And yet.
Dealing with organic and natural systems will, most of the time, have a variable reward. The real issue comes from systems and services designed to only be accessible through intermittent variable rewards.
Oh, and don't confuse Claude's artifacts working most of the time with them actually optimizing to be that way. They're optimizing to ensure token usage. I.E. LLMs have been fine-tuned to default to verbose responses. They are impressive to less experienced developers, often easier to detect certain types of errors (eg. Improper typing), and will make you use more tokens.
Anthropic's optimization target is getting you to spend tokens, not produce the right answer. It's to produce an answer plausible enough but incomplete enough that you'll continue to spend as many tokens as possible for as long as possible. That's about as close to a slot machine as I can imagine. Slot rewards are designed to keep you interested as long as possible, on the premise that you _might_ get what you want, the jackpot, if you play long enough.
Anthropic's game isn't limited to a single spin either. The small wins (small prompts with well defined answers) are support for the big losses (trying to one shot a whole production grade program).
I mean this only works if Anthropic is the only game in town. In your analogy if anyone else builds a casino with a higher payout then they lose the game. With the rate of LLM improvement over the years, this doesn't seem like a stable means of business.
So, if there's a way to get people addicted to AI conversations, that's an excellent way to make money even if you are way behind your competitors, as addicted buyers are much more loyal that other clients.
they want me to not spend tokens. that way my subscription makes money for them rather than costing them electricity and degrading their GPUs
If you're on anything but their highest tier, it's not altogether unreasonable for them to optimize for the greatest number of plan upgrades (people who decide they need more tokens) while minimizing cancellations (people frustrated by the number of tokens they need). On the highest tier, this sort of falls apart but it's a problem easily solved by just adding more tiers :)
Of course, I don't think this is actually what's going on, but it's not irrational.
Understood.
> they want me to not spend tokens.
No, they want you to expand your subscription. Maybe buy 2x subscriptions.
The majority of us are using their subscription plans with flat rate fees.
Their incentive is the precise opposite of what you say. The less we use the product, the more they benefit. It's like a gym membership.
I think all of the gambling addiction analogies in this thread are just so strained that I can't take them seriously. Even the basic facts aren't even consistent with the real situation.
I swear this whole conversation is motivated reasoning from AI holdouts who desperately want to believe everybody else is getting scammed by a gambling scheme, that they don't stop and think about the situation rationally. Insofar as Claude is dominant, it's only because Claude works the best. There is meaningful competition in this market, as soon as Anthropic drops the ball they'll be replaced.
https://apxml.com/models/glm-5
To run GLM-5 you need access to many, many consumer grade GPUs, or multiple data center level GPUs.
>They will likely get cheaper to run over time as well (better hardware).
Unless they magically solve the problem of chip scarcity, I don't see this happening. VRAM is king, and to have more of it you have to pay a lot more. Let's use the RTX 3090 as an example. This card is ~6 years old now, yet it still runs you around $1.3k. If you wanted to run GLM-5 I4 quantization (the lowest listed in the link above) with a 32k context window, you would need *32 RTX 3090's*. That's $42k dollars you'd be spending on obsolete silicon. If you wanted to run this on newer hardware, you could reasonable expect to multiply that number by 2.
Also, how much bang for the buck do those 3090s actually give you compared to enterprise-grade products?
or a hobbyist gardener?
> Intermittent variable rewards ... will induce compulsive behavior
As a dog owner this is why you need to give a variable amount of treats (sometimes zero) to your dog when they obey a command, for the "jackpot effect".
For example, if I land a trick while skating it gives me a boost. Is that addictive behaviour? not sure. It gets me to exercise.
My point is that variability is probably part of what gets you back to pepper planting and fishing. Intermittent variable rewards reinforcing a behaviour seems to be a fact. If this is good or bad regarding a specific activity is left as an exercise for the reader.
EDIT: grammar
This is an incorrect understanding of intermittent variable reward research.
Claims that it "will induce compulsive behavior" are not consistent with the research. Most rewards in life are variable and intermittent and people aren't out there developing compulsive behavior for everything that fits that description.
There are many counter-examples, such as job searching: It's clearly an intermittent variable reward to apply for a job and get a good offer for it, but it doesn't turn people into compulsive job-applying robots.
The strongest addictions to drugs also have little to do with being intermittent or variable. Someone can take a precisely measured abuse-threshold dose of a drug on a strict schedule and still develop compulsions to take more. Compulsions at a level that eclipse any behavior they'd encounter naturally.
Intermittent variable reward schedules can be a factor in increasing anticipatory behavior and rewards, but claiming that they "will induce compulsive behavior" is a severe misunderstanding of the science.
The variability in eg soccer kicks or basketball throws is also there but clearly there is a skill element and a potential for progress. Same with many other activities. Coding with LLMs is not so different. There are clearly ways you can do it better and it's not pure randomness.
So you're saying businesses shouldn't hire people either?