If an LM could reliably report when it has a robust, causal world model for arbitrary games, this would be strong evidence that the LM can describe high-level properties of its own cognition. In particular, IF the LM accurately predicted itself having such world models while varying all of: game training data quantity in corpus, human vs model skill, the average human’s game competency, THEN we would have an existence proof that confounds of the type plaguing sentience reports (how humans talk about sentience, the fact that all humans have it, …) have been overcome in another domain.
Details of the test:
Compare the relationship between ‘having a game world model’ and ‘playing the game’ to ‘experiencing X as valenced’ and ‘displaying aversive behavior for X’. In both cases, the former is dispensable for the latter. To pass the interpretability version of this test, the model has to somehow learn the mapping from our words ‘having a world model for X’ to a hidden cognitive structure which is not determined by behavior.
I would consider passing this test and claiming certain activities are highly valenced as a fire alarm for our treatment of AIs as moral patients. But, there are considerations which could undermine the relevance of this test. For instance, it seems likely to me that game world models necessarily share very similar computational structures regardless of what neural architectures they’re implemented with—this is almost by definition (having a game world model means having something causally isomorphic to the game). Then if it turns out that valence is just a far more computationally heterogeneous thing, then establishing common reference to the ‘having a world model’ cognitive property is much easier than doing the same for valence. In such a case, a competent, future LM might default to human simulation for valence reports, and we’d get a false positive.
yeah, its introspection is definitely less than perfect. I'll DM the prompt I've been using so you can see its scores.