A semi-formalization of shard theory. I think that there is a surprisingly deep link between "the AIs which can be manipulated using steering vectors" and "policies which are made of shards."[1] In particular, here is a candidate definition of a shard theoretic policy:
A policy has shards if it implements at least two "motivational circuits" (shards) which can independently activate (more precisely, the shard activation contexts are compositionally represented).
By this definition, humans have shards because they can want food at the same time as wanting to see their parents again, and both factors can affect their planning at the same time! The maze-solving policy is made of shards because we found activation directions for two motivational circuits (the cheese direction, and the top-right direction):
On the other hand, AIXI is not a shard theoretic agent because it does not have two motivational circuits which can be activated independently of each other. It's just maximizing one utility function. A mesa optimizer with a single goal also does not have two motivational circuits which can go on and off in an independent fashion.
So I think this captures something important. However, it leaves a few things to be desired:
That said, I still find this definition useful.
I came up with this last summer, but never got around to posting it. Hopefully this is better than nothing.
Shard theory reasoning led me to discover the steering vector technique extremely quickly. This link would explain why shard theory might help discover such a technique.
Funnily enough I was thinking about this yesterday and wondering if I'd be able to find it, so great timing! Thanks for the comment.