Wargaming was used to great effect in history classes+electives at a private middle school I went to; will write a post with more details sometime. Wargames were probably the closet that those kids had ever gotten to a truly open-ended challenge, and there were some very outside-the-box tactics employed. Definitely a better teaching tool than everything else used in high school/middle school.
I'm a bit skeptical about the utility of wargaming AI because of how speculative it is. Military wargames seem like they would be much more grounded. Perhaps it's possible to mitigate this by running a large number of scenarios under different assumptions, but it just seems incredibly hard to design these scenarios in such a way so as to produce useful output.
I basically agree with you that the AI version is much more speculative than military versions. As a consequence I think the benefits will be different than the military wargames, but they will still be present. I think the difference looks like this:
I think a factor which might pay big dividends is that the game lets us concretely explore the interplay of multiple dimensions at once - almost all the discussion I have read constrains the subject to one dimension at a time, in the name of clarity.
Because the benefits of quantum computing were so massive
Please elaborate. I'm aware of Grover's algorithm, Shore's algorithm, and quantum communication, and it's not clear that any of these pose a significant threat to even current means of military information security / penetration.
It poses a threat because the military moves much slower than whatever you're naively assuming is ubiquitious COMSEC. Many CIA assets over the last twenty years, even some today, sent their communiques through channels protected mostly by Quantum-breakable encryption. If China/Russia got a quantum computer now (hell, probably even 15 years from now), it would be almost immediately followed by volleys of executions of our spies.
This is an element in the game's resolution which wasn't described, so I don't actually know. If I were to guess based on the level of abstraction used in games like this, it might just be a strong assumption of quantum supremacy that caches out as a series of advantages like:
I think this reflects the assumptions which underly the game; this is one of the things we would want to be able to vary in order to help with exploring AGI scenarios.
I think wargames would be a useful tool for exploring AGI development scenarios. More specifically, I mean wargames of the kind used to train military officers in strategy. I think this format would help explore things like timelines and takeoff scenarios, in a way that is both concrete and transparent.
The thought cropped up because I have been popping into the AMA/Discussion post for Late 2021 MIRI Conversations over the course of the last week. Over the course of the MIRI conversations, and again in the AMA, I saw a lot of the tactic of offering or requesting concrete situations to test or illustrate some point. Wargaming feels to me like a good way to generate concrete situations. I think we could answer this question from So8res:
Over the same period I was reading the MIRI Conversations I was reading/re-reading a series of posts on wargaming at War on the Rocks, which I was linked to from the comments in a book-notes post about military innovation.
The oldest article of the lot focuses on the usefulness of wargames for teaching and learning; the original motivation for the author was how poorly they thought teaching a course on Thucydides went. As a highlight, I would like to point out a case where they considered a decision that had historically poor outcomes, but gained awareness of good motivations:
The article also references benefits from playing the game Diplomacy, which has been mentioned around here for similar purposes for a long time.
There was also a recent-history overview of wargaming in the US Defense arena, which links to a bunch of examples and extolls wargaming in a competitive format to develop the US Defense talent pool. I included it mostly for the links to real-world examples, which include but are not limited to: games about specific, current strategic problems; games about integrating AI into warfare; some historical cases from the tactical to the strategic level.
The part that persuaded me we could directly lift from wargames to explore AGI development is the use of wargames for exploring future wars. The important thing is the inclusion of capabilities which don't exist yet, reasoning about which is notoriously hard. A highlight here is the kind of stuff people learn from the games:
Finally I read a walkthrough of one of these future games and its consequences, which provided me more of a sense of how such a game would operate. This article gives a concrete example what I think wargames could give us:
The setup looked like this:
The short, short version of what I imagine is expanding the invest-for-advantages and diplomacy sections of this game, at the expense of the force-on-force section, since fighting the AGI really isn't the point.
Some examples of the kinds of things we might be able to specify concretely, and then game out, based on the conversations from LessWrong I have read about timelines and takeoff scenarios:
Some actionable items for developing such a game: