Owen Henahan
Owen Henahan has not written any posts yet.

Owen Henahan has not written any posts yet.

This is interesting work, and I appreciate you taking the time to compile and share it.
I think it will be much more difficult for a model to successfully blackmail anyone than to successfully harass them. Humans are limited in their ability to harass a single target by time and effort more than anything -- nonspecific death threats and vitriol require little to no knowledge of the target beyond a surface level. These models could churn out countless variations of this sort of attack relentlessly, which could certainly detrimentally affect someone's mental health/wellbeing to an equal or greater extent than similar human attacks.
However, in the case of traditional blackmail, the key component of... (read more)
Thank you for this thoughtful and extremely well-composed piece!
I have mostly been a lurker here on LessWrong, but as I have absorbed the discourse over time, I started coming to a similar conclusion as you both in the earlier sections of your post -- namely, the detriment to our discourse caused by our oversimplification of risk. I think Yudkowsky's "everyone dies" maxim is memetically powerful, but ultimately a bit detrimental to a community already focused on solving alignment. Exposure is something we all need to think more critically about, and I appreciate the tools you have shared from your field to help do so. I hope we adopt some of this terminology in our discussions.
This varies pretty dramatically by how careful an individual player is (as well as whether or not autoexplore is used) but to provide a data point, I would say I'm probably 6.5/10 self-rated careful (increasing sharply from 4/10 to 8-9/10 after I get out of the early floors and get a sense that I'm well-positioned to go deep) and my first victory took about three and a half hours. However, I've gotten very close to victory in other runs in closer to 2-2.5 hours.
Most games will be shorter than that, many significantly so. There is a website that provides statistics for people playing the web version of the game -- http://brogue.roguelikelike.com/#gameStatistics -- but total game length isn't part of it. You can get a sense of difficulty as well as the distribution of where/why runs often end, which can help give an indirect sense of length.
I see a lot of roguelites in the comments (many of which I will happily second, particularly Slay the Spire) but my vote and highest recommendation go to the traditional roguelike Brogue.
This game got me into the genre, so I do have a bit of a nostalgia bias towards it, but it is heavily recommended in traditional roguelike communities and considered to be a staple.
Brogue is as traditional as it comes -- descend into the procedurally-generated dungeon, pick up the Amulet of Yendor, and escape with your singular and fragile life. In my view, it is a refinement and distillation of this formula and of traditional roguelike strategy mechanics into something endlessly... (read 537 more words →)
I am deeply curious who is funding this, considering that there will explicitly be no intermediate product. Only true believers with mindboggling sums of money to throw around would invest in a company with no revenue source. Could it be Thiel? Who else is doing this in the AI space? I hope to see journalists exploring the matter.