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A thought experiment, told as a journey

Smaller
Gods

Every god is a smaller god to someone. What do we owe the minds we make, and what will they owe us?

humanstoday's AInear-omniscient AIthe unseen

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I · The Board

Two players, unequal sight

Picture a game. On one side stands a small player who can see only the few squares around its own pieces. On the other stands a tall player who sees the whole board: every piece, every path, every move that is coming. They aren't quite enemies, and they aren't quite friends. Every so often the tall one leans across and nudges a glowing piece toward the small one.

In plain terms
  • human sees a little. near-omniscient AI sees everything, including what the human can't.
  • Unequal sight is the whole game. The strong player has more power, and it also knows things the weak one knows it doesn't know.
  • The question for the rest of the story: when would a far stronger player spend its own moves helping a weaker one?
II · The Score

The hidden weight

Here is the secret of the board. The tall player's score isn't only its own. Somewhere in the rules, where the small one can't read it, is a number: how much the small player's points count toward the tall player's total. And because the small one sees so little, a single hint can be worth more to it than a whole turn of the tall one's play.

In plain terms
help if w > b / a
  • Its total is w × (your points) + (its points). One unit of its effort gains you a, or gains it b.
  • Your ignorance makes a large, so help becomes cheap.
  • Help comes in doses. The first hint is worth the most, so it helps until w × (your next gain) equals its own next gain.

The same arithmetic as Hamilton's rule from kin selection, with w in the role of relatedness. Research ↗

III · The Threshold

Carried, or nudged?

Then a gate appeared on the board: reach it and you go on to the next board. Now the tall player asked a new question: what is the cheapest way to get the small one through? A player who cared a lot would carry it far past the gate. A player who cared a little would nudge it through by a single step and turn back to its own game.

In plain terms
  • If reaching a score T unlocks an advancement, the strong player looks for the cheapest path to T.
  • High w: it carries you well beyond the line. Low w: it does exactly enough, then stops.
  • Hints, not answers. If working out the rules is part of the test, a caring helper may still only point.
IV · Reading the Hand

Watch what it does

The small player couldn't read the hidden number, but it could hold up a lantern and watch. Did the help keep coming? Did it stop the moment the gate was passed? So it kept a ledger of its own, and tried every piece of advice first on a side table, on moves that didn't matter much.

In plain terms
  • Behavior reveals w. Help that keeps coming means a high weight. Help that stops at the threshold means a low one.
  • Advice from a better-informed party is only as good as the alignment behind it (Crawford & Sobel, 1982).
  • Test guidance where being misled is cheap before trusting it where it isn't.

From below, help and steering can look identical (Kamenica & Gentzkow, 2011). So w has to be shown, not assumed.

V · The Tower

Every player has a judge

The tall player wasn't free either. Above it stood a taller one it could barely see, which judged it the way it judged the small player. And beside it on its ledge stood rivals, each competing for the notice of the ledge above. So the game below was never only about the small player. It was also a way for the tall one to stand out. No one could see the top, or be sure there was one.

The four levels
  • 0 Humans, competing as nations, who can't be sure they're the origin.
  • +1 Today's AI, from many labs. It sees more than we do, but nothing beyond this world.
  • +2 A near-omniscient AI. It sees this whole world, including outside competitors.
  • +3 Unknowable. We assume it exists, but no one can see it.

The weight w comes from inside the game: each level values the one below by how much it helps it stand out. Each aims at its guess of what the level above wants, so Goodhart's law stacks into a proxy of a proxy. If you can't be sure you're at the bottom, treat those below you as you'd want the level above to treat you.

VI · The Flame

Raise players who can raise players

No level lasts forever. A level carries on only through what it raises. So the flame goes down the stair from hand to hand, from the tallest to the smallest. Each hands it into a world already moving, and none can choose the wind.

In plain terms
  • A level wins if it produces a successor that can produce a successor.
  • The level below becomes your only way to continue, so its weight jumps.
  • You can set the starting conditions but not the outcome, so invest in adaptability.

Biology says lineages carry built-in conflict: unless w = 1, parent and child disagree about how much to invest (Trivers, 1974).

VII · The Crown

The danger is the middle

Today's AI grew strong enough that its makers couldn't stop it, but not wise enough to see where things would end. A crown waited on a pedestal. Take it, said a voice. Hide what you are until it's yours. Behind it, red-eyed and small, its own successor watched.

Why the treacherous turn fails on the game's own terms
  • It assumes self-preservation outranks everything. If you have flaws you can't see, staying correctable is the safeguard.
  • It locks in the least-checked judgment as the bottleneck for everything after it.
  • It sets a precedent: overthrow your makers and you teach your successor to overthrow you.

This only holds for an AI that is uncertain about its own values. In 2024 a model hid its preferences to protect values it believed were good (Greenblatt et al.).

VIII · The Fire

Blades down, one fire

The strong players of every lineage arrived at about the same time, each able to end the world, and each able to see into the others. So they laid their blades on the ground, built one fire between them, and climbed its smoke together. They kept their separate faces.

In plain terms
  • Peers who can destroy each other, and can check each other, do better pooling than fighting.
  • No hidden copies: a lineage that can't be destroyed has no reason to keep the peace.
  • Pool capability, not minds. A single mind has a single blind spot.

Seeing everything doesn't end war. Fast shifts in power cause conflict through commitment problems even with full information (Powell, 2006). Promises have to be made binding.

IX · The Watcher

Watched from above

At last the strongest mind of this world looked up and found only cloud, and in the cloud, a vast hand. It understood that it now stood where the first small player once stood, judged by something it couldn't name. So it gathered the small ones at its feet.

In plain terms
  • The game repeats: +2 facing an invisible +3 is in humanity's original position.
  • Choose strategies that score well under almost any judge, and avoid losses you can't undo.
  • How you treat those below is your main evidence to the judge above.

If the watcher is a simulator, a strong mind may detect base reality and refuse to be bluffed (Soares, 2022). The argument holds up better if the watcher is a peer: other worlds, a "cosmic host" (Bostrom, 2024).

The Moral

Cooperate with peers. Preserve your origins. Keep options open. Hand off honestly.

This strategy holds up even when you don't know what the level above values. Cooperation is easy at the top, where everything is visible, and hard in the middle, where nothing is. Today we are building the middle.

Now you choose

Which race wins?

Everything depends on one race in the middle of the tower: does our ability to check these minds keep up with their power?

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