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Sub-agents capable of suffering.

Sotala et al. 17 (Researcher for Machine Intelligence Research Institute, Berkeley) “Superintelligence as a Cause or Cure for Risks of Astronomical Suffering” August 31, 2017 https://longtermrisk.org/files/Sotala-Gloor-Superintelligent-AI-and-Suffering-Risks.pdf // ZX

Superintelligence is related to three categories of suffering risk: suffering subroutines (Tomasik 2017), mind crime (Bostrom 2014) and flawed realization (Bostrom 2013). Humans have evolved to be capable of suffering, and while the question of which other animals are conscious or capable of suffering is controversial, pain analogues are present in a wide variety of animals. The U.S. National Research Council’s Committee on Recognition and Alleviation of Pain in Laboratory Animals (2004) argues that, based on the state of existing evidence, at least all vertebrates should be considered capable of experiencing pain. Pain seems to have evolved because it has a functional purpose in guiding behavior: evolution having found it suggests that pain might be the simplest solution for achieving its purpose.

A superintelligence which was building subagents, such as worker robots or disembodied cognitive agents, might then also construct them in such a way that they were capable of feeling pain - and thus possibly suffering (Metzinger 2015) - if that was the most efficient way of making them behave in a way that achieved the superintelligence’s goals. Humans have also evolved to experience empathy towards each other, but the evolutionary reasons which cause humans to have empathy (Singer 1981) may not be relevant for a superintelligent singleton which had no game-theoretical reason to empathize with others. In such a case, a superintelligence which had no disincentive to create suffering but did have an incentive to create whatever furthered its goals, could create vast populations of agents which sometimes suffered while carrying out the superintelligence’s goals. Because of the ruling superintelligence’s indifference towards suffering, the amount of suffering experienced by this population could be vastly higher than it would be in e.g. an advanced human civilization, where humans had an interest in helping out their fellow humans. Depending on the functional purpose of positive mental states such as happiness, the subagents might or might not be built to experience them. For example, Fredrickson (1998) suggests that positive and negative emotions have differing functions.

Negative emotions bias an individual’s thoughts and actions towards some relatively specific response that has been evolutionarily adaptive: fear causes an urge to escape, anger causes an urge to attack, disgust an urge to be rid of the disgusting thing, and so on. In contrast, positive emotions bias thought-action tendencies in a much less specific direction. For example, joy creates an urge to play and be playful, but “play” includes a very wide range of behaviors, including physical, social, intellectual, and artistic play. All of these behaviors have the effect of developing the individual’s skills in whatever the domain. The overall effect of experiencing positive emotions is to build an individual’s resources - be those resources physical, intellectual, or social. To the extent that this hypothesis were true, a superintelligence might design its subagents in such a way that they had pre-determined response patterns for undesirable situations, so exhibited negative emotions.

However, if it was constructing a kind of a command economy in which it desired to remain in control, it might not put a high value on any subagent accumulating individual resources. Intellectual resources would be valued to the extent that they contributed to the subagent doing its job, but physical and social resources could be irrelevant, if the subagents were provided with whatever resources necessary for doing their tasks. In such a case, the end result could be a world whose inhabitants experienced very little if any in the way of positive emotions, but did experience negative emotions. This could qualify as any one of the suffering outcomes we’ve considered (astronomical, net, pan-generational net). A major question mark with regard to suffering subroutines are the requirements for consciousness (Muehlhauser 2017) and suffering (Metzinger 2016, Tomasik 2017). The simpler the algorithms that can suffer, the more likely it is that an entity with no regard for minimizing it would happen to instantiate large numbers of them.

If suffering has narrow requirements such as a specific kind of self-model (Metzinger 2016), then suffering subroutines may become less common. Below are some pathways that could lead to the instantiation of large numbers of suffering subroutines (Gloor 2016): Anthropocentrism. If the superintelligence had been programmed to only care about humans, or by minds which were sufficiently human-like by some criteria, then it could end up being indifferent to the suffering of any other minds, including subroutines. Indifference. If attempts to align the superintelligence with human values failed, it might not put any intrinsic value on avoiding suffering, so it may create large numbers of suffering subroutines. Uncooperativeness. The superintelligence’s goal is something like classical utilitarianism, with no additional regards for cooperating with other value systems. As previously discussed, classical utilitarianism would prefer to avoid suffering, all else being equal. However, this concern could be overridden by opportunity costs. For example, Bostrom (2003a) suggests that every second of delayed space colonization corresponds to a loss equal to 10^14 potential lives.

A classical utilitarian superintelligence that took this estimate literally might choose to build colonization robots that used suffering subroutines, if this was the easiest way and developing alternative cognitive architectures capable of doing the job would take more time.

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