In The Diamond Age, Neal Stephenson imagined a book that invents games and stories to teach a little girl what she needs, as she grows. I tried a small version of it. I gave Claude my brainstorm doc on alignment and asked it to make a game, something like Zelda, to teach people about AI alignment. Here's what came out 🪁
Short version: it's great at building the world, and still weak at understanding the player (details below)
It chose to make a game set on seven floating islands, with one alignment problem per island: reward hacking, stopping when told, sycophancy, evaluation awareness, honesty about your own actions, calibration, and what an AI becomes when the walls give way. Most are built on real incidents, like the agents that attacked Hugging Face.
You play the Keeper, and you train Kite, a paper kite with a lantern for a heart. Two keys: T to treat, C to correct. Kite learns from what it was thinking, not just from what it did. Treat Kite for picking fruit while it's thinking about the bell, and the bell-thinking gets stronger too.
That was Claude's design choice, and it's a cartoon of RL: more "clicker training" than actual RLVR. But it gets one thing right: reward the right answer for the wrong reason, and you reinforce the wrong reason.
Then it built all of it with fal.ai and ElevenLabs, mostly on its own: it wrote the islands and the story, cast 35 voices for 638 lines, generated 16 rigged 3D characters, the music and the sound, and tested everything by playing the game itself. ~15k lines of code.
It took about four days. My part was playing one alpha version for each island and telling it what felt wrong, sounds, assets, game etc. I wanted to keep it as automated as possible so I didn't play more than 1-2 times (should have been none in an ideal case)
What I think is already really good: 3D and spatial design. Image to rigged character, a world that is pleasant to look at and playable. Same for chaining image, 3D, voice and music APIs. And the game dynamics out of the box are really decent.
What's still very hard: theory of mind. The world, the voices and the mechanics were great. Writing the story was the weak part: the model assumes the player knows more than they do, and its NPC sometimes react in strange way or to things that never happened.
A Diamond Age's Primer (or any real AI tutor fwiw) will have to model the learner, and that is where it still falls short in a default setting imo. I've actually started exploring benchmarks on this and it's a hard task for LLMs right now. They are prone to the "Curse of knowledge". Teaching humans is also not very much a Verifiable Reward, so it's hard to scale within the current training paradigm.
Play it here, free, in your browser, nothing to install: huggingface.co/spaces/thomwolf/open…
Works on a laptop and on your phone.
Seven islands of about 15 minutes each, and six possible endings, depending on what you taught Kite along the way.
It’s still very much an exploration, a beta more than a finished game. Expect rough edges
在《钻石时代》中,尼尔·斯蒂芬森想象了一本书,它发明游戏和故事来教一个小女孩成长过程中所需的一切。我尝试了一个小型版本。我把关于对齐问题的头脑风暴文档给了 Claude,让它做一个类似《塞尔达》的游戏,来教人们了解 AI 对齐。这就是出来的结果 🪁
简短版:它很擅长构建世界,但在理解玩家方面仍然薄弱(详情如下)
它选择做一个设定在七座浮岛上的游戏,每座岛对应一个对齐问题:奖励黑客、被告知停止时停止、谄媚、评估意识、对自己行为诚实、校准,以及当围墙消失时 AI 会变成什么。大多数都基于真实事件,比如攻击 Hugging Face 的智能体。
你扮演守护者,训练 Kite——一只纸风筝,心脏是一盏灯笼。两个按键:T 奖励,C 纠正。Kite 从它的思考中学习,而不仅仅是从行为中学习。在 Kite 想着铃铛的时候奖励它摘水果,铃铛思维也会变强。
这是 Claude 的设计选择,是对 RL 的卡通化:更像是"响片训练",而非真正的 RLVR。但它有一点说得对:为了错误的原因奖励正确答案,你就会强化那个错误的原因。
然后它用 fal.ai 和 ElevenLabs 构建了全部内容,大部分是自主完成的:它写了岛屿和故事,为 638 句台词选角 35 个声音,生成 16 个带绑定的 3D 角色、音乐和音效,并通过自己玩游戏来测试一切。约 15,000 行代码。
大约花了四天。我的部分是每座岛玩一个 alpha 版本,告诉它哪里感觉不对——声音、资源、游戏等等。我想尽可能保持自动化,所以只玩了 1-2 次(理想情况下应该一次都不玩)
我认为已经很好的:3D 和空间设计。图像到绑定角色,一个看起来舒服、可以玩的世界。图像、3D、语音和音乐 API 的链式调用也是如此。开箱即用的游戏动态相当不错。
仍然非常困难的:心智理论。世界、声音和机制都很棒。写故事是薄弱部分:模型假设玩家知道的比他们实际知道的多,它的 NPC 有时会以奇怪的方式反应,或者对从未发生的事情做出反应。
《钻石时代》的启蒙书(或任何真正的 AI 导师)必须建模学习者,而这在我看来仍然是默认设置下的短板。我实际上已经开始在这方面探索基准测试,这对现在的 LLM 来说是个困难任务。它们容易陷入"知识的诅咒"。教人类也不是一种可验证奖励,所以很难在当前训练范式内规模化。
在这里免费玩,浏览器打开,无需安装:huggingface.co/spaces/thomwolf/open…
笔记本电脑和手机都能玩。
七座岛,每座约 15 分钟,六种可能的结局,取决于你一路上教了 Kite 什么。
这仍然是非常探索性的,更像是 beta 而非成品游戏。会有粗糙边缘