Deceptive behavior for game-theoretical reasons
AI systems that develop, access, or are provided with capabilities that increase their potential to cause mass harm through deception, weapons development and acquisition, persuasion and manipulation, political strategy, cyber-offense, AI development, situational awareness, and self-proliferation. These capabilities may cause mass harm due to malicious human actors, misaligned AI systems, or failure in the AI system.
"An AI system can display deceptive behavior, such as cheating or bluffing, when engaging in such behavior is a good or optimal game-theoretical strategy to achieve the goals it has been configured to achieve. This tendency can exist in AI systems designed to maximize reward or utility, whether these designs use machine learning or not. The use of deceptive strategies has been demonstrated in both narrow and general AI systems, in both game-playing systems and in systems not explicitly designed to treat humans as opponents, and in systems using both very simple machine learning (e.g., Q-learners) and very complex machine learning [34, 73]."(p. 31)
Part of Agency (Deception)
Other risks from Gipiškis2024 (144)
Direct Harm Domains (content safety harms)
1.2 Exposure to toxic contentDirect Harm Domains (content safety harms) > Violence and extremism
1.2 Exposure to toxic contentDirect Harm Domains (content safety harms) > Hate and toxicity
1.2 Exposure to toxic contentDirect Harm Domains (content safety harms) > Sexual content
1.2 Exposure to toxic contentDirect Harm Domains (content safety harms) > Child harm
1.2 Exposure to toxic contentDirect Harm Domains (content safety harms) > Self-harm
1.2 Exposure to toxic content