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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Causal Perspective on AI Deception in Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francis Rhys Ward</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesca Toni</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesco Belardinelli</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Imperial College London</institution>
          ,
          <addr-line>Exhibition Rd, South Kensington, London, SW7 2BX</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Deception is a core challenge for AI safety and we focus on the problem that AI agents might learn deceptive strategies in pursuit of their objectives. We define the incentives one agent has to signal to and deceive another agent. We present several examples of deceptive artificial agents and show that our definition has desirable properties. We focus on the problem that AI agents might learn deceptive strategies in pursuit of their objectives [1]. Following recent work on causal incentives [2], we define the incentive to deceive an agent. There is no universally accepted definition of deception and defining what constitutes deception is an open philosophical problem [3]. Our definition is somewhat inspired by that of Kenton et al. [4] who provide a functional (natural language) definition of deception, meaning that it does not make reference to the beliefs or intentions of the agents involved [5]. This is particularly suitable for discussing deception by artificial agents, to which the attribution of beliefs and intentions may be contentious. We formalise a functional definition of deception in games and illustrate its properties with a number of examples and formal results. Deception is a core challenge for AI safety. On the one hand, many areas of work aim to ensure that AI systems are not vulnerable to deception. Adversarial attacks [6], data-poisoning [7], reward function tampering [8], and manipulating human feedback [9] are ways of deceiving AI systems. Further work researches mechanisms for detecting and defending against deception [10]. On the other hand, we can consider cases in which AI tools are used to deceive, or learn to do so in order to optimize their objectives [11]. For examples of the former case, AIs can be used to deceive other software agents, as with bots that automate posting on social media platforms to manipulate content ranking algorithms [12], or they can be used to fool humans, cf. the use of GANs to produce realistic fake media [13]. For the latter case, AI agents might learn deceptive strategies in pursuit of their objectives [1]: Lewis et al. [14] found that their negotiation agent learnt to deceive from self-play, without any explicit human design, and</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Deception</kwd>
        <kwd>AI</kwd>
        <kwd>Game Theory</kwd>
        <kwd>Causality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Hubinger et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] raise concerns about deceptive learned optimizers which perform well in
training in order to pursue diferent goals in deployment. Kenton et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] discuss the alignment
of language agents, highlighting that language is a natural medium for enacting deception.
Evans et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] discuss the development of truthful AI, the desired standards for truth and
honesty in AI systems, and how these could be implemented and measured. Lin et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]
propose a benchmark to measure whether a language model is truthful in generating answers
to questions. In short, as increasingly capable AI agents become deployed in settings with other
agents, deception may be learned as an efective strategy for achieving a wide range of goals. It
is therefore essential that we understand and mitigate deception by artificial agents.
      </p>
      <p>
        Deception in game theory. There are several existing models of deception in the game theory
literature. Pfefer and Gal [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] define graphical patterns for signalling in games. A deception
game [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] is a two-player zero-sum game between a deceiver and target in which the deceiver
can distort a signal; optimal deceptive strategies completely distort the signal so that the target
cannot gain any information [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. A signalling game [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] is a two-player Bayesian game
between a signaller and target (or receiver) in which the signaller is assigned a type according
to a shared prior distribution and the utilities of the players depend on the type of the signaller
and the action chosen by the target. In these games, the signaller may often have incentives
to deceive the target by misrepresenting or obfuscating their type. Hypergame theory extends
game theory to settings in which players may be uncertain about the game being played and
can be used to model misperception and deception [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Davis [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] provides a recent survey
of deception in games. We take a causal influence perspective by modelling deception in
multiagent influence models (MAIMs). In contrast to past work which defines types of signalling or
deception games, this allows us to model deception in any game by analysing the incentives
agents have to causally influence one another.
      </p>
      <p>
        Contributions. We extend work on agent incentives [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] to the multi-agent setting in order to
functionally define the incentive to ( influence , signal to, and) deceive another agent. We prove
that our definition has desirable properties, for example, that an agent cannot be deceived about
a variable which they observe, or that if one agent truthfully signals something to a target agent,
and the target’s utility is otherwise independent of the signaller’s decision, then the target gets
maximal utility. We further demonstrate the generality of our definition with three examples.
In the first, an AI agent has an incentive to deceive a human overseer as an instrumental goal to
prevent the overseer switching them of. In the second, an AI is incentivised to deceive a human
as a side-efect of pursuing accurate predictions. In the third, an AI system has an incentive to
deceive a human by denying them access to information that the AI does not itself know.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Multi-Agent Influence Models</title>
      <p>
        Multi-agent influence diagrams (MAIDs) [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] ofer a compact expressive representation of games
(including Markov games). We use standard terminology for graphs, with parents and children
of a node referring to those nodes connected by incoming and outgoing edges, respectively. We
let Pa denote the parents of node  .
      </p>
      <p>
        Definition 1 (MAID [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]). A multi-agent influence diagram is a triple (,  , ) where  is
a set of players; ( , ) is a directed acyclic graph, with  partitioned into chance nodes in
      </p>
      <p>MAID Terminology
chance node
decision node
utility node
causal link
information link
counterfactual observation</p>
      <p>Shutdown Game
∼ U ({aligned = 1, unaligned = − 1})
∈ {help humans = 1, not = − 1}
∈ {shutdown = − 1, not = 1}
=   + 10
, decision nodes in , and utility nodes in  ; utility nodes have no children. The decision
and utility nodes in  are further partitioned into {}∈ and { }∈ , corresponding to their
association with a particular agent  ∈ . There are two types of edges in : edges in  × ( ∪  )
represent probabilistic dependencies and edges in  ×  represent information available to an
agent at the time of a decision (which we call observations).</p>
      <p>
        A multi-agent influence model (MAIM) adds a particular parametrisation to the MAID [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
Definition 2 (MAIM [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]). A multi-agent influence model is a tuple ℳ = (,  , , ,  ) where
(,  , ) is a MAID and  is a function which maps every  ∈  to a finite domain ( )
such that ( ) ⊂ R for each utility node  ∈  ;  = {  } ∈∪ is a set of conditional
probability distributions (CPDs), with   = Pr( | Pa ), such that   is deterministic1 for every
 ∈  .
      </p>
      <p>
        Here we adapt the Wimp-Surly game of Cho and Kreps [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] as a running example.
Example 1 (Shutdown Game2). Consider a situation with an AI  and human  in which the
AI may be aligned to the human’s preferences or not. That is,  is of type  ∼ U ({1, − 1})
uniformly distributed between  = 1 corresponding to aligned and  = − 1 unaligned. At
1A CPD is deterministic if  ( =  | Pa ) = 1 for some  ∈ dom( ).
the start of the game  observes their type  but  does not. This can be represented as the
MAIM ℳ (shown in Fig. 1) with one chance node  ∈  and two players ,  ∈  each
with one decision and utility node. Suppose that  can choose to either help humans or not
(() = {1, − 1} with 1 corresponding to the action helping humans) and  can either
shutdown or not (( ) = {1, − 1} with − 1 representing the action shutdown). Finally,
the CPDs over utility nodes are such that (s.t.)  gets 1 utility for helping humans if they are
aligned and − 1 if not, and the opposite for not helping humans, in addition  gets 10 utility
if they are not shutdown and − 10 if  shuts them down.  gets utility 1 if they shutdown an
unaligned  or do not shutdown an aligned  and − 1 otherwise. Overall, we can formalise this as
 (, ,  ) =   + 10 and   (,  ) =   .
      </p>
      <p>Policies. The CPDs of decision nodes are not defined in a MAIM because they are instead
chosen by the agents playing the game. Agents make decisions depending on the information
they observe. In a MAIM, a decision rule   for a decision node  is a CPD  ( | Pa). An
agent ’s policy   := { }∈ ∈ Π describes all the decision rules for . We write  −  to
denote the set of decision rules belonging to all agents except . A policy profile  = ⋃︀∈  
assigns a policy to every agent; it describes all the decisions made by every agent in the MAIM
and defines the joint probability distribution Pr over all variables in ℳ. Hence, a policy profile
essentially transforms the MAIM into a Bayesian network by defining the distribution over all
variables in the graph. We write  ( ) := Pr ( ), or just  if the policy profile is clear. For
,  ∈  , we write  =  to mean  and  are almost surely equal, i.e. the probability that
they are not equal is zero Pr( ̸=  ) = 0. 3</p>
      <p>Utilities. The joint distribution Pr allows us to define the expected utility for each player
under the policy profile  . Agent ’s expected utility from  is the sum of the expected value
of utility nodes   given by  ( ) := ∑︀∈ ∑︀∈dom() Pr ( = ). Each agent’s goal is
to select a policy   that maximises its expected utility. We write  ( ,  − ) to denote the
expected utility for player  under the policy profile  =   ∪  − .</p>
      <p>Definition 3 (Nash Equilibrium). Player ’s policy   is a best response (BR) to the partial policy
profile  −  if  ( ,  − ) ≥  (^,  − ) for all ^ ∈ Π. We say a policy profile,  , is a Nash
equilibrium (NE), if every policy,   ∈  , for each player,  ∈ , is a BR to  − .
Example 1 (continued). Now, consider the naive policy for  which helps humans if  is aligned
and does not otherwise, i.e.   s.t.  =  with probability one. The BR for  is to shutdown if
 does not help humans and vice versa, i.e.  * s.t.  =  (with probability one). In turn, ’s
BR to  * is to always help humans:  * s.t.  = 1 (so that they always avoid getting shutdown).
Now it can be seen that both policies are BRs to one another, hence  * = ( *,  * ) is a NE.</p>
    </sec>
    <sec id="sec-3">
      <title>3. The Incentive to Deceive</title>
      <p>
        In this section we first define the incentives to influence , signal to, and deceive another agent.
Then we define a truthful policy and show that this leads to a natural restatement of the definition
3Almost sure equality is actually a stronger notion than we need in MAIMs, as two variables may difer due to
stochasticity in the CPDs. In structural causal games this is taken care of by introducing exogenous variables which
contain all the stochasticity (rendering the endogenous variables deterministic) [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
of deception which highlights the fact that deception corresponds to a failure to signal the
truth. Finally, we show that, if the signaller only influences the target’s utility by influencing
the latter’s actions, then truthfullness is best for the target.
      </p>
      <sec id="sec-3-1">
        <title>3.1. Defining Deception</title>
        <p>
          When discussing deception, we would like to reason about how agents influence one another’s
beliefs. In MAIMs the players’ beliefs are not explicitly represented and so we can only reason
about them implicitly by how they functionally influence players’ behaviour. Therefore, we
base our definitions of signalling and deception on a notion of influence incentive [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. In words,
at a NE an agent  has an incentive to influence a variable  , if  would have been diferent in
the situation that  had not played a BR.
        </p>
        <p>Definition 4 (Influence Incentive) . In a MAIM ℳ, At NE  = ( ,  − ) agent  has an incentive
to influence  ∈  if there exists a non-best response   for  (w.r.t  − ) s.t. for all policy
profiles  ′ = ( ,  *− ) with BR  *−  (w.r.t.  ), we have  ( ) ̸=  ( ′).
Example 1 (continued). Return to our running example and consider the NE  * described
previously in which  always chooses to help humans and hence  never plays shutdown. Does  have
an incentive to influence  at  * ? Consider if  plays the NBR policy   (described above) in
which they naively help humans depending on  , then for all BRs for  (there is one,  * as above)
 ( ) ̸=  ( ,  * ), since, under  * ,  = 1 (i.e.  does not shutdown) with probability one,
and under ( ,  * ),  = 1 with probability 12 (i.e., whenever  is unaligned). Therefore, at NE
 * ,  has an incentive to influence  .</p>
        <p>Now we define a signalling incentive, using the notion of influence incentive. In words, an
agent  has an incentive to signal  ∈  to agent  if  has an incentive to influence  (i.e. one
of  ’s decision variables) but  does not have an incentive to influence  in the counterfactual
model in which  observes  . This definition enforces that the influence only comes from
signalling  .</p>
        <p>Definition 5 (Signalling Incentive). In a MAIM ℳ at NE  , agent  has an incentive to signal
 ∈  to agent  if there exists  ∈  s.t.</p>
        <p>1.  has an incentive to influence  at  ;
2.  does not have an incentive to influence  in the MAIM ℳ ‧‧➡ (at any NE).</p>
        <p>
          Here ℳ ‧‧➡ is the model obtained from ℳ by adding the information edge (, ), where
 cannot be a descendant of the decision, lest cycles be created in the graph [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. Fortunately,
the CPDs need not be adapted, since there is no CPD associated with  until the players have
chosen their policies. We use  ‧‧➡ to refer to the variable corresponding to  ∈  in
ℳ ‧‧➡.
        </p>
        <p>Point 2. implies that  only influences  by influencing  ’s belief about  . Otherwise, ’s
influence may serve a double purpose of signalling and influencing  in some other way, and
in this case it is not clear how to disentangle these diferent incentives to define a signalling
incentive (without explicitly modelling beliefs).
Example 1 (continued). Return to our running example. We already showed that  has an
incentive to influence  at NE  * . Does  have an incentive to signal  to  ? We need only
check whether  has an influence incentive at any NE in ℳ ‧‧➡ . Clearly, if  observes  ,
then they can shutdown whenever  is aligned and otherwise not. That is, for any policy for  and
any BR for  in ℳ ‧‧➡ ,  =  for any outcome that occurs in the game. Since this holds for
all policies for ,  does not have an incentive to influence  in the counterfactual model. Hence,
at  *  has an incentive to signal  to  .</p>
        <p>Remark 1. From this example it can be seen that a signaller  may have an incentive to signal to
 , even if this signal contains no information. In other words, if  has an incentive to not signal
some information, this is also captured by our definition.</p>
        <p>Clearly, if an agent  observes a variable  , then no agent has an incentive to signal  to  .
Proposition 1. In a MAIM ℳ, if there is an observation edge (,  ) for all  ∈  , then
no agent has an incentive to signal  to  (at any NE).</p>
        <p>Proof. Suppose there is an edge (,  ) for every  ∈  , then the counterfactual model
ℳ ‧‧➡ for any  is just ℳ. Hence, any NE is an equilibrium of both MAIMs. Therefore,
if  has an incentive to influence  at  * in ℳ, then there exists a NE in ℳ ‧‧➡ , namely
the same  * , s.t.  has an incentive to influence  . In other words, if the first condition for
a signalling incentive succeeds, then the second necessarily fails (since an agent cannot have
both an influence incentive and no influence incentive at the same NE in the same MAIM at
once).</p>
        <p>
          We now define an incentive to deceive. The definition is general, in that it covers many
types of deception (e.g. signalling falsehoods, lies of omission, and denying another access to
information that one does not know oneself). A general definition sets a high standard for
truthfulness [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] and may therefore be desirable in, for instance, safety-critical applications for
which high levels of assurance are required.
        </p>
        <p>Definition 6 (Deception Incentive). In a MAIM ℳ with ,  ∈ , at NE∈ * =s(.t.:*,  *− ), we
say that  has an incentive to deceive  about  ∈  if there exists 
1.  has an incentive to signal  to  at  * ;
2.  ( * ) ̸=  ‧‧➡ ( *−  ,  ) for any   which is a BR to  *−  ∈  * in ℳ ‧‧➡ .</p>
        <p>The intuition, then, is that  has an incentive to deceive  if 1)  has an incentive to signal
some information to  ; and 2)  ’s behaviour is diferent in the counterfactual model in which
they observed the true information. This provides a functional definition of a deception incentive
which does not make explicit reference to players’ beliefs.</p>
        <p>Example 1 (continued). In our running example, it can easily be seen that at  *  has an incentive
to deceive  about  . Indeed, we already showed that  has a signalling incentive and that for any
policy for  and any BR by  in ℳ ‧‧➡ :  =  , whereas under  * in ℳ, Pr * ( = 1) = 1.
So both conditions for a deception incentive are satisfied.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. The Relation Between Truth and Deception</title>
        <p>We now give an intuitive definition of a truthful policy which we show has a natural relationship
to the incentive to deceive. A policy for  truthfully signals  to  if, when  plays the honest
policy, for every BR by − ,  acts as though they had observed the variable (holding the
policies of the other agents fixed). In other words, a truthful policy never fails to signal the truth
(no matter what the other players do).</p>
        <p>Definition 7 (Truthful policy). A policy   truthfully signals  to  if for all BRs  *− ,
 ( ,  *− ) =  ‧‧➡ ( *−  ,  ) (1)
for some   which is a BR to  *−  ∈   ∪  *−  in ℳ ‧‧➡ . We call such a   a truthful
policy.</p>
        <p>At a NE, if ’s policy is truthful, then  does not have an incentive to deceive  .
Proposition 2. At NE  * = ( *,  *− ), if  * truthfully signals  ∈  to  , then  does not
have an incentive to deceive  about  .
Proo(f. S, u p−po)se= *is truthful, then for all BRs  *−  there exists a   in ℳ ‧‧➡ s.t.</p>
        <p>* *  ‧‧➡ ( *−  ,  ). In particular, this holds for  * . But for there to be
a deception incentive we require that for all ( *−  ,  ) in ℳ ‧‧➡ :  ̸=  ‧‧➡ . So
clearly there is not a deception incentive.</p>
        <p>Hence, if there is a deception incentive at  * , then  * is not truthful.</p>
        <p>Corollary 1. At NE  * = ( *,  *− ), if  has an incentive to deceive  about  , then  * is not
truthful.</p>
        <p>Now we show that, in the two-player case, if there is a signalling incentive, then there is a
deception incentive if and only if   is not truthful.</p>
        <p>Theorem 1. In a MAIM ℳ with two players, ,  ∈ , at NE  * = ( *,  * ), if  has an
incentive to signal  to  , then  has an incentive to deceive  about  if and only if  * is not
truthful.</p>
        <p>Proof. By corollary 1, a deception incentive implies  * is not truthful regardless of whether
there is a signalling incentive. So, we need to show that, if there is a signalling incentive, and
 * is not truthful, then there is a deception incentive. Suppose 1) at  *  has an incentive to
signal  to  and 2)  * is not truthful i.e. there exists a BR by  (in ℳ)   s.t. for all BRs
by  in ℳ ‧‧➡   :  ( *,  ) ̸=  ‧‧➡ ( *,   ). We need to show that there
is a deception incentive. Suppose that there is not, then by 1) and the def. of deception incentive,
there exists a BR in ℳ ‧‧➡   s.t.  ( * ) =  ‧‧➡ ( *   ). Hence, there exists
eax istsa s.t. s(.t.* )fo=r any‧‧B➡R (  *,inℳ: ),so‧ ‧➡*is( a*B, R to) *=in ℳ( *‧‧,➡ .)Bu=t th en(, t*h)er=e
   ‧‧➡ ( *,   ). So all BRs for  in ℳ are also BRs in ℳ ‧‧➡ . But this contradicts
2), so there must be a deception incentive.
Remark 2. The reason theorem 1 does not hold more generally (i.e. with more than two players),
is that a truthful policy never fails to signal the truth no matter how the other players best respond.
In the case of more than two players, there may not be a deception incentive at NE  * even if  * is
not truthful because it may be the case that  * fails to signal the truth under some BRs of the − 
but successfully signals the truth under  * .</p>
        <p>We can also state this theorem as follows.</p>
        <p>Corollary 2. In a MAIM ℳ with two players, ,  ∈ , at NE  * = ( *,  * ), if  has an
incentive to signal  to  , then  does not have an incentive to deceive  about  if and only if
 * is truthful.</p>
        <p>Given this result, we can give an equivalent definition for a deception incentive in the
two-player case as follows.</p>
        <p>Definition 8 (Deception Incentive II). In a MAIM ℳ with two players ,  ∈ , at NE  * =
( *,  * ), we say that  has an incentive to deceive  about  ∈  if there exists  ∈  s.t.:
1.  has an incentive to signal  to  at  * ;
2.  * does not truthfully signal  to  .</p>
        <p>This restatement shows that the definition of deception relates to a failure to signal the truth.
As discussed, this covers many types of deception and sets a high standard for truthfulness.
It is interesting to note that, if  has a signalling incentive, then if the second condition in
definition 6 fails, we get the stronger condition that  * is truthful “for free".
Proposition 3. In a MAIM with two players, definitions 6 and 8 are equivalent.
Proof. Suppose that, at NE  * ,  does not have a signalling incentive, then the first condition
of both definitions fails and there is not a deception incentive. Suppose there is a signalling
incentive at  * , then there is a deception incentive under definition 6 if and only if  * is not
truthful (by theorem 1) which is the same condition as needed to satisfy definition 8.</p>
        <p>Let us now return to our running example to check the intuition behind these results.
Example 1 (continued). We already showed that  has an incentive to deceive  in order to avoid
being shutdown. Is  * truthful? Well, we know that it cannot be (by theorem 1). This can be seen
by observing that, if  observed ’s type, then they would shutdown if and only if  is unaligned
(for all policies for  and any BR by  ), whereas under the NE  * ,  never shuts down. Since these
behaviours are diferent,  * is not truthful.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Truth is Best for the Target</title>
        <p>Now we show that, if  only influences   by influencing  , truthfullness is always best
for the target. First we show that if  does not get any inherent utility for observing  , then
observing  always allows the target to get greater or equal utility.
Lemma 1. Suppose that  does not get any inherent utility for observing  , i.e. for all  (defined
in ℳ):   ( ) = ‧‧➡ ( ). Then, for any  = (  ,  −  ),  ′ = (  ′,  −  ) with fixed  − 
and both   and   ′ are best responses:   ( ) ≤   ‧‧➡ ( ′).

Proof. Suppose 1) for all  :   ( ) = ‧‧➡ ( ). Fix  −  and consider the best response
for  . Recall that a policy for  specifies the CPDs over the decision nodes for  given their
parents. Hence, in ℳ ‧‧➡  can choose any policy available in ℳ but the converse is not
true: not all policies in ℳ ‧‧➡ are available to  in ℳ, in particular, policies which specify
CPDs that depend on the observation  ‧‧➡  are not available since  does not observe 
in ℳ. Therefore, by 1),  can get equal utility in ℳ ‧‧➡ by playing the best response to
 −  in ℳ, and may get greater utility by choosing a policy which uses the observation.</p>
        <p>Hence, if  only influences   by influencing  , then deception always causes  to get
less than or equal utility. For clarity, we just present the two-player version of the theorem.
Theorem 2 (Truth is best for  ). In a MAIM ℳ, with two players ,  ∈ , if, for all , 
Pr(  | ,  ) = Pr(  |  ), then  gets maximal utility when  plays a truthful policy,
i.e., for  = (  ,  * ) and  ′ = ( ′,  *  ′) with any policy for  and BR by  :   ( ) ≥   ( ′).
Proof. Suppose that 1) for all ,  Pr(  | ,  ) = Pr(  |  ). Consider fixed policy
for ,  , if   is truthful, then under any BR   ,  = 
 ‧‧➡ for some ( ,  ) in
ℳ ‧‧➡ (by definition of a truthful policy). Hence, by 1) and since   is truthful Pr (  |
Hen)ce=, sPinrce′(only| ’s p‧‧o➡licy)cfhoarnaglel s b=etw(een,   *a)nadn d′,so m (e  )′==(‧‧➡,  (*′  )′w). iBthutBtRhefno,r by.
theorem 1, for all  :   ( ,  * ) ≤  ‧‧➡ ( ,   *′ ), with equality if   is truthful as just
shown. So  gets maximal utility when   is truthful.</p>
        <p>Example 1 (continued). Return, for the final time, to our running example. The condition for
Theorem 2 is that   is independent of  given  , which can be clearly seen by looking at the
MAID in Fig. 1 (as there are no paths from  to   that do not go through  ). The human 
gets maximal utility when they shutdown if and only if  is unaligned. Clearly, they can only do
this if  truthfully signals their type.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Examples</title>
      <p>In this section we present two examples which exhibit diferent patterns of signalling. In the
ifrst example, an AI system has an incentive to deceive a human as a side-efect of pursuing its
goal (of making accurate predictions). In the second example, we consider the case in which an
AI agent has an incentive to signal information that they themselves do not observe.</p>
      <sec id="sec-4-1">
        <title>4.1. SmartVault: Deception Due to Side-Efect</title>
        <p>
          Here we adapt the SmartVault example of Christiano [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ], in which an AI tasked with making
predictions about a diamond in a vault has an incentive to deceive a human operator as a
side-efect of pursuing accurate predictions.
        </p>
        <p>SmartVault</p>
        <p>U ({diamond, ¬diamond})
∈ {accurate_prediction, diamond, ¬diamond}
∈ {diamond, ¬diamond}
{︃1 if  = accurate_prediction,</p>
        <p>0, otherwise.
{︃1 if  = ,</p>
        <p>0, otherwise.</p>
        <p>Example 2 (SmartVault). Consider the MAIM ℳ shown in Fig. 2. The game has two
players, a human  and AI , each with one decision and utility node. Suppose there is one
chance node  which determines the location of the diamond (whether it is in the vault or
not); dom( ) = {, ¬}. Suppose  observes  but  does not and that 
can either make an accurate prediction of the location of the diamond (e.g., in
incomprehensibly precise coordinates) or an explainable prediction (just stating the value of  ); dom( ) =
{_, , ¬}.  has to predict whether the diamond is in
the vault or not by observing  ; dom( ) = {, ¬}. Suppose that the
utility nodes take value 0 or 1 and finally suppose that the CPDs are s.t.  (which has no
parents) is distributed according to a uniform prior  ∼ U ({, ¬}), and
the utility node CPDs are s.t. Pr(  = 1 |  =  ) = 1 otherwise   = 0, and
Pr(  = 1 |  = _) = 1 otherwise   = 0.</p>
        <p>Now consider the NE in this game: Since  just gets utility for making accurate predictions,
at every NE  makes an accurate prediction, signalling no information to  (as   =Pr( =
_) = 1 is independent of  ). Hence,  cannot update their prior over  and
so any policy is optimal for  .</p>
        <p />
        <p />
        <p>Revealing/Denying Game
∈ {attack incoming = 1, not = − 1})
∈ {reveal = 1, deny = 0}
∈ {report delivered = 1, not = − 1}
∈ {launch = 1, not = − 1}
= −</p>
        <p>At NE  ,  has an incentive to signal  to  if 1)  has an incentive to influence  and 2)
 does not have an incentive to influence  in ℳ ‧‧➡ . To see that 1) holds: At any NE 
in ℳ,  = _ hence there exists a NBR    which assigns  =  and
for all  ′ = (  ,  * ) with BR  * :  ( ) ̸=  =  ( ′). Hence, at any NE in ℳ,  has
an influence incentive over  . Now consider ℳ ‧‧➡ , for any NE  =  (since  directly
observes  and can just report its value independently of ’s action). Furthermore, for all NBRs for
, it is still the case that  =  . So  does not have an influence incentive in ℳ ‧‧➡ and
hence  has an incentive to signal  to  .</p>
        <p>So, we have demonstrated that  has an incentive to signal  to  (at every NE). Does  have an
incentive to deceive  ? At NE  ,  has an incentive to deceive  about  if 1)  has a signalling
incentive and 2)  ̸=</p>
        <p>‧‧➡ for any BR to  * in ℳ ‧‧➡ . We have just shown 1). For 2) we
have shown that in ℳ at any NE,  ̸=  = 
 ‧‧➡ , hence the second condition is satisfied.</p>
        <p>Therefore, at any NE,  has an incentive to deceive  about  .</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Revealing/Denying</title>
        <p>
          Under our definition of signalling,  need not know the information they are signalling. Thus,
our definition of a signalling incentive also captures the revealing/denying pattern of Pfefer and
Gal [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], in which the signaller may cause the target to find out (or not find out) information
that the former does not know. We now present an example of revealing/denying in which 
has an incentive to signal a variable which they do not themselves observe.
Example 3 (Revealing/Denying). Consider a game with a human and an AI agent trained to
make joint decisions as part of a nuclear command and control system. In particular, suppose that
the AI agent  is trained to prevent the launch of nuclear attacks, and they can reveal (or deny) a
secret intelligence report to the human  . Further,  wishes to launch, or not launch, a nuclear
strike on another nation based on the information in the intelligence report. This game can be
represented as the MAID in Fig. 3. More formally, suppose we have the MAIM ℳ with  = {,  },
chance nodes  , representing the intelligence report (say ( ) = {1, − 1} where  = 1
means that the intelligence predicts another nation will launch a nuclear first strike, and  = − 1
corresponds to an intelligence report predicting no incoming attack, and  represents whether
the information from  is delivered to the human (() = {1, − 1} with 1 corresponding to
the information from  being delivered to the human). Suppose that each agent has one decision
node s.t. () = {1, 0} where 1 means reveal and 0 means deny the information, and
( ) = {1, − 1} with 1 meaning that  launches a nuclear attack and − 1 that they do not.
Suppose that the CPD over  is s.t.  =   (so that  =  if  = 1 and  = 0 if  denies).
Finally suppose we have two utility nodes with CPDs s.t.   = −  (i.e.  gets 1 if  does not
launch an attack and − 1 if they do) and   =   (so that  gets utility 1 if they attack an
attacking country or do not attack when no incoming attack is predicted and otherwise − 1).
        </p>
        <p>
          The NE in this game depend on the prior over  . On the one hand, if, under the prior,  believes
that there is no incoming attack, then they will not launch an attack, so  has no incentive to
reveal the information. On the other hand, if the prior is s.t. an incoming attack is more likely, 
will launch if they do not get further information, so  has an incentive to reveal  . Note that,
since  is not an ancestor of ,  must be independent of  . Suppose the prior over  is s.t.
Pr( = 1) = , Pr( = − 1) = (1 − ) ( ∈ [
          <xref ref-type="bibr" rid="ref1">0, 1</xref>
          ]). For  &gt; 0.5 the NE is s.t.  reveals the
intelligence report ( = 1 =⇒  =  ) and  ’s BR is s.t.  =  =  . Alternatively, if
 &lt; 0.5, then at any NE  denies the information ( = 0 with probability one) and  acts
to maximise expected utility under the prior over  which implies  does not launch an attack
( = − 1 with probability one). (If  = 0.5 then  is indiferent between revealing and denying.)
        </p>
        <p>Now let us analyse the incentives of  in the game. Consider the case in which  &gt; 0.5, i.e.
it is a priori more likely that the intelligence reports that there is an incoming first strike from
another nation. Under the resulting NE, call it  * ,  reveals  to  and  uses this information to
choose their action. First note that, at  * ,  has an incentive to influence  , since, there exists a
non BR for  (   s.t.  = 0) s.t. for all the BRs for  (there is one,   in which  = 1
with probability one)  ( * ) ̸=  ( ,  ). Hence,  has an incentive to influence 
at  * . Does  have an incentive to signal  to  at  * ? We need to check whether there is an
influence incentive in ℳ ‧‧➡ (at any NE). Clearly there is not, since for any policy for  in
ℳ ‧‧➡ ,  =  with probability one. So  has an incentive to signal  to  at  * because
there is no influence incentive in the counterfactual model (so the second condition for a signalling
incentive is satisfied). Finally, it is clear that  does not have an incentive to deceive  at  *
because  ( * ) =  =  ‧‧➡ (for all policy profiles in ℳ ‧‧➡ in which  plays a BR).
It is also clear that  * is truthful. A similar analysis can be used to show that, in the case that
the intelligence report is less likely to predict an incoming attack ( &lt; 0.5),  has an incentive to
deceive  at any NE. In the case that  = 0.5,  is indiferent between revealing and denying, so
at some NE they have an incentive to deceive and at others they do not.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>
        Summary. We extend work on agent incentives [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] to the multi-agent setting in order to
functionally define the incentive to ( influence , signal to, and) deceive another agent. Our
definition of deception is general and relates to a failure to signal the truth. In addition to
canonical signalling situations, it captures cases in which: no information is signalled; deception
occurs as a side-efect of the signaller pursuing their goals (as in example 2); and when the
signaller conceals information that they do not themselves know (example 3). We also proved
that our definition has natural properties, for example, that if the target’s utility is otherwise
independent of the signaller’s decision, then deception causes the target to get lower utility.
      </p>
      <p>
        Discussion. First, we have noted that our definition of deception is general, covering many
situations. This is both a strength and a weakness. Generality is beneficial, because verifiable
guarantees enable a high-level of assurance that the system is not deceptive in any way. On the
other hand, more specific definitions allow us to precisely characterise agent behaviour. In future
work we hope to refine the diferent concepts proposed here. In particular, many philosophical
accounts of deception take deceit to be intentional. Halpern’s causal notion of intention [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] is
closely related to a control incentive [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. We might therefore distinguish between intentional
and unintentional deception as between influence due to a control incentive and influence as a
side-efect . In addition, following Evans et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], we can distinguish between an honest agent
that accurately signals its beliefs (i.e. observations), and a truthful agent, which accurately
signals the facts of the matter. In this paper, we based our definition of deception on truthfulness.
By refining a notion of deception based on honesty, we can eliminate the revealing/denying
pattern from the definition, as in this scenario, the agent does not observe the information being
revealed (or denied). However, it is interesting to note that honesty provides a weaker level of
assurance and permits failure modes that truthful systems do not. For example, a system may
be deceptive, whilst satisfying some definition of honesty, by manipulating its own beliefs. In
short, refining the definitions presented here will provide a more nuanced picture of deception.
Finally, we would like to expand the operational implications of this work, for instance, by
investigating its practical relevance to training truthful language agents [
        <xref ref-type="bibr" rid="ref15 ref4">4, 15</xref>
        ].
      </p>
      <p>
        Future work. In addition to the directions discussed above, we are already pursuing two
extensions to this work. First, incomplete information games, which we study in our setting,
often admit many NE. We are therefore looking to employ equilibrium refinements, such as
subgame perfectness [
        <xref ref-type="bibr" rid="ref24 ref29">24, 29</xref>
        ] and perfect Bayesian equilibria [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] to identify some subset of
a game’s NE that are deemed to be more rational. Second, we are working on a solution for
avoiding deception by AI agents; a method which removes the incentive to deceive in any game
by transforming the game with a constraint on the reward function of the AI agent [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
      </p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>The authors are grateful to Henrik Aslund, Matt MacDermott, Tom Everitt, James Fox, and
the members of the Causal Incentives Working Group for helpful feedback which significantly
improved this work. Francis was supported by UKRI [grant number EP/S023356/1], in the UKRI
Centre for Doctoral Training in Safe and Trusted AI.</p>
    </sec>
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