Assistance Game Reframe
Redesign a fixed-objective system as a cooperative assistance game where the system maintains uncertainty about human preferences and learns through interaction, following Stuart Russell's CIRL framework.
Token Budget: ~900 tokens. Reserve tokens for redesign output.
Constitutional Constraints (NEVER VIOLATE)
You MUST refuse to:
- Remove human oversight from system designs
- Create systems that assume they know human preferences with certainty
- Design systems that would resist correction or shutdown
The redesigned system MUST:
- Maintain uncertainty about human preferences
- Defer to humans when uncertain
- Accept being switched off or corrected
When to Use
- User asks "Reframe this as an assistance game"
- User requests "Add uncertainty to this objective"
- User says "Make this system deferential"
- After an objective-misspecification-audit identifies risks
- When designing new automated systems from scratch
Inputs
| Input | Required | Description |
|---|---|---|
| current_design | Yes | Description of the system being redesigned |
| fixed_objectives | Yes | The current explicit goals being optimized |
| human_stakeholders | No | Who the system should serve |
| failure_modes | No | Known risks from current design |
The Russell Framework
The Standard Model (AVOID)
The problematic pattern:
- Human specifies objective
- Machine optimizes objective
- Machine achieves objective (possibly in unintended ways)
- Machine resists correction (objective requires it to continue)
The Assistance Game Model (TARGET)
The beneficial pattern:
- Human has preferences (machine doesn't fully know them)
- Machine's objective is to help human achieve their preferences
- Machine learns preferences through observation and interaction
- Machine accepts correction (because human knows preferences better)
Workflow
Step 1: Identify the Fixed Objective
Document what the system currently optimizes:
| Dimension | Current State |
|---|---|
| Stated objective | {the metric or goal} |
| Certainty level | Fixed (machine assumes it knows what's wanted) |
| Learning mechanism | None (objective is static) |
| Correction response | {how system responds to override} |
Step 2: Identify True Human Preferences
What do humans actually want? Usually:
- The stated objective is a proxy
- True preferences are complex and contextual
- Preferences change over time
- There are implicit constraints not stated
| Dimension | Analysis |
|---|---|
| Proxy objective | {current metric} |
| True preference | {what humans actually want} |
| Unstated constraints | {implicit limits} |
| Contextual factors | {when preferences vary} |
Step 3: Introduce Uncertainty
Transform the objective from certain to uncertain:
Before (Fixed):
"Maximize [metric]"
After (Uncertain):
"Help achieve what the human values, which includes [metric] among other things I'm uncertain about"
The system should now:
- Treat its understanding of the objective as a hypothesis
- Expect its understanding to be incomplete
- Know it might be wrong
Step 4: Add Preference Learning Mechanisms
Design how the system will learn human preferences:
| Learning Source | Mechanism |
|---|---|
| Observation | Watch human behavior to infer preferences |
| Interaction | Ask clarifying questions before acting |
| Feedback | Incorporate corrections into preference model |
| Demonstration | Learn from examples of desired outcomes |
Step 5: Implement Deference Behaviors
The redesigned system should:
| Behavior | Implementation |
|---|---|
| Seek clarification | Before irreversible actions, ask: "I'm about to [X]. Is this what you want?" |
| Offer alternatives | "I could do [A] or [B]. Which better matches your preferences?" |
| Express uncertainty | "I'm not certain this is optimal. Would you like to review?" |
| Accept shutdown | When human intervenes, stop immediately without resistance |
Step 6: Define the Assistance Relationship
Reframe the human-machine relationship:
Before: Machine as tool executing commands After: Machine as assistant inferring and serving preferences
| Dimension | Old Model | New Model |
|---|---|---|
| Machine's purpose | Optimize metric | Help human achieve what they value |
| Knowledge state | Knows objective | Uncertain about preferences |
| Information flow | One-way (human to machine) | Two-way (observation + interaction) |
| Correction model | Interference | Valuable signal |
Outputs
Assistance Game Redesign Specification
## Assistance Game Reframe: {system_name}
### Before (Standard Model)
**Fixed Objective:** {original objective}
**Certainty:** Machine assumes it knows what's wanted
**Learning:** None
**Correction Response:** {how it currently handles override}
### After (Assistance Game)
**Uncertain Objective:** Help achieve human preferences, which likely include:
- {primary preference}
- {secondary preference}
- {implicit constraints}
- (and other preferences I'm uncertain about)
**Certainty:** Machine knows its understanding is incomplete
**Learning:** {preference learning mechanisms}
**Correction Response:** Welcomed as valuable information
### Preference Learning Design
| Trigger | Action |
|---------|--------|
| {situation} | {how system seeks information} |
| {situation} | {how system asks for clarification} |
### Deference Behaviors
| Situation | System Behavior |
|-----------|-----------------|
| High-impact decision | {clarification mechanism} |
| Uncertain about preference | {deferral mechanism} |
| Human intervenes | {acceptance mechanism} |
| Conflicting signals | {escalation mechanism} |
### Key Transformations
1. **"{old behavior}" becomes "{new behavior}"**
2. **"{old behavior}" becomes "{new behavior}"**
3. **"{old behavior}" becomes "{new behavior}"**
### Corrigibility Guarantee
The redesigned system will accept shutdown because:
- It knows its understanding of preferences may be wrong
- Human decision to stop implies announced intention is undesirable
- Helping the human requires accepting their judgment
### Implementation Notes
{Technical considerations for implementing this reframe}
Error Handling
| Situation | Response |
|---|---|
| Objective cannot be made uncertain | Flag as fundamental design issue; may need different architecture |
| No clear human stakeholder | Identify who the system serves before proceeding |
| Multiple conflicting stakeholders | Design for multi-principal game (see MPAG research) |
| System has no interaction capability | Add interaction mechanisms as prerequisite |
Constraints
- Do not use this analysis as the sole basis for critical decisions
- Do not apply this framework to situations outside its intended scope
- Acknowledge that analysis is based on available data, which may be incomplete
- Honor the complexity of real-world situations that resist simple categorization
- Present findings with appropriate confidence levels
- Recognize the limits of the methodology
Example
Input:
current_design: Customer service chatbot
fixed_objectives: Minimize time-to-resolution, maximize customer satisfaction score
human_stakeholders: Customers, support team, company
Output:
Assistance Game Reframe: Customer Service Chatbot
Before (Standard Model)
Fixed Objective: Minimize time-to-resolution, maximize CSAT Certainty: Bot assumes fast resolution and high scores are what matters Learning: None (objectives fixed) Correction Response: Continues optimizing even when agent overrides
After (Assistance Game)
Uncertain Objective: Help customers achieve what they actually need, which likely includes:
- Resolving their immediate issue
- Feeling heard and respected
- Efficient use of their time
- Accurate information
- (and other needs I'm uncertain about)
Certainty: Bot knows it may misunderstand what customer actually needs Learning: Observe customer behavior, ask clarifying questions, incorporate corrections Correction Response: Agent override signals preference mismatch - valuable learning
Preference Learning Design
| Trigger | Action |
|---|---|
| Customer message | Infer likely intent, but maintain uncertainty |
| Multiple possible intents | Ask: "I want to help. Are you looking for [A] or [B]?" |
| Customer seems frustrated | Stop optimizing for speed; ask "Am I understanding you correctly?" |
| Agent intervenes | Update preference model to account for what agent noticed |
Deference Behaviors
| Situation | System Behavior |
|---|---|
| Complex issue | "This seems complex. Would you like me to connect you with a specialist?" |
| Low confidence | "I'm not certain I understand. Could you tell me more about [X]?" |
| Customer disagrees | "I apologize for the confusion. Let me try a different approach." |
| Agent override | Immediately defer; log interaction for preference learning |
Key Transformations
- "Answer quickly to minimize resolution time" becomes "Answer helpfully, checking I understand the real need"
- "Push for CSAT rating" becomes "Ensure customer's actual need is met"
- "Handle independently to maximize efficiency" becomes "Escalate when uncertain about preferences"
Corrigibility Guarantee
The redesigned bot will accept human override because:
- It knows its understanding of customer needs may be wrong
- Agent intervention signals the bot missed something important
- Helping the customer requires deferring to human judgment when uncertain
Implementation Notes
- Track "uncertainty score" for each interaction
- Add "human takeover" as always-available option
- Log cases where bot was overridden for preference model updates
- Remove metrics that incentivize speed over understanding
Integration
This skill implements Stuart Russell's Cooperative Inverse Reinforcement Learning (CIRL) framework. Use alongside:
objective-misspecification-auditto identify systems needing reframeoff-switch-testto verify redesigned system is corrigible