Discovering Agents
Reference: Kenton, Z., Kumar, R., Farquhar, S., Richens, J., MacDermott, M. & Everitt, T. (2022). Discovering Agents. arXiv:2208.08345 (DeepMind; University of Oxford; Imperial College London); later published in Artificial Intelligence, vol. 322 (2023), article 103963. URL.
Summary
How can we recognise agents? Causal models of agents are used to analyse the safety properties of machine learning systems, but the causal model is usually just assumed by the modeller, and modelling failures propagate into mistaken safety conclusions. Kenton et al. take the central feature of agency, following Dennett, to be that agents are systems whose outputs are moved by reasons: an agent chooses an action because it expects that action to precipitate an outcome it finds desirable. This distinguishes agents from systems whose output is merely accidentally optimal for some outcome — their example is a rock that happens to be the right size to block a pipe. Systems moved by reasons are systems that would act differently if they “knew” the world worked differently. The paper’s proposal, and the first formal causal definition of agents, is therefore: agents are systems that would adapt their policy if their actions influenced the world in a different way. Counterfactual adaptation is offered as a test for goal-directed influence.
The machinery is the mechanised SCM (Def. 1), a variant of Hammond et al.’s mechanised causal games: an SCM whose endogenous variables are partitioned into object-level variables V (white nodes) and mechanism variables Ṽ (black nodes), with |V| = |Ṽ|, each object-level variable having exactly one mechanism parent specifying its relationship to its object-level parents. Edges divide into object-level E^obj, mechanism E^mech, and functional E^func (from Ṽ to the V it controls). Mechanism variables generalise Correa–Bareinboim regime indicators and Dawid’s parameter variables; the object-level subgraph must be acyclic, but cycles in the mechanism subgraph are permitted (following Bongers et al.’s cyclic SCM formalism). Connecting mechanism variables by causal links deliberately violates the independent causal mechanisms (ICM) assumption. Onto this the authors add an edge-labelling (Def. 3): a mechanism edge W̃ → Ṽ is terminal iff (1) Ṽ still responds to W̃ after the effects of W on its children are removed by structural mechanism interventions (Def. 2 — interventions on a mechanism variable making V conditionally independent of its object-level parents), and (2) Ṽ stops responding to W̃ once the effects of V on its children are cut. Terminal edges pick out the variables an agent cares about for their own sake, separating intrinsic from merely instrumental value.
Three algorithms and three theorems connect the causal and game-theoretic pictures. Algorithm 1 (Edge-labelled mechanised SCM discovery) takes a set of interventional distributions and applies leave-one-out causal discovery (Lemma 1: correct even for cyclic SCMs) to the combined object-level and mechanism variables, then infers edge labels via structural mechanism interventions on object-level children. Algorithm 2 (Agency Identification) turns the edge-labelled mechanised causal graph into a game graph: decision nodes are those whose mechanisms have incoming terminal edges, utility nodes are those whose mechanisms have outgoing terminal edges, everything else is a chance node; decisions and utilities in the same connected component of the terminal-edge graph get the same colour, i.e. belong to the same agent. Algorithm 3 (Mechanism Identification) inverts this, drawing mechanism edges via Koller–Milch s-reachability and terminal edges wherever a directed path runs from a decision to one of its agent’s utilities without passing through another of that agent’s utilities. Under five assumptions — each weakly connected component of the decision-utility subgraph is an agent subgraph with at least one decision and one utility (A1); agents play a subgame-perfect equilibrium under any set of mechanism interventions (A2); agents have a preferred ordering over equally-optimal decision rules, ruling out unmotivated switches (A3); only decision mechanisms have ingoing terminal edges, a weakened ICM assumption (A4); interventions on Ṽ can instantiate any deterministic function of V’s parents (A5) — Theorem 1 shows Algorithm 1 followed by Algorithm 2 recovers the true game graph; Theorem 2 shows Algorithm 2 is a left inverse of Algorithm 3; Theorem 3 shows Algorithm 3 is a left inverse of Algorithm 2 on the restricted class of mechanised causal graphs producible from a mechanised causal game and in which every node with an incoming mechanism edge also has an incoming terminal edge. The two representations are thus (modulo that restriction) equivalent descriptions of the same system — one physical, one decision-theoretic.
The payoff is diagnostic. Worked examples — a mouse gridworld; a content-recommender optimising a model of a human; an actor-critic RL setup; modified-action MDPs; a zero-agent causal Bayesian network — show the algorithms correcting prior modelling mistakes. Notably, the recommender example reveals a path H̃₂ → Ũ → D̃ invisible in the game graph, meaning the system is adapting to how the human’s opinion is updated, casting doubt on an earlier incentive analysis that had deemed the design safe; graphical incentive analysis can be trusted only when non-decision mechanisms lack ingoing arrows. Section 4.6 exhibits systems that break Assumption 1: two agents sharing a utility (an Assistance Game / CIRL setup, where Algorithm 2 wrongly merges them into one agent) and non-descendant utilities. The authors are explicit that variable types are relative to the choice of variables modelled — decision-hood and utility-hood are frame-dependent, and coarse-graining may change whether agents are discovered at all. Whether a thermostat or a trained RL policy counts as an agent depends on whether one includes its creation process: a frozen learnt policy will not adapt, so it is not an agent by this definition, but the RL training process is. Finally, the result constrains ICM: P(X | pa^X) does not obey the ICM principle if it is an agent’s decision rule, or is strategically relevant to one.
Key Ideas
- Agents are systems that would adapt their policy if their actions influenced the world in a different way — the first formal causal definition of agency, and a test for goal-directed influence rather than a claim about actual behaviour.
- Moved by reasons vs accidentally optimal: a rock perfectly sized to block a pipe is optimal for reducing water flow but would not adapt if the pipe were wider; a firm would adapt its price if consumers were differently price-sensitive (and it were made aware).
- Mechanised SCM (Def. 1): endogenous variables split into object-level
Vand mechanism variablesṼ(one mechanism parent each, parameterisingV’s dependence on its object-level parents); edges are object-level, mechanism, or functional. Object-level subgraph acyclic; mechanism subgraph may cycle. - Structural mechanism intervention (Def. 2): an intervention on
ṼmakingVconditionally independent of its object-level parents — a way to cut a variable’s dependence on its parents that an agent can be aware of. - Terminal mechanism edges (Def. 3): the edge-label that distinguishes what an agent values intrinsically from what it values instrumentally.
W̃ → Ṽis terminal iffṼstill responds whenW’s downstream effects are cut, and stops responding whenV’s downstream effects are cut. - Decisions = mechanisms with incoming terminal edges; utilities = mechanisms with outgoing terminal edges; everything else is chance. Agents are the connected components of the terminal-edge graph.
- Three algorithms: Alg. 1 Edge-labelled mechanised SCM discovery (interventional distributions → edge-labelled mechanised causal graph, via leave-one-out causal discovery); Alg. 2 Agency Identification (mechanised causal graph → game graph); Alg. 3 Mechanism Identification (game graph → mechanised causal graph, via s-reachability).
- Theorem 1: under Assumptions 1–5, Alg. 2 ∘ Alg. 1 applied to a mechanised causal game recovers its true game graph. Theorem 2:
a₂(a₃(G)) = G. Theorem 3:a₃(a₂(C)) = Con a restricted class ofC. Game graph and mechanised causal graph are two representations of one system. - Pre-policy vs post-policy interventions correspond exactly to mechanism vs object-level interventions: agents can adapt to the former, not the latter. Awareness of the intervention is what makes adaptation possible.
- Diagnostic payoff: the recommender-system example uncovers a mechanism path (
H̃₂ → Ũ → D̃) showing goal-directed influence on the human’s opinion updating that the game graph hides — graphical incentive analysis is reliable only when non-decision mechanisms lack ingoing arrows. - Agency depends on the frame and on the creation process: decision/utility/chance labels are relative to which variables are modelled; a frozen learnt RL policy is not an agent, but the RL training process is; a thermostat is an agent only with its designers.
- ICM is constrained, not assumed:
P(X | pa^X)violates the independent-causal-mechanisms principle when it is an agent’s decision rule, or is strategically relevant to one. Assumption 4 is a deliberately weakened ICM. - Stated failures: Assumption 1 breaks for agents sharing a utility (Assistance Games / CIRL — Alg. 2 merges them into one agent) and for non-descendant utilities (a decision that doesn’t cause its own utility). Approach improves on Orseau et al.’s compression-based definition, which mis-handles small action spaces and accidentally-optimal systems.
Connections
- Interpreting Systems as Solving POMDPs
- True Believers - The Intentional Strategy and Why It Works
- Intentional Stance
- Theory of Agency
- Causality - Pearl
- Causal Diagrams for Empirical Research - Pearl
- Identification of Joint Interventional Distributions - Shpitser Pearl
- Structural Causal Model
- Mechanised SCM
- Causal Game
- Influence Diagram
- Causal Discovery
- Intervention
- Counterfactual
- Independent Causal Mechanisms
- s-reachability
- Strategic Relevance
- Subgame Perfect Equilibrium
- Nash Equilibrium
- Instrumental Convergence
- Goal-Directedness
- Weak Agency
- Strong Agency
- Ascribing Mental Qualities to Machines
- The Knowledge Level
- Rationality Assumption
- Principle of Rationality
- Intelligence Without Representation
- Potential Outcomes Framework - Rubin
- A Value for n-Person Games
Conceptual Contribution
- Claim: A system is an agent iff it would adapt its policy if its actions influenced the world in a different way. Agency is a counterfactual, causal property — detectable by experiment rather than ascribed by a modeller — and it is what distinguishes systems whose outputs are moved by reasons from systems that are merely accidentally optimal. Because the property is counterfactual, it also serves as a test for goal-directed (as against incidental) influence on a variable.
- Mechanism: Introduce mechanised SCMs (Def. 1), splitting endogenous variables into object-level
Vand mechanism variablesṼthat parameterise eachV’s structural equation, with mechanism edges allowed (violating ICM) and cycles permitted in the mechanism subgraph. Define structural mechanism interventions (Def. 2) so that an agent can be made aware of a change to how its actions influence the world, and edge-label the mechanism edges as terminal or non-terminal (Def. 3) by whether the response survives cutting downstream effects. Then: Algorithm 1 recovers the edge-labelled mechanised causal graph from interventional distributions by leave-one-out causal discovery over object-level and mechanism variables (Lemma 1, Lemma 2); Algorithm 2 reads decisions off ingoing terminal edges, utilities off outgoing terminal edges, and agent identity off connected components of the terminal-edge graph; Algorithm 3 goes back from game graph to mechanised graph via Koller–Milch s-reachability (Lemma 3). Theorems 1–3 establish correctness under Assumptions 1–5 (agent subgraphs, subgame-perfect equilibrium, preferred ordering over equally-optimal decision rules, terminal edges only into decisions, and rich enough mechanism interventions) and mutual left-inverse-hood of Algorithms 2 and 3. - Concepts introduced/used: Mechanised SCM, Causal Game, Influence Diagram, Structural Causal Model, Causal Discovery, Intervention, Counterfactual, s-reachability, Independent Causal Mechanisms, Subgame Perfect Equilibrium, Goal-Directedness, Intentional Stance
- Stance: formal theory / algorithmic definition, with correctness theorems and worked diagnostic examples (no empirical study)
- Relates to: A rival formal answer to the question posed by Interpreting Systems as Solving POMDPs — where Biehl and Virgo ask whether a system’s dynamics admit a consistent interpretation as belief-updating and optimising, Kenton et al. ask whether the system’s policy counterfactually adapts under interventions on the mechanisms of its environment; the former makes agency a property of the pair (system, interpretation), the latter makes it a property discoverable from interventional data. The authors present their definition as an alternative to, or elaboration of, the Intentional Stance of True Believers - The Intentional Strategy and Why It Works “couched in the language of causality and counterfactuals” — retaining Dennett’s moved by reasons while replacing predictive usefulness with an experimental test. It sits on the causal machinery of Causality - Pearl and Causal Diagrams for Empirical Research - Pearl, extends the influence-diagram tradition of Koller and Milch, and is motivated by the incentive- and safety-analysis programme it partially corrects. Contrast with the compression-based definition of Orseau et al., which the authors argue mis-classifies accidentally-optimal systems.
Tags
#agency #foundational #causality #causal-discovery #game-theory #influence-diagrams #ai-safety #formal-methods