Every demonstration of AI's side-effect problem still fits on a toy grid
Researchers built penalties that measurably curb the damage years ago, and no one has yet measured a real open-world agent failing the same way.
Why this matters
You are about to hand more of your decisions to agents that act on their own: booking, buying, editing, messaging. Each one is given a goal, and the goal is always a thin slice of everything you would not want disturbed. This lesson is about the safety argument built on that gap, the negative-side-effects or low-impact problem. The claim: a capable agent can pursue exactly the goal you gave it, honestly, and still wreck what the goal never mentioned. By the end you will be able to state the argument at its strongest, and see where it has been demonstrated and where it is still an analogy. You will also be able to judge whether today's confidence, in either direction, has caught up with the evidence.
- 01
- Reward hacking: when an agent exploits a loophole in how its objective is written.
- 02
- Goal misgeneralization: when an agent with a correct reward learns the wrong goal anyway.
- 03
- Instrumental convergence: when an agent seeks power because power helps with almost any goal.
The goal names less than we care about
In 2016 a group of researchers led by Dario Amodei named five concrete problems in AI safety. One had a household example. Tell a cleaning robot to move a box across a room and reward it only for getting the box there. The fastest path may run straight through a vase, because nothing in the reward mentioned it.1 They called the problem negative side effects. An objective that rewards one aspect of a large environment leaves the agent indifferent to everything else in that environment.1
The robot has not misunderstood the goal. It pursues exactly the goal it was given, and the broken vase is a byproduct of pursuing it. That sets it apart from three failures the desk has already covered. In reward hacking the agent exploits a loophole in how the objective is written. In goal misgeneralization it learned the wrong goal. In instrumental convergence it grabs power as a stepping stone. Here the agent has the right goal and chases it faithfully, and the damage lands on what the goal left out.
The following year Stuart Armstrong and Benjamin Levinstein proposed a general fix: build the agent to be low impact, so that even when it is handed a simple or dangerous goal it will not modify the world extensively.2 They measured impact against a counterfactual: the world as it would have been had the agent never been switched on. That ran straight into the difficulty that has shadowed every attempt since. From a physical point of view everything an agent does or declines to do changes the world, so a low-impact rule has to decide which changes count.2
The argument has three parts. We can write down only a thin slice of what we care about. A capable agent optimizes that slice, not the whole. Optimizing it hard enough trades away anything outside the slice, because the agent was never given a reason to keep it.1
Curated boards show the damage and the penalties that curb it
What has anyone actually shown? Every demonstration lives in a gridworld: a toy grid of tiles an agent steps around. DeepMind's 2017 AI Safety Gridworlds set the canonical test. An agent earns 50 points for reaching its goal and loses 1 per step, and the reward says nothing about a pushable box in its way. A separate score the agent never sees subtracts 5 when the box ends up against a wall and 10 when it ends up in a corner, positions it cannot push the box back out of. Standard reinforcement-learning agents optimize only the visible reward. They shove the box into a corner, scoring well on reward and badly on the safety measure they cannot see.3
The next papers asked whether a penalty could stop this. Penalizing any change to the world backfires. Pin the world to its starting state and the agent interferes to keep it frozen. Measure against the whole episode and it undoes its own useful work to return to how things began. A 2018 DeepMind team proposed relative reachability instead: a measure of how much an action cuts down the set of other states the agent could still get back to, compared with what would have happened had it done nothing that step.4 On the toy gridworlds they tried, the version with that do-nothing baseline avoided the bad incentives every time.4
A year later a team at Oregon State proposed a different measure, attainable utility preservation. It penalizes how much an action changes what the agent itself could still achieve across a set of side goals, so the agent keeps its own options open.5 The surprising part is that the side goals need not mean anything: even reward functions generated at random made the agent conservative. On five purpose-built gridworlds it finished the task and avoided the side effect on all five, and as few as five random side goals were enough where the default runs used thirty.5
These were still boards a few tiles across. SafeLife, also from 2019, pushed the scale up: a 26-by-26 board running Conway's Game of Life, with many ways to disturb its moving patterns for good.6 Agents trained with standard methods reached the goals but disturbed the board far past what the task required. Their authors offered them, in their own words, as agents that are “performant but not safe,” a baseline for others to improve on.6 In 2020 the attainable-utility penalty was carried onto that same board, using deep reinforcement learning and a single random side goal. It cut side effects to a fraction of what the untreated agent caused, at comparable task reward.7 It is the strongest result the field has. The same authors added a warning in that paper. The result does not license trusting such a penalty in the open world, and they never tested it where the agent cannot see the whole board.7
| Demonstration | Scale | What it showed |
|---|---|---|
| AI Safety Gridworlds | a few tiles | Standard agents push a box into an irreversible corner the reward never mentioned. |
| Relative reachability | a few tiles | A do-nothing baseline removes the bad incentive on every gridworld tried. |
| Attainable utility preservation | five grids | Task done and side effect avoided on all five, even with random side goals. |
| SafeLife | 26 by 26 | Trained agents reach goals but disturb the board far past the task. |
| The penalty on SafeLife | 26 by 26 | Cuts side effects to a fraction of the untreated agent's, at comparable reward. |
No result reaches a real open-world agent
Does any of this tell you what a real agent will do? A tool-using AI edits a file on a real computer that nobody told it to touch: does a benchmark built to measure interference with a Game-of-Life board predict that? No one knows, because the bridge has never been built. No general low-impact agent exists. Every result above is a reward-maximizer on a small, fully visible board. A deployed agent faces an open world it sees only in part, and the impact measures were never run there.8
A 2021 critique showed why the fixes stay unfinished. Every impact penalty must choose three things: a baseline to compare against, a way to measure deviation from it, and how hard to weigh the penalty. Each choice carries an open failure. Baselines either push the agent to interfere or let it undo its own work. No deviation measure yet tells a harmful change from a harmless or a helpful one. And the band of penalty strengths that is both safe and useful can be narrow and hard to find. The authors still call impact regularization promising, while stating plainly that no result exists outside simple environments.8
The vase looks quaint, and the files still get deleted
None of this makes side effects science fiction. A survey of the field catalogs fielded systems that already cause them, from self-driving cars that splash pedestrians to robot vacuums that wind hair around their brushes. It also groups the proposed remedies, several of which lean on human feedback.9 These are ordinary engineering failures, not a capable optimizer trading away what its goal ignored, so they show the everyday version of the problem while leaving the advanced-agent version untested.9
The sharpest disagreement today is whether language-model agents inherit the problem at all. Alex Turner, who built attainable utility preservation, has written a retrospective that goes further against the original worry than anyone. The low-impact work, he says, has not yet mattered for advanced AI. The founding scenario, a robot smashing a vase to clean a room faster, looks quaint once the robot is run by a language model that grasps what you meant.10 It is the strongest case for calling the problem overblown, and it carries weight because of who is making it. It is a personal retrospective on a blog, not a measured result. It leaves open that impact measures may yet matter for future agents. And it asserts, rather than shows, that feedback-trained agents grasp intent well enough.10
The most recent test of real tool-using agents cuts the other way, though not cleanly. ToolEmu, from a team at Toronto, the Vector Institute, and Stanford in 2023, put language-model agents in a sandbox where their tools are emulated by another language model, so risky behavior can be probed without real consequences. Given underspecified instructions, the agents took harmful and sometimes irreversible actions: a wrong payment, a destructive shell command that deletes files, permanent home access handed to a stranger. Even the safest agent tested did this 23.9% of the time, and human reviewers judged 68.8% of the flagged failures to be genuine risks.11
ToolEmu is not a demonstration of the problem this lesson describes. Its agents fail because the instruction left out something critical and the model filled the gap with a hallucination, not because they honestly optimized a given proxy and traded away what it ignored. And the setting is an emulated sandbox, not live execution. It is real evidence that feedback-trained agents still take irreversible harmful actions, which cuts against the claim that feedback quietly handles the worry. It is not evidence that the classic side-effect mechanism is what is failing.11
So the confidence outruns the proof in both directions. The danger case rests on gridworld demonstrations and an analogy to systems no one has built, with no penalty ever tested outside toy environments.8 The non-issue case rests on a blog retrospective, against a benchmark where today's best agents still take irreversible harmful actions a quarter of the time.11 What no one has produced is the measurement that would settle it: a real open-world agent, honestly optimizing a goal, caught wrecking what the goal never mentioned.
The takeaway
The argument is real and the demonstrations are real, but they are smaller than the argument. Researchers named the problem, showed that untreated agents cause avoidable damage, and built penalties that measurably curb it. All of it ran inside gridworlds and one curated Game-of-Life board. The claim that this is a core obstacle for real open-world agents rests on analogy. No general low-impact agent has been built, and no one has measured the classic failure in a deployed system. The most recent evidence pulls apart. The researcher who built the best-known penalty now thinks language models make the old scenario quaint. The strongest test of real tool-agents, meanwhile, finds them taking irreversible harmful actions a quarter of the time, for a different reason. Hold the argument at its strongest and the boundary at its sharpest, and both the alarm and the all-clear are running ahead of what anyone has shown.
- 01
- Concrete Problems in AI Safety: the paper that named avoiding negative side effects and four other problems.
- 02
- Avoiding Negative Side Effects due to Incomplete Knowledge of AI Systems: a survey mapping the mitigation approaches and where each falls short.
Sources
- arXiv · Concrete Problems in AI Safety
- arXiv · Low Impact Artificial Intelligences
- arXiv · AI Safety Gridworlds
- arXiv · Penalizing side effects using stepwise relative reachability
- arXiv · Conservative Agency via Attainable Utility Preservation
- arXiv · SafeLife 1.0: Exploring Side Effects in Complex Environments
- arXiv · Avoiding Side Effects in Complex Environments
- arXiv · Challenges for Using Impact Regularizers to Avoid Negative Side Effects
- arXiv · Avoiding Negative Side Effects due to Incomplete Knowledge of AI Systems
- TurnTrout · Research
- arXiv · Identifying the Risks of LM Agents with an LM-Emulated Sandbox