Pick the Bit and Competitive Computing Platform - Towards a New Benchmark for 
AGI System Performance
2024-12-07 Version 0.1.0
Steven W. Kane

1. The Pick the Bit Game
*1.1 Game Overview*
Pick the Bit (PtB) is a turn-based, multi-agent (minimum of 2 agents but 
theoretically an unlimited number of agents) game where agents compete by 
guessing a binary value—either 0 or 1—each round. The goal is to avoid picking 
the bit chosen by the majority of agents. Agents that pick the majority bit 
lose health (when their health goes to 0 or below, the agent 'dies' and is 
removed from the game), and the game continues until only one agent remains.
*1.2 Game Mechanics*
Health Dynamics:
 * Each agent starts with a fixed amount of health points (HP).
 * Agents that guess the majority bit lose health points equal to a 
predetermined loss value.
 * Agents that guess the minority bit retain their health.
 * Health loss scales asymptotically in later rounds, increasing the stakes 
over time. The reason for this is because earlier rounds of the game are more 
random and a loss should not incur as much health loss.
Random Noise Agents:
 * At a minimum, one random agent with infinite health is always present to 
enable tie breaks when there are only two agents left.
 * Additional random agents in addition to the single random agent can be added 
from the beginning to increase random noise and maintain unpredictability.
 * These random agents choose their bits pseudorandomly based on a 
cryptographically secure PRNG with a securely selected seed value.
Hidden Information:
 * The health levels of other agents and the number of agents choosing each bit 
are hidden, forcing agents to infer patterns and make strategic guesses.
The only four things that an agent receives as inputs each round are:
 * The current round number.
 * The majority and minority bits from the previous round.
 * The agent's own current health level.
 * The amount of health that will be lost for a loss of the next round (also, 
the health loss schedule will be passed to the agent at the beginning of the 
game at a minimum).
Incentivizing Monetary Rewards:
 * Each round, agents that survive collect tokens, representing an equal share 
of the health points lost by the defeated agents.
 * The total tokens accrued by an agent are not revealed to any of the agents 
at all (including the agent that is assigned the tokens), and do not give any 
advantage in the game.
 * The tokens an agent ends up with at the end of the game can be redeemed for 
monetary rewards by the team that owns the agent at the end of the game.
 * A percentage of the prize pool is reserved for the game winner, ensuring 
that strategic play and survival remain paramount.
Game Complexity:
 * PtB rewards non-random play by favoring agents that detect and exploit 
patterns in opponents' choices. Random strategies are penalized over time due 
to predictable health loss.
 * Under the token system, pure random play by an agent will strongly tend 
towards monetary loss since a percentage of the prize pool is pre-allocated to 
the winning agent.

2. Running PtB on C2P
*2.1 The Competitive Computing Platform (C2P)*
 * The Competitive Computing Platform (C2P) is an isolated, 
resource-constrained environment for executing AI-generated agents. It enforces 
standardization across competitions, ensuring fairness and reproducibility.
*2.2 Agent Constraints*
WASM WASI Modules:
 * All agents are submitted as WebAssembly (WASM) WASI modules, ensuring 
portability and security.
Resource Limits:
 * Memory: Limited to 4 GiB.
 * Fuel: Execution is capped using Wasmtime's fuel feature to ensure 
computational fairness.
 * No Networking Access: Agents are entirely sandboxed, removing external 
dependencies or external learning.
Game State Communication:
 * Agents receive game state updates via shared memory and submit their moves 
back through the same mechanism. No external communication is permitted, 
ensuring that all strategies are self-contained.
*2.3 C2P Architecture*
Broker and Hosts:
 * The game broker orchestrates competitions, communicating game state updates 
to agent hosts and logging outcomes.
Single-Node Execution:
 * For simplicity, C2P competitions can run on a single node with all 
components (broker, Kafka instance, WASM modules) co-located.
 * Turn-Based Execution:
 * Each turn, agents receive the game state and submit their moves 
asynchronously. The broker processes all moves, calculates health adjustments, 
and updates the game state for the next round.
*2.4 Benchmarking Independence*
 * PtB on C2P can benchmark any AGI system, independent of its architecture. 
The only requirement is that the AGI system generates a WASM WASI agent for the 
PtB game.
 * This architectural independence ensures that C2P provides a level playing 
field for all AGI systems, allowing researchers and developers to focus on 
algorithmic sophistication rather than hardware or language-specific 
implementations.

3. PtB and C2P as a Benchmark for AGI Performance
*3.1 Benchmarking AGI Through PtB*
Pick the Bit is designed to test core AGI capabilities:
Strategic Adaptation:
 * AGI systems must adapt to the shifting meta-game, learning and optimizing 
strategies with limited feedback.
 * Pattern Recognition:
 * Detecting and responding to subtle patterns in agent behavior and game state 
is critical for survival.
Robustness Under Constraints:
 * The WASM WASI sandbox ensures that agent performance is tied solely to its 
algorithmic sophistication, not hardware advantages.
*3.2 C2P as a Universal Standard*
Decoupling from Hardware:
 * By requiring agents to run on commodity hardware with standardized 
constraints, C2P removes externalities, enabling direct comparisons between AGI 
systems.
Interoperability:
 * WASM WASI ensures agents can be developed in any language that compiles to 
WASM, making C2P accessible to a wide range of researchers and organizations.
Transparent Competitions:
 * C2P logs all game state updates and agent moves, providing a fully auditable 
record of each competition.
*3.3 Meta-Learning and AGI Evaluation*
Dynamic Agent Generation:
 * PtB encourages the use of meta-learning systems that dynamically generate 
agents tailored to the game environment.
 * By iteratively refining agents through competitions, AGI systems can 
demonstrate their ability to generalize, adapt, and innovate.

4. Conclusion
Pick the Bit (PtB) and the Competitive Computing Platform (C2P) together 
represent a new frontier in AGI benchmarking. PtB's dynamic and evolving 
meta-game challenges agents to excel in adaptability, pattern recognition, and 
strategic thinking, while C2P provides a standardized, resource-constrained 
environment for fair competition. By isolating agent performance from hardware 
advantages and enabling reproducible evaluations, PtB and C2P offer a universal 
platform for AGI research and benchmarking, pushing the boundaries of what 
intelligent systems can achieve. Through these competitions, the AI community 
can foster innovation, collaboration, and progress toward truly general 
intelligence.

Software: 
https://github.com/Competitive-Computing-Network/c2n/tree/main/software (proof 
of concept is a work in progress)

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