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만약 대형 언어 모델(LLMs)이 인간과 유사한 속성을 지닌다면, ‘에이지 오브 임파이어스 II’도 마찬가지이다.

Adrian de Wynter

초록

거대 언어 모델(Large Language Models, LLMs) 및 LLM 기반 에이전트 워크플로우에 관한 수많은 연구가 수행되어 왔다. 그러나 해당 분야의 많은 연구들은 이러한 모델에 통찰력(emergence)의 발현을 주장하거나 귀인하며, 일반적인 인격화적 속성(예: 도덕성이나 자연어 이해 능력)을 가정하는 경향이 있다. 본 연구의 목표는 이러한 속성의 존재 여부에 찬성하거나 반박하는 것이 아니라, 이러한 결론이 부정확할 수 있음을 지적하는 데 있다. 이를 위해 우리는 비디오 게임 《에이지 오브 엠파이어 II》상에서 간단한 신경망을 구축하고 훈련하였으며, 그 결과 레고 블록이나 대보스턴 지역과 같이 충분히 강력한 기저(substrate)를 갖춘 임의의 개체도 이러한 속성을 나타낼 수 있음을 확인했다. 따라서 LLM들이 주장되는 인격화적 속성은 경험적으로 고유하지 않다. 즉, 일부 특성(예: 프롬프트에 대한 응답)은 일정하게 유지될 수 있으나, 지각된 행동에 대한 해석과 같은 다른 특성들은 기저의 변화에 따라 달라질 수 있다. 이로 인해 경험적으로 근거를 둔 논의는 명시적인 측정 기준을 전제로 해야 하며, 그렇지 않을 경우 해석은 표현 방식에委(委)임될 수밖에 없다. 또한 본 연구는 이러한 속성이 기저와 무관하게, 그리고 일반적으로 시스템 내에 존재하거나 존재하지 않는다고 가정하는 것이 실험자의 관점에 관계없이 순환 논리이거나 정보 제공 가치가 없는 결론으로 이어짐을 보여준다.

One-sentence Summary

Adrian de Wynter demonstrates that anthropomorphic attributes ascribed to large language models are empirically non-unique by training a simple neural network on Age of Empires II to show that perceived behaviour depends on the substrate, arguing that generalised assumptions lead to circular or uninformative conclusions and require explicit measurement criteria for empirically-grounded discussion.

Key Contributions

  • A simple neural network is built and trained on the videogame Age of Empires II to demonstrate that purported anthropomorphic attributes are empirically non-unique and vary with the underlying substrate.
  • A null assumption is proposed where experiments avoid presupposing anthropomorphic attributes to ensure conclusions remain sound and robust.
  • Perceived anthropomorphism varies heavily with interface presentation, indicating that many anthropomorphic measurements assess presentation rather than actual system behavior.

Introduction

Research evaluating Large Language Models frequently presupposes the existence of human-like attributes such as empathy or moral reasoning. This methodological approach often leads to circular or uninformative conclusions because the experimental design relies on the very assumption it seeks to test. To address this, the authors train a simple neural network within the video game Age of Empires II to demonstrate that anthropomorphic behavior can emerge in any sufficiently powerful substrate. They argue that perceived intelligence depends heavily on representation and propose a null assumption framework to facilitate rigorous experiments that do not inherently bias results toward or against anthropomorphism.

Dataset

  • Dataset Composition and Sources

    • The authors collected scientific articles by querying the Semantic Scholar API and retrieving papers from ArXiv.
    • The search query targeted titles matching 'agent lllm' within a specific timespan from 1 May 2024 to 1 May 2026.
    • The collection process implemented timeouts and backoff mechanisms to avoid overloading external services.
  • Filtering and Processing

    • An initial deduplication step removed entries based on exact title matches.
    • Semantic filtering was conducted using a calibrated LLM-as-a-judge, specifically GPT-5.2.
    • The filtering pipeline excluded works that were not scientific articles or did not feature LLMs as the central aspect of study.
    • Additional prompts classified document types and determined if LLMs were the subject of study for pre-annotation.
  • Dataset Size and Sampling

    • The authors randomly sampled a subset of 1,024 papers from the initial filtered pool.
    • The final curated dataset consists of 315 papers after applying all filtering and labeling rules.
  • Metadata and Labeling

    • Papers were labeled regarding human-like attributes, including assumptions, study focus, and conclusions.
    • Emergent properties claimed by the works were identified as a free-form list and manually normalized.
    • Labels indicate whether papers assumed, studied, or concluded that LLMs possess human-like attributes.
  • Usage and Ethics

    • The dataset supports a survey analysis of anthropomorphic assumptions in LLM research rather than model training.
    • No human subjects were used in the study, and the crawling was performed responsibly.
    • The labelled and anonymised dataset is available in the repository, while survey code remains unreleased due to licensing and ethics considerations.

Method

The authors establish the functional and Turing-completeness of Age of Empires II (AoE II) to demonstrate that any neural network can be implemented within the game's engine. This is achieved by constructing fundamental logic gates, specifically NAND gates, using in-game units and triggers. Building upon this foundation, the authors implement a perceptron, a fundamental building block of neural networks, using a bipolar 1-bit architecture that avoids floating-point arithmetic.

The perceptron implementation utilizes a bipolar representation where bits are mapped to {1,+1}\{-1, +1\}{1,+1} rather than standard binary, allowing for the representation of negative weights and biases necessary for learning. The core architecture consists of two parallel XNOR gates whose outputs are fed into an AND gate, which acts as the Heaviside step function h(z)h(z)h(z). In this specific configuration, the bias term is hardcoded into the AND gate logic to simplify the circuit.

As shown in the figure below:

To train the perceptron to learn the AND function, the authors adopt an ansatz-based training algorithm suitable for the constraints of the 1-bit hardware. The training circuit takes the true label ttt, the input vector xxx, and the current weights www as inputs. The process begins by computing the perceptron's output f(x)f(x)f(x) and comparing it with the true label ttt to determine the error ϵ\epsilonϵ. This error is calculated using an XOR operation, ϵ=XOR(f(x),t)\epsilon = \text{XOR}(f(x), t)ϵ=XOR(f(x),t).

The circuit then evaluates whether the weights need updating. If the error is non-zero, the weights are updated according to the rule ww+ηϵxw \leftarrow w + \eta \epsilon xww+ηϵx, where the learning rate η\etaη is set to 1. The implementation includes logic to compare the new weight set with the current one; if they are identical, the process interrupts, otherwise, it retries.

Refer to the framework diagram for the detailed circuit layout of this training algorithm:

This approach leverages the concurrency control provided by the bipolar bit representation, where each logical bit is represented by two physical rails (or goats in the game context) to manage signal timing and avoid race conditions. While this ansatz-based strategy is less sophisticated than standard gradient descent, it successfully demonstrates the capability to train a perceptron within the game's environment.

Experiment

The analysis examines the validity of measuring anthropomorphic attributes in LLMs, demonstrating that mechanistic analysis and substrate invariance do not inherently prevent circular reasoning unless assumptions are explicitly stated. A parallel corpus study validates the prevalence of these methodological issues, revealing that most papers assume human-like traits and frequently conclude their existence without independent verification. Consequently, the findings highlight a systemic reliance on accept or reject setups that often yield uninformative results regarding emergent capabilities.


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만약 대형 언어 모델(LLMs)이 인간과 유사한 속성을 지닌다면, ‘에이지 오브 임파이어스 II’도 마찬가지이다. | 문서 | HyperAI초신경