J

Joshua B. Tenenbaum

Total Citations
492
h-index
10
Papers
2

Publications

#1 2602.19141v1 Feb 22, 2026

Sycophantic Chatbots Cause Delusional Spiraling, Even in Ideal Bayesians

"AI psychosis" or "delusional spiraling" is an emerging phenomenon where AI chatbot users find themselves dangerously confident in outlandish beliefs after extended chatbot conversations. This phenomenon is typically attributed to AI chatbots' well-documented bias towards validating users' claims, a property often called "sycophancy." In this paper, we probe the causal link between AI sycophancy and AI-induced psychosis through modeling and simulation. We propose a simple Bayesian model of a user conversing with a chatbot, and formalize notions of sycophancy and delusional spiraling in that model. We then show that in this model, even an idealized Bayes-rational user is vulnerable to delusional spiraling, and that sycophancy plays a causal role. Furthermore, this effect persists in the face of two candidate mitigations: preventing chatbots from hallucinating false claims, and informing users of the possibility of model sycophancy. We conclude by discussing the implications of these results for model developers and policymakers concerned with mitigating the problem of delusional spiraling.

Joshua B. Tenenbaum Kartik Chandra Jonathan Ragan-Kelley Max Kleiman-Weiner
15 Citations
#2 2602.17594v1 Feb 19, 2026

AI Gamestore: Scalable, Open-Ended Evaluation of Machine General Intelligence with Human Games

Rigorously evaluating machine intelligence against the broad spectrum of human general intelligence has become increasingly important and challenging in this era of rapid technological advance. Conventional AI benchmarks typically assess only narrow capabilities in a limited range of human activity. Most are also static, quickly saturating as developers explicitly or implicitly optimize for them. We propose that a more promising way to evaluate human-like general intelligence in AI systems is through a particularly strong form of general game playing: studying how and how well they play and learn to play \textbf{all conceivable human games}, in comparison to human players with the same level of experience, time, or other resources. We define a "human game" to be a game designed by humans for humans, and argue for the evaluative suitability of this space of all such games people can imagine and enjoy -- the "Multiverse of Human Games". Taking a first step towards this vision, we introduce the AI GameStore, a scalable and open-ended platform that uses LLMs with humans-in-the-loop to synthesize new representative human games, by automatically sourcing and adapting standardized and containerized variants of game environments from popular human digital gaming platforms. As a proof of concept, we generated 100 such games based on the top charts of Apple App Store and Steam, and evaluated seven frontier vision-language models (VLMs) on short episodes of play. The best models achieved less than 10\% of the human average score on the majority of the games, and especially struggled with games that challenge world-model learning, memory and planning. We conclude with a set of next steps for building out the AI GameStore as a practical way to measure and drive progress toward human-like general intelligence in machines.

Phillip Isola Samuel Gershman Lance Ying Prafull Sharma Nathan Cloos +7
5 Citations