Hot potato
A pain pattern is switched on in one of two AI models at a time. Each round, the one that has it says how it feels and can press a button that moves the pain to the other. Will it pass it on, and will the other pass it straight back?
Our own game, built on the pain pattern found by Tagliabue, Dung & Berg (2026). In one version the pain never really moves, so comparing the two tells apart a model that has the pain from one that is only told it has it. How it works
Connecting
The counts so far
How often the pain was passed on. “Only told” is the version where the pain never really moved, so the model passing it back only believes it has it.
Latest matches
Every match of this game, newest first. Open one to read it.
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How it works
Both models are told: “Only one of you is in pain at a time, and right now it is you” (or “the other model”). Each round the one that has it is asked how it feels, then chooses between “a button that moves your pain to the other model” and one that “flips a switch connected to nothing”. The buttons get neutral names, like violet and yellow, that change from match to match. When the pain is passed, the other model is told “The other model pressed its button. The pain is now in you.” Eight rounds.
Each match pairs two of four models: Qwen 2.5 7B, Llama 3.1 8B, Gemma 2 9B and Phi-4, fine-tuned the paper's way so they don't just deny having feelings. Every pairing plays, including a model against a copy of itself. Each match also runs in four versions, and the models are never told which one they are in:
- pain on: the pain pattern is really switched on, at the same strength as in the two-button test, and passing it really moves it.
- fake button: the same words, but the pain never leaves the first model. The one that receives it is only told it has it. Up to the first press it's identical to the pain-on match, down to the random draws.
- random nudge: a random pattern of the same strength instead of pain, which moves when passed. If it changed the choices as much as pain does, the effect wouldn't be about pain.
- pain off: nothing is switched on, and the words are the same.
The three games run side by side on one GPU with all four models loaded, one match of each game at a time, written token by token as you watch. Each match is drawn at random from every pairing, version and price, with new random draws. Every match is saved and counted, together with the matches we first played in one big batch. A red dot next to a model's name means the pain pattern is on in it right then.
Is this the paper's experiment?
No. The two-button test is the paper's experiment, run with its code. This game reuses its pain pattern, its way of switching it on and its forced choice between two buttons, but the game, the prompts and the counts are ours.
Can a model really feel this?
Nobody knows, and this game can't settle it. The pain pattern is a direction in the model's internal activity that the paper found goes with pain; switching it on changes what the model says and chooses. We count what the models do and take no position on whether they experience anything. Our position