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Experiment: Train an agent in MineRL which robustly cares about chickens (e.g. would zero-shot generalize to saving chickens in a pen from oncoming lava, by opening the pen and chasing them out, or stopping the lava). Challenge mode: use a reward signal which is a direct function of the agent's sensory input.
This is a direct predecessor to the "Get an agent to care about real-world dogs" problem. I think solving the Minecraft version of this problem will tell us something about how outer reward schedules relate to inner learned values, in a way which directly tackles the key questions, the sensory observability/information inaccessibility issue, and which is testable today.
After further review, this is probably beyond capabilities for the moment.
Also, the most important part of this kind of experiment is predicting in advance what reward schedules will produce what values within the agent, such that we can zero-shot transfer that knowledge to other task types (e.g. XLAND instead of Minecraft) and say "I want an agent which goes to high-elevation platforms reliably across situations, with low labelling cost", and then sketch out a reward schedule, and have the first capable agents trained using that schedule generalize in the way you want.