Live data from Hacker News

OpenAI's o1 Playing Codenames

suveenellawela.com

51–60 of 138 posts

Re: OpenAI's o1 Playing Codenames

#51
I have been doing some experiments with Agents, Reinforcement Learnings playing a 4x4 Tic Tac Toe game.[1]. Given my analysis of the "thought" process we are still really far from true understanding of such games. While in my game as well as OP"s, the rules are pre-trained and the models are good enough to reach a conclusion (which in itself is already impressive), it is still a long way.

[1] https://jdsemrau.substack.com/p/nemotron-vs-qwen-game-theory...

Re: OpenAI's o1 Playing Codenames

#52
A small weakness in this test is that one of the keys to strategic Codenames play is understanding your partner. You're not just trying to connect the words, you're trying to connect them in a way that will be obvious to your partner. As a computing analogy: you're trying to serialize a few cards in a way that will be deserializable by the other player.

This test pairs o1 with itself, which means the serializer is the deserializer. So while it's impressive that it can link 4 words, most humans could also easily link 4 with as much stretching! We just don't tend to because we can't guarantee that the other human will make the same connections we did.

Re: OpenAI's o1 Playing Codenames

#53

Earlier quoted context omitted.

This is the take I thought I'd have, but in the last example, the guesser model reaches the correct conclusion using a different reasoning than the clue giver model. The clue giver justifies the link of Paper and Log as "written records", and between Paper and Line as "lines of text". But the guesser model connects Paper and Log because "paper is made from logs" (reaching the conclusion through a different meaning of…

> But the guesser model connects Paper and Log because "paper is made from logs" (reaching the conclusion through a different meaning of Log) No, it doesn't. It reaches the conclusion because of vector similarity (simplified explanation): these explanations are post-hoc .

This is o1 so it need not be post hoc but the result of reasoning about several possible choices and explanations.

Re: OpenAI's o1 Playing Codenames

#54

A small weakness in this test is that one of the keys to strategic Codenames play is understanding your partner. You're not just trying to connect the words, you're trying to connect them in a way that will be obvious to your partner. As a computing analogy: you're trying to serialize a few cards in a way that will be deserializable by the other player. This test pairs o1 with itself, which means the serializer is th…

lol I played this game with my family and they said my wife and I were cheating because I kept using inside jokes that made no sense to them but she would get immediately.

Re: OpenAI's o1 Playing Codenames

#55

A small weakness in this test is that one of the keys to strategic Codenames play is understanding your partner. You're not just trying to connect the words, you're trying to connect them in a way that will be obvious to your partner. As a computing analogy: you're trying to serialize a few cards in a way that will be deserializable by the other player. This test pairs o1 with itself, which means the serializer is th…

lol I played this game with my family and they said my wife and I were cheating because I kept using inside jokes that made no sense to them but she would get immediately.

That's a big part of what makes this game enjoyable - a clue that is very obvious to one person might not even cross the mind of someone else. To anyone reading this who hasn't played, it's definitely worth giving it a try.

Re: OpenAI's o1 Playing Codenames

#57

A small weakness in this test is that one of the keys to strategic Codenames play is understanding your partner. You're not just trying to connect the words, you're trying to connect them in a way that will be obvious to your partner. As a computing analogy: you're trying to serialize a few cards in a way that will be deserializable by the other player. This test pairs o1 with itself, which means the serializer is th…

Ehhh I don’t think that’s accurate. The problem is not linking 4 words. It’s linking 4 words without accidentally triggering other, semantically adjacent words.

This task could probably be solved nearly just as well with old school word 2 vec embeddings

Re: OpenAI's o1 Playing Codenames

#58
post #44

I don’t find this “super good”. It’s mostly giving 2 clues which is the most basic level of competence. The paper 4 clue is reasonable but a bit lucky (eg Jack is also a good guess). I also don’t see it actually using tactics properly, which I would consider part of being “super good”. The game isn’t just about picking a good clue each round! Now obviously it’s still pretty decent at finding the clues. Probably bette…

Can you elaborate on some of the more advanced tactics? When I play, it's mostly about getting a good 2 clue each time. Then if you can opportunistically get a 3 or 4, that's awesome. Some tactics come in for choosing the right pairs of 2's so you don't end up mismatched, or leaving clues that might be ambiguous with your opponent's... But that's mostly it. It'll be fun for multiplayer! Just like how in other online…

If you really want to get good, your goal is not so much to get as many tiles as possible, but rather to get the tiles that are semantically distinct from your opponent’s. A single mistake that triggers your opponent’s tile is generally enough to lose the game. And even if they don’t do it, having them uncover the tiles from their side that are semantically similar to your own team is also useful.

If you want to get nasty, you learn to abuse the fact that the tile layouts follow rules and that you can rule out certain tiles without considering the words.

Re: OpenAI's o1 Playing Codenames

#59

Earlier quoted context omitted.

> But the guesser model connects Paper and Log because "paper is made from logs" (reaching the conclusion through a different meaning of Log) No, it doesn't. It reaches the conclusion because of vector similarity (simplified explanation): these explanations are post-hoc .

Sorry, I’m uninformed. Do you mean thaw the explanation could be completely unrelated to the actual “reason”

If an LLM states an answer and then provides a justification for that answer, the justification is entirely irrelevant to the reasoning the bot used. It might be that the semantics of the justification happen to align with the implied logic of the internal vector space, but it is best case a manufactured coincidence. It’s not different from you stating an answer and then telling the bot to justify it.

If an LLM is told to do reasoning and then state the answer, it follows that the answer is basically guaranteed to be derived from the previously generated reasoning.

Re: OpenAI's o1 Playing Codenames

#60
post #44

Earlier quoted context omitted.

Can you elaborate on some of the more advanced tactics? When I play, it's mostly about getting a good 2 clue each time. Then if you can opportunistically get a 3 or 4, that's awesome. Some tactics come in for choosing the right pairs of 2's so you don't end up mismatched, or leaving clues that might be ambiguous with your opponent's... But that's mostly it. It'll be fun for multiplayer! Just like how in other online…

Other advanced tactics involve giving a broad clue that matches 3-4 of your own and just one other (either your opponents or a civilian). Your team can pick up all the matches across several turns and the one off doesn't hurt as much as the plus four helps

The S-tier tactic: When that high-number clue is cut short by a turn-ending mistake, the guessers tell their clue giver to inflate the number given during the totally unrelated next clue by however many remained from the truncated turn for which they don't need additional information to locate (and therefore it would be wasteful for a future clue to re-group those) so the stated number of that next clue must allow for its own cards plus the prior cards.

Example: The clue is "places 4" and the guessers choose 1 correctly and then 1 wrong answer, but they had achieved consensus about 2 others (and are confused about only the remaining 1). So the turns ends but they inform the clue giver to inflate by 2 next turn. That clue giver (after the other team goes) will then say the clue is "people 5" and the guessers will know that they shall select 2 places and 3 people.

This can cascade beyond just a pair of turns.

Post reply on HN