Graham Todd

CL
h-index7
4papers
322citations
Novelty28%
AI Score25

4 Papers

30.2AIFeb 11, 2023
Level Generation Through Large Language Models

Graham Todd, Sam Earle, Muhammad Umair Nasir et al.

Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their complex functional constraints and spatial relationships in more than one dimension, are very different from the kinds of data an LLM typically sees during training. Datasets of game levels are also hard to come by, potentially taxing the abilities of these data-hungry models. We investigate the use of LLMs to generate levels for the game Sokoban, finding that LLMs are indeed capable of doing so, and that their performance scales dramatically with dataset size. We also perform preliminary experiments on controlling LLM level generators and discuss promising areas for future work.

22.6CLMay 24, 2023Code
ByteSized32: A Corpus and Challenge Task for Generating Task-Specific World Models Expressed as Text Games

Ruoyao Wang, Graham Todd, Eric Yuan et al.

In this work, we investigate the capacity of language models to generate explicit, interpretable, and interactive world models of scientific and common-sense reasoning tasks. We operationalize this as a task of generating text games, expressed as hundreds of lines of Python code. To facilitate this task, we introduce ByteSized32 (Code: github.com/cognitiveailab/BYTESIZED32), a corpus of 32 reasoning-focused text games totaling 20k lines of Python code. We empirically demonstrate that GPT-4 can use these games as templates for single-shot in-context learning, successfully producing runnable games on unseen topics in 28% of cases. When allowed to self-reflect on program errors, game runnability substantially increases to 57%. While evaluating simulation fidelity is labor-intensive, we introduce a suite of automated metrics to assess game fidelity, technical validity, adherence to task specifications, and winnability, showing a high degree of agreement with expert human ratings. We pose this as a challenge task to spur further development at the juncture of world modeling and code generation.

6.6CLApr 17, 2024
Missed Connections: Lateral Thinking Puzzles for Large Language Models

Graham Todd, Tim Merino, Sam Earle et al.

The Connections puzzle published each day by the New York Times tasks players with dividing a bank of sixteen words into four groups of four words that each relate to a common theme. Solving the puzzle requires both common linguistic knowledge (i.e. definitions and typical usage) as well as, in many cases, lateral or abstract thinking. This is because the four categories ascend in complexity, with the most challenging category often requiring thinking about words in uncommon ways or as parts of larger phrases. We investigate the capacity for automated AI systems to play Connections and explore the game's potential as an automated benchmark for abstract reasoning and a way to measure the semantic information encoded by data-driven linguistic systems. In particular, we study both a sentence-embedding baseline and modern large language models (LLMs). We report their accuracy on the task, measure the impacts of chain-of-thought prompting, and discuss their failure modes. Overall, we find that the Connections task is challenging yet feasible, and a strong test-bed for future work.

22.6CLJun 10, 2024
Can Language Models Serve as Text-Based World Simulators?

Ruoyao Wang, Graham Todd, Ziang Xiao et al.

Virtual environments play a key role in benchmarking advances in complex planning and decision-making tasks but are expensive and complicated to build by hand. Can current language models themselves serve as world simulators, correctly predicting how actions change different world states, thus bypassing the need for extensive manual coding? Our goal is to answer this question in the context of text-based simulators. Our approach is to build and use a new benchmark, called ByteSized32-State-Prediction, containing a dataset of text game state transitions and accompanying game tasks. We use this to directly quantify, for the first time, how well LLMs can serve as text-based world simulators. We test GPT-4 on this dataset and find that, despite its impressive performance, it is still an unreliable world simulator without further innovations. This work thus contributes both new insights into current LLM's capabilities and weaknesses, as well as a novel benchmark to track future progress as new models appear.