AI and Game Theory: A Case Study on NYT's Connections — Shafik Quoraishee, NYT Games

Introduction and Overview 00:03

  • The talk focuses on AI and its application to New York Times' game "Connections"
  • Presenter clarifies the work is independent, not based on internal NYT research, with findings being preliminary and investigative rather than authoritative
  • Connections launched in beta in June 2023, officially released August 2023, and quickly became the NYT's second most played game after Wordle
  • All Connections puzzles and mechanics are human-made and will remain so

Game Mechanics and Difficulty Structure 02:27

  • In each daily puzzle, players must group 16 words into four groups of four, each group having a unique relation; no overlaps allowed
  • Players can make up to four incorrect guesses before losing
  • The game uses a difficulty structure:
    • Yellow: most obvious groupings
    • Green: less obvious but still accessible
    • Blue: tricky themes, idioms, or trivia
    • Purple: the most difficult, with intentional decoys to mislead

AI Challenges and Human Problem Solving 03:53

  • Connections is challenging for AIs, especially for 100% solve rates, as the game tests for abstraction and avoidance of overfitting
  • Fixed inputs make Connections useful as a reproducible AI benchmark
  • Example given where ChatGPT (lower models) provide wrong solutions to puzzles
  • Human problem-solving involves system one (fast, intuitive) and system two (slow, deliberate) thinking, with effective play often combining both
  • Common human errors include overreliance on intuition (system one) or overthinking (system two)

Benchmarking and Random/Algorithmic Play 06:34

  • Third-party benchmarks demonstrate progressive improvements in LLMs' abilities to solve Connections, but perfection hasn't been reached
  • Random guessing gives almost no chance of winning; once a category is found, random chances slightly improve but remain very low
  • Most players get stuck on the last two categories

Graph Coloring and Problem Modeling 07:51

  • The Connections puzzle can be modeled using the graph coloring problem from computer science, where vertices represent words and coloring represents group assignments
  • Each word (vertex) is assigned a category (color); edges represent strength of assumed relationships
  • Modeling Connections this way helps algorithms and AIs better search for solutions compared to random guessing

Semantic Relationships in Solution Strategies 09:29

  • Semantic similarity is helpful but insufficient; relationships among words are multifaceted:
    • Anagrammatic (orthography)
    • Morphological (word forms)
    • Encyclopedic (factual/knowledge-based)
    • Associative (e.g., color associations)
  • Words with multiple meanings (polysemy) are especially challenging for AIs and humans
  • Presenter introduces "relational alignment" scores to computationally assess how easy or hard a puzzle is

Empirical Data and Analysis Frameworks 11:14

  • Computational metrics can highlight difficulty, with data showing easier puzzles have higher relational alignment scores
  • Puzzles are categorized over time (e.g., hypernomy, orthography), and trends in categories are analyzed with histograms and counts
  • Multi-dimensional and time-varying analysis is necessary since words and puzzles can span many relational metrics

Advanced Graph Approaches and AI Models 13:50

  • Search spaces can be further reduced by cluster analysis (graph clustering) using multi-dimensional/hypergraph models, integrating semantic relationships into the clusters
  • Graphs become increasingly complex, modeling both inter- and intra-cluster strengths among words
  • Semantic graphs can be constructed using lexical databases like WordNet, ConceptNet, and word embeddings
  • Building such explainable models allows for more transparent AI reasoning

Neural Networks and Reinforcement Learning 15:45

  • Graph convolutional neural networks (GCNNs) can process word relationship graphs and output candidate puzzle solutions
  • The approach combines GCNNs with a reinforcement learning system for searching optimal groupings
  • The system diagram and 3D visualization demonstrate how semantic graphs and clusters enable navigation to solutions

Results, Limitations, and Future Work 17:23

  • Preliminary tests on a small set of hard puzzles show increased solvability after applying this AI framework
  • The approach is still being developed and tested; future plans include applying it to more puzzles and integrating findings into game development
  • Limitations exist: LLMs may pull answers from internet sources rather than reasoning, and their solutions can be black boxes
  • Next steps involve aligning this work with established AI benchmarks (e.g., ArcGI benchmark) to compare performance
  • Presentation ends with an invitation for audience follow-up and discussion