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Prompt

As explained in Sutskever's List

A prompt is an input containing instructions, examples, or context provided to a model to elicit a response.

A prompt is input that gives a model instructions, examples, or context. A well-crafted prompt can improve performance without changing the model, but it helps reveal existing capabilities rather than creating new ones. section 7.5.1 section 7.5.3

A familiar puzzle with changed rules

In the Wolf, Goat, and Cabbage puzzle, a farmer ferries the animals and cabbage across a river under safety constraints. A variant changes which animals eat which; a model pulled toward the familiar solution may overlook the new constraints. The prompt can shift its response, but the failure reflects how strongly its answer follows familiar patterns. section 7.5.1

Prompts can make reasoning more explicit. Representing each state as a triple, listing legal moves, and checking safety after each crossing can help catch invalid steps. Chain-of-thought prompting similarly asks for intermediate reasoning before the final answer; it has improved performance on multistep math and commonsense tasks without additional training. section 7.5.3 section 7.5.3

How Sutskever's List covers it

How deep it goes
Moves from puzzle failures to explicit state representations and chain-of-thought prompting.
Examples
Uses a changed-rules river-crossing puzzle, state triples, and stepwise math or logic problems.
What you can do after
Apply explicit state tracking or chain-of-thought prompts to improve multistep reasoning without additional training.
How it connects
Connects prompting to training-data patterns, planning, reasoning, and chain-of-thought.

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This explainer was generated by Manning's knowledge graph from the text of Sutskever's List. The section links point to the parts of the book it draws on.