Challenge: Text-based games (TBGs) are useful benchmarks for evaluating progress in grounded language understanding and reinforcement learning (RL).
Approach: They propose an agent that induces a graph representation of the game state and jointly grounds it with a commonsense knowledge from ConceptNet.
Outcome: The proposed agent outperforms baseline agents in the proposed game .

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AgentGL: Towards Agentic Graph Learning with LLMs via Reinforcement Learning (2026.acl-long)

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Challenge: Existing agentic frameworks treat external information as unstructured text and fail to leverage topological dependencies inherent in real-world data.
Approach: They propose to reframe graph learning as an interleaved process of topology-aware navigation and LLM-based inference.
Outcome: The proposed framework outperforms strong GraphLLMs and GraphRAG benchmarks in multiple LLM backbones.
Transfer in Deep Reinforcement Learning Using Knowledge Graphs (D19-53)

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Challenge: Text adventure games provide a stepping stone toward grounding action in language . prior work demonstrated that using a knowledge graph as a state representation facilitates faster control policy learning.
Approach: They propose to use knowledge graphs as a representation for domain knowledge transfer for training text-adventure playing reinforcement learning agents.
Outcome: The proposed methods let us learn a higher-quality control policy faster in text adventure games.
Revisiting the Roles of “Text” in Text Games (2022.findings-emnlp)

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Challenge: Recent work has shown that random text hashes could be complementary rather than contrasting in text games.
Approach: They propose a scheme to extract contextual information into an approximate state hash as extra input for an RNN-based text agent.
Outcome: The proposed scheme achieves competitive performance with state-of-the-art text agents using advanced NLU techniques such as knowledge graph and passage retrieval.
Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning (N19-1)

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Challenge: Text adventure games provide a platform for exploring reinforcement learning in combinatorial action space, such as natural language.
Approach: They propose a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration.
Outcome: The proposed architecture can learn a control policy faster than baseline alternatives.
On the Effects of Fine-tuning Language Models for Text-Based Reinforcement Learning (2025.coling-main)

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Challenge: Text-based reinforcement learning is a form of interactive fiction where players manipulate the environment using text and admissible actions in natural language.
Approach: They show that rich semantic understanding leads to efficient training of text-based RL agents . they also show that semantic degeneration occurs when LMs are inappropriately fine-tuned .
Outcome: The results suggest that semantic understanding is not important for the task . they also show that fine-tuning language models can degenerate the agent's performance .
Fire Burns, Sword Cuts: Commonsense Inductive Bias for Exploration in Text-based Games (2022.acl-short)

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Challenge: Existing RL agents are far away from solving text-based games due to their combinatorially large action spaces that hinders efficient exploration.
Approach: They propose an exploration technique that injects external commonsense knowledge, via a pretrained language model, into the agent during training when the agent is the most uncertain about its next action.
Outcome: The proposed method exhibits improvement on the collected game scores during the training in four out of nine games from Jericho.
STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models (2024.findings-acl)

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Challenge: Existing environments for text-based RL are domain-specific or time-consuming to generate and do not train the agents to master a specific set of skills.
Approach: They propose an interactive environment for self-supervised RL that bootstraps the text-based RL agents with automatically generated games to boost their generalization capabilities.
Outcome: The proposed environment bootstraps the agents with automatically generated games to boost their generalization capabilities to reach a goal of the target environment.
Abstract then Play: A Skill-centric Reinforcement Learning Framework for Text-based Games (2023.findings-acl)

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Challenge: Existing reinforcement learning frameworks fail to decompose the task and abstract the action autonomously.
Approach: They propose a skill-centric reinforcement learning framework capable of abstracting the action in an end-to-end manner.
Outcome: Empirical experiments on the Jericho environment validate the proposed framework against state-of-the-art baselines.
EXPLORER: Exploration-guided Reasoning for Textual Reinforcement Learning (2024.eacl-long)

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Challenge: Text-based games (TBGs) combine natural language understanding with reasoning.
Approach: They propose an exploration-guided reasoning agent for textual reinforcement learning that integrates natural language with reasoning.
Outcome: The proposed agent outperforms baseline agents on TWG and TWC games.
Interactive Semantic Parsing with Reinforcement Learning for Knowledge Graph Reasoning (2026.findings-acl)

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Challenge: Existing approaches to improve LLM reliability rely on factual hallucinations . Existing methods rely only on graph traversal, resulting in imprecise retrieval and heavy post-processing burdens.
Approach: They propose a framework that integrates knowledge Graphs as structured, high-fidelity buffers to enhance LLM reliability.
Outcome: The proposed framework allows logical constraints to be dynamically interleaved with graph search while optimizing via reinforcement learning with only final answer feedback eliminates the need for gold program annotations.

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