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.

Similar Papers

Transfer in Deep Reinforcement Learning Using Knowledge Graphs (D19-53)

Copied to clipboard

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.
A Survey of Text Games for Reinforcement Learning Informed by Natural Language (2022.tacl-1)

Copied to clipboard

Challenge: Interactive Fiction Games (text games) are a problem type that require natural language to solve complex tasks.
Approach: They propose to use interactive fiction games as a testing environment to test the new Reinforcement Learning solutions using natural language.
Outcome: The proposed solutions are based on the proposed interactive fiction games and the generated environments.
Perceiving the World: Question-guided Reinforcement Learning for Text-based Games (2022.acl-long)

Copied to clipboard

Challenge: Text-based games provide an interactive way to study natural language processing.
Approach: They propose a two-phase training framework to decouple language learning from reinforcement learning and improve the sample efficiency.
Outcome: The proposed method significantly improves performance and sample efficiency against compound error and limited pre-training data.
Abstract then Play: A Skill-centric Reinforcement Learning Framework for Text-based Games (2023.findings-acl)

Copied to clipboard

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.
Generalization in Text-based Games via Hierarchical Reinforcement Learning (2021.findings-emnlp)

Copied to clipboard

Challenge: Reinforcement Learning (RL) based agents are promising for text-based games, but their generalization remains a challenge.
Approach: They propose a hierarchical framework for reinforcement learning based on knowledge graphs . they propose to decompose the game into subtasks and execute a sub-policy in the low level to conduct goal-conditioned reinforcement learning.
Outcome: The proposed framework enjoys favorable generalizability on a set of difficulty levels and is able to handle complex training tasks.
Efficient Text-based Reinforcement Learning by Jointly Leveraging State and Commonsense Graph Representations (2021.acl-short)

Copied to clipboard

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 .
EXPLORER: Exploration-guided Reasoning for Textual Reinforcement Learning (2024.eacl-long)

Copied to clipboard

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.
Self-imitation Learning for Action Generation in Text-based Games (2023.eacl-main)

Copied to clipboard

Challenge: Text-based games are situated systems where the game agents observe textual descriptions, and generate textual commands to interact with the environment.
Approach: They propose a confidence-based self-imitation model to generate action candidates for the RL agent by exploiting past valuable trajectories to adapt a pre-trained language model towards a target game.
Outcome: The proposed model performs well in multiple challenging games.
Natural Language-based State Representation in Deep Reinforcement Learning (2024.findings-naacl)

Copied to clipboard

Challenge: a new method for learning policies from images is proposed to reduce image-based observations' complexity and improve interpretability.
Approach: They propose a method that compresses images into a natural language form for state representation.
Outcome: The proposed method allows better interpretability and leverages processing capabilities of large-language models.
Fire Burns, Sword Cuts: Commonsense Inductive Bias for Exploration in Text-based Games (2022.acl-short)

Copied to clipboard

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.

What is GenGO?

GenGO is an NLP powered publication search system. It currenctly indexes 30k+ papers from ACL Anthology, and implements multi-aspect summarization, semantic search, and more!

Information

About
Limitations