Learning Dynamic Belief Graphs to Generalize on Text-Based Games
arXiv:2002.09127
Abstract
Playing text-based games requires skills in processing natural language and sequential decision making. Achieving human-level performance on text-based games remains an open challenge, and prior research has largely relied on hand-crafted structured representations and heuristics. In this work, we investigate how an agent can plan and generalize in text-based games using graph-structured representations learned end-to-end from raw text. We propose a novel graph-aided transformer agent (GATA) that infers and updates latent belief graphs during planning to enable effective action selection by capturing the underlying game dynamics. GATA is trained using a combination of reinforcement and self-supervised learning. Our work demonstrates that the learned graph-based representations help agents converge to better policies than their text-only counterparts and facilitate effective generalization across game configurations. Experiments on 500+ unique games from the TextWorld suite show that our best agent outperforms text-based baselines by an average of 24.2%.
arXiv commentBug fixed in Table 1
References in corpus (20)
- Representation Learning with Contrastive Predictive Coding
- Learning deep representations by mutual information estimation and maximization
- Bidirectional Attention Flow for Machine Comprehension
- Highway Networks
- Layer Normalization
- Rainbow: Combining Improvements in Deep Reinforcement Learning
- Neural Relational Inference for Interacting Systems
- Go-Explore: a New Approach for Hard-Exploration Problems
- Learning to Poke by Poking: Experiential Learning of Intuitive Physics
- Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning
- Language Understanding for Text-based Games Using Deep Reinforcement Learning
- TextWorld: A Learning Environment for Text-based Games
- Counting to Explore and Generalize in Text-based Games
- Building Dynamic Knowledge Graphs from Text using Machine Reading Comprehension
- Graph Constrained Reinforcement Learning for Natural Language Action Spaces
- NAIL: A General Interactive Fiction Agent
- GLoMo: Unsupervisedly Learned Relational Graphs as Transferable Representations
- Does Order Matter? An Empirical Study on Generating Multiple Keyphrases as a Sequence
- Building Dynamic Knowledge Graphs from Text-based Games
- I'm sorry Dave, I'm afraid I can't do that, Deep Q-learning from forbidden action
Cited by in corpus (16)
- Enhancing Text-based Reinforcement Learning Agents with Commonsense Knowledge
- Building Human-like Communicative Intelligence: A Grounded Perspective
- Zero-Shot Learning with Common Sense Knowledge Graphs
- How to Query Language Models?
- WordCraft: An Environment for Benchmarking Commonsense Agents
- XLVIN: eXecuted Latent Value Iteration Nets
- What Would Jiminy Cricket Do? Towards Agents That Behave Morally
- Towards Socially Intelligent Agents with Mental State Transition and Human Utility
- Process-Level Representation of Scientific Protocols with Interactive Annotation
- Interactive Fiction Game Playing as Multi-Paragraph Reading Comprehension with Reinforcement Learning
- Bootstrapped Q-learning with Context Relevant Observation Pruning to Generalize in Text-based Games
- A survey of benchmarking frameworks for reinforcement learning
- Neuro-Symbolic Reinforcement Learning with First-Order Logic
- Interactive Machine Comprehension with Dynamic Knowledge Graphs
- Generalization in Text-based Games via Hierarchical Reinforcement Learning
- Neural Algorithmic Reasoners are Implicit Planners