Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning

December 04, 2018 ยท Entered Twilight ยท ๐Ÿ› North American Chapter of the Association for Computational Linguistics

๐ŸŒ… TWILIGHT: Old Age
Predates the code-sharing era โ€” a pioneer of its time

"Last commit was 6.0 years ago (โ‰ฅ5 year threshold)"

Evidence collected by the PWNC Scanner

Repo contents: .gitignore, README.md, dqn, env.yml, kgdqn, scripts, utils

Authors Prithviraj Ammanabrolu, Mark O. Riedl arXiv ID 1812.01628 Category cs.CL: Computation & Language Cross-listed cs.AI, cs.LG Citations 131 Venue North American Chapter of the Association for Computational Linguistics Repository https://github.com/rajammanabrolu/KG-DQN โญ 84 Last Checked 2 months ago
Abstract
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we show that our proposed technique can learn a control policy faster than baseline alternatives. We have also open-sourced our code at https://github.com/rajammanabrolu/KG-DQN.
Community shame:
Not yet rated
Community Contributions

Found the code? Know the venue? Think something is wrong? Let us know!

๐Ÿ“œ Similar Papers

In the same crypt โ€” Computation & Language

๐ŸŒ… ๐ŸŒ… Old Age

Attention Is All You Need

Ashish Vaswani, Noam Shazeer, ... (+6 more)

cs.CL ๐Ÿ› NeurIPS ๐Ÿ“š 166.0K cites 8 years ago