Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning
December 04, 2018 ยท Entered Twilight ยท ๐ North American Chapter of the Association for Computational Linguistics
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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.
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