3260 papers • 126 benchmarks • 313 datasets
Text-based games to evaluate the Reinforcement Learning Agents
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This paper employs a deep reinforcement learning framework to jointly learn state representations and action policies using game rewards as feedback to map text descriptions into vector representations that capture the semantics of the game states.
This paper introduces a novel architecture for reinforcement learning with deep neural networks designed to handle state and action spaces characterized by natural language, as found in text-based games, called a deep reinforcement relevance network (DRRN).
This work presents a general text game playing agent, testing its generalisation and transfer learning performance and showing its ability to play multiple games at once, and presents pyfiction, an open-source library for universal access to different text games that could serve as a baseline for future research.
A recurrent RL agent with an episodic exploration mechanism that helps discovering good policies in text-based game environments and observes that the agent learns policies that generalize to unseen games of greater difficulty.
This work proposes to tackle the first task and train a model that generates the set of all valid commands for a given context and tries three generative models on a dataset generated with Textworld.
This work presents TextWorldExpress, a high-performance simulator that includes implementations of three common text game benchmarks that increases simulation throughput by approximately three orders of magnitude, reaching over one million steps per second on common desktop hardware.
This paper designs a new text-based gaming environment called TextWorld Commonsense (TWC) for training and evaluating RL agents with a specific kind of commonsense knowledge about objects, their attributes, and affordances, and shows that agents which incorporate Commonsense knowledge in TWC perform better, while acting more efficiently.
The Temporal Discrete Graph Updater (TDGU), a novel neural network model that represents dynamic knowledge graphs as a sequence of timestamped graph events and models them using a temporal point based graph neural network, is proposed and shown to outperforms the baseline DGU.
TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment, and comes with a curated list of games whose features and challenges the authors have analyzed.
This preliminary work proposes a novel Sequence-to-Sequence (Seq2Seq) architecture to generate elementary KG operations and introduces a new dataset for KG extraction built upon text-based game transitions.
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