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

By Prithviraj Ammanabrolu, Mark O. Riedl. 2018

132 citations recorded by the source corpus.

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.

Subfields: Artificial Intelligence, Computer Vision and Pattern Recognition, Reinforcement Learning

How researchers see this paper

The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.

In Artificial Intelligence

  1. Mohit Bansal
  2. Sergey Levine
  3. Percy Liang
  4. Jianfeng Gao
  5. Yoshua Bengio
  6. Yejin Choi
  7. Jason Aaron Edward Weston
  8. Quoc V. Le

In Computer Vision and Pattern Recognition

  1. Luc Van Gool
  2. Trevor Darrell
  3. Xiaogang Wang
  4. Dacheng Tao
  5. Jitendra Malik
  6. Ming-Hsuan Yang
  7. Bernt Schiele
  8. Andrew Zisserman

In Reinforcement Learning

  1. Sergey Levine
  2. Matthew J. Hausknecht
  3. Pieter Abbeel
  4. Prithviraj Ammanabrolu
  5. Chelsea Finn
  6. Marc G. Bellemare
  7. Karthik Narasimhan
  8. Doina Precup

Citations in the corpus