English

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

Computation and Language 2019-03-26 v2 Artificial Intelligence Machine Learning

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.

Keywords

Cite

@article{arxiv.1812.01628,
  title  = {Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning},
  author = {Prithviraj Ammanabrolu and Mark O. Riedl},
  journal= {arXiv preprint arXiv:1812.01628},
  year   = {2019}
}

Comments

Proceedings of NAACL-HLT 2019

R2 v1 2026-06-23T06:31:46.098Z