English

Learning Knowledge Graph-based World Models of Textual Environments

Machine Learning 2021-10-22 v2 Artificial Intelligence Computation and Language

Abstract

World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive narratives, are reinforcement learning environments in which agents perceive and interact with the world using textual natural language. These environments contain long, multi-step puzzles or quests woven through a world that is filled with hundreds of characters, locations, and objects. Our world model learns to simultaneously: (1) predict changes in the world caused by an agent's actions when representing the world as a knowledge graph; and (2) generate the set of contextually relevant natural language actions required to operate in the world. We frame this task as a Set of Sequences generation problem by exploiting the inherent structure of knowledge graphs and actions and introduce both a transformer-based multi-task architecture and a loss function to train it. A zero-shot ablation study on never-before-seen textual worlds shows that our methodology significantly outperforms existing textual world modeling techniques as well as the importance of each of our contributions.

Keywords

Cite

@article{arxiv.2106.09608,
  title  = {Learning Knowledge Graph-based World Models of Textual Environments},
  author = {Prithviraj Ammanabrolu and Mark O. Riedl},
  journal= {arXiv preprint arXiv:2106.09608},
  year   = {2021}
}

Comments

Camera read, in Proceedings of NeurIPS 2021 Main Conference

R2 v1 2026-06-24T03:19:22.572Z