2018/12/04 by Prithviraj Ammanabrolu, Mark Riedl, Mark O. Riedl +2 · 1 voice · 8 citations
Computer Science · Social Sciences · #Artificial Intelligence (cs.AI) #Computation and Language (cs.CL) #Digital Games and Media #FOS: Computer and information sciences #Machine Learning (cs.LG) #Multimodal Machine Learning Applications #Natural Language Processing Techniques #Topic Modeling #cs.AI #cs.CL #cs.LG
paper · pdf · doi:10.48550/arxiv.1812.01628
Proceedings of NAACL-HLT 2019
openalex publication_date 2018/12/04 · arxiv published 2018/12/04 · arxiv created 2019/03/25 · arxiv updated 2019/03/26 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28
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.