# Using reinforcement learning to learn how to play text-based games

arXiv: https://arxiv.org/abs/1801.01999 · HTML: https://mlsanity.com/paper/1801.01999/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 6 Jan 2018.

## Built on by (most cited first, 3 of 3)

- [Training Value-Aligned Reinforcement Learning Agents Using a Normative Prior](https://mlsanity.com/paper/2104.09469/) (2021)
- [Situated Dialogue Learning through Procedural Environment Generation](https://mlsanity.com/paper/2110.03262/) (2021)
- [Action Assembly: Sparse Imitation Learning for Text Based Games with Combinatorial Action Spaces](https://mlsanity.com/paper/1905.09700/) (2019)

## Abstract (arXiv)

The ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based games with multiple endings and rewards are a promising platform for this task, since their feedback allows us to employ reinforcement learning techniques to jointly learn text representations and control policies. We present a general text game playing agent, testing its generalisation and transfer learning performance and showing its ability to play multiple games at once. We also present pyfiction, an open-source library for universal access to different text games that could, together with our agent that implements its interface, serve as a baseline for future research.
