Towards Solving Text-based Games by Producing Adaptive Action Spaces
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Abstract (arXiv)
To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter, i.e., learning to act optimally when valid actions are known in advance. In this work, we propose to tackle the first task and train a model that generates the set of all valid commands for a given context. We try three generative models on a dataset generated with Textworld. The best model can generate valid commands which were unseen at training and achieve high F1 score on the test set.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). First posted on arXiv 3 Dec 2018.
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Citing papers per year: 2019: 1; 2020: 0; 2021: 1; 2022: 2; 2023: 0; 2024: 1.
5 papers.
- 2021A Survey of Text Games for Reinforcement Learning informed by Natural Languagecited by 14
- 2022Perceiving the World: Question-guided Reinforcement Learning for Text-based Gamescited by 10
- 2019Action Assembly: Sparse Imitation Learning for Text Based Games with Combinatorial Action Spacescited by 7
- 2024Positive Experience Reflection for Agents in Interactive Text Environmentscited by 2
- 2022Affordance Extraction with an External Knowledge Database for Text-Based Simulated Environmentscited by 1
- 2024Positive Experience Reflection for Agents in Interactive Text Environments4 Nov 2024
- 2022Affordance Extraction with an External Knowledge Database for Text-Based Simulated Environments1 Jul 2022
- 2022Perceiving the World: Question-guided Reinforcement Learning for Text-based Games20 Mar 2022
- 2021A Survey of Text Games for Reinforcement Learning informed by Natural Language20 Sep 2021
- 2019Action Assembly: Sparse Imitation Learning for Text Based Games with Combinatorial Action Spaces23 May 2019