# Action Assembly: Sparse Imitation Learning for Text Based Games with Combinatorial Action Spaces

arXiv: https://arxiv.org/abs/1905.09700 · HTML: https://mlsanity.com/paper/1905.09700/

## Key facts

- Cited by 7 papers in the map (data through 14 Oct 2026).
- Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 14 of its 44 references that are in the map.
- First posted on arXiv 23 May 2019.

## Placed in

- Offline RL and imitation learning from data / [Imitation learning methods](https://mlsanity.com/offlinerl/imitation-learning-methods/)

## Builds on (most cited first, 14 of 14)

- [Efficient Estimation of Word Representations in Vector Space](https://mlsanity.com/paper/1301.3781/) (2013)
- [Convolutional Neural Networks for Sentence Classification](https://mlsanity.com/paper/1408.5882/) (2014)
- [Sequence Level Training with Recurrent Neural Networks](https://mlsanity.com/paper/1511.06732/) (2015)
- [TextWorld: A Learning Environment for Text-based Games](https://mlsanity.com/paper/1806.11532/) (2018)
- [Deep Reinforcement Learning in Large Discrete Action Spaces](https://mlsanity.com/paper/1512.07679/) (2015)
- [An Actor-Critic Algorithm for Sequence Prediction](https://mlsanity.com/paper/1607.07086/) (2016)
- [Deep Reinforcement Learning with a Natural Language Action Space](https://mlsanity.com/paper/1511.04636/) (2015)
- [Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning](https://mlsanity.com/paper/1809.02121/) (2018)
- [Language Understanding for Text-based Games Using Deep Reinforcement Learning](https://mlsanity.com/paper/1506.08941/) (2015)
- [Counting to Explore and Generalize in Text-based Games](https://mlsanity.com/paper/1806.11525/) (2018)
- [Optimal Demand Response Using Device Based Reinforcement Learning](https://mlsanity.com/paper/1401.1549/) (2014)
- [Towards Solving Text-based Games by Producing Adaptive Action Spaces](https://mlsanity.com/paper/1812.00855/) (2018)
- [Using reinforcement learning to learn how to play text-based games](https://mlsanity.com/paper/1801.01999/) (2018)
- [Compressed Sensing for Finite-Valued Signals](https://mlsanity.com/paper/1609.09450/) (2016)

## Built on by (most cited first, 7 of 7)

- [A Survey on Physics Informed Reinforcement Learning: Review and Open Problems](https://mlsanity.com/paper/2309.01909/) (2023)
- [A Systematic Survey of Text Worlds as Embodied Natural Language Environments](https://mlsanity.com/paper/2107.04132/) (2021)
- [Knowledge-enhanced Agents for Interactive Text Games](https://mlsanity.com/paper/2305.05091/) (2023)
- [Stochastic Q-learning for Large Discrete Action Spaces](https://mlsanity.com/paper/2405.10310/) (2024)
- [A Survey on Reinforcement Learning Applications in SLAM](https://mlsanity.com/paper/2408.14518/) (2024)
- [Language Model Distillation: A Temporal Difference Imitation Learning Perspective](https://mlsanity.com/paper/2505.20335/) (2025)
- [Affordance Extraction with an External Knowledge Database for Text-Based Simulated Environments](https://mlsanity.com/paper/2207.00265/) (2022)

## Abstract (arXiv)

We propose a computationally efficient algorithm that combines compressed sensing with imitation learning to solve text-based games with combinatorial action spaces. Specifically, we introduce a new compressed sensing algorithm, named IK-OMP, which can be seen as an extension to the Orthogonal Matching Pursuit (OMP). We incorporate IK-OMP into a supervised imitation learning setting and show that the combined approach (Sparse Imitation Learning, Sparse-IL) solves the entire text-based game of Zork1 with an action space of approximately 10 million actions given both perfect and noisy demonstrations.
