Transfer in Deep Reinforcement Learning using Knowledge Graphs
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Abstract (arXiv)
Text adventure games, in which players must make sense of the world through text descriptions and declare actions through text descriptions, provide a stepping stone toward grounding action in language. Prior work has demonstrated that using a knowledge graph as a state representation and question-answering to pre-train a deep Q-network facilitates faster control policy transfer. In this paper, we explore the use of knowledge graphs as a representation for domain knowledge transfer for training text-adventure playing reinforcement learning agents. Our methods are tested across multiple computer generated and human authored games, varying in domain and complexity, and demonstrate that our transfer learning methods let us learn a higher-quality control policy faster.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). First posted on arXiv 19 Aug 2019.
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Citing papers per year: 2021: 3; 2022: 1; 2023: 1.
5 papers.
- 2021A Survey on Deep Reinforcement Learning for Audio-Based Applicationscited by 17
- 2021Generalization in Text-based Games via Hierarchical Reinforcement Learningcited by 11
- 2021Training a Resilient Q-Network against Observational Interferencecited by 9
- 2023ScriptWorld: Text Based Environment For Learning Procedural Knowledgecited by 2
- 2022DiffG-RL: Leveraging Difference between State and Common Sensecited by 0
- 2023ScriptWorld: Text Based Environment For Learning Procedural Knowledge8 Jul 2023
- 2022DiffG-RL: Leveraging Difference between State and Common Sense29 Nov 2022
- 2021Generalization in Text-based Games via Hierarchical Reinforcement Learning21 Sep 2021
- 2021Training a Resilient Q-Network against Observational Interference18 Feb 2021
- 2021A Survey on Deep Reinforcement Learning for Audio-Based Applications1 Jan 2021