# Learning to Follow Instructions in Text-Based Games

arXiv: https://arxiv.org/abs/2211.04591 · HTML: https://mlsanity.com/paper/2211.04591/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 62 references that are in the map.
- First posted on arXiv 8 Nov 2022.

## Builds on (most cited first, 30 of 32)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [Layer Normalization](https://mlsanity.com/paper/1607.06450/) (2016)
- [Do As I Can, Not As I Say: Grounding Language in Robotic Affordances](https://mlsanity.com/paper/2204.01691/) (2022)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Modeling Relational Data with Graph Convolutional Networks](https://mlsanity.com/paper/1703.06103/) (2017)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Language Models as Zero-Shot Planners: Extracting Actionable Knowledge for Embodied Agents](https://mlsanity.com/paper/2201.07207/) (2022)
- [On the Variance of the Adaptive Learning Rate and Beyond](https://mlsanity.com/paper/1908.03265/) (2019)
- [TextWorld: A Learning Environment for Text-based Games](https://mlsanity.com/paper/1806.11532/) (2018)
- [Highway Networks](https://mlsanity.com/paper/1505.00387/) (2015)
- [Advances in Pre-Training Distributed Word Representations](https://mlsanity.com/paper/1712.09405/) (2017)
- [Interactive Fiction Games: A Colossal Adventure](https://mlsanity.com/paper/1909.05398/) (2019)
- [Deep Reinforcement Learning with a Natural Language Action Space](https://mlsanity.com/paper/1511.04636/) (2015)
- [Graph Constrained Reinforcement Learning for Natural Language Action Spaces](https://mlsanity.com/paper/2001.08837/) (2020)
- [Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning](https://mlsanity.com/paper/1809.02121/) (2018)
- [LTL2Action: Generalizing LTL Instructions for Multi-Task RL](https://mlsanity.com/paper/2102.06858/) (2021)
- [Language Understanding for Text-based Games Using Deep Reinforcement Learning](https://mlsanity.com/paper/1506.08941/) (2015)
- [Environment-Independent Task Specifications via GLTL](https://mlsanity.com/paper/1704.04341/) (2017)
- [Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning](https://mlsanity.com/paper/1812.01628/) (2018)
- [Learning Dynamic Belief Graphs to Generalize on Text-Based Games](https://mlsanity.com/paper/2002.09127/) (2020)
- [Counting to Explore and Generalize in Text-based Games](https://mlsanity.com/paper/1806.11525/) (2018)
- [Encoding formulas as deep networks: Reinforcement learning for zero-shot execution of LTL formulas](https://mlsanity.com/paper/2006.01110/) (2020)
- [Formal Specifications from Natural Language](https://mlsanity.com/paper/2206.01962/) (2022)
- [Aligning to Social Norms and Values in Interactive Narratives](https://mlsanity.com/paper/2205.01975/) (2022)
- [Neuro-Symbolic Reinforcement Learning with First-Order Logic](https://mlsanity.com/paper/2110.10963/) (2021)
- [Learning a natural-language to LTL executable semantic parser for grounded robotics](https://mlsanity.com/paper/2008.03277/) (2020)
- [Systematic Generalisation through Task Temporal Logic and Deep Reinforcement Learning](https://mlsanity.com/paper/2006.08767/) (2020)
- [Algorithmic Improvements for Deep Reinforcement Learning applied to Interactive Fiction](https://mlsanity.com/paper/1911.12511/) (2019)

## Built on by (most cited first, 12 of 12)

- [AriGraph: Learning Knowledge Graph World Models with Episodic Memory for LLM Agents](https://mlsanity.com/paper/2407.04363/) (2024)
- [On Transforming Reinforcement Learning by Transformer: The Development Trajectory](https://mlsanity.com/paper/2212.14164/) (2022)
- [Introspective Tips: Large Language Model for In-Context Decision Making](https://mlsanity.com/paper/2305.11598/) (2023)
- [Creative Agents: Empowering Agents with Imagination for Creative Tasks](https://mlsanity.com/paper/2312.02519/) (2023)
- [Reward Machines for Deep RL in Noisy and Uncertain Environments](https://mlsanity.com/paper/2406.00120/) (2024)
- [Noisy Symbolic Abstractions for Deep RL: A case study with Reward Machines](https://mlsanity.com/paper/2211.10902/) (2022)
- [Exploiting Hybrid Policy in Reinforcement Learning for Interpretable Temporal Logic Manipulation](https://mlsanity.com/paper/2412.20338/) (2024)
- [Learning Natural Language Constraints for Safe Reinforcement Learning of Language Agents](https://mlsanity.com/paper/2504.03185/) (2025)
- [Beyond Fixed Tasks: Unsupervised Environment Design for Task-Level Pairs](https://mlsanity.com/paper/2511.12706/) (2025)
- [Belief-State Query Policies for User-Aligned POMDPs](https://mlsanity.com/paper/2405.15907/) (2024)
- [Reward Shaping and Action Masking for Compositional Tasks using Behavior Trees and LLMs](https://mlsanity.com/paper/2605.05795/) (2026)
- [Temporal Logic Guided Universal Task Representations for Reinforcement Learning](https://mlsanity.com/paper/2608.15509/) (2026)

## Abstract (arXiv)

Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations typically include instructions that, in a reinforcement learning (RL) setting, can directly or indirectly guide a player towards completing reward-worthy tasks. In this work, we study the ability of RL agents to follow such instructions. We conduct experiments that show that the performance of state-of-the-art text-based game agents is largely unaffected by the presence or absence of such instructions, and that these agents are typically unable to execute tasks to completion. To further study and address the task of instruction following, we equip RL agents with an internal structured representation of natural language instructions in the form of Linear Temporal Logic (LTL), a formal language that is increasingly used for temporally extended reward specification in RL. Our framework both supports and highlights the benefit of understanding the temporal semantics of instructions and in measuring progress towards achievement of such a temporally extended behaviour. Experiments with 500+ games in TextWorld demonstrate the superior performance of our approach.
