Infusing Commonsense World Models with Graph Knowledge
On the map: World models → World models for language agents
Abstract (arXiv)
While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating narratives in an open world text adventure game, where a graph representation of the underlying game state can be used to train models that consume and output both grounded graph representations and natural language descriptions and actions. We build a large set of tasks by combining crowdsourced and simulated gameplays with a novel dataset of complex actions in order to to construct such models. We find it is possible to improve the consistency of action narration models by training on graph contexts and targets, even if graphs are not present at test time. This is shown both in automatic metrics and human evaluations. We plan to release our code, the new set of tasks, and best performing models.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in World models for language agents, one of 11 directions in World models. Builds on 15 of its 18 references that are in the map. First posted on arXiv 13 Jan 2023.
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15 of 18 references.
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- 2021Modeling Worlds in Text17 Jun
Other references · 14
- 2019BART: Denoising Sequence-to-Sequence Pre-training for Natural Language Generation, Translation, and Comprehensioncited by 5,874
- 2019HellaSwag: Can a Machine Really Finish Your Sentence?cited by 4,018
- 2014Sequence to Sequence Learning with Neural Networkscited by 2,974
- 2018SWAG: A Large-Scale Adversarial Dataset for Grounded Commonsense Inferencecited by 333
- 2018TextWorld: A Learning Environment for Text-based Gamescited by 304
- 2019Queens are Powerful too: Mitigating Gender Bias in Dialogue Generationcited by 152
- 2017ParlAI: A Dialog Research Software Platformcited by 139
- 2019Learning to Speak and Act in a Fantasy Text Adventure Gamecited by 122
- 2020KG-BART: Knowledge Graph-Augmented BART for Generative Commonsense Reasoningcited by 106
- 2021PIGLeT: Language Grounding Through Neuro-Symbolic Interaction in a 3D Worldcited by 47
- 2019Toward Automated Quest Generation in Text-Adventure Gamescited by 14
- 2019CommonGen: A Constrained Text Generation Challenge for Generative Commonsense Reasoningcited by 12
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- 2021Learning Knowledge Graph-based World Models of Textual Environments
- 2026High-quality generation of dynamic game content via small language models: A proof of concept
- 2026HyperWorld: Hypergraph-Structured State Serialization Improves Learned Textual World Models
- 2026When Stories Evolve: Benchmarking LLM Storytelling Across Agent Architectures in Open-Ended World Simulations
- 2026Playing With AI: How Do State-Of-The-Art Large Language Models Perform in the 1977 Text-Based Adventure Game Zork?
- 2023ByteSized32: A Corpus and Challenge Task for Generating Task-Specific World Models Expressed as Text Games
- 2025Text2World: Benchmarking Large Language Models for Symbolic World Model Generation
- 2026Bridging the Agent-World Gap: Text World Models for LLM-based Agents