# Learning to Play Text-based Adventure Games with Maximum Entropy Reinforcement Learning

arXiv: https://arxiv.org/abs/2302.10720 · HTML: https://mlsanity.com/paper/2302.10720/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 28 references that are in the map.
- First posted on arXiv 21 Feb 2023.

## Builds on (most cited first, 19 of 19)

- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [SentencePiece: A simple and language independent subword tokenizer and detokenizer for Neural Text Processing](https://mlsanity.com/paper/1808.06226/) (2018)
- [Deep Reinforcement Learning for Dialogue Generation](https://mlsanity.com/paper/1606.01541/) (2016)
- [Soft Actor-Critic for Discrete Action Settings](https://mlsanity.com/paper/1910.07207/) (2019)
- [Interactive Fiction Games: A Colossal Adventure](https://mlsanity.com/paper/1909.05398/) (2019)
- [A Survey of Reinforcement Learning Informed by Natural Language](https://mlsanity.com/paper/1906.03926/) (2019)
- [Keep CALM and Explore: Language Models for Action Generation in Text-based Games](https://mlsanity.com/paper/2010.02903/) (2020)
- [Multi-Hop Knowledge Graph Reasoning with Reward Shaping](https://mlsanity.com/paper/1808.10568/) (2018)
- [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)
- [Language Understanding for Text-based Games Using Deep Reinforcement Learning](https://mlsanity.com/paper/1506.08941/) (2015)
- [How to Avoid Being Eaten by a Grue: Structured Exploration Strategies for Textual Worlds](https://mlsanity.com/paper/2006.07409/) (2020)
- [Interactive Fiction Game Playing as Multi-Paragraph Reading Comprehension with Reinforcement Learning](https://mlsanity.com/paper/2010.02386/) (2020)
- [Deep Reinforcement Learning with Stacked Hierarchical Attention for Text-based Games](https://mlsanity.com/paper/2010.11655/) (2020)
- [Multi-Stage Episodic Control for Strategic Exploration in Text Games](https://mlsanity.com/paper/2201.01251/) (2022)
- [Reading and Acting while Blindfolded: The Need for Semantics in Text Game Agents](https://mlsanity.com/paper/2103.13552/) (2021)
- [NAIL: A General Interactive Fiction Agent](https://mlsanity.com/paper/1902.04259/) (2019)
- [Revisiting the Roles of "Text" in Text Games](https://mlsanity.com/paper/2210.08384/) (2022)

## Built on by (most cited first, 2 of 2)

- [On the Challenges and Opportunities in Generative AI](https://mlsanity.com/paper/2403.00025/) (2024)
- [Evaluating Dynamic Topic Models](https://mlsanity.com/paper/2309.08627/) (2023)

## Abstract (arXiv)

Text-based games are a popular testbed for language-based reinforcement learning (RL). In previous work, deep Q-learning is commonly used as the learning agent. Q-learning algorithms are challenging to apply to complex real-world domains due to, for example, their instability in training. Therefore, in this paper, we adapt the soft-actor-critic (SAC) algorithm to the text-based environment. To deal with sparse extrinsic rewards from the environment, we combine it with a potential-based reward shaping technique to provide more informative (dense) reward signals to the RL agent. We apply our method to play difficult text-based games. The SAC method achieves higher scores than the Q-learning methods on many games with only half the number of training steps. This shows that it is well-suited for text-based games. Moreover, we show that the reward shaping technique helps the agent to learn the policy faster and achieve higher scores. In particular, we consider a dynamically learned value function as a potential function for shaping the learner's original sparse reward signals.
