# A Minimal Approach for Natural Language Action Space in Text-based Games

arXiv: https://arxiv.org/abs/2305.04082 · HTML: https://mlsanity.com/paper/2305.04082/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 48 references that are in the map.
- First posted on arXiv 6 May 2023.

## Builds on (most cited first, 21 of 21)

- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Overcoming catastrophic forgetting in neural networks](https://mlsanity.com/paper/1612.00796/) (2016)
- [ALBERT: A Lite BERT for Self-supervised Learning of Language Representations](https://mlsanity.com/paper/1909.11942/) (2019)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Scheduled Sampling for Sequence Prediction with Recurrent Neural Networks](https://mlsanity.com/paper/1506.03099/) (2015)
- [COMET: Commonsense Transformers for Automatic Knowledge Graph Construction](https://mlsanity.com/paper/1906.05317/) (2019)
- [TextWorld: A Learning Environment for Text-based Games](https://mlsanity.com/paper/1806.11532/) (2018)
- [Interactive Fiction Games: A Colossal Adventure](https://mlsanity.com/paper/1909.05398/) (2019)
- [Keep CALM and Explore: Language Models for Action Generation in Text-based Games](https://mlsanity.com/paper/2010.02903/) (2020)
- [Observational Overfitting in Reinforcement Learning](https://mlsanity.com/paper/1912.02975/) (2019)
- [Graph Constrained Reinforcement Learning for Natural Language Action Spaces](https://mlsanity.com/paper/2001.08837/) (2020)
- [Learning how to Active Learn: A Deep Reinforcement Learning Approach](https://mlsanity.com/paper/1708.02383/) (2017)
- [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)
- [Inherently Explainable Reinforcement Learning in Natural Language](https://mlsanity.com/paper/2112.08907/) (2021)
- [Modeling Worlds in Text](https://mlsanity.com/paper/2106.09578/) (2021)
- [Generalization in Text-based Games via Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2109.09968/) (2021)
- [How To Avoid Being Eaten By a Grue: Exploration Strategies for Text-Adventure Agents](https://mlsanity.com/paper/2002.08795/) (2020)
- [Perceiving the World: Question-guided Reinforcement Learning for Text-based Games](https://mlsanity.com/paper/2204.09597/) (2022)
- [Do not let the history haunt you -- Mitigating Compounding Errors in Conversational Question Answering](https://mlsanity.com/paper/2005.05754/) (2020)

## Built on by (most cited first, 3 of 3)

- [TALES: Text Adventure Learning Environment Suite](https://mlsanity.com/paper/2504.14128/) (2025)
- [A Mixture-of-Experts Approach to Few-Shot Task Transfer in Open-Ended Text Worlds](https://mlsanity.com/paper/2405.06059/) (2024)
- [ByteSized32Refactored: Towards an Extensible Interactive Text Games Corpus for LLM World Modeling and Evaluation](https://mlsanity.com/paper/2509.23979/) (2025)

## Abstract (arXiv)

Text-based games (TGs) are language-based interactive environments for reinforcement learning. While language models (LMs) and knowledge graphs (KGs) are commonly used for handling large action space in TGs, it is unclear whether these techniques are necessary or overused. In this paper, we revisit the challenge of exploring the action space in TGs and propose  ε-admissible exploration, a minimal approach of utilizing admissible actions, for training phase. Additionally, we present a text-based actor-critic (TAC) agent that produces textual commands for game, solely from game observations, without requiring any KG or LM. Our method, on average across 10 games from Jericho, outperforms strong baselines and state-of-the-art agents that use LM and KG. Our approach highlights that a much lighter model design, with a fresh perspective on utilizing the information within the environments, suffices for an effective exploration of exponentially large action spaces.
