mlsanityData to 7 Oct 2026

Self-Supervised Behavior Cloned Transformers are Path Crawlers for Text Games

arXiv 2312.04657 ↗First posted 7 Dec 2023cs.CL cs.AIcited by 1

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Abstract (arXiv)

In this work, we introduce a self-supervised behavior cloning transformer for text games, which are challenging benchmarks for multi-step reasoning in virtual environments. Traditionally, Behavior Cloning Transformers excel in such tasks but rely on supervised training data. Our approach auto-generates training data by exploring trajectories (defined by common macro-action sequences) that lead to reward within the games, while determining the generality and utility of these trajectories by rapidly training small models then evaluating their performance on unseen development games. Through empirical analysis, we show our method consistently uncovers generalizable training data, achieving about 90% performance of supervised systems across three benchmark text games.

Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 22 of its 28 references that are in the map. First posted on arXiv 7 Dec 2023.

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22 of 28 references.

References · 22

  1. 2019Exploring the Limits of Transfer Learning with a Unified Text-to-Text Transformercited by 14,491
  2. 2021Decision Transformer: Reinforcement Learning via Sequence Modelingcited by 1,528
  3. 2020ALFWorld: Aligning Text and Embodied Environments for Interactive Learningcited by 1,143
  4. 2021Offline Reinforcement Learning as One Big Sequence Modeling Problemcited by 636
  5. 2018Behavioral Cloning from Observationcited by 482
  6. 2018TextWorld: A Learning Environment for Text-based Gamescited by 304
  7. 2022ScienceWorld: Is your Agent Smarter than a 5th Grader?cited by 298
  8. 2022Pre-Trained Language Models for Interactive Decision-Makingcited by 220
  9. 2023SwiftSage: A Generative Agent with Fast and Slow Thinking for Complex Interactive Taskscited by 166
  10. 2019Interactive Fiction Games: A Colossal Adventurecited by 165
  11. 2022Impact of Pretraining Term Frequencies on Few-Shot Reasoningcited by 142
  12. 2020Keep CALM and Explore: Language Models for Action Generation in Text-based Gamescited by 108
10 more
  1. 2020Graph Constrained Reinforcement Learning for Natural Language Action Spacescited by 80
  2. 2020Text-based RL Agents with Commonsense Knowledge: New Challenges, Environments and Baselinescited by 37
  3. 2020Deep Reinforcement Learning with Stacked Hierarchical Attention for Text-based Gamescited by 22
  4. 2022Multi-Stage Episodic Control for Strategic Exploration in Text Gamescited by 22
  5. 2021Pre-trained Language Models as Prior Knowledge for Playing Text-based Gamescited by 21
  6. 2021A Systematic Survey of Text Worlds as Embodied Natural Language Environmentscited by 17
  7. 2021Process-Level Representation of Scientific Protocols with Interactive Annotationcited by 16
  8. 2022TextWorldExpress: Simulating Text Games at One Million Steps Per Secondcited by 12
  9. 2022Behavior Cloned Transformers are Neurosymbolic Reasonerscited by 10
  10. 2022Affordance Extraction with an External Knowledge Database for Text-Based Simulated Environmentscited by 1

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