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

arXiv: https://arxiv.org/abs/2312.04657 · HTML: https://mlsanity.com/paper/2312.04657/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 28 references that are in the map.
- First posted on arXiv 7 Dec 2023.

## Builds on (most cited first, 22 of 22)

- [Exploring the Limits of Transfer Learning with a Unified Text-to-Text Transformer](https://mlsanity.com/paper/1910.10683/) (2019)
- [Decision Transformer: Reinforcement Learning via Sequence Modeling](https://mlsanity.com/paper/2106.01345/) (2021)
- [ALFWorld: Aligning Text and Embodied Environments for Interactive Learning](https://mlsanity.com/paper/2010.03768/) (2020)
- [Offline Reinforcement Learning as One Big Sequence Modeling Problem](https://mlsanity.com/paper/2106.02039/) (2021)
- [Behavioral Cloning from Observation](https://mlsanity.com/paper/1805.01954/) (2018)
- [ScienceWorld: Is your Agent Smarter than a 5th Grader?](https://mlsanity.com/paper/2203.07540/) (2022)
- [TextWorld: A Learning Environment for Text-based Games](https://mlsanity.com/paper/1806.11532/) (2018)
- [Pre-Trained Language Models for Interactive Decision-Making](https://mlsanity.com/paper/2202.01771/) (2022)
- [Interactive Fiction Games: A Colossal Adventure](https://mlsanity.com/paper/1909.05398/) (2019)
- [SwiftSage: A Generative Agent with Fast and Slow Thinking for Complex Interactive Tasks](https://mlsanity.com/paper/2305.17390/) (2023)
- [Impact of Pretraining Term Frequencies on Few-Shot Reasoning](https://mlsanity.com/paper/2202.07206/) (2022)
- [Keep CALM and Explore: Language Models for Action Generation in Text-based Games](https://mlsanity.com/paper/2010.02903/) (2020)
- [Graph Constrained Reinforcement Learning for Natural Language Action Spaces](https://mlsanity.com/paper/2001.08837/) (2020)
- [Text-based RL Agents with Commonsense Knowledge: New Challenges, Environments and Baselines](https://mlsanity.com/paper/2010.03790/) (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)
- [Pre-trained Language Models as Prior Knowledge for Playing Text-based Games](https://mlsanity.com/paper/2107.08408/) (2021)
- [A Systematic Survey of Text Worlds as Embodied Natural Language Environments](https://mlsanity.com/paper/2107.04132/) (2021)
- [Process-Level Representation of Scientific Protocols with Interactive Annotation](https://mlsanity.com/paper/2101.10244/) (2021)
- [TextWorldExpress: Simulating Text Games at One Million Steps Per Second](https://mlsanity.com/paper/2208.01174/) (2022)
- [Behavior Cloned Transformers are Neurosymbolic Reasoners](https://mlsanity.com/paper/2210.07382/) (2022)
- [Affordance Extraction with an External Knowledge Database for Text-Based Simulated Environments](https://mlsanity.com/paper/2207.00265/) (2022)

## Built on by (most cited first, 1 of 1)

- [SOTOPIA-π: Interactive Learning of Socially Intelligent Language Agents](https://mlsanity.com/paper/2403.08715/) (2024)

## 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.
