arXiv:1812.01628cs.CL
Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning
Early discovery. Linked by one identifiable commenter. This paper is outside the main ranking; a mention is not an endorsement.
Abstract
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we show that our proposed technique can learn a control policy faster than baseline alternatives. We have also open-sourced our code at https://github.com/rajammanabrolu/KG-DQN.
I've always thought that building a MUD AI would be extremely fun, and a good test for language understanding and reinforcement learning. Here are a couple of related papers in the deep learning space: https://arxiv.org/abs/1812.01628 https://arxiv.org/abs/1903.03094
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