Cited by 75Artificial Intelligence in GamesReinforcement Learning in RoboticsAI-based Problem Solving and Planning

Keep CALM and Explore: Language Models for Action Generation in Text-based Games

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Yao, Shunyu, Rao, Rohan, Hausknecht, Matthew, Narasimhan, Karthik·2020·Proceedings of the 2020 Conference on Empirical Methods in Natural Language Processing (EMNLP)

Abstract

Text-based games present a unique challenge for autonomous agents to operate in natural language and handle enormous action spaces.In this paper, we propose the Contextual Action Language Model (CALM) to generate a compact set of action candidates at each game state.Our key insight is to train language models on human gameplay, where people demonstrate linguistic priors and a general game sense for promising actions conditioned on game history.We combine CALM with a reinforcement learning agent which re-ranks the generated action candidates to maximize ingame rewards.We evaluate our approach using the Jericho benchmark (Hausknecht et al., 2019a), on games unseen by CALM during training.Our method obtains a 69% relative improvement in average game score over the previous state-of-the-art model.Surprisingly, on half of these games, CALM is competitive with or better than other models that have access to ground truth admissible actions.* * Code and data are available at https://github. com/princeton-nlp/calm-textgame.Observation: You are in the living room.There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a large oriental rug in the center of the room.You are carrying: A brass lantern . . .

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  • Work at the time of GPT-2 needed to combine GPT-2 with reinforcement learning for action generation.

    “indeed, work at that time needed to combine GPT-2 with reinforcement learning for action generation (Yao et al., 2020)”

    From Cognitive Architectures for Language Agents (2023) · cites this paper as Yao et al., 2020

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Research works printed but not linked: 10

  1. Prithviraj Ammanabrolu, William Broniec, Alex Mueller, Jeremy Paul, and Mark O Riedl. 2019. To- ward automated quest generation in text-adventure games. arXiv preprint arXiv:1909.06283. · arXiv
  2. Prithviraj Ammanabrolu and Matthew Hausknecht. 2020. Graph constrained reinforcement learning for natural language action spaces. arXiv preprint arXiv:2001.08837. · arXiv
  3. Prithviraj Ammanabrolu and Mark Riedl. 2019. Play- ing text-adventure games with graph-based deep re- inforcement learning. In Proceedings of the 2019 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, Volume 1 (Long and Short Papers), pages 3557-3565.
  4. Hongshen Chen, Xiaorui Liu, Dawei Yin, and Jiliang Tang. 2017. A survey on dialogue systems: Re- cent advances and new frontiers. Acm Sigkdd Ex- plorations Newsletter, 19(2):25-35.
  5. Kyunghyun Cho, Bart van Merriënboer, Dzmitry Bah- danau, and Yoshua Bengio. 2014. On the properties of neural machine translation: Encoder-decoder ap- proaches. In Proceedings of SSST-8, Eighth Work- shop on Syntax, Semantics and Structure in Statisti- cal Translation, pages 103-111, Doha, Qatar. Asso- ciation for Computational Linguistics.
  6. Marc-Alexandre Côté, Ákos Kádár, Xingdi Yuan, Ben Kybartas, Tavian Barnes, Emery Fine, James Moore, Matthew Hausknecht, Layla El Asri, Mahmoud Adada, et al. 2018. Textworld: A learning environ- ment for text-based games. In Workshop on Com- puter Games, pages 41-75. Springer.
  7. Nancy Fulda, Daniel Ricks, Ben Murdoch, and David Wingate. 2017. What can you do with a rock? af- fordance extraction via word embeddings. CoRR, abs/1703.03429. · arXiv
  8. Matthew Hausknecht, Prithviraj Ammanabrolu, Marc- Alexandre Côté, and Xingdi Yuan. 2019a. Interac- tive fiction games: A colossal adventure. CoRR, abs/1909.05398. · arXiv
  9. Matthew Hausknecht, Ricky Loynd, Greg Yang, Adith Swaminathan, and Jason D Williams. 2019b. Nail: A general interactive fiction agent. arXiv preprint arXiv:1902.04259. · arXiv
  10. Ji He, Jianshu Chen, Xiaodong He, Jianfeng Gao, Li- hong Li, Li Deng, and Mari Ostendorf. 2015. Deep reinforcement learning with a natural language ac- tion space. arXiv preprint arXiv:1511.04636. · arXiv

Cited by

Sorted by citations

Authors
Yao, S., Rao, R., Hausknecht, M., & Narasimhan, K.
Affiliations
  • Microsoft (United States) (US)
  • Princeton University (US)
Venue
Proceedings of the 2020 Conference on Empirical Methods in Natural Language Processing (EMNLP)
Published
2020
Pages
8736-8754
OpenAlex
W3099204253
Cited by
75
References
2
Citations by year
2026: 4 · 2025: 11 · 2024: 14 · 2023: 18 · 2022: 15 · 2021: 13
FWCI
4.39
Type
conference paper
Language
en
Open access
Licence
cc-by
Locations
  • Conference on Empirical Methods in Natural Language Processing (EMNLP) (publishedVersion, cc-by)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
Funders
Princeton University
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
  • Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
Keywords
text-based games, action generation, language models, reinforcement learning agents, game-playing agents, large action spaces

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