Cited by 5Artificial Intelligence in GamesReinforcement Learning in RoboticsAI-based Problem Solving and Planning

PLM-based World Models for Text-based Games

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Kim, Minsoo, Jung, Yeonjoon, Lee, Dohyeon, Hwang, Seung-won·2022·Proceedings of the 2022 Conference on Empirical Methods in Natural Language Processing

Abstract

World models have improved the ability of reinforcement learning agents to operate in a sample efficient manner, by being trained to predict plausible changes in the underlying environment.As the core tasks of world models are future prediction and commonsense understanding, our claim is that pre-trained language models (PLMs) already provide a strong base upon which to build world models.Worldformer is a recently proposed world model for text-based game environments, based only partially on PLM and transformers.Our distinction is to fully leverage PLMs as actionable world models in text-based game environments, by reformulating generation as constrained decoding which decomposes actions into verb templates and objects.We show that our model improves future valid action prediction and graph change prediction. 1 Additionally, we show that our model better reflects commonsense than standard PLM.

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Crossref · 10.18653/v1/2022.emnlp-main.86

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  • Past works on LM user simulation have not used such simulators to benchmark the reliability of agents, instead focusing on showcasing the ability of LMs to enable realistic simulations.

    “However, all these past works have not used such simulators to benchmark the reliability of agents, instead focusing on showcasing the ability of LMs to enable realistic simulations.”

    From $τ$-bench: A Benchmark for Tool-Agent-User Interaction in Real-World Domains (2024) · cites this paper as [13]

    The Results and Related Works sections discuss evaluating PLM-based world models and agents in text-based games, not LM user simulators. Searches for user simulation, realistic simulations, and benchmarking agent reliability found no passage addressing what past LM user-simulation work did or aimed to show. (LLM, conf=0.76)

    Experimental — accuracy not yet measured

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1 of the 29 references couldn’t be matched to a known paper.

Research works printed but not linked: 3

  1. Prithviraj Ammanabrolu and Mark O. Riedl. 2021b. Modeling worlds in text. In Proceedings of the Neural Information Processing Systems Track on Datasets and Benchmarks 1, NeurIPS Datasets and Benchmarks 2021, December 2021, virtual.
  2. Mattia Atzeni, Shehzaad Dhuliawala, Keerthiram Mu- rugesan, and Mrinmaya Sachan. 2021. Case-based reasoning for better generalization in text-adventure games. CoRR, abs/2110.08470. · arXiv
  3. Ishika Singh, Gargi Singh, and Ashutosh Modi. 2022. Pre-trained language models as prior knowledge for playing text-based games. In 21st International Con- ference on Autonomous Agents and Multiagent Sys- tems, AAMAS 2022, Auckland, New Zealand, May 9-13, 2022, pages 1729-1731. International Founda- tion for Autonomous Agents and Multiagent Systems (IFAAMAS). · DOI

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Authors
Kim, M., Jung, Y., Lee, D., & Hwang, S.-W.
Affiliations
Seoul National University (KR)
Venue
Proceedings of the 2022 Conference on Empirical Methods in Natural Language Processing
Published
2022
Pages
1324-1341
OpenAlex
W4385573730
Cited by
4
References
29
Citations by year
2024: 2 · 2023: 2
FWCI
0.55
Type
conference paper
Language
en
Open access
Licence
cc-by
Locations
Conference on Empirical Methods in Natural Language Processing (EMNLP) (publishedVersion, cc-by)
Funders
  • Seoul National University (2021-0-01343)
  • Ministry of Science and ICT, South Korea (NO.2021-0-01343, 2022-0-00077, 2021-0-01343)
  • Institute for Information and Communications Technology Promotion (2021–0-01343, 2022-)
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
world models, text-based games, pre-trained language models, action prediction, constrained decoding, future prediction, sample efficiency

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