Towards Solving Text-based Games by Producing Adaptive Action Spaces
To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter, i.e., learning to act optimally when valid actions are know...
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creator | Tao, Ruo Yu Côté, Marc-Alexandre Yuan, Xingdi Asri, Layla El |
description | To solve a text-based game, an agent needs to formulate valid text commands
for a given context and find the ones that lead to success. Recent attempts at
solving text-based games with deep reinforcement learning have focused on the
latter, i.e., learning to act optimally when valid actions are known in
advance. In this work, we propose to tackle the first task and train a model
that generates the set of all valid commands for a given context. We try three
generative models on a dataset generated with Textworld. The best model can
generate valid commands which were unseen at training and achieve high $F_1$
score on the test set. |
doi_str_mv | 10.48550/arxiv.1812.00855 |
format | Article |
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for a given context and find the ones that lead to success. Recent attempts at
solving text-based games with deep reinforcement learning have focused on the
latter, i.e., learning to act optimally when valid actions are known in
advance. In this work, we propose to tackle the first task and train a model
that generates the set of all valid commands for a given context. We try three
generative models on a dataset generated with Textworld. The best model can
generate valid commands which were unseen at training and achieve high $F_1$
score on the test set.</description><identifier>DOI: 10.48550/arxiv.1812.00855</identifier><language>eng</language><subject>Computer Science - Computation and Language ; Computer Science - Learning ; Statistics - Machine Learning</subject><creationdate>2018-12</creationdate><rights>http://arxiv.org/licenses/nonexclusive-distrib/1.0</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>228,230,776,881</link.rule.ids><linktorsrc>$$Uhttps://arxiv.org/abs/1812.00855$$EView_record_in_Cornell_University$$FView_record_in_$$GCornell_University$$Hfree_for_read</linktorsrc><backlink>$$Uhttps://doi.org/10.48550/arXiv.1812.00855$$DView paper in arXiv$$Hfree_for_read</backlink></links><search><creatorcontrib>Tao, Ruo Yu</creatorcontrib><creatorcontrib>Côté, Marc-Alexandre</creatorcontrib><creatorcontrib>Yuan, Xingdi</creatorcontrib><creatorcontrib>Asri, Layla El</creatorcontrib><title>Towards Solving Text-based Games by Producing Adaptive Action Spaces</title><description>To solve a text-based game, an agent needs to formulate valid text commands
for a given context and find the ones that lead to success. Recent attempts at
solving text-based games with deep reinforcement learning have focused on the
latter, i.e., learning to act optimally when valid actions are known in
advance. In this work, we propose to tackle the first task and train a model
that generates the set of all valid commands for a given context. We try three
generative models on a dataset generated with Textworld. The best model can
generate valid commands which were unseen at training and achieve high $F_1$
score on the test set.</description><subject>Computer Science - Computation and Language</subject><subject>Computer Science - Learning</subject><subject>Statistics - Machine Learning</subject><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2018</creationdate><recordtype>article</recordtype><sourceid>GOX</sourceid><recordid>eNotz8tKAzEYBeBsXEjrA7gyLzBjLpNLl0PVKhQUOvvhT_JHAm1nSMaxfXttdXXgHDjwEXLPWd1Ypdgj5FOaa265qBn7bW7JUzd8Qw6F7ob9nI6ftMPTVDkoGOgGDlioO9OPPIQvf1nbAOOUZqStn9JwpLsRPJYluYmwL3j3nwvSvTx369dq-755W7fbCrRRFXjwKkghDaITyjktjRZGWycAhHMhRmSCWYva-1UU3CjV8MYap6yIjssFefi7vTL6MacD5HN_4fRXjvwBOppFGA</recordid><startdate>20181203</startdate><enddate>20181203</enddate><creator>Tao, Ruo Yu</creator><creator>Côté, Marc-Alexandre</creator><creator>Yuan, Xingdi</creator><creator>Asri, Layla El</creator><scope>AKY</scope><scope>EPD</scope><scope>GOX</scope></search><sort><creationdate>20181203</creationdate><title>Towards Solving Text-based Games by Producing Adaptive Action Spaces</title><author>Tao, Ruo Yu ; Côté, Marc-Alexandre ; Yuan, Xingdi ; Asri, Layla El</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a675-acac5d3237eeb25bb63762768b2aa2bbdffe02088e6cc9f2175541487b582fb13</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><topic>Computer Science - Computation and Language</topic><topic>Computer Science - Learning</topic><topic>Statistics - Machine Learning</topic><toplevel>online_resources</toplevel><creatorcontrib>Tao, Ruo Yu</creatorcontrib><creatorcontrib>Côté, Marc-Alexandre</creatorcontrib><creatorcontrib>Yuan, Xingdi</creatorcontrib><creatorcontrib>Asri, Layla El</creatorcontrib><collection>arXiv Computer Science</collection><collection>arXiv Statistics</collection><collection>arXiv.org</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Tao, Ruo Yu</au><au>Côté, Marc-Alexandre</au><au>Yuan, Xingdi</au><au>Asri, Layla El</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Towards Solving Text-based Games by Producing Adaptive Action Spaces</atitle><date>2018-12-03</date><risdate>2018</risdate><abstract>To solve a text-based game, an agent needs to formulate valid text commands
for a given context and find the ones that lead to success. Recent attempts at
solving text-based games with deep reinforcement learning have focused on the
latter, i.e., learning to act optimally when valid actions are known in
advance. In this work, we propose to tackle the first task and train a model
that generates the set of all valid commands for a given context. We try three
generative models on a dataset generated with Textworld. The best model can
generate valid commands which were unseen at training and achieve high $F_1$
score on the test set.</abstract><doi>10.48550/arxiv.1812.00855</doi><oa>free_for_read</oa></addata></record> |
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subjects | Computer Science - Computation and Language Computer Science - Learning Statistics - Machine Learning |
title | Towards Solving Text-based Games by Producing Adaptive Action Spaces |
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