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...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Tao, Ruo Yu, Côté, Marc-Alexandre, Yuan, Xingdi, Asri, Layla El
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext bestellen
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue
container_start_page
container_title
container_volume
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
fullrecord <record><control><sourceid>arxiv_GOX</sourceid><recordid>TN_cdi_arxiv_primary_1812_00855</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>1812_00855</sourcerecordid><originalsourceid>FETCH-LOGICAL-a675-acac5d3237eeb25bb63762768b2aa2bbdffe02088e6cc9f2175541487b582fb13</originalsourceid><addsrcrecordid>eNotz8tKAzEYBeBsXEjrA7gyLzBjLpNLl0PVKhQUOvvhT_JHAm1nSMaxfXttdXXgHDjwEXLPWd1Ypdgj5FOaa265qBn7bW7JUzd8Qw6F7ob9nI6ftMPTVDkoGOgGDlioO9OPPIQvf1nbAOOUZqStn9JwpLsRPJYluYmwL3j3nwvSvTx369dq-755W7fbCrRRFXjwKkghDaITyjktjRZGWycAhHMhRmSCWYva-1UU3CjV8MYap6yIjssFefi7vTL6MacD5HN_4fRXjvwBOppFGA</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>Towards Solving Text-based Games by Producing Adaptive Action Spaces</title><source>arXiv.org</source><creator>Tao, Ruo Yu ; Côté, Marc-Alexandre ; Yuan, Xingdi ; Asri, Layla El</creator><creatorcontrib>Tao, Ruo Yu ; Côté, Marc-Alexandre ; Yuan, Xingdi ; Asri, Layla El</creatorcontrib><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><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>
fulltext fulltext_linktorsrc
identifier DOI: 10.48550/arxiv.1812.00855
ispartof
issn
language eng
recordid cdi_arxiv_primary_1812_00855
source arXiv.org
subjects Computer Science - Computation and Language
Computer Science - Learning
Statistics - Machine Learning
title Towards Solving Text-based Games by Producing Adaptive Action Spaces
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-25T19%3A15%3A26IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-arxiv_GOX&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Towards%20Solving%20Text-based%20Games%20by%20Producing%20Adaptive%20Action%20Spaces&rft.au=Tao,%20Ruo%20Yu&rft.date=2018-12-03&rft_id=info:doi/10.48550/arxiv.1812.00855&rft_dat=%3Carxiv_GOX%3E1812_00855%3C/arxiv_GOX%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true