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Comprehensible Context-driven Text Game Playing
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In order to train a computer agent to play a text-based computer game, we must represent each hidden state of the game. A Long Short-Term Memory (LSTM) model running over observed texts is a common choice for state construction. However, a normal Deep Q-learning Network (DQN) for such an agent requires millions of steps of training or more to converge. As such, an LSTM-based DQN can take tens of days to finish the training process. Though we can use a Convolutional Neural Network (CNN) as a text-encoder to construct states much faster than the LSTM, doing so without an understanding of the syntactic context of the words being analyzed can slow convergence. In this paper, we use a fast CNN to encode position- and syntax-oriented structures extracted from observed texts as states. We additionally augment the reward signal in a universal and practical manner. Together, we show that our improvements can not only speed up the process by one order of magnitude but also learn a superior agent.
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Cited by 2 Pith papers
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LeDeepChef: Deep Reinforcement Learning Agent for Families of Text-Based Games
An actor-critic agent that restricts its actions to recipe-guided high-level commands and learned navigation generalizes to unseen games in a cooking-themed text-based game family, scoring 69.3% on the challenge test set.
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Learn How to Cook a New Recipe in a New House: Using Map Familiarization, Curriculum Learning, and Bandit Feedback to Learn Families of Text-Based Adventure Games
Curriculum learning, room-aware action labels, and LinUCB exploration improve zero-shot performance on TextWorld cooking game families, reaching 72% and 68% of achievable points.
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