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Graph Constrained Reinforcement Learning for Natural Language Action Spaces

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arxiv 2001.08837 v1 pith:PPQQ4ULE submitted 2020-01-23 cs.LG cs.AIcs.CLstat.ML

classification cs.LGcs.AIcs.CLstat.ML
keywords actionlanguagenaturalgraphactionsagentagentsgames
verification ladder T0 review T1 audit T2 compute T3 formal
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Interactive Fiction games are text-based simulations in which an agent interacts with the world purely through natural language. They are ideal environments for studying how to extend reinforcement learning agents to meet the challenges of natural language understanding, partial observability, and action generation in combinatorially-large text-based action spaces. We present KG-A2C, an agent that builds a dynamic knowledge graph while exploring and generates actions using a template-based action space. We contend that the dual uses of the knowledge graph to reason about game state and to constrain natural language generation are the keys to scalable exploration of combinatorially large natural language actions. Results across a wide variety of IF games show that KG-A2C outperforms current IF agents despite the exponential increase in action space size.

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Cited by 2 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. LLM Meets Scene Graph: Can Large Language Models Understand and Generate Scene Graphs? A Benchmark and Empirical Study

    cs.CL 2025-05 conditional novelty 7.0 of 10

    TSG Bench, a new benchmark, reveals that LLMs handle scene graph understanding well but perform poorly at generating scene graphs from complex narratives, with action decomposition as the main bottleneck.

  2. TextQuests: How Good are LLMs at Text-Based Video Games?

    cs.AI 2025-07 conditional novelty 6.0 of 10

    Frontier LLMs complete few of 25 Infocom text adventures even when given the official hint booklets, revealing a weakness in sustained long-context reasoning.

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