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Graph Constrained Reinforcement Learning for Natural Language Action Spaces

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abstract

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.

fields

cs.AI 1

years

2025 1

verdicts

CONDITIONAL 1

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  • TextQuests: How Good are LLMs at Text-Based Video Games? cs.AI · 2025-07-31 · conditional · none · ref 2020 · internal anchor

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