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Graph Constrained Reinforcement Learning for Natural Language Action Spaces
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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.
Forward citations
Cited by 2 Pith papers
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LLM Meets Scene Graph: Can Large Language Models Understand and Generate Scene Graphs? A Benchmark and Empirical Study
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.
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TextQuests: How Good are LLMs at Text-Based Video Games?
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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