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Infusing Commonsense World Models with Graph Knowledge

Computation and Language · Submitted 13 Jan 2023

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim We find it is possible to improve the consistency of action narration models by training on graph contexts and targets, even if graphs are not present at test time.

how it is stated · hedged possibility 0.56 read the record →

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arXiv ID2301.05746 (version 1)
Pith ID4HDO726B, Pith's permanent record of this paper and its review
CitationAlexander Gurung, Arthur Szlam, Jack Urbanek, Jason Weston, Mojtaba Komeili. "Infusing Commonsense World Models with Graph Knowledge." arXiv:2301.05746 (2023). https://pith.science/paper/4HDO726B
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The paper's own sentences, arranged. Each label is drawn from a closed vocabulary; the number beside it is the probability the classifier gave that label. Numbers in the tables are the authors', checked by code. No sentence in this record was written by a model.

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Compiled by classifier-1.13.0 via TypeSafe API, question bank abstract-p1-20260923, 2026-09-23: 1 request, 4,879 input tokens.

What the abstract itself states, as probabilities: claims first 0.05 · states limitation 0.53 · human participants 0.71 · controlled comparison 0.24 · randomized assignment 0.02 · states quantitative result 0.06 · compares with prior results 0.20 · mentions code or data availability 0.50.

The abstract, sentence by sentence

arXiv listing abstract v1. Results and the main claim are underlined; .

While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating narratives in an open world text adventure game, where a graph representation of the underlying game state can be used to train models that consume and output both grounded graph representations and natural language descriptions and actions. We build a large set of tasks by combining crowdsourced and simulated gameplays with a novel dataset of complex actions in order to to construct such models. We find it is possible to improve the consistency of action narration models by training on graph contexts and targets, even if graphs are not present at test time. This is shown both in automatic metrics and human evaluations. We plan to release our code, the new set of tasks, and best performing models.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. background 0.56 0.83 0.04 asserted 1.00
s1 We study the setting of generating narratives in an open world text adventure game, where a graph representation of the underlying game state can be used to train models that consume and output both grounded graph representations and natural language descriptions and actions. contribution 0.78 0.38 0.05 asserted 0.73
s2 We build a large set of tasks by combining crowdsourced and simulated gameplays with a novel dataset of complex actions in order to to construct such models. method 0.96 0.93 0.04 asserted 0.95
s3 We find it is possible to improve the consistency of action narration models by training on graph contexts and targets, even if graphs are not present at test time. result 1.00 0.96 0.84 hedged possibility 0.56
s4 This is shown both in automatic metrics and human evaluations. result 0.95 0.89 0.09 asserted 0.99
s5 We plan to release our code, the new set of tasks, and best performing models. future work 0.97 0.26 0.03 asserted 0.54

What kind of paper the classifier reports this is: method or tool 0.50 · evidence from observation or experiment 0.98.

What was examined, and what was not

sources read
  • arXiv listing abstract v1
not examined
  • full text
  • figures and tables
  • references and citing sentences
  • relations to other papers
levels run
  • P abstract
not run
  • S sections
  • T body sentences
  • C citations
  • R cross-paper relations

Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating narratives in an open world text adventure game, where a graph representation of the underlying game state can be used to train models that consume and output both grounded graph representations and natural language descriptions and actions. We build a large set of tasks by combining crowdsourced and simulated gameplays with a novel dataset of complex actions in order to to construct such models. We find it is possible to improve the consistency of action narration models by training on graph contexts and targets, even if graphs are not present at test time. This is shown both in automatic metrics and human evaluations. We plan to release our code, the new set of tasks, and best performing models.

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What this paper does with the arXiv papers it cites

Each citing sentence is taken from the citing paper's LaTeX source and typed by Pith's classifier. A label appears at probability 0.8 or more (0.95 for support), a contest at 0.7 or more; the quoted words are the citing authors'. How each label was checked · JSON

What it cites · 1 sentence without a confident label

Uses the method or tool of 1 paper

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