What are the results from these proposed strategies?
Reward of 11.8 for the A2C-chained model, 41.8 for the KG-A2C-chained model, 40 for A2C-Explore and 44 for KG-A2C-Explore.
Text-based games -- in which an agent interacts with the world through textual natural language -- present us with the problem of combinatorially-sized action-spaces. Most current reinforcement learning algorithms are not capable of effectively handling such a large number of possible actions per turn. Poor sample efficiency, consequently, results in agents that are unable to pass bottleneck states, where they are unable to proceed because they do not see the right action sequence to pass the bottleneck enough times to be sufficiently reinforced. Building on prior work using knowledge graphs in reinforcement learning, we introduce two new game state exploration strategies. We compare our exploration strategies against strong baselines on the classic text-adventure game, Zork1, where prior agent have been unable to get past a bottleneck where the agent is eaten by a Grue.
Many reinforcement learning algorithms are designed for relatively small discrete or continuous action spaces and so have trouble scaling. Text-adventure games—or interaction fictions—are simulations in which both an agents' state and action spaces are in textual natural language. An example of a one turn agent interaction in the popular text-game Zork1 can be seen in Fig. FIGREF1. Text-adventure games provide us with multiple challenges in the form of partial observability, commonsense reasoning, and a combinatorially-sized state-action space. Text-adventure games are structured as long puzzles or quests, interspersed with bottlenecks. The quests can usually be completed through multiple branching paths. However, games can also feature one or more bottlenecks. Bottlenecks are areas that an agent must pass through in order to progress to the next section of the game regardless of what path the agent has taken to complete that section of the quest BIBREF0. In this work, we focus on more effectively exploring this space and surpassing these bottlenecks—building on prior work that focuses on tackling the other problems. Formally, we use the definition of text-adventure games as seen in BIBREF1 and BIBREF2. These games are partially observable Markov decision processes (POMDPs), represented as a 7-tuple of $\langle S,T,A,\Omega , O,R, \gamma \rangle $ representing the set of environment states, mostly deterministic conditional transition probabilities between states, the vocabulary or words used to compose text commands, observations returned by the game, observation conditional probabilities, reward function, and the discount factor respectively. For our purposes, understanding the exact state and action spaces we use in this work is critical and so we define each of these in relative depth. Action-Space. To solve Zork1, the cannonical text-adventure games, requires the generation of actions consisting of up to five-words from a relatively modest vocabulary of 697 words recognized by the game’s parser. This results in $\mathcal {O}(697^5)={1.64e14}$ possible actions at every step. To facilitate text-adventure game playing, BIBREF2 introduce Jericho, a framework for interacting with text-games. They propose a template-based action space in which the agent first selects a template, consisting of an action verb and preposition, and then filling that in with relevant entities $($e.g. $[get]$ $ [from] $ $)$. Zork1 has 237 templates, each with up to two blanks, yielding a template-action space of size $\mathcal {O}(237 \times 697^2)={1.15e8}$. This space is still far larger than most used by previous approaches applying reinforcement learning to text-based games. State-Representation. Prior work has shown that knowledge graphs are effective in terms of dealing with the challenges of partial observability $($BIBREF3 BIBREF3; BIBREF4$)$. A knowledge graph is a set of 3-tuples of the form $\langle subject, relation, object \rangle $. These triples are extracted from the observations using Stanford's Open Information Extraction (OpenIE) BIBREF5. Human-made text-adventure games often contain relatively complex semi-structured information that OpenIE is not designed to parse and so they add additional rules to ensure that the correct information is parsed. The graph itself is more or less a map of the world, with information about objects' affordances and attributes linked to the rooms that they are place in a map. The graph also makes a distinction with respect to items that are in the agent's possession or in their immediate surrounding environment. An example of what the knowledge graph looks like and specific implementation details can be found in Appendix SECREF14. BIBREF6 introduce the KG-A2C, which uses a knowledge graph based state-representation to aid in the section of actions in a combinatorially-sized action-space—specifically they use the knowledge graph to constrain the kinds of entities that can be filled in the blanks in the template action-space. They test their approach on Zork1, showing the combination of the knowledge graph and template action selection resulted in improvements over existing methods. They note that their approach reaches a score of 40 which corresponds to a bottleneck in Zork1 where the player is eaten by a “grue” (resulting in negative reward) if the player has not first lit a lamp. The lamp must be lit many steps after first being encountered, in a different section of the game; this action is necessary to continue exploring but doesn’t immediately produce any positive reward. That is, there is a long term dependency between actions that is not immediately rewarded, as seen in Figure FIGREF1. Others using artificially constrained action spaces also report an inability to pass through this bottleneck BIBREF7, BIBREF8. They pose a significant challenge for these methods because the agent does not see the correct action sequence to pass the bottleneck enough times. This is in part due to the fact that for that sequence to be reinforced, the agent needs to reach the next possible reward beyond the bottleneck. More efficient exploration strategies are required to pass bottlenecks. Our contributions are two-fold. We first introduce a method that detects bottlenecks in text-games using the overall reward gained and the knowledge graph state. This method freezes the policy used to reach the bottleneck and restarts the training from there on out, additionally conducting a backtracking search to ensure that a sub-optimal policy has not been frozen. The second contribution explore how to leverage knowledge graphs to improve existing exploration algorithms for dealing with combinatorial action-spaces such as Go-Explore BIBREF9. We additionally present a comparative ablation study analyzing the performance of these methods on the popular text-game Zork1.