Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we show that our proposed technique can learn a control policy faster than baseline alternatives. We have also open-sourced our code at this https URL.
Knowledge graphs have been demonstrated to improve natural language understanding in other domains outside of text adventure games. For example, @cite_2 use commonsense knowledge graphs such as ConceptNet to significantly improve the ability of neural networks to predict the end of a story. They represent the graph in terms of a knowledge context vector using features from ConceptNet and graph attention . The state representation that we have chosen as well as our method of action pruning builds on the strengths of existing approaches while simultaneously avoiding the shortcomings of ineffective exploration and lack of long-term context.
@cite_2
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Generating a reasonable ending for a given story context, i.e., story ending generation, is a strong indication of story comprehension. This task requires not only to understand the context clues which play an important role in planning the plot but also to handle implicit knowledge to make a reasonable, coherent story. In this paper, we devise a novel model for story ending generation. The model adopts an incremental encoding scheme to represent context clues which are spanning in the story context. In addition, commonsense knowledge is applied through multi-source attention to facilitate story comprehension, and thus to help generate coherent and reasonable endings. Through building context clues and using implicit knowledge, the model is able to produce reasonable story endings. context clues implied in the post and make the inference based on it. Automatic and manual evaluation shows that our model can generate more reasonable story endings than state-of-the-art baselines.