In this paper, we present a state-of-the-art model and introduce a new dataset for grounded language learning. Our goal is to develop a model that can learn to follow new instructions given prior instruction-perception-action examples. We based our work on the SAIL dataset which consists of navigational instructions and actions in a maze-like environment. The new model we propose achieves the best results to date on the SAIL dataset by using an improved perceptual component that can represent relative positions of objects. We also analyze the problems with the SAIL dataset regarding its size and balance. We argue that performance on a small, fixed-size dataset is no longer a good measure to differentiate state-of-the-art models. We introduce SAILx, a synthetic dataset generator, and perform experiments where the size and balance of the dataset are controlled.
propose an environment for navigating in a 2-D maze like environment, XWORLD. In contrast to the SAIL environment, in XWORLD, the environment is fully observable to the agent. propose a new 3D environment built on the ViZDoom API @cite_8 . They manually generated 70 navigation instructions where each instruction is a combination of (action, attribute(s), object) triple. propose a simulated environment in 3-D. The language used in both environments involve only referring expressions to navigate the agent.
@cite_8
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The recent advances in deep neural networks have led to effective vision-based reinforcement learning methods that have been employed to obtain human-level controllers in Atari 2600 games from pixel data. Atari 2600 games, however, do not resemble real-world tasks since they involve non-realistic 2D environments and the third-person perspective. Here, we propose a novel test-bed platform for reinforcement learning research from raw visual information which employs the first-person perspective in a semi-realistic 3D world. The software, called ViZDoom, is based on the classical first-person shooter video game, Doom. It allows developing bots that play the game using the screen buffer. ViZDoom is lightweight, fast, and highly customizable via a convenient mechanism of user scenarios. In the experimental part, we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem. Using convolutional deep neural networks with Q-learning and experience replay, for both scenarios, we were able to train competent bots, which exhibit human-like behaviors. The results confirm the utility of ViZDoom as an AI research platform and imply that visual reinforcement learning in 3D realistic first-person perspective environments is feasible.