We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully.
The development of intelligent machines is one of the biggest unsolved challenges in computer science. In this paper, we propose some fundamental properties these machines should have, focusing in particular on communication and learning. We discuss a simple environment that could be used to incrementally teach a machine the basics of natural-language-based communication, as a prerequisite to more complex interaction with human users. We also present some conjectures on the sort of algorithms the machine should support in order to profitably learn from the environment. Meaning has been called the "holy grail" of a variety of scientific disciplines, ranging from linguistics to philosophy, psychology and the neurosciences. The field of Artifical Intelligence (AI) is very much a part of that list: the development of sophisticated natural language semantics is a sine qua non for achieving a level of intelligence comparable to humans. Embodiment theories in cognitive science hold that human semantic representation depends on sensori-motor experience; the abundant evidence that human meaning representation is grounded in the perception of physical reality leads to the conclusion that meaning must depend on a fusion of multiple (perceptual) modalities. Despite this, AI research in general, and its subdisciplines such as computational linguistics and computer vision in particular, have focused primarily on tasks that involve a single modality. Here, we propose virtual embodiment as an alternative, long-term strategy for AI research that is multi-modal in nature and that allows for the kind of scalability required to develop the field coherently and incrementally, in an ethically responsible fashion. A distinguishing property of human intelligence is the ability to flexibly use language in order to communicate complex ideas with other humans in a variety of contexts. Research in natural language dialogue should focus on designing communicative agents which can integrate themselves into these contexts and productively collaborate with humans. In this abstract, we propose a general situated language learning paradigm which is designed to bring about robust language agents able to cooperate productively with humans. We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose features and challenges we have analyzed. More significantly, it enables users to handcraft or automatically generate new games. Its generative mechanisms give precise control over the difficulty, scope, and language of constructed games, and can be used to relax challenges inherent to commercial text games like partial observability and sparse rewards. By generating sets of varied but similar games, TextWorld can also be used to study generalization and transfer learning. We cast text-based games in the Reinforcement Learning formalism, use our framework to develop a set of benchmark games, and evaluate several baseline agents on this set and the curated list. Recent progress in artificial intelligence has renewed interest in building systems that learn and think like people. Many advances have come from using deep neural networks trained end-to-end in tasks such as object recognition, video games, and board games, achieving performance that equals or even beats that of humans in some respects. Despite their biological inspiration and performance achievements, these systems differ from human intelligence in crucial ways. We review progress in cognitive science suggesting that truly human-like learning and thinking machines will have to reach beyond current engineering trends in both what they learn and how they learn it. Specifically, we argue that these machines should (1) build causal models of the world that support explanation and understanding, rather than merely solving pattern recognition problems; (2) ground learning in intuitive theories of physics and psychology to support and enrich the knowledge that is learned; and (3) harness compositionality and learning-to-learn to rapidly acquire and generalize knowledge to new tasks and situations. We suggest concrete challenges and promising routes toward these goals that can combine the strengths of recent neural network advances with more structured cognitive models. Brooks, R.A., Intelligence without representation, Artificial Intelligence 47 (1991) 139159. Artificial intelligence research has foundered on the issue of representation. When intelligence is approached in an incremental manner, with strict reliance on interfacing to the real world through perception and action, reliance on representation disappears. In this paper we outline our approach to incrementally building complete intelligent Creatures. The fundamental decomposition of the intelligent system is not into independent information processing units which must interface with each other via representations. Instead, the intelligent system is decomposed into independent and parallel activity producers which all interface directly to the world through perception and action, rather than interface to each other particularly much. The notions of central and peripheral systems evaporateeverything is both central and peripheral. Based on these principles we have built a very successful series of mobile robots which operate without supervision as Creatures in standard office environments.