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Prithviraj Ammanabrolu Mark O. Riedl

Abstract
World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive narratives, are reinforcement learning environments in which agents perceive and interact with the world using textual natural language. These environments contain long, multi-step puzzles or quests woven through a world that is filled with hundreds of characters, locations, and objects. Our world model learns to simultaneously: (1) predict changes in the world caused by an agent's actions when representing the world as a knowledge graph; and (2) generate the set of contextually relevant natural language actions required to operate in the world. We frame this task as a Set of Sequences generation problem by exploiting the inherent structure of knowledge graphs and actions and introduce both a transformer-based multi-task architecture and a loss function to train it. A zero-shot ablation study on never-before-seen textual worlds shows that our methodology significantly outperforms existing textual world modeling techniques as well as the importance of each of our contributions.
Benchmarks
| Benchmark | Methodology | Metrics |
|---|---|---|
| action-parsing-on-jerichoworld | Worldformer | Set accuracy: 23.22 |
| action-parsing-on-jerichoworld | CALM | Set accuracy: 13.79 |
| knowledge-graphs-on-jerichoworld | Worldformer | Set accuracy: 39.15 |
| knowledge-graphs-on-jerichoworld | GATA-W | Set accuracy: 24.06 |
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