Dongwon Ryu


2023

Text-based games (TGs) are language-based interactive environments for reinforcement learning. While language models (LMs) and knowledge graphs (KGs) are commonly used for handling large action space in TGs, it is unclear whether these techniques are necessary or overused. In this paper, we revisit the challenge of exploring the action space in TGs and propose 𝜖-admissible exploration, a minimal approach of utilizing admissible actions, for training phase. Additionally, we present a text-based actor-critic (TAC) agent that produces textual commands for game, solely from game observations, without requiring any KG or LM. Our method, on average across 10 games from Jericho, outperforms strong baselines and state-of-the-art agents that use LM and KG. Our approach highlights that a much lighter model design, with a fresh perspective on utilizing the information within the environments, suffices for an effective exploration of exponentially large action spaces.

2022

Text-based games (TGs) are exciting testbeds for developing deep reinforcement learning techniques due to their partially observed environments and large action spaces. In these games, the agent learns to explore the environment via natural language interactions with the game simulator. A fundamental challenge in TGs is the efficient exploration of the large action space when the agent has not yet acquired enough knowledge about the environment. We propose CommExpl, an exploration technique that injects external commonsense knowledge, via a pretrained language model (LM), into the agent during training when the agent is the most uncertain about its next action. Our method exhibits improvement on the collected game scores during the training in four out of nine games from Jericho. Additionally, the produced trajectory of actions exhibit lower perplexity, when tested with a pretrained LM, indicating better closeness to human language.

2021