Algorithmic Improvements for Deep Reinforcement Learning applied to Interactive Fiction
Vishal Jain, William Fedus, Hugo Larochelle, Doina Precup, Marc G., Bellemare

TL;DR
This paper introduces algorithmic enhancements for deep reinforcement learning agents to better handle the unique challenges of text-based interactive fiction games, focusing on feedback-driven learning and structural game features.
Contribution
It proposes a contextualisation mechanism and action selection methods tailored for text-based games, improving agent performance in complex, partially observable environments.
Findings
Techniques improve baseline agent performance
Methods handle large state and action spaces
Approach effective in diverse text-based games
Abstract
Text-based games are a natural challenge domain for deep reinforcement learning algorithms. Their state and action spaces are combinatorially large, their reward function is sparse, and they are partially observable: the agent is informed of the consequences of its actions through textual feedback. In this paper we emphasize this latter point and consider the design of a deep reinforcement learning agent that can play from feedback alone. Our design recognizes and takes advantage of the structural characteristics of text-based games. We first propose a contextualisation mechanism, based on accumulated reward, which simplifies the learning problem and mitigates partial observability. We then study different methods that rely on the notion that most actions are ineffectual in any given situation, following Zahavy et al.'s idea of an admissible action. We evaluate these techniques in a…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
