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arXiv 2106.09608cs.LGcs.AIcs.CL
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基于学习知识图谱的文本环境世界模型

Learning Knowledge Graph-based World Models of Textual Environments

Georgia Institute of Technology(佐治亚理工学院)

Prithviraj Ammanabrolu, Mark O. Riedl

摘要:

世界模型提高了学习代理在交互式和情境环境中有效操作的能力。这项工作的重点是建立基于文本的游戏环境的世界模型的任务。基于文本的游戏或交互式叙事是强化学习环境,在这种环境中,智能体使用文本自然语言感知世界并与世界交互。这些环境包含长时间的多步骤谜题或任务,这些谜题或任务贯穿了一个充满数百个角色、地点和物体的世界。我们的世界模型同时学习:(1)预测在将世界表示为知识图谱时由代理的动作引起的世界变化;(2)生成在世界中操作所需的上下文相关的自然语言动作集。我们框架这个任务作为一组序列生成问题,通过利用知识图谱和行动的固有结构,并引入了一个基于变压器的多任务架构和损失函数训练it.A zero-shot消融研究从未见过的文本世界表明,我们的方法显着优于现有的文本世界建模技术,以及我们的每一个贡献的重要性。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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