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arXiv:2505.19300공식 코드 · Papers with Code

SituatedThinker: Grounding LLM Reasoning with Real-World through Situated Thinking

Recent advances in large language models (LLMs) demonstrate their impressive reasoning capabilities. However, the reasoning confined to internal parametric space limits LLMs' access to real-time information and understanding of the physical world. To overcome this constraint, we introduce SituatedThinker, a novel framework that enables LLMs to ground their reasoning in real-world contexts through situated thinking, which adaptively combines both internal knowledge and external information with predefined interfaces. By utilizing reinforcement learning, SituatedThinker incentivizes deliberate reasoning with the real world to acquire information and feedback, allowing LLMs to surpass their knowledge boundaries and enhance reasoning. Experimental results demonstrate significant performance improvements on multi-hop question-answering and mathematical reasoning benchmarks. Furthermore, SituatedThinker demonstrates strong performance on unseen tasks, such as KBQA, TableQA, and text-based games, showcasing the generalizable real-world grounded reasoning capability. Our codes are available at https://github.com/jnanliu/SituatedThinker.

arXiv:2504.11442공식 코드 · Papers with Code

TextArena

TextArena is an open-source collection of competitive text-based games for training and evaluation of agentic behavior in Large Language Models (LLMs). It spans 57+ unique environments (including single-player, two-player, and multi-player setups) and allows for easy evaluation of model capabilities via an online-play system (against humans and other submitted models) with real-time TrueSkill scores. Traditional benchmarks rarely assess dynamic social skills such as negotiation, theory of mind, and deception, creating a gap that TextArena addresses. Designed with research, community and extensibility in mind, TextArena emphasizes ease of adding new games, adapting the framework, testing models, playing against the models, and training models. Detailed documentation of environments, games, leaderboard, and examples are available on https://github.com/LeonGuertler/TextArena and https://www.textarena.ai/.

arXiv:2504.06868공식 코드 · Papers with Code

Persona Dynamics: Unveiling the Impact of Personality Traits on Agents in Text-Based Games

Artificial agents are increasingly central to complex interactions and decision-making tasks, yet aligning their behaviors with desired human values remains an open challenge. In this work, we investigate how human-like personality traits influence agent behavior and performance within text-based interactive environments. We introduce PANDA: Personality Adapted Neural Decision Agents, a novel method for projecting human personality traits onto agents to guide their behavior. To induce personality in a text-based game agent, (i) we train a personality classifier to identify what personality type the agent's actions exhibit, and (ii) we integrate the personality profiles directly into the agent's policy-learning pipeline. By deploying agents embodying 16 distinct personality types across 25 text-based games and analyzing their trajectories, we demonstrate that an agent's action decisions can be guided toward specific personality profiles. Moreover, certain personality types, such as those characterized by higher levels of Openness, display marked advantages in performance. These findings underscore the promise of personality-adapted agents for fostering more aligned, effective, and human-centric decision-making in interactive environments.

arXiv:2502.18431공식 코드 · Papers with Code

TextGames: Learning to Self-Play Text-Based Puzzle Games via Language Model Reasoning

Reasoning is a fundamental capability of large language models (LLMs), enabling them to comprehend, analyze, and solve complex problems. In this paper, we introduce TextGames, an innovative benchmark specifically crafted to assess LLMs through demanding text-based games that require advanced skills in pattern recognition, spatial awareness, arithmetic, and logical reasoning. Our analysis probes LLMs' performance in both single-turn and multi-turn reasoning, and their abilities in leveraging feedback to correct subsequent answers through self-reflection. Our findings reveal that, although LLMs exhibit proficiency in addressing most easy and medium-level problems, they face significant challenges with more difficult tasks. In contrast, humans are capable of solving all tasks when given sufficient time. Moreover, we observe that LLMs show improved performance in multi-turn predictions through self-reflection, yet they still struggle with sequencing, counting, and following complex rules consistently. Additionally, models optimized for reasoning outperform pre-trained LLMs that prioritize instruction following, highlighting the crucial role of reasoning skills in addressing highly complex problems.

arXiv:2406.05872공식 코드 · Papers with Code

STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models

Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.

arXiv:2403.10692공식 코드 · Papers with Code

EXPLORER: Exploration-guided Reasoning for Textual Reinforcement Learning

Text-based games (TBGs) have emerged as an important collection of NLP tasks, requiring reinforcement learning (RL) agents to combine natural language understanding with reasoning. A key challenge for agents attempting to solve such tasks is to generalize across multiple games and demonstrate good performance on both seen and unseen objects. Purely deep-RL-based approaches may perform well on seen objects; however, they fail to showcase the same performance on unseen objects. Commonsense-infused deep-RL agents may work better on unseen data; unfortunately, their policies are often not interpretable or easily transferable. To tackle these issues, in this paper, we present EXPLORER which is an exploration-guided reasoning agent for textual reinforcement learning. EXPLORER is neurosymbolic in nature, as it relies on a neural module for exploration and a symbolic module for exploitation. It can also learn generalized symbolic policies and perform well over unseen data. Our experiments show that EXPLORER outperforms the baseline agents on Text-World cooking (TW-Cooking) and Text-World Commonsense (TWC) games.

arXiv:2401.09334공식 코드 · Papers with Code

Large Language Models Are Neurosymbolic Reasoners

A wide range of real-world applications is characterized by their symbolic nature, necessitating a strong capability for symbolic reasoning. This paper investigates the potential application of Large Language Models (LLMs) as symbolic reasoners. We focus on text-based games, significant benchmarks for agents with natural language capabilities, particularly in symbolic tasks like math, map reading, sorting, and applying common sense in text-based worlds. To facilitate these agents, we propose an LLM agent designed to tackle symbolic challenges and achieve in-game objectives. We begin by initializing the LLM agent and informing it of its role. The agent then receives observations and a set of valid actions from the text-based games, along with a specific symbolic module. With these inputs, the LLM agent chooses an action and interacts with the game environments. Our experimental results demonstrate that our method significantly enhances the capability of LLMs as automated agents for symbolic reasoning, and our LLM agent is effective in text-based games involving symbolic tasks, achieving an average performance of 88% across all tasks.

arXiv:2311.01928공식 코드 · Papers with Code

Constructing Temporal Dynamic Knowledge Graphs from Interactive Text-based Games

In natural language processing, interactive text-based games serve as a test bed for interactive AI systems. Prior work has proposed to play text-based games by acting based on discrete knowledge graphs constructed by the Discrete Graph Updater (DGU) to represent the game state from the natural language description. While DGU has shown promising results with high interpretability, it suffers from lower knowledge graph accuracy due to its lack of temporality and limited generalizability to complex environments with objects with the same label. In order to address DGU's weaknesses while preserving its high interpretability, we propose the Temporal Discrete Graph Updater (TDGU), a novel neural network model that represents dynamic knowledge graphs as a sequence of timestamped graph events and models them using a temporal point based graph neural network. Through experiments on the dataset collected from a text-based game TextWorld, we show that TDGU outperforms the baseline DGU. We further show the importance of temporal information for TDGU's performance through an ablation study and demonstrate that TDGU has the ability to generalize to more complex environments with objects with the same label. All the relevant code can be found at \url{https://github.com/yukw777/temporal-discrete-graph-updater}.

arXiv:2307.03906공식 코드 · Papers with Code

ScriptWorld: Text Based Environment For Learning Procedural Knowledge

Text-based games provide a framework for developing natural language understanding and commonsense knowledge about the world in reinforcement learning based agents. Existing text-based environments often rely on fictional situations and characters to create a gaming framework and are far from real-world scenarios. In this paper, we introduce ScriptWorld: a text-based environment for teaching agents about real-world daily chores and hence imparting commonsense knowledge. To the best of our knowledge, it is the first interactive text-based gaming framework that consists of daily real-world human activities designed using scripts dataset. We provide gaming environments for 10 daily activities and perform a detailed analysis of the proposed environment. We develop RL-based baseline models/agents to play the games in Scriptworld. To understand the role of language models in such environments, we leverage features obtained from pre-trained language models in the RL agents. Our experiments show that prior knowledge obtained from a pre-trained language model helps to solve real-world text-based gaming environments. We release the environment via Github: https://github.com/Exploration-Lab/ScriptWorld

arXiv:2305.14879공식 코드 · Papers with Code

ByteSized32: A Corpus and Challenge Task for Generating Task-Specific World Models Expressed as Text Games

In this work, we investigate the capacity of language models to generate explicit, interpretable, and interactive world models of scientific and common-sense reasoning tasks. We operationalize this as a task of generating text games, expressed as hundreds of lines of Python code. To facilitate this task, we introduce ByteSized32 (Code: github.com/cognitiveailab/BYTESIZED32), a corpus of 32 reasoning-focused text games totaling 20k lines of Python code. We empirically demonstrate that GPT-4 can use these games as templates for single-shot in-context learning, successfully producing runnable games on unseen topics in 28% of cases. When allowed to self-reflect on program errors, game runnability substantially increases to 57%. While evaluating simulation fidelity is labor-intensive, we introduce a suite of automated metrics to assess game fidelity, technical validity, adherence to task specifications, and winnability, showing a high degree of agreement with expert human ratings. We pose this as a challenge task to spur further development at the juncture of world modeling and code generation.

arXiv:2305.04082공식 코드 · Papers with Code

A Minimal Approach for Natural Language Action Space in Text-based Games

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 $ \epsilon$-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.

arXiv:2304.07258공식 코드 · Papers with Code

Learn What Is Possible, Then Choose What Is Best: Disentangling One-To-Many Relations in Language Through Text-based Games

Language models pre-trained on large self-supervised corpora, followed by task-specific fine-tuning has become the dominant paradigm in NLP. These pre-training datasets often have a one-to-many structure--e.g. in dialogue there are many valid responses for a given context. However, only some of these responses will be desirable in our downstream task. This raises the question of how we should train the model such that it can emulate the desirable behaviours, but not the undesirable ones. Current approaches train in a one-to-one setup--only a single target response is given for a single dialogue context--leading to models only learning to predict the average response, while ignoring the full range of possible responses. Using text-based games as a testbed, our approach, PASA, uses discrete latent variables to capture the range of different behaviours represented in our larger pre-training dataset. We then use knowledge distillation to distil the posterior probability distribution into a student model. This probability distribution is far richer than learning from only the hard targets of the dataset, and thus allows the student model to benefit from the richer range of actions the teacher model has learned. Results show up to 49% empirical improvement over the previous state-of-the-art model on the Jericho Walkthroughs dataset.

arXiv:2302.10720공식 코드 · Papers with Code

Learning to Play Text-based Adventure Games with Maximum Entropy Reinforcement Learning

Text-based games are a popular testbed for language-based reinforcement learning (RL). In previous work, deep Q-learning is commonly used as the learning agent. Q-learning algorithms are challenging to apply to complex real-world domains due to, for example, their instability in training. Therefore, in this paper, we adapt the soft-actor-critic (SAC) algorithm to the text-based environment. To deal with sparse extrinsic rewards from the environment, we combine it with a potential-based reward shaping technique to provide more informative (dense) reward signals to the RL agent. We apply our method to play difficult text-based games. The SAC method achieves higher scores than the Q-learning methods on many games with only half the number of training steps. This shows that it is well-suited for text-based games. Moreover, we show that the reward shaping technique helps the agent to learn the policy faster and achieve higher scores. In particular, we consider a dynamically learned value function as a potential function for shaping the learner's original sparse reward signals.

arXiv:2211.16002공식 코드 · Papers with Code

DiffG-RL: Leveraging Difference between State and Common Sense

Taking into account background knowledge as the context has always been an important part of solving tasks that involve natural language. One representative example of such tasks is text-based games, where players need to make decisions based on both description text previously shown in the game, and their own background knowledge about the language and common sense. In this work, we investigate not simply giving common sense, as can be seen in prior research, but also its effective usage. We assume that a part of the environment states different from common sense should constitute one of the grounds for action selection. We propose a novel agent, DiffG-RL, which constructs a Difference Graph that organizes the environment states and common sense by means of interactive objects with a dedicated graph encoder. DiffG-RL also contains a framework for extracting the appropriate amount and representation of common sense from the source to support the construction of the graph. We validate DiffG-RL in experiments with text-based games that require common sense and show that it outperforms baselines by 17% of scores. The code is available at https://github.com/ibm/diffg-rl

arXiv:2211.04591공식 코드 · Papers with Code

Learning to Follow Instructions in Text-Based Games

Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations typically include instructions that, in a reinforcement learning (RL) setting, can directly or indirectly guide a player towards completing reward-worthy tasks. In this work, we study the ability of RL agents to follow such instructions. We conduct experiments that show that the performance of state-of-the-art text-based game agents is largely unaffected by the presence or absence of such instructions, and that these agents are typically unable to execute tasks to completion. To further study and address the task of instruction following, we equip RL agents with an internal structured representation of natural language instructions in the form of Linear Temporal Logic (LTL), a formal language that is increasingly used for temporally extended reward specification in RL. Our framework both supports and highlights the benefit of understanding the temporal semantics of instructions and in measuring progress towards achievement of such a temporally extended behaviour. Experiments with 500+ games in TextWorld demonstrate the superior performance of our approach.

arXiv:2208.01174공식 코드 · Papers with Code

TextWorldExpress: Simulating Text Games at One Million Steps Per Second

Text-based games offer a challenging test bed to evaluate virtual agents at language understanding, multi-step problem-solving, and common-sense reasoning. However, speed is a major limitation of current text-based games, capping at 300 steps per second, mainly due to the use of legacy tooling. In this work we present TextWorldExpress, a high-performance simulator that includes implementations of three common text game benchmarks that increases simulation throughput by approximately three orders of magnitude, reaching over one million steps per second on common desktop hardware. This significantly reduces experiment runtime, enabling billion-step-scale experiments in about one day.

arXiv:2204.09597공식 코드 · Papers with Code

Perceiving the World: Question-guided Reinforcement Learning for Text-based Games

Text-based games provide an interactive way to study natural language processing. While deep reinforcement learning has shown effectiveness in developing the game playing agent, the low sample efficiency and the large action space remain to be the two major challenges that hinder the DRL from being applied in the real world. In this paper, we address the challenges by introducing world-perceiving modules, which automatically decompose tasks and prune actions by answering questions about the environment. We then propose a two-phase training framework to decouple language learning from reinforcement learning, which further improves the sample efficiency. The experimental results show that the proposed method significantly improves the performance and sample efficiency. Besides, it shows robustness against compound error and limited pre-training data.

arXiv:2110.10973공식 코드 · Papers with Code

LOA: Logical Optimal Actions for Text-based Interaction Games

We present Logical Optimal Actions (LOA), an action decision architecture of reinforcement learning applications with a neuro-symbolic framework which is a combination of neural network and symbolic knowledge acquisition approach for natural language interaction games. The demonstration for LOA experiments consists of a web-based interactive platform for text-based games and visualization for acquired knowledge for improving interpretability for trained rules. This demonstration also provides a comparison module with other neuro-symbolic approaches as well as non-symbolic state-of-the-art agent models on the same text-based games. Our LOA also provides open-sourced implementation in Python for the reinforcement learning environment to facilitate an experiment for studying neuro-symbolic agents. Code: https://github.com/ibm/loa

arXiv:2109.09968공식 코드 · Papers with Code

Generalization in Text-based Games via Hierarchical Reinforcement Learning

Deep reinforcement learning provides a promising approach for text-based games in studying natural language communication between humans and artificial agents. However, the generalization still remains a big challenge as the agents depend critically on the complexity and variety of training tasks. In this paper, we address this problem by introducing a hierarchical framework built upon the knowledge graph-based RL agent. In the high level, a meta-policy is executed to decompose the whole game into a set of subtasks specified by textual goals, and select one of them based on the KG. Then a sub-policy in the low level is executed to conduct goal-conditioned reinforcement learning. We carry out experiments on games with various difficulty levels and show that the proposed method enjoys favorable generalizability.

arXiv:2107.08408공식 코드 · Papers with Code

Pre-trained Language Models as Prior Knowledge for Playing Text-based Games

Recently, text world games have been proposed to enable artificial agents to understand and reason about real-world scenarios. These text-based games are challenging for artificial agents, as it requires an understanding of and interaction using natural language in a partially observable environment. Agents observe the environment via textual descriptions designed to be challenging enough for even human players. Past approaches have not paid enough attention to the language understanding capability of the proposed agents. Typically, these approaches train from scratch, an agent that learns both textual representations and the gameplay online during training using a temporal loss function. Given the sample-inefficiency of RL approaches, it is inefficient to learn rich enough textual representations to be able to understand and reason using the textual observation in such a complicated game environment setting. In this paper, we improve the semantic understanding of the agent by proposing a simple RL with LM framework where we use transformer-based language models with Deep RL models. We perform a detailed study of our framework to demonstrate how our model outperforms all existing agents on the popular game, Zork1, to achieve a score of 44.7, which is 1.6 higher than the state-of-the-art model. Overall, our proposed approach outperforms 4 games out of the 14 text-based games, while performing comparable to the state-of-the-art models on the remaining games.