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Collaborating Authors

 Ammanabrolu, Prithviraj


Interactive Fiction Games: A Colossal Adventure

arXiv.org Artificial Intelligence

A hallmark of human intelligence is the ability to understand and communicate with language. Interactive Fiction games are fully text-based simulation environments where a player issues text commands to effect change in the environment and progress through the story. We argue that IF games are an excellent testbed for studying language-based autonomous agents. In particular, IF games combine challenges of combinatorial action spaces, language understanding, and commonsense reasoning. To facilitate rapid development of language-based agents, we introduce Jericho, a learning environment for man-made IF games and conduct a comprehensive study of text-agents across a rich set of games, highlighting directions in which agents can improve.


Story Realization: Expanding Plot Events into Sentences

arXiv.org Artificial Intelligence

Neural network based approaches to automated story plot generation attempt to learn how to generate novel plots from a corpus of natural language plot summaries. Prior work has shown that a semantic abstraction of sentences called events improves neural plot generation and and allows one to decompose the problem into: (1) the generation of a sequence of events (event-to-event) and (2) the transformation of these events into natural language sentences (event-to-sentence). However, typical neural language generation approaches to event-to-sentence can ignore the event details and produce grammatically-correct but semantically-unrelated sentences. We present an ensemble-based model that generates natural language guided by events.We provide results---including a human subjects study---for a full end-to-end automated story generation system showing that our method generates more coherent and plausible stories than baseline approaches.


Transfer in Deep Reinforcement Learning using Knowledge Graphs

arXiv.org Artificial Intelligence

Text adventure games, in which players must make sense of the world through text descriptions and declare actions through text descriptions, provide a stepping stone toward grounding action in language. Prior work has demonstrated that using a knowledge graph as a state representation and question-answering to pre-train a deep Q-network facilitates faster control policy transfer. In this paper, we explore the use of knowledge graphs as a representation for domain knowledge transfer for training text-adventure playing reinforcement learning agents. Our methods are tested across multiple computer generated and human authored games, varying in domain and complexity, and demonstrate that our transfer learning methods let us learn a higher-quality control policy faster.


Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we show that our proposed technique can learn a control policy faster than baseline alternatives.


Event Representations for Automated Story Generation with Deep Neural Nets

AAAI Conferences

Automated story generation is the problem of automatically selecting a sequence of events, actions, or words that can be told as a story. We seek to develop a system that can generate stories by learning everything it needs to know from textual story corpora. To date, recurrent neural networks that learn language models at character, word, or sentence levels have had little success generating coherent stories. We explore the question of event representations that provide a mid-level of abstraction between words and sentences in order to retain the semantic information of the original data while minimizing event sparsity. We present a technique for preprocessing textual story data into event sequences. We then present a technique for automated story generation whereby we decompose the problem into the generation of successive events (event2event) and the generation of natural language sentences from events (event2sentence). We give empirical results comparing different event representations and their effects on event successor generation and the translation of events to natural language.


Event Representations for Automated Story Generation with Deep Neural Nets

arXiv.org Artificial Intelligence

Automated story generation is the problem of automatically selecting a sequence of events, actions, or words that can be told as a story. We seek to develop a system that can generate stories by learning everything it needs to know from textual story corpora. To date, recurrent neural networks that learn language models at character, word, or sentence levels have had little success generating coherent stories. We explore the question of event representations that provide a mid-level of abstraction between words and sentences in order to retain the semantic information of the original data while minimizing event sparsity. We present a technique for preprocessing textual story data into event sequences. We then present a technique for automated story generation whereby we decompose the problem into the generation of successive events (event2event) and the generation of natural language sentences from events (event2sentence). We give empirical results comparing different event representations and their effects on event successor generation and the translation of events to natural language.