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Reading and Acting while Blindfolded: The Need for Semantics in Text Game Agents

arXiv.org Artificial Intelligence

Text-based games simulate worlds and interact with players using natural language. Recent work has used them as a testbed for autonomous language-understanding agents, with the motivation being that understanding the meanings of words or semantics is a key component of how humans understand, reason, and act in these worlds. However, it remains unclear to what extent artificial agents utilize semantic understanding of the text. To this end, we perform experiments to systematically reduce the amount of semantic information available to a learning agent. Surprisingly, we find that an agent is capable of achieving high scores even in the complete absence of language semantics, indicating that the currently popular experimental setup and models may be poorly designed to understand and leverage game texts. To remedy this deficiency, we propose an inverse dynamics decoder to regularize the representation space and encourage exploration, which shows improved performance on several games including Zork I. We discuss the implications of our findings for designing future agents with stronger semantic understanding.


Review: DBPN & D-DBPN -- Deep Back-Projection Networks For Super-Resolution (Super Resolution)

#artificialintelligence

Multiple networks are constructed as S (T 2), M (T 4), and L (T 6) from the original DBPN. In the feature extraction, we use conv(3, 128) followed by conv(1, 32). Then, we use conv(1, 1) for the reconstruction. The input and output images are luminance only. The S network gives a higher PSNR than VDSR, DRCN, and LapSRN.


Deep Reinforcement Learning with a Natural Language Action Space

arXiv.org Artificial Intelligence

This paper introduces a novel architecture for reinforcement learning with deep neural networks designed to handle state and action spaces characterized by natural language, as found in text-based games. Termed a deep reinforcement relevance network (DRRN), the architecture represents action and state spaces with separate embedding vectors, which are combined with an interaction function to approximate the Q-function in reinforcement learning. We evaluate the DRRN on two popular text games, showing superior performance over other deep Q-learning architectures. Experiments with paraphrased action descriptions show that the model is extracting meaning rather than simply memorizing strings of text.