observation text
Language-Aided State Estimation
Miyoshi, Yuki, Inoue, Masaki, Fujimoto, Yusuke
Natural language data, such as text and speech, have become readily available through social networking services and chat platforms. By leveraging human observations expressed in natural language, this paper addresses the problem of state estimation for physical systems, in which humans act as sensing agents. To this end, we propose a Language-Aided Particle Filter (LAPF), a particle filter framework that structures human observations via natural language processing and incorporates them into the update step of the state estimation. Finally, the LAPF is applied to the water level estimation problem in an irrigation canal and its effectiveness is demonstrated.
Q-LDA: Uncovering Latent Patterns in Text-based Sequential Decision Processes
Jianshu Chen, Chong Wang, Lin Xiao, Ji He, Lihong Li, Li Deng
In sequential decision making, it is often important and useful for end users to understand the underlying patterns or causes that lead to the corresponding decisions. However, typical deep reinforcement learning algorithms seldom provide such information due to their black-box nature. In this paper, we present a probabilistic model, Q-LDA, to uncover latent patterns in text-based sequential decision processes. The model can be understood as a variant of latent topic models that are tailored to maximize total rewards; we further draw an interesting connection between an approximate maximum-likelihood estimation of Q-LDA and the celebrated Q-learning algorithm. We demonstrate in the text-game domain that our proposed method not only provides a viable mechanism to uncover latent patterns in decision processes, but also obtains state-of-the-art rewards in these games.
Bootstrapped Q-learning with Context Relevant Observation Pruning to Generalize in Text-based Games
Chaudhury, Subhajit, Kimura, Daiki, Talamadupula, Kartik, Tatsubori, Michiaki, Munawar, Asim, Tachibana, Ryuki
We show that Reinforcement Learning (RL) methods for solving Text-Based Games (TBGs) often fail to generalize on unseen games, especially in small data regimes. To address this issue, we propose Context Relevant Episodic State Truncation (CREST) for irrelevant token removal in observation text for improved generalization. Our method first trains a base model using Q-learning, which typically overfits the training games. The base model's action token distribution is used to perform observation pruning that removes irrelevant tokens. A second bootstrapped model is then retrained on the pruned observation text. Our bootstrapped agent shows improved generalization in solving unseen TextWorld games, using 10x-20x fewer training games compared to previous state-of-the-art methods despite requiring less number of training episodes.
Q-LDA: Uncovering Latent Patterns in Text-based Sequential Decision Processes
Chen, Jianshu, Wang, Chong, Xiao, Lin, He, Ji, Li, Lihong, Deng, Li
In sequential decision making, it is often important and useful for end users to understand the underlying patterns or causes that lead to the corresponding decisions. However, typical deep reinforcement learning algorithms seldom provide such information due to their black-box nature. In this paper, we present a probabilistic model, Q-LDA, to uncover latent patterns in text-based sequential decision processes. The model can be understood as a variant of latent topic models that are tailored to maximize total rewards; we further draw an interesting connection between an approximate maximum-likelihood estimation of Q-LDA and the celebrated Q-learning algorithm. We demonstrate in the text-game domain that our proposed method not only provides a viable mechanism to uncover latent patterns in decision processes, but also obtains state-of-the-art rewards in these games.