2020
DOI: 10.1609/aaai.v34i05.6297
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Interactive Fiction Games: A Colossal Adventure

Abstract: 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 develo… Show more

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Cited by 63 publications
(97 citation statements)
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References 10 publications
(13 reference statements)
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“…We test our system on two separate sets of games in different domains using the Jericho and TextWorld frameworks (Hausknecht et al, 2019a;. The first set of games is "slice of life" themed and contains games that involve mundane tasks usually set in textual descriptions of normal houses.…”
Section: Methodsmentioning
confidence: 99%
“…We test our system on two separate sets of games in different domains using the Jericho and TextWorld frameworks (Hausknecht et al, 2019a;. The first set of games is "slice of life" themed and contains games that involve mundane tasks usually set in textual descriptions of normal houses.…”
Section: Methodsmentioning
confidence: 99%
“…(3) The text commands to control characters are less restricted, having sizes over six orders of magnitude larger than previous text games. The recently introduced Jericho benchmark provides a collection of such IF games (Hausknecht et al, 2019a). The complexity of IF games demands more sophisticated NLU techniques than those used in synthetic text games.…”
Section: Figure 1: Sample Gameplay For the Classic Dungeon Gamementioning
confidence: 99%
“…To make RL agents learn efficiently without prohibitive exhaustive trials, the action estimation must generalize learned knowledge from tried actions to others. To this end, previous approaches, starting with a single embedding vector of the observation, either predict the elements of actions independently (Narasimhan et al, 2015;Hausknecht et al, 2019a); or embed each valid action as another vector and predict action value based on the vector-space similarities (He et al, 2016). These methods do not consider the compositionality or role-differences of the action elements, or the interactions among them and the observation.…”
Section: Figure 1: Sample Gameplay For the Classic Dungeon Gamementioning
confidence: 99%
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