Papers › Learning Knowledge Graph-based World Models of Textual Environments

Learning Knowledge Graph-based World Models of Textual Environments

17 Jun 2021NeurIPS 2021 12arXiv:2106.09608archive 2025-07-28

Prithviraj Ammanabrolu, Mark O. Riedl

World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive narratives, are reinforcement learning environments in which agents perceive and interact with the world using textual natural language. These environments contain long, multi-step puzzles or quests woven through a world that is filled with hundreds of characters, locations, and objects. Our world model learns to simultaneously: (1) predict changes in the world caused by an agent's actions when representing the world as a knowledge graph; and (2) generate the set of contextually relevant natural language actions required to operate in the world. We frame this task as a Set of Sequences generation problem by exploiting the inherent structure of knowledge graphs and actions and introduce both a transformer-based multi-task architecture and a loss function to train it. A zero-shot ablation study on never-before-seen textual worlds shows that our methodology significantly outperforms existing textual world modeling techniques as well as the importance of each of our contributions.

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Tasks

Action ParsingKnowledge Graphstext-based games

Results from the paper archive 2025-07-28

TaskDatasetModelMetricValueRank at snapshotLeaderboardReport
Action Parsing JerichoWorld Worldformer Set accuracy 23.22 #1 of 3 Archive leaderboard report
Action Parsing JerichoWorld CALM Set accuracy 13.79 #3 of 3 Archive leaderboard report
Knowledge Graphs JerichoWorld Worldformer Set accuracy 39.15 #1 of 5 Archive leaderboard report
Knowledge Graphs JerichoWorld GATA-W Set accuracy 24.06 #3 of 5 Archive leaderboard report

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