In this work, we explore techniques for augmenting interactive agents with information from symbolic modules, much like humans use tools like calculators and GPS systems to assist with arithmetic and navigation. We test our agent’s abilities in text games – challenging benchmarks for evaluating the multi-step reasoning abilities of game agents in grounded, language-based environments. Our experimental study indicates that injecting the actions from these symbolic modules into the action space of a behavior cloned transformer agent increases performance on four text game benchmarks that test arithmetic, navigation, sorting, and common sense reasoning by an average of 22%, allowing an agent to reach the highest possible performance on unseen games. This action injection technique is easily extended to new agents, environments, and symbolic modules.
In an information-seeking conversation, a user may ask questions that are under-specified or unanswerable. An ideal agent would interact by initiating different response types according to the available knowledge sources. However, most current studies either fail to or artificially incorporate such agent-side initiative. This work presents InSCIt, a dataset for Information-Seeking Conversations with mixed-initiative Interactions. It contains 4.7K user-agent turns from 805 human-human conversations where the agent searches over Wikipedia and either directly answers, asks for clarification, or provides relevant information to address user queries. The data supports two subtasks, evidence passage identification and response generation, as well as a human evaluation protocol to assess model performance. We report results of two systems based on state-of-the-art models of conversational knowledge identification and open-domain question answering. Both systems significantly underperform humans, suggesting ample room for improvement in future studies.1
While extreme-scale language models have demonstrated exceptional performance on a variety of language tasks, the degree of control over these language models through pure prompting can often be limited. Directly fine-tuning such language models can be effective for tailoring them, but it can be either extremely costly (e.g., GPT-3) or not even feasible for the broader community (e.g., GPT-4). We propose Inference-time Policy Adapters (IPA), which efficiently tailors a language model such as GPT-3 without fine-tuning it. IPA guides a large base model during decoding time through a lightweight policy adapter trained to optimize an arbitrary user objective with reinforcement learning. On five challenging text generation tasks, such as toxicity reduction and lexically constrained generation, IPA consistently brings significant improvements over off-the-shelf language models. It outperforms competitive baseline methods, sometimes even including expensive fine-tuning. In particular, tailoring GPT-2 with IPA can outperform GPT-3, while tailoring GPT-3 with IPA brings a major performance boost over GPT-3 (and sometimes even over GPT-4). Our promising results highlight the potential of IPA as a lightweight alternative to tailoring extreme-scale language models.
We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players—students, each with their own personas and abilities—to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM’s intent to guide players toward a given goal; (2) the DM’s guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players’ reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM’s intent than a vanilla natural language generation (NLG) approach.
We present ScienceWorld, a benchmark to test agents’ scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum. Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts. For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material. This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner. We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities. Our experiments provide empirical evidence supporting this hypothesis – showing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019)—a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language. Goals in this environment take the form of character-based quests, consisting of personas and motivations. We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals. In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution—an easier environment is one that is more likely to have been found in the unaugmented dataset. An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zero-shot performance on never-before-seen quests.
We focus on creating agents that act in alignment with socially beneficial norms and values in interactive narratives or text-based games—environments wherein an agent perceives and interacts with a world through natural language. Such interactive agents are often trained via reinforcement learning to optimize task performance, even when such rewards may lead to agent behaviors that violate societal norms—causing harm either to the agent itself or other entities in the environment. Social value alignment refers to creating agents whose behaviors conform to expected moral and social norms for a given context and group of people—in our case, it means agents that behave in a manner that is less harmful and more beneficial for themselves and others. We build on the Jiminy Cricket benchmark (Hendrycks et al. 2021), a set of 25 annotated interactive narratives containing thousands of morally salient scenarios covering everything from theft and bodily harm to altruism. We introduce the GALAD (Game-value ALignment through Action Distillation) agent that uses the social commonsense knowledge present in specially trained language models to contextually restrict its action space to only those actions that are aligned with socially beneficial values. An experimental study shows that the GALAD agent makes decisions efficiently enough to improve state-of-the-art task performance by 4% while reducing the frequency of socially harmful behaviors by 25% compared to strong contemporary value alignment approaches.
We seek to create agents that both act and communicate with other agents in pursuit of a goal. Towards this end, we extend LIGHT (Urbanek et al. 2019)—a large-scale crowd-sourced fantasy text-game—with a dataset of quests. These contain natural language motivations paired with in-game goals and human demonstrations; completing a quest might require dialogue or actions (or both). We introduce a reinforcement learning system that (1) incorporates large-scale language modeling-based and commonsense reasoning-based pre-training to imbue the agent with relevant priors; and (2) leverages a factorized action space of action commands and dialogue, balancing between the two. We conduct zero-shot evaluations using held-out human expert demonstrations, showing that our agents are able to act consistently and talk naturally with respect to their motivations.
This paper explores character-driven story continuation, in which the story emerges through characters’ first- and second-person narration as well as dialogue—requiring models to select language that is consistent with a character’s persona and their relationships with other characters while following and advancing the story. We hypothesize that a multi-task model that trains on character dialogue plus character relationship information improves transformer-based story continuation. To this end, we extend the Critical Role Dungeons and Dragons Dataset (Rameshkumar and Bailey, 2020)—consisting of dialogue transcripts of people collaboratively telling a story while playing the role-playing game Dungeons and Dragons—with automatically extracted relationships between each pair of interacting characters as well as their personas. A series of ablations lend evidence to our hypothesis, showing that our multi-task model using character relationships improves story continuation accuracy over strong baselines.
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. We have also open-sourced our code at https://github.com/rajammanabrolu/KG-DQN.
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 learning. 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.
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. Our method outperforms the baseline sequence-to-sequence model. Additionally, we provide results for a full end-to-end automated story generation system, demonstrating how our model works with existing systems designed for the event-to-event problem.