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This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and expect the player to interact with the game using text. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning environment in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories. Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.
Recently, text world games have been proposed to enable artificial agents to understand and reason about real-world scenarios. These text-based games are challenging for artificial agents, as it requires understanding and interaction using natural language in a partially observable environment. In this paper, we improve the semantic understanding of the agent by proposing a simple RL with LM framework where we use transformer-based language models with Deep RL models. We perform a detailed study of our framework to demonstrate how our model outperforms all existing agents on the popular game, Zork1, to achieve a score of 44.7, which is 1.6 higher than the state-of-the-art model. Our proposed approach also performs comparably to the state-of-the-art models on the other set of text games.
In this paper, we propose a novel pretraining-based encoder-decoder framework, which can generate the output sequence based on the input sequence in a two-stage manner. For the encoder of our model, we encode the input sequence into context representations using BERT. For the decoder, there are two stages in our model, in the first stage, we use a Transformer-based decoder to generate a draft output sequence. In the second stage, we mask each word of the draft sequence and feed it to BERT, then by combining the input sequence and the draft representation generated by BERT, we use a Transformer-based decoder to predict the refined word for each masked position. To the best of our knowledge, our approach is the first method which applies the BERT into text generation tasks. As the first step in this direction, we evaluate our proposed method on the text summarization task. Experimental results show that our model achieves new state-of-the-art on both CNN/Daily Mail and New York Times datasets.
We study reinforcement learning (RL) for text-based games, which are interactive simulations in the context of natural language. While different methods have been developed to represent the environment information and language actions, existing RL agents are not empowered with any reasoning capabilities to deal with textual games. In this work, we aim to conduct explicit reasoning with knowledge graphs for decision making, so that the actions of an agent are generated and supported by an interpretable inference procedure. We propose a stacked hierarchical attention mechanism to construct an explicit representation of the reasoning process by exploiting the structure of the knowledge graph. We extensively evaluate our method on a number of man-made benchmark games, and the experimental results demonstrate that our method performs better than existing text-based agents.
Continual learning has become increasingly important as it enables NLP models to constantly learn and gain knowledge over time. Previous continual learning methods are mainly designed to preserve knowledge from previous tasks, without much emphasis on how to well generalize models to new tasks. In this work, we propose an information disentanglement based regularization method for continual learning on text classification. Our proposed method first disentangles text hidden spaces into representations that are generic to all tasks and representations specific to each individual task, and further regularizes these representations differently to better constrain the knowledge required to generalize. We also introduce two simple auxiliary tasks: next sentence prediction and task-id prediction, for learning better generic and specific representation spaces. Experiments conducted on large-scale benchmarks demonstrate the effectiveness of our method in continual text classification tasks with various sequences and lengths over state-of-the-art baselines. We have publicly released our code at https://github.com/GT-SALT/IDBR.
Data augmentation with mixup has shown to be effective on various computer vision tasks. Despite its great success, there has been a hurdle to apply mixup to NLP tasks since text consists of discrete tokens with variable length. In this work, we propose SSMix, a novel mixup method where the operation is performed on input text rather than on hidden vectors like previous approaches. SSMix synthesizes a sentence while preserving the locality of two original texts by span-based mixing and keeping more tokens related to the prediction relying on saliency information. With extensive experiments, we empirically validate that our method outperforms hidden-level mixup methods on a wide range of text classification benchmarks, including textual entailment, sentiment classification, and question-type classification. Our code is available at https://github.com/clovaai/ssmix.