18 research outputs found

    Towards Socially Intelligent Agents with Mental State Transition and Human Utility

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    Building a socially intelligent agent involves many challenges, one of which is to track the agent's mental state transition and teach the agent to make rational decisions guided by its utility like a human. Towards this end, we propose to incorporate a mental state parser and utility model into dialogue agents. The hybrid mental state parser extracts information from both the dialogue and event observations and maintains a graphical representation of the agent's mind; Meanwhile, the utility model is a ranking model that learns human preferences from a crowd-sourced social commonsense dataset, Social IQA. Empirical results show that the proposed model attains state-of-the-art performance on the dialogue/action/emotion prediction task in the fantasy text-adventure game dataset, LIGHT. We also show example cases to demonstrate: (\textit{i}) how the proposed mental state parser can assist agent's decision by grounding on the context like locations and objects, and (\textit{ii}) how the utility model can help the agent make reasonable decisions in a dilemma. To the best of our knowledge, we are the first work that builds a socially intelligent agent by incorporating a hybrid mental state parser for both discrete events and continuous dialogues parsing and human-like utility modeling

    How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds

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    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

    Interactive Fiction Games: A Colossal Adventure

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    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 development of language-based agents, we introduce Jericho, a learning environment for man-made IF games and conduct a comprehensive study of text-agents across a rich set of games, highlighting directions in which agents can improve

    Learning to Follow Instructions in Text-Based Games

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    Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations typically include instructions that, in a reinforcement learning (RL) setting, can directly or indirectly guide a player towards completing reward-worthy tasks. In this work, we study the ability of RL agents to follow such instructions. We conduct experiments that show that the performance of state-of-the-art text-based game agents is largely unaffected by the presence or absence of such instructions, and that these agents are typically unable to execute tasks to completion. To further study and address the task of instruction following, we equip RL agents with an internal structured representation of natural language instructions in the form of Linear Temporal Logic (LTL), a formal language that is increasingly used for temporally extended reward specification in RL. Our framework both supports and highlights the benefit of understanding the temporal semantics of instructions and in measuring progress towards achievement of such a temporally extended behaviour. Experiments with 500+ games in TextWorld demonstrate the superior performance of our approach.Comment: NeurIPS 202
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