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A Survey of Text Games for Reinforcement Learning informed by Natural Language

Philip Osborne, Heido Nõmm, Andre Freitas

arXiv:2109.09478v1cs.AI

TL;DR

Text Games address challenges in reinforcement learning with natural language, including partial observability and a gap between virtual-environment methods and real-world demands. This survey systematically reviews these challenges, generation tools, environments, and agent architectures to support comparable benchmarks and future research.

  • Problem

    Text Game reinforcement learning requires natural language in partially observable environments, while comparisons across environments remain difficult because of limited uniformity.

    Source: §1 · p. 2, Partial Observability · p. 3
  • Method

    The survey reviews Text Game challenges, generation tools and handicaps, generated environments, and reinforcement learning agent architectures.

    Source: §1 · p. 2, §2.2 · p. 2, §3.1 · p. 6
  • Results

    The survey finds that current methodologies mainly target learning efficiency or knowledge generalization, with environments and action spaces varying by task.

    Source: §3 · p. 6, §3.1 · p. 8, §4 · p. 10
  • Takeaways & Limitations

    Uniform environments and baselines can enable systematic architecture comparisons toward reinforcement learning solutions for limited and expensive real-world data.

    Source: §4 · p. 10

    Grounding language into environments remains an open problem that has not yet been fully addressed.

    Source: §4 · p. 10

Abstract

from arXiv · show

Reinforcement Learning has shown success in a number of complex virtual environments. However, many challenges still exist towards solving problems with natural language as a core component. Interactive Fiction Games (or Text Games) are one such problem type that offer a set of partially observable environments where natural language is required as part of the reinforcement learning solutions. Therefore, this survey's aim is to assist in the development of new Text Game problem settings and solutions for Reinforcement Learning informed by natural language. Specifically, this survey summarises: 1) the challenges introduced in Text Game Reinforcement Learning problems, 2) the generation tools for evaluating Text Games and the subsequent environments generated and, 3) the agent architectures currently applied are compared to provide a systematic review of benchmark methodologies and opportunities for future researchers.

1 Introduction

Text Games address the limited development of language-centered RL by providing partially observable, data-efficient environments that require natural-language interaction. The survey organizes their generation tools, environments, and agent architectures to improve systematic comparison.

  • Text Games provide safe, data-efficient environments that mimic language found in real-world scenarios for RL research.Source: §1 · p. 1
  • Natural-language RL remains limited, motivating improved evaluation settings where language is a first-class component.Source: §1 · p. 1
  • Text Games are partially observable and offer reward-relevant outcomes, making them suitable RL problems.Source: §1 · p. 1, Figure 1 · p. 1
  • Author-generated environments lack uniformity, making comparisons between proposed architectures challenging.Source: §1 · pp. 1–2
  • The survey systematically reviews Text Game generation tools, generated environments, and RL agent architectures.Source: §1 · p. 2

2 Text Game Generation

Text Game research uses generative engines for controllable synthetic worlds and tools that support human-authored interactive fiction. These environments are modeled as partially observable decision processes because agents receive textual observations rather than direct state access.

2 Text Game Generation

  • TextWorld generates game worlds, objects, quests, and goal states that define subsequent reward signals.Source: §2 · p. 2
  • Jericho supports human-made interactive fiction across genres, including Zork and Hitchhiker’s Guide to the Galaxy.Source: §2 · p. 2

2.1 Environment Model

  • Reinforcement Learning formulates sequential decision making as optimization over an MDP containing states, actions, transitions, rewards, and discounting.Source: §2.1 · p. 2
  • An RL agent seeks a policy that selects actions in states to maximize expected discounted cumulative return.Source: §2.1 · p. 2
  • Text games are POMDPs because agents never directly observe states and instead receive textual feedback after commands.Source: §2.1 · p. 2

2.2 Handicaps

Generation tools impose handicaps that reduce environment complexity and enable more controlled comparisons. These restrictions operate on state information, language, actions, rewards, and reproducibility.

  • Handicaps limit challenge scope to support simpler and more rigorous comparisons across environments.Source: §2.2 · p. 2
  • TextWorld controls state-space size, command requirements, and training–testing variation to target specific generalization measures.Source: §2.2 · p. 2
  • Partial observability can be reduced by exposing complete game-state information or augmenting observations with bonus commands such as look and inventory.Source: §2.2 · pp. 2–3
  • Language complexity can be reduced through restricted vocabularies, simplified grammar, symbolic object tokens, or predefined choice-based commands.Source: §2.2 · p. 2
  • Other handicaps include fixed random seeds, save functionality, game-specific vocabularies, auxiliary world representations, valid-action detection, and more immediate rewards.Source: §2.2 · pp. 2–3
  • Action spaces range from template-based and parser-based commands to ranking predefined choices, with templates separating verb selection from entity extraction.Source: §2.2 · p. 3

2.3 Challenges and Posed Solutions

Text Game environments vary substantially in complexity and expose RL agents to challenges arising from partial observability, stochasticity, language, and unknown objectives. These properties motivate explicit analysis of environment and language-related difficulties.

  • TextWorld bounds complexity through generated objects and rules, whereas Jericho includes 57 human-designed games with stochasticity, unnatural interactions, and unknown objectives.Source: §2.3 · p. 3
  • Text Game design and partial observability create natural RL challenges alongside language-understanding challenges identified by TextWorld and Jericho.Source: §2.3 · p. 3
  • The design and partially observed representation of text games create natural reinforcement-learning challenges, alongside language-understanding challenges identified by Côté et al. [2018] and Hausknecht et al. [2019a].Source: §2.3 · p. 3

Partial Observability

Text Games are difficult because agents observe only partial state information, making it hard to connect feedback, actions, prerequisites, and long-term progress.

  • Partial observability forces agents to infer hidden world structure from limited feedback, often requiring extensive exploration and failures.Source: Partial Observability · p. 3
  • Causal dependencies can require agents to backtrack when they leave a state without completing prerequisites for future states.The difficulty grows with trajectory length because missed prerequisites become harder to recover from.Source: Partial Observability · p. 3
  • Handcrafted rewards work in easier settings, but more nuanced exploration methods are needed for real-world text games.Source: Partial Observability · p. 3
  • Go-Explore prioritizes advanced or under-explored states through weighted random exploration to find high-reward trajectories.Source: Partial Observability · p. 4
  • A modular policy approach combines patience and intrinsic motivation to detect bottlenecks, chain policies, and backtrack when stuck.Source: Partial Observability · p. 4
  • Heuristics and dynamically learned knowledge graphs reduce uncertainty by restricting navigation or filling action templates with known entities.Source: Partial Observability · p. 4

Large State Space

Text-game exploration is difficult because agents must search large spaces while balancing discovery of unseen states against exploitation of known solutions.

  • Exploration bonuses encourage agents to visit unseen states, but can reduce their use of high-level contextual knowledge about the environment.Source: Large State Space · p. 4
  • Treasure Hunter enlarges the challenge with locked doors and color-matching keys that require object affordances and generalization.Source: Large State Space · p. 4
  • QAit location and existence settings require agents to traverse states while determining an object’s location or whether it exists.Source: Large State Space · p. 4
  • These environments instantiate the standard reinforcement-learning trade-off between exploration and exploitation.Source: Large State Space · p. 4

Large, Combinatorial and Sparse Action Spaces

Text games combine unbounded natural-language actions with sparse rewards, motivating action-space reduction, generation, elimination, and structured intermediate feedback.

Large, Combinatorial and Sparse Action Spaces

Long-Term Credit Assignment

  • Sparse rewards make learning difficult when positive feedback appears only at game completion, prompting subtask rewards and handcrafted signals.Source: Long-Term Credit Assignment · p. 4
  • Subtask rewards align with hierarchical approaches by providing feedback for intermediate accomplishments in environments with difficult end-game exploration.Source: Long-Term Credit Assignment · p. 4

Understanding Parser Feedback & Language Acquisition

Text-game benchmarks increasingly test grounded dialogue, commonsense reasoning, procedural planning, and affordance understanding through varied environments and datasets.

Understanding Parser Feedback & Language Acquisition

Commonsense Reasoning & Affordance Extraction

Knowledge Representation

Text-game agents represent partially observed environments through knowledge graphs, retrieval of past observations, and structured reasoning over relevant subgraphs.

  • Agents can track a belief graph of observed entities and relationships that converges toward the full game state as exploration proceeds.Source: Knowledge Representation · p. 5
  • Subgraph-based representations support multi-step reasoning by separating knowledge according to different semantic meanings rather than compressing the entire graph into one vector.Source: Knowledge Representation · p. 5
  • Object-centric retrieval augments current observations with relevant past information, after which attention focuses action-value prediction on correlations.Source: Knowledge Representation · p. 5

3 Benchmark Environments and Agents

The survey organizes Text Game benchmarks and agents across environment design, evaluation settings, architectures, and reported results, emphasizing both increasing complexity and persistent comparability challenges.

3 Benchmark Environments and Agents

  • Benchmark environments largely use collection objectives, while their complexity varies through rooms, objects, vocabulary, quest structure, and obstacles.TextWorld’s object logic enables these tasks but can constrain environmental scope.Source: §3 · p. 6
  • Single-game, joint, and zero-shot settings evaluate agents respectively on matched games, shared game sets, and games unseen during training.Source: §3 · p. 6
  • CookingWorld varies challenge variables independently or jointly rather than providing clear discrete difficulty levels.Source: §3 · p. 6
  • The benchmark table records evaluation regime, generation support, difficulty, rooms, objects, action-verb space, observation length, vocabulary, and quest length.Source: Table 1 · p. 6

3.1 Agent Architectures

  • Deep-RL agents encode observations, feedback, and knowledge-graph information before an action selector estimates action values.Source: §3.1 · p. 6
  • Architectures shifted from early LSTM or Bag-of-Words encoders toward common GRUs, while DQN and A2C remained typical action selectors and knowledge graphs or pretrained Transformers stayed limited.Source: §3.1 · p. 6
  • Most agents target TextWorld/CookingWorld or Jericho, representing either generated games with simple rules or human-designed pre-existing games.Source: §3.1 · p. 6
  • Task-specific pretraining, parser-based actions, and varied encoder and action-selection modules extend the standard architecture design space.Only two cited papers considered parser-based action spaces.Source: §3.1 · pp. 7–8

4 Conclusion and Future Work

Recent Text Game research advances performance and generalization through pretrained language models and dynamically learned knowledge graphs, while interpretability, language grounding, and reporting of training resources remain open concerns.

  • Text Game environments and benchmark comparisons support systematic study of agents’ learning efficiency, generalization, and overfitting.Most methodologies focus on either learning efficiently or generalizing knowledge, with the broader motivation of addressing limited and expensive real-world data.Source: §4 · p. 10
  • Pretrained transformer models have produced the most recent advances in agents’ performance on linguistically challenging goals.The survey identifies BERT, GPT-2, and ALBERT as examples supporting these advances.Source: §4 · p. 10
  • Dynamically learned knowledge graphs are increasingly common, with pretrained knowledge graphs from text corpora identified as a future direction.Source: §4 · p. 10
  • No current method treats language-based interpretability as a primary goal, although LIME is identified as a methodology worth considering.Source: §4 · p. 10
  • Language grounding in environments remains incompletely addressed, despite dialogue-grounding environments being introduced as an initial step.Source: §4 · p. 10
  • Only 5 surveyed papers report the time and resources required for training, limiting reproducibility and applicability in resource-constrained settings.Source: §4 · p. 10
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