Transfer in Deep Reinforcement Learning using Knowledge Graphs
Prithviraj Ammanabrolu, Mark O. Riedl
TL;DR
Problem: transferring control policies across different text-adventure games is challenging due to partial observability and a combinatorially large action space. Approach: the authors extend KG-DQN by using knowledge graphs as state representations, seeding graphs from static textual guides, pre-training parts of the network with a QA system, and transferring network weights between games in the same genre. Findings: the combined transfer methods yield faster convergence and higher-quality policies, with up to about 80% gains in completion steps and statistically significant improvements (p<0.05). Significance: this work demonstrates a practical pathway to ground language-driven agents in structured knowledge graphs, enabling more efficient cross-task transfer in language-based RL.
Abstract
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 transfer. 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.
