Title:
Language Learning in Interactive Environments

dc.contributor.advisor Riedl, Mark O.
dc.contributor.author Ammanabrolu, Prithviraj Venkata
dc.contributor.committeeMember Isbell, Charles
dc.contributor.committeeMember Parikh, Devi
dc.contributor.committeeMember Hausknecht, Matthew
dc.contributor.committeeMember Weston, Jason
dc.contributor.department Interactive Computing
dc.date.accessioned 2021-09-15T15:44:01Z
dc.date.available 2021-09-15T15:44:01Z
dc.date.created 2021-08
dc.date.issued 2021-07-28
dc.date.submitted August 2021
dc.date.updated 2021-09-15T15:44:02Z
dc.description.abstract Natural language communication has long been considered a defining characteristic of human intelligence. I am motivated by the question of how learning agents can understand and generate contextually relevant natural language in service of achieving a goal. In pursuit of this objective, I have been studying Interactive Narratives, or text-adventures: simulations in which an agent interacts with the world purely through natural language—"seeing” and “acting upon” the world using textual descriptions and commands. These games are usually structured as puzzles or quests in which a player must complete a sequence of actions to succeed. My work studies two closely related aspects of Interactive Narratives: operating in these environments and creating them in addition to their intersection—each presenting its own set of unique challenges. Operating in these environments presents three challenges: (1) Knowledge representation—an agent must maintain a persistent memory of what it has learned through its experiences with a partially observable world; (2) Commonsense reasoning to endow the agent with priors on how to interact with the world around it; and (3) Scaling to effectively explore sparse-reward, combinatorially-sized natural language state-action spaces. On the other hand, creating these environments can be split into two complementary considerations: (1) World generation, or the problem of creating a world that defines the limits of the actions an agent can perform; and (2) Quest generation, i.e. defining actionable objectives grounded in a given world. I will present my work thus far—showcasing how structured, interpretable data representations in the form of knowledge graphs aid in each of these tasks—in addition to proposing how exactly these two aspects of Interactive Narratives can be combined to improve language learning and generalization across this board of challenges.
dc.description.degree Ph.D.
dc.format.mimetype application/pdf
dc.identifier.uri http://hdl.handle.net/1853/65088
dc.language.iso en_US
dc.publisher Georgia Institute of Technology
dc.subject Natural Language Processing
dc.subject Reinforcement Learning
dc.subject Computational Creativity
dc.subject Knowledge Graphs
dc.subject Interactive Narratives
dc.title Language Learning in Interactive Environments
dc.type Text
dc.type.genre Dissertation
dspace.entity.type Publication
local.contributor.advisor Riedl, Mark O.
local.contributor.corporatename College of Computing
local.contributor.corporatename School of Interactive Computing
relation.isAdvisorOfPublication 6512b353-3315-4dd1-9f47-7aaef3e19300
relation.isOrgUnitOfPublication c8892b3c-8db6-4b7b-a33a-1b67f7db2021
relation.isOrgUnitOfPublication aac3f010-e629-4d08-8276-81143eeaf5cc
thesis.degree.level Doctoral
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