Prithviraj Ammanabrolu

CL
h-index33
49papers
10,046citations
Novelty47%
AI Score60

49 Papers

CLOct 17, 2023Code
Personalized Soups: Personalized Large Language Model Alignment via Post-hoc Parameter Merging

Joel Jang, Seungone Kim, Bill Yuchen Lin et al. · allen-ai, cmu

While Reinforcement Learning from Human Feedback (RLHF) aligns Large Language Models (LLMs) with general, aggregate human preferences, it is suboptimal for learning diverse, individual perspectives. In this work, we study Reinforcement Learning from Personalized Human Feedback (RLPHF) problem, wherein LLMs are aligned to multiple (sometimes conflicting) preferences by modeling alignment as a Multi-Objective Reinforcement Learning (MORL) problem. Compared to strong single-objective baselines, we show that we can achieve personalized alignment by decomposing preferences into multiple dimensions. These dimensions are defined based on personalizations that are declared as desirable by the user. In this work, we show that they can be efficiently trained independently in a distributed manner and combined effectively post-hoc through parameter merging. The code is available at https://github.com/joeljang/RLPHF.

CLOct 3, 2022Code
Is Reinforcement Learning (Not) for Natural Language Processing: Benchmarks, Baselines, and Building Blocks for Natural Language Policy Optimization

Rajkumar Ramamurthy, Prithviraj Ammanabrolu, Kianté Brantley et al. · allen-ai

We tackle the problem of aligning pre-trained large language models (LMs) with human preferences. If we view text generation as a sequential decision-making problem, reinforcement learning (RL) appears to be a natural conceptual framework. However, using RL for LM-based generation faces empirical challenges, including training instability due to the combinatorial action space, as well as a lack of open-source libraries and benchmarks customized for LM alignment. Thus, a question rises in the research community: is RL a practical paradigm for NLP? To help answer this, we first introduce an open-source modular library, RL4LMs (Reinforcement Learning for Language Models), for optimizing language generators with RL. The library consists of on-policy RL algorithms that can be used to train any encoder or encoder-decoder LM in the HuggingFace library (Wolf et al. 2020) with an arbitrary reward function. Next, we present the GRUE (General Reinforced-language Understanding Evaluation) benchmark, a set of 6 language generation tasks which are supervised not by target strings, but by reward functions which capture automated measures of human preference. GRUE is the first leaderboard-style evaluation of RL algorithms for NLP tasks. Finally, we introduce an easy-to-use, performant RL algorithm, NLPO (Natural Language Policy Optimization) that learns to effectively reduce the combinatorial action space in language generation. We show 1) that RL techniques are generally better than supervised methods at aligning LMs to human preferences; and 2) that NLPO exhibits greater stability and performance than previous policy gradient methods (e.g., PPO (Schulman et al. 2017)), based on both automatic and human evaluations.

CLJun 2, 2023
Fine-Grained Human Feedback Gives Better Rewards for Language Model Training

Zeqiu Wu, Yushi Hu, Weijia Shi et al. · allen-ai, berkeley

Language models (LMs) often exhibit undesirable text generation behaviors, including generating false, toxic, or irrelevant outputs. Reinforcement learning from human feedback (RLHF) - where human preference judgments on LM outputs are transformed into a learning signal - has recently shown promise in addressing these issues. However, such holistic feedback conveys limited information on long text outputs; it does not indicate which aspects of the outputs influenced user preference; e.g., which parts contain what type(s) of errors. In this paper, we use fine-grained human feedback (e.g., which sentence is false, which sub-sentence is irrelevant) as an explicit training signal. We introduce Fine-Grained RLHF, a framework that enables training and learning from reward functions that are fine-grained in two respects: (1) density, providing a reward after every segment (e.g., a sentence) is generated; and (2) incorporating multiple reward models associated with different feedback types (e.g., factual incorrectness, irrelevance, and information incompleteness). We conduct experiments on detoxification and long-form question answering to illustrate how learning with such reward functions leads to improved performance, supported by both automatic and human evaluation. Additionally, we show that LM behaviors can be customized using different combinations of fine-grained reward models. We release all data, collected human feedback, and codes at https://FineGrainedRLHF.github.io.

LGJan 28, 2023
Do Embodied Agents Dream of Pixelated Sheep: Embodied Decision Making using Language Guided World Modelling

Kolby Nottingham, Prithviraj Ammanabrolu, Alane Suhr et al. · berkeley

Reinforcement learning (RL) agents typically learn tabula rasa, without prior knowledge of the world. However, if initialized with knowledge of high-level subgoals and transitions between subgoals, RL agents could utilize this Abstract World Model (AWM) for planning and exploration. We propose using few-shot large language models (LLMs) to hypothesize an AWM, that will be verified through world experience, to improve sample efficiency of RL agents. Our DECKARD agent applies LLM-guided exploration to item crafting in Minecraft in two phases: (1) the Dream phase where the agent uses an LLM to decompose a task into a sequence of subgoals, the hypothesized AWM; and (2) the Wake phase where the agent learns a modular policy for each subgoal and verifies or corrects the hypothesized AWM. Our method of hypothesizing an AWM with LLMs and then verifying the AWM based on agent experience not only increases sample efficiency over contemporary methods by an order of magnitude but is also robust to and corrects errors in the LLM, successfully blending noisy internet-scale information from LLMs with knowledge grounded in environment dynamics.

CLMay 4, 2022
Aligning to Social Norms and Values in Interactive Narratives

Prithviraj Ammanabrolu, Liwei Jiang, Maarten Sap et al. · allen-ai, cmu

We focus on creating agents that act in alignment with socially beneficial norms and values in interactive narratives or text-based games -- environments wherein an agent perceives and interacts with a world through natural language. Such interactive agents are often trained via reinforcement learning to optimize task performance, even when such rewards may lead to agent behaviors that violate societal norms -- causing harm either to the agent itself or other entities in the environment. Social value alignment refers to creating agents whose behaviors conform to expected moral and social norms for a given context and group of people -- in our case, it means agents that behave in a manner that is less harmful and more beneficial for themselves and others. We build on the Jiminy Cricket benchmark (Hendrycks et al. 2021), a set of 25 annotated interactive narratives containing thousands of morally salient scenarios covering everything from theft and bodily harm to altruism. We introduce the GALAD (Game-value ALignment through Action Distillation) agent that uses the social commonsense knowledge present in specially trained language models to contextually restrict its action space to only those actions that are aligned with socially beneficial values. An experimental study shows that the GALAD agent makes decisions efficiently enough to improve state-of-the-art task performance by 4% while reducing the frequency of socially harmful behaviors by 25% compared to strong contemporary value alignment approaches.

CLMay 26, 2022
Quark: Controllable Text Generation with Reinforced Unlearning

Ximing Lu, Sean Welleck, Jack Hessel et al. · allen-ai, uw

Large-scale language models often learn behaviors that are misaligned with user expectations. Generated text may contain offensive or toxic language, contain significant repetition, or be of a different sentiment than desired by the user. We consider the task of unlearning these misalignments by fine-tuning the language model on signals of what not to do. We introduce Quantized Reward Konditioning (Quark), an algorithm for optimizing a reward function that quantifies an (un)wanted property, while not straying too far from the original model. Quark alternates between (i) collecting samples with the current language model, (ii) sorting them into quantiles based on reward, with each quantile identified by a reward token prepended to the language model's input, and (iii) using a standard language modeling loss on samples from each quantile conditioned on its reward token, while remaining nearby the original language model via a KL-divergence penalty. By conditioning on a high-reward token at generation time, the model generates text that exhibits less of the unwanted property. For unlearning toxicity, negative sentiment, and repetition, our experiments show that Quark outperforms both strong baselines and state-of-the-art reinforcement learning methods like PPO (Schulman et al. 2017), while relying only on standard language modeling primitives.

CLMar 14, 2022
ScienceWorld: Is your Agent Smarter than a 5th Grader?

Ruoyao Wang, Peter Jansen, Marc-Alexandre Côté et al. · microsoft-research

We present ScienceWorld, a benchmark to test agents' scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum. Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts. For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material. This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner. We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities. Our experiments provide empirical evidence supporting this hypothesis -- showing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.

CLMay 25, 2022
Multimodal Knowledge Alignment with Reinforcement Learning

Youngjae Yu, Jiwan Chung, Heeseung Yun et al. · allen-ai, uw

Large language models readily adapt to novel settings, even without task-specific training data. Can their zero-shot capacity be extended to multimodal inputs? In this work, we propose ESPER which extends language-only zero-shot models to unseen multimodal tasks, like image and audio captioning. Our key novelty is to use reinforcement learning to align multimodal inputs to language model generations without direct supervision: for example, in the image case our reward optimization relies only on cosine similarity derived from CLIP, and thus requires no additional explicitly paired (image, caption) data. Because the parameters of the language model are left unchanged, the model maintains its capacity for zero-shot generalization. Experiments demonstrate that ESPER outperforms baselines and prior work on a variety of zero-shot tasks; these include a new benchmark we collect+release, ESP dataset, which tasks models with generating several diversely-styled captions for each image.

CLOct 13, 2022
Behavior Cloned Transformers are Neurosymbolic Reasoners

Ruoyao Wang, Peter Jansen, Marc-Alexandre Côté et al. · microsoft-research

In this work, we explore techniques for augmenting interactive agents with information from symbolic modules, much like humans use tools like calculators and GPS systems to assist with arithmetic and navigation. We test our agent's abilities in text games -- challenging benchmarks for evaluating the multi-step reasoning abilities of game agents in grounded, language-based environments. Our experimental study indicates that injecting the actions from these symbolic modules into the action space of a behavior cloned transformer agent increases performance on four text game benchmarks that test arithmetic, navigation, sorting, and common sense reasoning by an average of 22%, allowing an agent to reach the highest possible performance on unseen games. This action injection technique is easily extended to new agents, environments, and symbolic modules.

CLJul 2, 2022
INSCIT: Information-Seeking Conversations with Mixed-Initiative Interactions

Zeqiu Wu, Ryu Parish, Hao Cheng et al.

In an information-seeking conversation, a user may ask questions that are under-specified or unanswerable. An ideal agent would interact by initiating different response types according to the available knowledge sources. However, most current studies either fail to or artificially incorporate such agent-side initiative. This work presents InSCIt, a dataset for Information-Seeking Conversations with mixed-initiative Interactions. It contains 4.7K user-agent turns from 805 human-human conversations where the agent searches over Wikipedia and either directly answers, asks for clarification, or provides relevant information to address user queries. The data supports two subtasks, evidence passage identification and response generation, as well as a human evaluation protocol to assess model performance. We report results of two systems based on state-of-the-art models of conversational knowledge identification and open-domain question answering. Both systems significantly underperform humans, suggesting ample room for improvement in future studies.

CLDec 20, 2022
I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons

Pei Zhou, Andrew Zhu, Jennifer Hu et al.

We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players -- students, each with their own personas and abilities -- to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM's intent to guide players toward a given goal; (2) the DM's guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players' reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM's intent than a vanilla natural language generation (NLG) approach.

95.1LGApr 6Code
Reasoning Through Chess: How Reasoning Evolves from Data Through Fine-Tuning and Reinforcement Learning

Lucas Dionisopoulos, Nicklas Majamaki, Prithviraj Ammanabrolu

How can you get a language model to reason in a task it natively struggles with? We study how reasoning evolves in a language model -- from supervised fine-tuning (SFT) to reinforcement learning (RL) -- by analyzing how a set of theoretically-inspired datasets impacts language model performance in chess. We find that fine-tuning a model to directly predict the best move leads to effective RL and the strongest downstream performance -- however, the RL step elicits unfaithful reasoning (reasoning inconsistent with the chosen move). Alternatively, training on multi-move trajectories yields comparable downstream performance with faithful reasoning and more stable RL. We show that RL induces a substantial positive shift in the distribution of move quality and reduces hallucination rates as a side effect. Finally, we find several SFT-checkpoint metrics -- metrics spanning evaluation performance, hallucination rates, and reasoning quality -- to be predictive of post-RL model performance. We release checkpoints and final models as well as training data, evaluations, and code which allowed us to surpass leading open-source reasoning models in chess with a 7B-parameter model.

AIJan 30
Golden Goose: A Simple Trick to Synthesize Unlimited RLVR Tasks from Unverifiable Internet Text

Ximing Lu, David Acuna, Jaehun Jung et al. · uw

Reinforcement Learning with Verifiable Rewards (RLVR) has become a cornerstone for unlocking complex reasoning in Large Language Models (LLMs). Yet, scaling up RL is bottlenecked by limited existing verifiable data, where improvements increasingly saturate over prolonged training. To overcome this, we propose Golden Goose, a simple trick to synthesize unlimited RLVR tasks from unverifiable internet text by constructing a multiple-choice question-answering version of the fill-in-the-middle task. Given a source text, we prompt an LLM to identify and mask key reasoning steps, then generate a set of diverse, plausible distractors. This enables us to leverage reasoning-rich unverifiable corpora typically excluded from prior RLVR data construction (e.g., science textbooks) to synthesize GooseReason-0.7M, a large-scale RLVR dataset with over 0.7 million tasks spanning mathematics, programming, and general scientific domains. Empirically, GooseReason effectively revives models saturated on existing RLVR data, yielding robust, sustained gains under continuous RL and achieving new state-of-the-art results for 1.5B and 4B-Instruct models across 15 diverse benchmarks. Finally, we deploy Golden Goose in a real-world setting, synthesizing RLVR tasks from raw FineWeb scrapes for the cybersecurity domain, where no prior RLVR data exists. Training Qwen3-4B-Instruct on the resulting data GooseReason-Cyber sets a new state-of-the-art in cybersecurity, surpassing a 7B domain-specialized model with extensive domain-specific pre-training and post-training. This highlights the potential of automatically scaling up RLVR data by exploiting abundant, reasoning-rich, unverifiable internet text.

LGAug 21, 2024
Critique-out-Loud Reward Models

Zachary Ankner, Mansheej Paul, Brandon Cui et al.

Traditionally, reward models used for reinforcement learning from human feedback (RLHF) are trained to directly predict preference scores without leveraging the generation capabilities of the underlying large language model (LLM). This limits the capabilities of reward models as they must reason implicitly about the quality of a response, i.e., preference modeling must be performed in a single forward pass through the model. To enable reward models to reason explicitly about the quality of a response, we introduce Critique-out-Loud (CLoud) reward models. CLoud reward models operate by first generating a natural language critique of the assistant's response that is then used to predict a scalar reward for the quality of the response. We demonstrate the success of CLoud reward models for both Llama-3-8B and 70B base models: compared to classic reward models CLoud reward models improve pairwise preference classification accuracy on RewardBench by 4.65 and 5.84 percentage points for the 8B and 70B base models respectively. Furthermore, CLoud reward models lead to a Pareto improvement for win rate on ArenaHard when used as the scoring model for Best-of-N. Finally, we explore how to exploit the dynamic inference compute capabilities of CLoud reward models by performing self-consistency decoding for reward prediction.

CVNov 7, 2025
Long Grounded Thoughts: Distilling Compositional Visual Reasoning Chains at Scale

David Acuna, Chao-Han Huck Yang, Yuntian Deng et al.

Recent progress in multimodal reasoning has been driven largely by undisclosed datasets and proprietary data synthesis recipes, leaving open questions about how to systematically build large-scale, vision-centric reasoning datasets, particularly for tasks that go beyond visual math. In this work, we introduce a new reasoning data generation framework spanning diverse skills and levels of complexity with over 1M high-quality synthetic vision-centric questions. The dataset also includes preference data and instruction prompts supporting both offline and online RL. Our synthesis framework proceeds in two stages: (1) scale; and (2) complexity. Reasoning traces are then synthesized through a two-stage process that leverages VLMs and reasoning LLMs, producing CoT traces for VLMs that capture the richness and diverse cognitive behaviors found in frontier reasoning models. Remarkably, we show that finetuning Qwen2.5-VL-7B on our data outperforms all open-data baselines across all evaluated vision-centric benchmarks, and even surpasses strong closed-data models such as MiMo-VL-7B-RL on V* Bench, CV-Bench and MMStar-V. Perhaps most surprising, despite being entirely vision-centric, our data transfers positively to text-only reasoning (MMLU-Pro) and audio reasoning (MMAU), demonstrating its effectiveness. Similarly, despite not containing videos or embodied visual data, we observe notable gains when evaluating on a single-evidence embodied QA benchmark (NiEH). Finally, we use our data to analyze the entire VLM post-training pipeline. Our empirical analysis highlights that (i) SFT on high-quality data with non-linear reasoning traces is essential for effective online RL, (ii) staged offline RL matches online RL's performance while reducing compute demands, and (iii) careful SFT on high quality data can substantially improve out-of-domain, cross-modality transfer.

89.7AIMay 7Code
Behavior Cue Reasoning: Monitorable Reasoning Improves Efficiency and Safety through Oversight

Christopher Z. Cui, Taylor W. Killian, Prithviraj Ammanabrolu

Reasoning in Large Language Models (LLMs) poses a challenge for oversight as many misaligned behaviors do not surface until reasoning concludes. To address this, we introduce Behavior Cue Reasoning for making LLM reasoning more controllable and monitorable. Behavior Cues are special token sequences that a model is trained to emit immediately before specific implicit and explicit behaviors, acting as dual purpose signal and control levers. When fine-tuning a weaker external monitor with Reinforcement Learning for reasoning oversight, a compressed view of only information surfaced by Behavior Cues is sufficient signal for the monitor to prune up to 50% of otherwise wasted reasoning tokens in complex math problem solving. When leveraged by an almost optimal rule-based monitor in an environment where excessive constraint violations results in failure, \ours allows for the recovery of safe actions from 80% of reasoning traces that would otherwise end with the proposal of an unsafe action, more than doubling the success rate from 46% to 96%. Through evaluation across two model families and three domains, we show that \bcreasoning improves reasoning monitorability and controllability with no cost to performance. More broadly, our work progresses scalable oversight by demonstrating how the monitored model itself can be trained to reason more tractably to oversight. Code to be released at https://github.com/christopherzc/text-games

96.8LGMay 19
Introspective X Training: Feedback Conditioning Improves Scaling Across all LLM Training Stages

Brandon Cui, Ximing Lu, Jaehun Jung et al.

We tackle the question of how to scale more efficiently across the many, ever-growing stages of current LLM training pipelines. Our guiding intuition stems from the fact that the dynamics of later stages of the pipeline, e.g. post-training, can be used to inform earlier stages such as pre-training. To this end, we propose Introspective Training (or IXT), inspired by offline reward-conditioned reinforcement learning and applicable to any stage of training. IXT uses a thinking reward model to annotate data with natural language critique based feedback, enabling quality aware training from the earliest stages of the pipeline. Models are then trained by prefix-conditioning the data with the generated feedback -- ensuring that not all tokens are treated equally starting much earlier in training than usual. Comprehensive experiments on 7.5-12B transformer-based dense LLMs trained from scratch all the way up to 18 Trillion tokens seen show that our method: bends scaling curves resulting in up to 2.8x more compute efficiency generally; and reaches performance levels unachievable for models trained otherwise in domains such as math and code.

96.3ROMay 16
How to Instruct Your Robot: Dense Language Annotations Power Robot Policy Learning

Bosung Kim, Ruiyi Wang, David Acuna et al.

Scaling robot policy learning is bottlenecked by the cost of collecting demonstrations, while language annotations for existing demonstrations are comparatively cheap. We study language density as a lever for extracting more signal from a fixed robot or egocentric-video corpus. We introduce DeMiAn (Dense Multi-aspect Annotation), a two-stage approach that first re-labels demonstration segments with VLM-generated annotations along four complementary aspects: physical motion, scene composition, arm pose, and reasoning. A learned instructor then maps a task description and initial scene snapshot to a task-appropriate annotation at deployment, running asynchronously so generation latency is hidden behind policy execution. Across over 1M robot manipulation clips and 50K EgoVerse human-egocentric videos, DeMiAn improves both a vision-language-action policy and a video-based world-action model without collecting new demonstrations. On RoboCasa, the instructor raises success by 5 points over a task-only baseline and comes within 3 points of a per-task oracle. No fixed annotation aspect dominates across tasks, showing that selecting the right dense language matters. DeMiAn also improves composite-task and out-of-distribution performance, and shifts the compute-performance frontier in both mid-training and post-training after accounting for annotation-generation FLOPs. These results position dense re-annotation as a practical scaling lever for robot policy learning.

85.1LGMay 11
MASS-DPO: Multi-negative Active Sample Selection for Direct Policy Optimization

Rohan Surana, Xintong Li, Sheldon Yu et al.

Multi-negative preference optimization under the Plackett--Luce (PL) model extends Direct Preference Optimization (DPO) by leveraging comparative signals across one preferred and multiple rejected responses. However, optimizing over large negative pools is costly, and many candidates contribute redundant gradients due to their similar effects on policy updates. We introduce MASS-DPO, a multi-negative active sample selection method that derives a PL-specific Fisher-information objective for selecting compact, informative negative subsets within each prompt. The resulting log-determinant objective selects negatives that contribute complementary information for policy updates, yielding compact subsets that retain the full pool's information while reducing redundancy. In practice, this favors negatives whose gradients cover different update directions, reducing redundant signal from near-duplicate candidates while preserving the most useful training information. Across four benchmarks spanning recommendation and multiple-choice QA and three model families, MASS-DPO consistently exceeds or matches existing methods in accuracy, improves Recall/NDCG and margin-based optimization dynamics, and delivers stronger alignment with substantially fewer negatives.

93.3LGMay 15
DeltaPrompts: Escaping the Zero-Delta Trap in Multimodal Distillation

Jaehun Jung, Hyunwoo Kim, Brandon Cui et al.

Distillation enables compact Vision-Language Models (VLMs) to obtain strong reasoning capabilities, yet the prompts driving this process are typically chosen via simple heuristics or aggregated from off-the-shelf datasets. We reveal a critical inefficiency in this approach: up to 69% of the prompts in standard chart / document reasoning datasets are effectively zero-delta, meaning the teacher and student already induce the exact same answer distribution. Training on these prompts provides minimal learning signal, causing student improvement to rapidly saturate regardless of data scale. To escape the zero-delta trap, we return to first principles: distillation fundamentally minimizes distributional divergence, and thus a prompt is valuable only if it exposes a functional capability gap between the teacher and student. We quantify this gap through answer divergence ($Δ$), demonstrating that non-zero divergence is critical for effective scaling. Building on this insight, we propose a staged synthesis pipeline that repurposes existing datasets as seeds, actively targeting student failure modes to produce better prompts. The result is DeltaPrompts, a diverse dataset of 200k synthetic, high-divergence reasoning problems. We evaluate DeltaPrompts across three distinct settings: on-policy distillation with the target teacher-student pair, transfer to a novel model family without regenerating the data, and off-policy fine-tuning of a non-reasoning model. Across all scenarios, DeltaPrompts drives substantial gains, yielding up to 15% relative improvement even on top of a highly-optimized reasoning model (e.g., Qwen3-VL-8B-Thinking) -- averaged over 10 benchmarks spanning chart, document and perception-centric reasoning.

LGOct 1, 2025Code
Simultaneous Multi-objective Alignment Across Verifiable and Non-verifiable Rewards

Yiran Shen, Yu Xia, Jonathan Chang et al.

Aligning large language models to human preferences is inherently multidimensional, yet most pipelines collapse heterogeneous signals into a single optimizeable objective. We seek to answer what it would take to simultaneously align a model across various domains spanning those with: verifiable rewards (mathematical accuracy), non-verifiable subjective preferences (human values), and complex interactive scenarios (multi-turn AI tutoring dialogues). Such multi-objective reinforcement learning setups are often plagued by the individual objectives being at odds with each other, resulting in inefficient training and little user control during inference. We propose a unified framework that: (i) standardizes {process reward model} (PRM) training across both verifiable and non-verifiable settings to better supervise models' chain-of-thought reasoning; (ii) performs {multi-objective alignment} by training the LLM with our $\textbf{M}$ulti-$\textbf{A}$ction-$\textbf{H}$ead $\textbf{DPO}$ (MAH-DPO) and a vectorized reward where the dimensions of the vector correspond to the various objectives instead of a single scalar; and (iii) demonstrates how such a system provides fine-grained inference-time user control. Experiments across math reasoning, value alignment, and multi-turn dialogue show that our framework improves performance across multiple objectives simultaneously, while minimizing cross-objective trade-offs and enabling flexible inference time user control. The code can be found at https://github.com/pearls-lab/multiobj-align.

LGOct 1, 2025Code
A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning

Ruiyi Wang, Prithviraj Ammanabrolu

We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro

AIJan 28, 2020Code
Bringing Stories Alive: Generating Interactive Fiction Worlds

Prithviraj Ammanabrolu, Wesley Cheung, Dan Tu et al.

World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worlds that players "see" and "talk to" using natural language. Generating these worlds requires referencing everyday and thematic commonsense priors in addition to being semantically consistent, interesting, and coherent throughout. Using existing story plots as inspiration, we present a method that first extracts a partial knowledge graph encoding basic information regarding world structure such as locations and objects. This knowledge graph is then automatically completed utilizing thematic knowledge and used to guide a neural language generation model that fleshes out the rest of the world. We perform human participant-based evaluations, testing our neural model's ability to extract and fill-in a knowledge graph and to generate language conditioned on it against rule-based and human-made baselines. Our code is available at https://github.com/rajammanabrolu/WorldGeneration.

CLDec 4, 2018Code
Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning

Prithviraj Ammanabrolu, Mark O. Riedl

Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we show that our proposed technique can learn a control policy faster than baseline alternatives. We have also open-sourced our code at https://github.com/rajammanabrolu/KG-DQN.

AIApr 19, 2025
TALES: Text Adventure Learning Environment Suite

Christopher Zhang Cui, Xingdi Yuan, Ziang Xiao et al. · microsoft-research

Reasoning is an essential skill to enable Large Language Models (LLMs) to interact with the world. As tasks become more complex, they demand increasingly sophisticated and diverse reasoning capabilities for sequential decision-making, requiring structured reasoning over the context history to determine the next best action. We introduce TALES, a diverse collection of synthetic and human-written text-adventure games designed to challenge and evaluate diverse reasoning capabilities. We present results over a range of LLMs, open- and closed-weights, performing a qualitative analysis on the top performing models. Despite an impressive showing on synthetic games, even the top LLM-driven agents fail to achieve 15% on games designed for human enjoyment. Code and visualization of the experiments can be found at https://microsoft.github.io/tale-suite.

CLApr 9, 2025
A Survey on Personalized and Pluralistic Preference Alignment in Large Language Models

Zhouhang Xie, Junda Wu, Yiran Shen et al.

Personalized preference alignment for large language models (LLMs), the process of tailoring LLMs to individual users' preferences, is an emerging research direction spanning the area of NLP and personalization. In this survey, we present an analysis of works on personalized alignment and modeling for LLMs. We introduce a taxonomy of preference alignment techniques, including training time, inference time, and additionally, user-modeling based methods. We provide analysis and discussion on the strengths and limitations of each group of techniques and then cover evaluation, benchmarks, as well as open problems in the field.

MAApr 24, 2025
Collaborating Action by Action: A Multi-agent LLM Framework for Embodied Reasoning

Isadora White, Kolby Nottingham, Ayush Maniar et al.

Collaboration is ubiquitous and essential in day-to-day life -- from exchanging ideas, to delegating tasks, to generating plans together. This work studies how LLMs can adaptively collaborate to perform complex embodied reasoning tasks. To this end we introduce MINDcraft, an easily extensible platform built to enable LLM agents to control characters in the open-world game of Minecraft; and MineCollab, a benchmark to test the different dimensions of embodied and collaborative reasoning. An experimental study finds that the primary bottleneck in collaborating effectively for current state-of-the-art agents is efficient natural language communication, with agent performance dropping as much as 15% when they are required to communicate detailed task completion plans. We conclude that existing LLM agents are ill-optimized for multi-agent collaboration, especially in embodied scenarios, and highlight the need to employ methods beyond in-context and imitation learning. Our website can be found here: https://mindcraft-minecollab.github.io/

LGApr 21, 2025
In-context Ranking Preference Optimization

Junda Wu, Rohan Surana, Zhouhang Xie et al.

Recent developments in Direct Preference Optimization (DPO) allow large language models (LLMs) to function as implicit ranking models by maximizing the margin between preferred and non-preferred responses. In practice, user feedback on such lists typically involves identifying a few relevant items in context rather than providing detailed pairwise comparisons for every possible item pair. Moreover, many complex information retrieval tasks, such as conversational agents and summarization systems, critically depend on ranking the highest-quality outputs at the top, emphasizing the need to support natural and flexible forms of user feedback. To address the challenge of limited and sparse pairwise feedback in the in-context setting, we propose an In-context Ranking Preference Optimization (IRPO) framework that directly optimizes LLMs based on ranking lists constructed during inference. To further capture flexible forms of feedback, IRPO extends the DPO objective by incorporating both the relevance of items and their positions in the list. Modeling these aspects jointly is non-trivial, as ranking metrics are inherently discrete and non-differentiable, making direct optimization difficult. To overcome this, IRPO introduces a differentiable objective based on positional aggregation of pairwise item preferences, enabling effective gradient-based optimization of discrete ranking metrics. We further provide theoretical insights showing that IRPO (i) automatically emphasizes items with greater disagreement between the model and the reference ranking, and (ii) links its gradient to an importance sampling estimator, yielding an unbiased estimator with reduced variance. Empirical results show IRPO outperforms standard DPO approaches in ranking performance, highlighting its effectiveness in aligning LLMs with direct in-context ranking preferences.

AIMay 22, 2025
Beyond Needle(s) in the Embodied Haystack: Environment, Architecture, and Training Considerations for Long Context Reasoning

Bosung Kim, Prithviraj Ammanabrolu

We introduce $\infty$-THOR, a new framework for long-horizon embodied tasks that advances long-context understanding in embodied AI. $\infty$-THOR provides: (1) a generation framework for synthesizing scalable, reproducible, and unlimited long-horizon trajectories; (2) a novel embodied QA task, Needle(s) in the Embodied Haystack, where multiple scattered clues across extended trajectories test agents' long-context reasoning ability; and (3) a long-horizon dataset and benchmark suite featuring complex tasks that span hundreds of environment steps, each paired with ground-truth action sequences. To enable this capability, we explore architectural adaptations, including interleaved Goal-State-Action modeling, context extension techniques, and Context Parallelism, to equip LLM-based agents for extreme long-context reasoning and interaction. Experimental results and analyses highlight the challenges posed by our benchmark and provide insights into training strategies and model behaviors under long-horizon conditions. Our work provides a foundation for the next generation of embodied AI systems capable of robust, long-term reasoning and planning.

SDNov 17, 2025
Preference-Based Learning in Audio Applications: A Systematic Analysis

Aaron Broukhim, Yiran Shen, Prithviraj Ammanabrolu et al.

Despite the parallel challenges that audio and text domains face in evaluating generative model outputs, preference learning remains remarkably underexplored in audio applications. Through a PRISMA-guided systematic review of approximately 500 papers, we find that only 30 (6%) apply preference learning to audio tasks. Our analysis reveals a field in transition: pre-2021 works focused on emotion recognition using traditional ranking methods (rankSVM), while post-2021 studies have pivoted toward generation tasks employing modern RLHF frameworks. We identify three critical patterns: (1) the emergence of multi-dimensional evaluation strategies combining synthetic, automated, and human preferences; (2) inconsistent alignment between traditional metrics (WER, PESQ) and human judgments across different contexts; and (3) convergence on multi-stage training pipelines that combine reward signals. Our findings suggest that while preference learning shows promise for audio, particularly in capturing subjective qualities like naturalness and musicality, the field requires standardized benchmarks, higher-quality datasets, and systematic investigation of how temporal factors unique to audio impact preference learning frameworks.

CLMay 27, 2023
SwiftSage: A Generative Agent with Fast and Slow Thinking for Complex Interactive Tasks

Bill Yuchen Lin, Yicheng Fu, Karina Yang et al.

We introduce SwiftSage, a novel agent framework inspired by the dual-process theory of human cognition, designed to excel in action planning for complex interactive reasoning tasks. SwiftSage integrates the strengths of behavior cloning and prompting large language models (LLMs) to enhance task completion performance. The framework comprises two primary modules: the Swift module, representing fast and intuitive thinking, and the Sage module, emulating deliberate thought processes. The Swift module is a small encoder-decoder LM fine-tuned on the oracle agent's action trajectories, while the Sage module employs LLMs such as GPT-4 for subgoal planning and grounding. We develop a heuristic method to harmoniously integrate the two modules, resulting in a more efficient and robust problem-solving process. In 30 tasks from the ScienceWorld benchmark, SwiftSage significantly outperforms other methods such as SayCan, ReAct, and Reflexion, demonstrating its effectiveness in solving complex interactive tasks.

CLMay 24, 2023
Inference-Time Policy Adapters (IPA): Tailoring Extreme-Scale LMs without Fine-tuning

Ximing Lu, Faeze Brahman, Peter West et al.

While extreme-scale language models have demonstrated exceptional performance on a variety of language tasks, the degree of control over these language models through pure prompting can often be limited. Directly fine-tuning such language models can be effective for tailoring them, but it can be either extremely costly (e.g., GPT-3) or not even feasible for the broader community (e.g., GPT-4). We propose Inference-time Policy Adapters (IPA), which efficiently tailors a language model such as GPT-3 without fine-tuning it. IPA guides a large base model during decoding time through a lightweight policy adapter trained to optimize an arbitrary user objective with reinforcement learning. On five challenging text generation tasks, such as toxicity reduction and lexically constrained generation, IPA consistently brings significant improvements over off-the-shelf language models. It outperforms competitive baseline methods, sometimes even including expensive fine-tuning. In particular, tailoring GPT-2 with IPA can outperform GPT-3, while tailoring GPT-3 with IPA brings a major performance boost over GPT-3 (and sometimes even over GPT-4). Our promising results highlight the potential of IPA as a lightweight alternative to tailoring extreme-scale language models.

HCDec 16, 2021
Inherently Explainable Reinforcement Learning in Natural Language

Xiangyu Peng, Mark O. Riedl, Prithviraj Ammanabrolu

We focus on the task of creating a reinforcement learning agent that is inherently explainable -- with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce causal explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed -- providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.

CLOct 7, 2021
Situated Dialogue Learning through Procedural Environment Generation

Prithviraj Ammanabrolu, Renee Jia, Mark O. Riedl

We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language. Goals in this environment take the form of character-based quests, consisting of personas and motivations. We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals. In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution -- an easier environment is one that is more likely to have been found in the unaugmented dataset. An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zero-shot performance on never-before-seen quests.

LGJun 17, 2021
Learning Knowledge Graph-based World Models of Textual Environments

Prithviraj Ammanabrolu, Mark O. Riedl

World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive narratives, are reinforcement learning environments in which agents perceive and interact with the world using textual natural language. These environments contain long, multi-step puzzles or quests woven through a world that is filled with hundreds of characters, locations, and objects. Our world model learns to simultaneously: (1) predict changes in the world caused by an agent's actions when representing the world as a knowledge graph; and (2) generate the set of contextually relevant natural language actions required to operate in the world. We frame this task as a Set of Sequences generation problem by exploiting the inherent structure of knowledge graphs and actions and introduce both a transformer-based multi-task architecture and a loss function to train it. A zero-shot ablation study on never-before-seen textual worlds shows that our methodology significantly outperforms existing textual world modeling techniques as well as the importance of each of our contributions.

CLJun 17, 2021
Modeling Worlds in Text

Prithviraj Ammanabrolu, Mark O. Riedl

We provide a dataset that enables the creation of learning agents that can build knowledge graph-based world models of interactive narratives. Interactive narratives -- or text-adventure games -- are partially observable environments structured as long puzzles or quests in which an agent perceives and interacts with the world purely through textual natural language. Each individual game typically contains hundreds of locations, characters, and objects -- each with their own unique descriptions -- providing an opportunity to study the problem of giving language-based agents the structured memory necessary to operate in such worlds. Our dataset provides 24198 mappings between rich natural language observations and: (1) knowledge graphs that reflect the world state in the form of a map; (2) natural language actions that are guaranteed to cause a change in that particular world state. The training data is collected across 27 games in multiple genres and contains a further 7836 heldout instances over 9 additional games in the test set. We further provide baseline models using rules-based, question-answering, and sequence learning approaches in addition to an analysis of the data and corresponding learning tasks.

CLMay 31, 2021
Telling Stories through Multi-User Dialogue by Modeling Character Relations

Wai Man Si, Prithviraj Ammanabrolu, Mark O. Riedl

This paper explores character-driven story continuation, in which the story emerges through characters' first- and second-person narration as well as dialogue -- requiring models to select language that is consistent with a character's persona and their relationships with other characters while following and advancing the story. We hypothesize that a multi-task model that trains on character dialogue plus character relationship information improves transformer-based story continuation. To this end, we extend the Critical Role Dungeons and Dragons Dataset (Rameshkumar and Bailey, 2020) -- consisting of dialogue transcripts of people collaboratively telling a story while playing the role-playing game Dungeons and Dragons -- with automatically extracted relationships between each pair of interacting characters as well as their personas. A series of ablations lend evidence to our hypothesis, showing that our multi-task model using character relationships improves story continuation accuracy over strong baselines.

AIMar 18, 2021
Situated Language Learning via Interactive Narratives

Prithviraj Ammanabrolu, Mark O. Riedl

This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.

AIDec 4, 2020
Playing Text-Based Games with Common Sense

Sahith Dambekodi, Spencer Frazier, Prithviraj Ammanabrolu et al.

Text based games are simulations in which an agent interacts with the world purely through natural language. They typically consist of a number of puzzles interspersed with interactions with common everyday objects and locations. Deep reinforcement learning agents can learn to solve these puzzles. However, the everyday interactions with the environment, while trivial for human players, present as additional puzzles to agents. We explore two techniques for incorporating commonsense knowledge into agents. Inferring possibly hidden aspects of the world state with either a commonsense inference model COMET, or a language model BERT. Biasing an agents exploration according to common patterns recognized by a language model. We test our technique in the 9to05 game, which is an extreme version of a text based game that requires numerous interactions with common, everyday objects in common, everyday scenarios. We conclude that agents that augment their beliefs about the world state with commonsense inferences are more robust to observational errors and omissions of common elements from text descriptions.

CLOct 1, 2020
How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds

Prithviraj Ammanabrolu, Jack Urbanek, Margaret Li et al.

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.

CLSep 2, 2020
Automated Storytelling via Causal, Commonsense Plot Ordering

Prithviraj Ammanabrolu, Wesley Cheung, William Broniec et al.

Automated story plot generation is the task of generating a coherent sequence of plot events. Causal relations between plot events are believed to increase the perception of story and plot coherence. In this work, we introduce the concept of soft causal relations as causal relations inferred from commonsense reasoning. We demonstrate C2PO, an approach to narrative generation that operationalizes this concept through Causal, Commonsense Plot Ordering. Using human-participant protocols, we evaluate our system against baseline systems with different commonsense reasoning reasoning and inductive biases to determine the role of soft causal relations in perceived story quality. Through these studies we also probe the interplay of how changes in commonsense norms across storytelling genres affect perceptions of story quality.

AIJun 12, 2020
How to Avoid Being Eaten by a Grue: Structured Exploration Strategies for Textual Worlds

Prithviraj Ammanabrolu, Ethan Tien, Matthew Hausknecht et al.

Text-based games are long puzzles or quests, characterized by a sequence of sparse and potentially deceptive rewards. They provide an ideal platform to develop agents that perceive and act upon the world using a combinatorially sized natural language state-action space. Standard Reinforcement Learning agents are poorly equipped to effectively explore such spaces and often struggle to overcome bottlenecks---states that agents are unable to pass through simply because they do not see the right action sequence enough times to be sufficiently reinforced. We introduce Q*BERT, an agent that learns to build a knowledge graph of the world by answering questions, which leads to greater sample efficiency. To overcome bottlenecks, we further introduce MC!Q*BERT an agent that uses an knowledge-graph-based intrinsic motivation to detect bottlenecks and a novel exploration strategy to efficiently learn a chain of policy modules to overcome them. We present an ablation study and results demonstrating how our method outperforms the current state-of-the-art on nine text games, including the popular game, Zork, where, for the first time, a learning agent gets past the bottleneck where the player is eaten by a Grue.

LGFeb 19, 2020
How To Avoid Being Eaten By a Grue: Exploration Strategies for Text-Adventure Agents

Prithviraj Ammanabrolu, Ethan Tien, Zhaochen Luo et al.

Text-based games -- in which an agent interacts with the world through textual natural language -- present us with the problem of combinatorially-sized action-spaces. Most current reinforcement learning algorithms are not capable of effectively handling such a large number of possible actions per turn. Poor sample efficiency, consequently, results in agents that are unable to pass bottleneck states, where they are unable to proceed because they do not see the right action sequence to pass the bottleneck enough times to be sufficiently reinforced. Building on prior work using knowledge graphs in reinforcement learning, we introduce two new game state exploration strategies. We compare our exploration strategies against strong baselines on the classic text-adventure game, Zork1, where prior agent have been unable to get past a bottleneck where the agent is eaten by a Grue.

LGJan 23, 2020
Graph Constrained Reinforcement Learning for Natural Language Action Spaces

Prithviraj Ammanabrolu, Matthew Hausknecht

Interactive Fiction games are text-based simulations in which an agent interacts with the world purely through natural language. They are ideal environments for studying how to extend reinforcement learning agents to meet the challenges of natural language understanding, partial observability, and action generation in combinatorially-large text-based action spaces. We present KG-A2C, an agent that builds a dynamic knowledge graph while exploring and generates actions using a template-based action space. We contend that the dual uses of the knowledge graph to reason about game state and to constrain natural language generation are the keys to scalable exploration of combinatorially large natural language actions. Results across a wide variety of IF games show that KG-A2C outperforms current IF agents despite the exponential increase in action space size.

CLSep 13, 2019
Toward Automated Quest Generation in Text-Adventure Games

Prithviraj Ammanabrolu, William Broniec, Alex Mueller et al.

Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must execute certain actions in a certain order to succeed. In this paper, we consider the problem of procedurally generating a quest, defined as a series of actions required to progress towards a goal, in a text-adventure game. Quest generation in text environments is challenging because they must be semantically coherent. We present and evaluate two quest generation techniques: (1) a Markov model, and (2) a neural generative model. We specifically look at generating quests about cooking and train our models on recipe data. We evaluate our techniques with human participant studies looking at perceived creativity and coherence.

AISep 11, 2019
Interactive Fiction Games: A Colossal Adventure

Matthew Hausknecht, Prithviraj Ammanabrolu, Marc-Alexandre Côté et al.

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.

CLSep 8, 2019
Story Realization: Expanding Plot Events into Sentences

Prithviraj Ammanabrolu, Ethan Tien, Wesley Cheung et al.

Neural network based approaches to automated story plot generation attempt to learn how to generate novel plots from a corpus of natural language plot summaries. Prior work has shown that a semantic abstraction of sentences called events improves neural plot generation and and allows one to decompose the problem into: (1) the generation of a sequence of events (event-to-event) and (2) the transformation of these events into natural language sentences (event-to-sentence). However, typical neural language generation approaches to event-to-sentence can ignore the event details and produce grammatically-correct but semantically-unrelated sentences. We present an ensemble-based model that generates natural language guided by events.We provide results---including a human subjects study---for a full end-to-end automated story generation system showing that our method generates more coherent and plausible stories than baseline approaches.

CLAug 19, 2019
Transfer in Deep Reinforcement Learning using Knowledge Graphs

Prithviraj Ammanabrolu, Mark O. Riedl

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.

CLJun 5, 2017
Event Representations for Automated Story Generation with Deep Neural Nets

Lara J. Martin, Prithviraj Ammanabrolu, Xinyu Wang et al.

Automated story generation is the problem of automatically selecting a sequence of events, actions, or words that can be told as a story. We seek to develop a system that can generate stories by learning everything it needs to know from textual story corpora. To date, recurrent neural networks that learn language models at character, word, or sentence levels have had little success generating coherent stories. We explore the question of event representations that provide a mid-level of abstraction between words and sentences in order to retain the semantic information of the original data while minimizing event sparsity. We present a technique for preprocessing textual story data into event sequences. We then present a technique for automated story generation whereby we decompose the problem into the generation of successive events (event2event) and the generation of natural language sentences from events (event2sentence). We give empirical results comparing different event representations and their effects on event successor generation and the translation of events to natural language.