Abstract
Text generation requires a planning module to select an object of discourse and its properties. This is specially hard in descriptive games, where a computer agent tries to describe some aspects of a game world. We propose to formalize this problem as a Markov Decision Process, in which an optimal message policy can be defined and learned through simulation. Furthermore, we propose back-off policies as a novel and effective technique to fight state dimensionality explosion in this framework. © 2005 Association for Computational Linguistics.
Cite
CITATION STYLE
Zaragoza, H., & Li, C. H. (2005). Learning what to talk about in descriptive games. In HLT/EMNLP 2005 - Human Language Technology Conference and Conference on Empirical Methods in Natural Language Processing, Proceedings of the Conference (pp. 291–298). Association for Computational Linguistics (ACL). https://doi.org/10.3115/1220575.1220612
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