---
title: "Language Understanding for Text-based Games Using Deep"
description: "The paper tackles automatic play of text-based adventure games (Multi-User Dungeons). 29 references, cited by 95 papers here."
authors: ["Karthik Narasimhan", "Tejas Kulkarni", "Regina Barzilay"]
year: 2015
venue: "arXiv:1506.08941"
source: "https://arxiv.org/abs/1506.08941"
doi: "10.48550/arxiv.1506.08941"
arxiv: "1506.08941"
licence: "arXiv — non-exclusive license to distribute"
licence_url: "http://arxiv.org/licenses/nonexclusive-distrib/1.0/"
summary_licence: "Elamur Cosmic License"
canonical: "https://research.elamur.ai/free/en/papers/narasimhan-2015-language-understanding-text-based-games/"
---
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# Language Understanding for Text-based Games Using Deep Reinforcement Learning

**Authors:** [Karthik Narasimhan](https://md.research.elamur.ai/free/en/authors/karthik-narasimhan/), Tejas Kulkarni and [Regina Barzilay](https://md.research.elamur.ai/free/en/authors/regina-barzilay/) · **Year:** 2015 · **Venue:** [arXiv:1506.08941](https://md.research.elamur.ai/free/en/venues/emnlp/) ([EMNLP 2015](https://md.research.elamur.ai/free/en/venues/emnlp/2015/)) · **Licence:** [arXiv — non-exclusive license to distribute](http://arxiv.org/licenses/nonexclusive-distrib/1.0/)

**Links:** [Publisher's page](https://arxiv.org/abs/1506.08941) · [PDF](https://arxiv.org/pdf/1506.08941) · [DOI 10.48550/arxiv.1506.08941](https://doi.org/10.48550/arxiv.1506.08941) · [arXiv 1506.08941](https://arxiv.org/abs/1506.08941) · [OpenAlex](https://openalex.org/W1934909785)

**Citations:** 285 citations (OpenAlex, 2026-10-14) · [95](https://md.research.elamur.ai/free/en/papers/narasimhan-2015-language-understanding-text-based-games/cited-by/) in our library, of the 149,439 papers whose bibliographies we read

## Summary
The paper tackles automatic play of text-based adventure games (Multi-User Dungeons). In these games the true world state is hidden, and the agent sees only natural-language descriptions, so it has to interpret text before it can act well. Narasimhan, Kulkarni and Barzilay treat gameplay as a Markov Decision Process. They train a deep Q-network, LSTM-DQN, using only in-game rewards, with no annotated state labels. An LSTM with mean pooling turns each description into a state vector, and a multi-layer action scorer then rates action–object commands. Both parts are learned jointly. Experiments use two worlds built on the Evennia framework: a controlled Home world and a Fantasy world whose descriptions are written by humans and vary more. LSTM-DQN beats a random agent and bag-of-words or bag-of-bigrams DQNs in both quest completion and accumulated reward. Its learned representations also transfer to a re-mapped world. The work shows that rich text representations can be learned from reward alone, which links grounded language understanding with reinforcement learning.

## Key points
- On the Fantasy world, LSTM-DQN completes about 96% of quests with an average reward of −11.33. BOW-DQN reaches about 82% (reward −12.68), and the random agent solves about 5%. BI-DQN completes 97% of quests but earns a worse reward (−26.68) because its solutions are sub-optimal.
- Transfer test: the LSTM parameters (θ_R) were copied from the original Home world into a Home world with a new map. This agent reached the optimal policy roughly 20 epochs sooner than one trained from scratch.
- Prioritized minibatch sampling reached the optimal policy about 50 epochs earlier than uniform sampling.
- In t-SNE plots, words learned from random initialization form coherent groups for each room, its objects and its quest words (e.g., "hungry" sits near kitchen and pizza). Nearest neighbors by cosine similarity tend to be descriptions of the same or nearby states.
- Code is released at people.csail.mit.edu/karthikn/mud-play (arXiv:1506.08941, EMNLP 2015).

*Our summary of the paper, in our own words — not its text. The work belongs to its authors; read it at the links above.*

## Institutions

- [Massachusetts Institute of Technology](https://md.research.elamur.ai/free/en/universities/massachusetts-institute-of-technology/) — University, Cambridge, United States · 243 works · 76,506 citations
- [MIT Computer Science and Artificial Intelligence Laboratory](https://md.research.elamur.ai/free/en/labs/mit-computer-science-and-artificial-intelligence-laboratory/) — Research institute, Cambridge, United States · 76 works · 32,207 citations

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## Cite

Cite as: Karthik Narasimhan, Tejas Kulkarni and Regina Barzilay. 2015. Language Understanding for Text-based Games Using Deep Reinforcement Learning. arXiv:1506.08941.

The paper itself, not this page. BibTeX from the library's record of the work.

```bibtex
@misc{narasimhan2015language,
  title = {{Language Understanding for Text-based Games Using Deep Reinforcement Learning}},
  author = {Karthik Narasimhan, Tejas Kulkarni and Regina Barzilay},
  year = {2015},
  doi = {10.48550/arxiv.1506.08941},
  eprint = {1506.08941},
  archivePrefix = {arXiv},
  url = {https://doi.org/10.48550/arxiv.1506.08941}
}
```

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## References

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*Updated 2 November 2026*
