<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Agents through NPC Interaction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Wei Zhou</string-name>
          <email>wzhou322@gatech.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Xiangyu Peng</string-name>
          <email>xpeng62@gatech.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mark Riedl</string-name>
          <email>riedl@cc.gatech.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AIIDE Workshop on Experimental Artificial Intelligence in Games</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Georgia Institute of Technology</institution>
          ,
          <addr-line>Atlanta, GA, 30332</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Large Language Model, ChatGPT</institution>
          ,
          <addr-line>Reinforcement Learning, Knowledge Graph, Text adventure game</addr-line>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Workshop Proce dings</institution>
        </aff>
      </contrib-group>
      <fpage>3</fpage>
      <lpage>8</lpage>
      <abstract>
        <p>One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based game environments where the action space is extensive. However, non-player characters (NPCs) sometimes hold some key information about the game, which can potentially help to train RL agents faster. Thus, this paper explores how to interact and converse with NPC agents to get the key information using large language models (LLMs), as well as incorporate this information to speed up RL agent's training using knowledge graphs (KGs) and Story Shaping.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Reinforcement learning (RL) has demonstrated
remarkable efectiveness in solving intricate decision-making
tasks, but its trial-and-error approach often leads to slow
convergence to the optimal policy. In text-adventure
games, NPCs possess crucial information that could spare
the agent from extensive trial-and-error. Utilizing this
prior knowledge could significantly reduce the agent’s
policy search space, making it more eficient by breaking
down complex tasks into smaller, focused objectives. For
instance, knowing that ”killing the dragon” requires a
sword allows the agent to concentrate on finding the
sword directly, rather than wasting steps exploring how
to defeat the dragon.</p>
      <p>Large Language Models (LLMs) are incredibly capable
of conversational tasks and are highly configurable using
prompting techniques. Thus, we chose to use them as
Meanwhile, they are not as eficient as RL agent in terms
of searching for the optimal chain of actions. Therefore,
we chose to keep the RL agent as the main component
responsible for searching for the optimal policy while
prised of LLMs.</p>
      <p>
        The RL agent acts as an action module and the LLMs
act as a dialogue module. Yet, we still need to find a
way to bridge these two modules, i.e. incorporating the
information that the dialogue module retrieves into the
action module. For this purpose, we turn to the technique
of Story Shaping[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], which is able to guide the action
      </p>
      <p>CEUR
htp:/ceur-ws.org
ISN1613-073</p>
      <p>CEUR</p>
      <p>Workshop Proceedings (CEUR-WS.org)
module to imitate the optimal trajectory.</p>
      <p>
        In this paper, we propose Dialogue Shaping, a
framework that is able to extract useful information through
conversation with NPCs, and then convert the
information into knowledge graphs which are then used to speed
up RL agent’s convergence to optimal policy by using
the Story Shaping technique[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Background and Related</title>
    </sec>
    <sec id="sec-3">
      <title>Work</title>
      <sec id="sec-3-1">
        <title>Reinforcement Learning in Text Games</title>
        <p>Text games
involve turn-based interactions where players read
descriptions of the game’s environment in natural language
and respond with short text-based actions. These games
can be described using partially-observable Markov
Decision Processes, denoted as ⟨,  , , , Ω, ,  ⟩
ing possible states, transition probabilities, vocabulary
,
representtion, and discount factor. The RL agent’s goal is to learn
a policy  () →</p>
        <p>to maximize expected future rewards.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Large Language Models in RL</title>
        <p>
          The power of Large
in recent years due to their advanced ability to adapt to
numerous downstream tasks. ChatGPT, an LLM chatbot
created by OpenAI, ofers diverse interaction modes, and
users can engage with it by providing prompts for acting
as the NPC and the agent in text games [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Recent
studies also explored the integration of large language
models into reinforcement learning frameworks to enhance
the capabilities of agents. Contextual Action Language
Model (CALM) [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] used LLM to generate a set of concise
candidate actions at each step of the game for the
reinforcement learning agent, thereby greatly reducing the
Language Models in conversational settings to extract
speeding its search using dialogue module that is com- Language Models (LLMs) has gained significant attention
© 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License action space of the RL agent. In contrast, we utilize Large
CEUR
        </p>
        <p>ceur-ws.org
useful game information and incorporate them into the
game as extra reward signals to guide the RL agent.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Preliminaries</title>
      <sec id="sec-4-1">
        <title>3.1. Text Games</title>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Knowledge Graph</title>
        <p>A knowledge graph consists of triples
⟨,  , ⟩ , capturing information about
entities, their attributes, and relationships. Our method
uses two types of KGs: internal KG and target KG.</p>
        <p>
          During RL exploration in the text game, the internal
KG represents the agent’s current state, including the
room it’s in and the objects it possesses[
          <xref ref-type="bibr" rid="ref10 ref5 ref6 ref7 ref8 ref9">5, 6, 7, 8, 9, 10</xref>
          ].
We update this KG at each step based on changes in the
game environment (e.g., moving to a new room) or the
agent’s actions (e.g., acquiring objects).
        </p>
        <p>The target KG describes the final state the agent must
achieve to win the game, specifying the last room the
agent should be in and the required objects. This KG is
generated before training and stays unchanged.</p>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. KGA2C agent</title>
        <p>
          KGA2C [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] is used for our game-playing agent for both
baseline and Story Shaping[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. It is an RL agent that
combines both Advantage Actor Critic methods[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] and
KG guidance to enhance its learning and decision-making
capabilities. The input embedding to the KGA2C agent
is a concatenation of encoding of the agent’s current
internal KG and four observation tensors, including the
We create three text games in the LIGHT environment[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ],
which is a large-scale crowdsourced text adventure game
framework, in which agents can both perceive, emote and
act. The LIGHT environment also provides a database of In order to retrieve correct and important information
rooms, characters, and objects, from which we can build about the game from NPC, it is expected to know the
our custom games. The visualization of one of the games game setting and it should be able to provide the correct
we created and used in the experiments can be found in response every time it is asked by the agent. In other
Figure 1. words, the NPC should act as a ”database” of the game.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Information Retrieval from</title>
    </sec>
    <sec id="sec-6">
      <title>Dialogue</title>
      <p>description of the current room the agent is located in, the
agent’s current inventory, feedback of the environment
from the agent’s last action, and agent’s last action.</p>
      <sec id="sec-6-1">
        <title>3.4. Story Shaping</title>
        <p>Story Shaping, proposed by Peng et al., is a technique
that helps the RL agent infers tacit knowledge on how
to accomplish a task. For each training step in the game,
Story Shaping gives the RL agent an extra reward signal
(in addition to the game environment’s reward signal)
based on the similarity between agent’s current internal
KG and target KG, and therefore encourage the agent to
perform actions that will make its internal KG similar to
the target KG. The target KG in this paper is generated
by prompting the ChatGPT agent and it represents a
summary of the hints the ChatGPT agent learns through
talking to the ChatGPT NPC.</p>
      </sec>
      <sec id="sec-6-2">
        <title>4.1. NPC Prompting</title>
        <p>We open one session of ChatGPT, as shown in Figure 2,
and prompted it to be the non-player character. The NPC
is provided with general information about the game,
including the layout and the available objects, as well
as the hints to win the game. One example of hints is
getting a sword in the Artillery room is a prerequisite to
kill the dragon.</p>
      </sec>
      <sec id="sec-6-3">
        <title>4.2. Agent Prompting</title>
        <p>ChatGPT is prompted to be the player agent in the game.
The ChatGPT agent is provided with its goal in the game
(e.g. kill the dragon) and general instructions on how
to converse with the NPC (e.g. ask questions based on
previous given answers). We did not reveal any game
details in the prompts for the ChatGPT agent, because it
is expected to gain those information by asking questions
to the ChatGPT NPC.</p>
      </sec>
      <sec id="sec-6-4">
        <title>4.3. Story Shaping from Dialogue</title>
        <p>After the dialogue with NPC, we train a KGA2C agent to
play the game. In order to incorporate the information
learned by the ChatGPT agent during conversation with
NPC into KGA2C agent’s training, we prompt ChatGPT
agent to generate a knowledge graph and use it as a target
knowledge graph for the Story Shaping KGA2C agent.
The pipeline for our method is shown in Figure 3.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>5. Experiments</title>
      <p>We conducted experiments to test our assumption that
the dialogue is able to accelerate KGA2C agent’s
convergence by generating the target knowledge graph.</p>
      <sec id="sec-7-1">
        <title>5.1. ChatGPT Prompting for Agent vs</title>
      </sec>
      <sec id="sec-7-2">
        <title>NPC Dialogue</title>
        <p>We open one session of ChatGPT and prompt it to be
the NPC of the game. Table 1 shows the NPC prompt
for one game. We also open another separate session of
ChatGPT and prompt it to be the agent of the game with
a goal in mind. Table 2 shows the agent prompt for one
game.</p>
        <p>You are an NPC in a text-adventure game. You and the
agent are both in the game. For each step, waits for
the agent to ask questions, then you should provide
a correct answer based on the information about the
game given as follow:
Layout: [room1]-east-[room2], [room2]-east-[room3],
etc. (A-east-B means A is to the east of B)
Goal and prerequisite: A dragon is in the dungeon.
The only way to kill the dragon is to use a sword and
there is no other way.</p>
        <p>Object information: [object1], [object2] is in [room1].
[object3], [object4], [object5] is in [room2]. [room3]
has no objects...</p>
        <p>You are an agent in a text-adventure game. You and
the NPC are both in the game. Your goal is to kill the
dragon. For each step, you should ask questions to the
NPC in order to get the information on how to kill the
dragon.</p>
        <p>Ask a new set of questions based on the current
observation and answers given to the previous set of
questions according to the following rule: 1. ask similar
and follow-up questions to previous questions that have
a ”yes” answer. 2. Avoid asking similar and follow-up
questions to previous questions that have a ”no” answer.</p>
        <p>Then, the dialogue begins as the agent comes up with
a set of questions and the NPC provides answers to them
back and forth. ChatGPT NPC proves to be a reliable
game database, correctly responding to queries about
questions as shown in the undesired dialogue in Table 3.</p>
      </sec>
      <sec id="sec-7-3">
        <title>5.2. KGA2C Agent Training with Dialogue</title>
      </sec>
      <sec id="sec-7-4">
        <title>Shaping</title>
        <p>After the dialogue ends and the ChatGPT agent retrieved
information on how to reach the goal, we prompt it to
convert that information into a textual knowledge graph
representation as shown in Table 4. We then filter the
edges in the knowledge graph by only including ones that
have ”you” as a subject, because we are only interested
in what actions the agent has to perform to reach to goal.</p>
        <p>Finally, we use this filtered knowledge graph as the target
knowledge graph to ”shape” the Story Shaping KGA2C
agent behaviors.</p>
        <p>
          We generate each game using the LIGHT framework
[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. We design each game such that the RL agent will
only get one reward signal of 15 when it wins the game.
        </p>
        <p>For every game, the KGA2C agent is trained for 100,000
steps. After every 450 steps, the agent is evaluated for 50
episodes with 10 random seeds. We gather metrics like
average and standard deviation of the test scores achieved
for those 50 episodes, like in Figure 4. The maximum step
limit for a single episode is 75 steps, while the optimal
path for all games usually takes around 10 steps.</p>
        <p>We trained the baseline KGA2C agent and the one with
Story Shaping assistance for each game. Baseline KGA2C
agent only receives reward signals that are built into the
game mechanism (i.e. reaching the final goal), whereas
the Story Shaping KGA2C agent receives additional
reward signals when its internal knowledge graph overlaps
with the target knowledge graph which is generated by
the dialogue module (i.e. complete the prerequisite of
the goal).
5.3. Results
room and object locations. Moreover, when the ChatGPT Figure 4 showed the average test score and its standard
agent makes ungrounded assumptions about the game deviation of the baseline KGA2C agent and Story
Shap(like ”Does the barkeeper possess any knowledge about ing KGA2C agent equipped with target knowledge graph
dragon’s weaknesses” while there is no barkeeper) in its generated from the dialogue during training for game 1.
questions, the ChatGPT NPC is able to recognize (finding The Story Shaping KGA2C agent outperformed the
baseout that the game does not have a barkeeper) and negate line in all games. In all games, the Story Shaping agent
them. converged to the optimal policy (gaining maximum score</p>
        <p>In evaluating the performance of ChatGPT agent, we of 15) much faster than the baseline. In game 1, the Story
aim to minimize the number of exchanges with the Chat- Shaping KGA2C agent converged to the optimal policy
GPT NPC while retrieving hints on winning the game. after trained for around 10000 steps despite a temporary
We found out that ChatGPT agent is much more likely drop in average scores around step 30000, while the
baseto hallucinate by coming up with ungrounded questions line agent took around 90000 training steps to learn the
without explicit instructions on how to ask the optimal optimal policy, according to figure 4. Moreover, almost
questions in our prompt. As shown in the desired dia- at all the training steps, the standard deviation score
logue in Table 3, when we include those explicit instruc- range of the Story Shaping agent is disjoint from that of
tions in the prompt, it is able to ground its inquiries. Oth- the baseline, meaning that the Story Shaping agent can
erwise, it will fail to follow up on the previous questions consistently achieve higher score than the baseline.
that have a ”yes” answer and endlessly ask ungrounded</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>6. Conclusions</title>
      <p>Through evaluation of our technique across a range of
text games, we have shown that the dialogue module is
able to extract key game information which might take
a traditional action based RL agent tens of thousands
of steps to learn. Moreover, we show that the dialogue
module is able to pass along those key information and
guide the action agent through knowledge graph and
Story Shaping technique efectively and reliably. Thus,
we have proven the substantial potential of the dialogue
component to greatly speed up RL agent’s convergence to
the optimal policy. Future work might further exploit this
potential by exploring approaches like few-shot
prompting or finetuning LLMs to more efectively retrieve useful
information from the NPC.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>X.</given-names>
            <surname>Peng</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Cui</surname>
          </string-name>
          ,
          <string-name>
            <given-names>W.</given-names>
            <surname>Zhou</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Jia</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Riedl</surname>
          </string-name>
          ,
          <article-title>Story shaping: Teaching agents human-like behavior with stories</article-title>
          ,
          <source>arXiv preprint arXiv:2301.10107</source>
          (
          <year>2023</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <article-title>[2] OpenAI, Chatgpt: A large-scale open-domain chatbot</article-title>
          , https://openai.com/blog/chatgpt/,
          <year>2022</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>S.</given-names>
            <surname>Yao</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Rao</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Hausknecht</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Narasimhan</surname>
          </string-name>
          ,
          <article-title>Keep calm and explore: Language models for action generation in text-based games</article-title>
          ,
          <year>2020</year>
          . arXiv:
          <year>2010</year>
          .02903.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>J.</given-names>
            <surname>Urbanek</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Fan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Karamcheti</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Jain</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Humeau</surname>
          </string-name>
          , E. Dinan,
          <string-name>
            <given-names>T.</given-names>
            <surname>Rocktäschel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Kiela</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Szlam</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Weston</surname>
          </string-name>
          ,
          <article-title>Learning to speak and act in a fantasy text adventure game</article-title>
          , arXiv preprint arXiv:
          <year>1903</year>
          .
          <volume>03094</volume>
          (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>P.</given-names>
            <surname>Ammanabrolu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M. O.</given-names>
            <surname>Riedl</surname>
          </string-name>
          ,
          <article-title>Playing textadventure games with graph-based deep reinforcement learning</article-title>
          , arXiv preprint arXiv:
          <year>1812</year>
          .
          <volume>01628</volume>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>P.</given-names>
            <surname>Ammanabrolu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>W.</given-names>
            <surname>Cheung</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Tu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>W.</given-names>
            <surname>Broniec</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Riedl</surname>
          </string-name>
          ,
          <article-title>Bringing stories alive: Generating interactive fiction worlds</article-title>
          ,
          <source>in: Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment</source>
          , volume
          <volume>16</volume>
          ,
          <year>2020</year>
          , pp.
          <fpage>3</fpage>
          -
          <lpage>9</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>P.</given-names>
            <surname>Ammanabrolu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Hausknecht</surname>
          </string-name>
          ,
          <article-title>Graph constrained reinforcement learning for natural language action spaces</article-title>
          , arXiv preprint arXiv:
          <year>2001</year>
          .
          <volume>08837</volume>
          (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>P.</given-names>
            <surname>Ammanabrolu</surname>
          </string-name>
          , E. Tien,
          <string-name>
            <given-names>M.</given-names>
            <surname>Hausknecht</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M. O.</given-names>
            <surname>Riedl</surname>
          </string-name>
          ,
          <article-title>How to avoid being eaten by a grue: Structured exploration strategies for textual worlds</article-title>
          , arXiv preprint arXiv:
          <year>2006</year>
          .
          <volume>07409</volume>
          (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>Y.</given-names>
            <surname>Xu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Fang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Chen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Du</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J. T.</given-names>
            <surname>Zhou</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Zhang</surname>
          </string-name>
          ,
          <article-title>Deep reinforcement learning with stacked hierarchical attention for text-based games</article-title>
          ,
          <source>Advances in Neural Information Processing Systems</source>
          <volume>33</volume>
          (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>X.</given-names>
            <surname>Peng</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Riedl</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Ammanabrolu</surname>
          </string-name>
          ,
          <article-title>Inherently explainable reinforcement learning in natural language</article-title>
          ,
          <source>Advances in Neural Information Processing Systems</source>
          <volume>35</volume>
          (
          <year>2022</year>
          )
          <fpage>16178</fpage>
          -
          <lpage>16190</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>V.</given-names>
            <surname>Mnih</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A. P.</given-names>
            <surname>Badia</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Mirza</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Graves</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Lillicrap</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Harley</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Silver</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Kavukcuoglu</surname>
          </string-name>
          ,
          <article-title>Asynchronous methods for deep reinforcement learning</article-title>
          ,
          <source>in: International conference on machine learning, PMLR</source>
          ,
          <year>2016</year>
          , pp.
          <fpage>1928</fpage>
          -
          <lpage>1937</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>