Response to Review [Part 1/2]
We appreciate your recognition of our work and your valuable feedback. We hope the following responses address your concerns.
> **Q1:** Some technical aspects are not always clear, see below and the list of questions for things to clarify...
**A1:** Thank you for your question. Below, we provide detailed explanations of the prompt components, and specific examples will be presented in the Appendix.
**Trajectory:** We define a trajectory as the sequence of observation-action pairs from the initial root node up to a terminal node in the search tree. Formally, it is represented as: $\tau = \left( o_0, a_0, o_1, a_1, \ldots, o_T, a_T, o_{T+1} \right)$.
Here $ T $ denotes the final time step before reaching the terminal observation $o_{T+1} $.
The trajectory terminates when the search process either:
- Reaches the maximum allowed depth, or
- Encounters a game victory or death.
In our method, we specifically select trajectories that lead to **game death** to generate reflections.
**In-Trial Memory:** The in-trial memory is a sequence of recent observation-action pairs within a small time window in the current trial. It is defined as: $ \left( o_{t-1}, a_{t-1}, o_t \right)$ .
This sequence represents the immediate history leading up to the current state at time t.
**Cross-Trial Memory:** The cross-trial memory consists of reflections from previous trials, up to a maximum of $k$ reflections. In our experiments, we set $ k = 3 $. A reflection is a brief statement summarizing the reason for the previous rollout's failure, such as: "Moving down into the dark place without a light source or any other items to help navigate."
>**Q2:** Additional baselines could be included in the experimental results...
**A2:** Thank you for your suggestions. We have included these baselines into our experiments. For MPRC-DQN, RC-DQN, and Bike+CBR, we use similar settings to ensure a fair comparison. However, the LDTs baseline operates under a different setup as it requires an additional input—a Goal—at each step. This Goal is learned from offline trajectories collected from the environment. The direct comparison with LDTs would therefore be inequitable.
The table compares our MC-DML approach with selected baselines, excluding the game ztuu due to infinite reward loop issues reported in baseline papers. Our method outperforms MPRC-DQN and RC-DQN across all games, with significant gains in challenging games like zork1 and deephome, and achieves state-of-the-art results on 5 games compared to BiKE+CBR. We will include these baselines in the revised version of the paper.
| Game | MPRC-DQN | RC-DQN | BiKE + CBR | MC-DML |
|------------|----------|--------|------------|--------|
| zork1 | 38.3 | 38.8 | 44.3 | 48.66 |
| deephome | 1 | 1 | 1 | 67 |
| Ludicorp | 19.7 | 17 | 23.8 | 19.67 |
| Pentari | 44.4 | 43.8 | 52.1 | 70 |
| Detective | 317.7 | 291.3 | 326.1 | 346.67 |
| Library | 17.7 | 18.1 | 22.3 | 21 |
| Balances | 10 | 10 | 11.9 | 10 |
| Temple | 8 | 8 | 7.8 | 8 |
> **Q3:** Do you take into account the next step rewards (when present) during the MCTS? If so, how? If not, why not?
**A3:** Yes, the next-step rewards are taken into account during the MCTS. Specifically, the algorithm calculates the cumulative reward by combining the immediate reward from the current action and the discounted rewards from future steps. These cumulative rewards are then used to update the Q-value of the action node, which is computed as a softmax-weighted sum of accumulated rewards.
> **Q4:** ...Considering the input limitations of LLMs, do you compress the trajectories?
**A4:** Thank you for your question. In the case of in-trial memory, which represents a very short time window, it naturally stays within the context length limit as it includes only the most recent observations and actions. However, trajectories, which consist of sequences of state-action pairs over time, can become lengthy. To ensure they fit within the token limit, we compress them when necessary by using a truncation function. If the trajectory exceeds the maximum token limit, the function discards the earliest information while retaining the most recent information.