The world
An agent must find the object named in an instruction. It sees part of the maze and chooses one action at a time.
These lessons explain the ideas through small experiments. The study compares how to spend the label budget.
A maze and an instruction
For “go to the grey box,” the agent must stand next to the box and face it. One attempt is an episode. It ends on success or after actions.
About this environment
The task is , with connected rooms on a -cell grid. Across generated worlds, the lab found instructions using six colors and three object types.
What the agent sees
The agent sees a 7×7 patch ahead, with walls blocking its view. Each cell has three codes: object, color, and state. The instruction and facing direction complete the input. These are symbolic codes, not camera images.
Inspect an episode
Move the slider through one expert episode. The highlighted cells show what the agent can see at each step.
The three actions
Three actions are available: . Turning changes where it faces; moving forward advances one clear cell. Doors are already open.
Can random actions succeed?
A policy is a rule for choosing actions. Picking randomly succeeds in of these episodes. The maze is small and the time limit is generous. A learned policy should improve on this baseline.
Why memory comes next
The agent must choose an action from a partial view. The next lesson shows why that view alone may not be enough.