Exemplo n.º 1
0
 def __init__(self, active=False):
     super().__init__()
     self._active = active
     self._valid_detector = LearnedValidDetector()
     self.query1 = "yes or n"
     self.query2 = "y/n"
     self.query3 = "(y or n)"
Exemplo n.º 2
0
 def __init__(self, active=False):
     super().__init__()
     self._active = active
     self._valid_detector = LearnedValidDetector()
     self._affordance_extractor = LmAffordanceExtractor()
     self.best_action = None
     self._eagerness = 0.
     self.actions_that_caused_death = {}
Exemplo n.º 3
0
 def __init__(self, active=False):
     super().__init__()
     self._active = active
     self._valid_detector = LearnedValidDetector()
     self._entity_detector = SpacyEntityDetector()
     self._to_examine = {}  # Location : ['entity1', 'entity2']
     self._validation_threshold = 0.5  # Best threshold over 16 seeds, but not very sensitive.
     self._high_eagerness = 0.9
     self._low_eagerness = 0.11
Exemplo n.º 4
0
 def __init__(self, active=False):
     super().__init__()
     self._active = active
     self._valid_detector = LearnedValidDetector()
     self.regexps = [
         re.compile(
             ".*(Perhaps you should|You should|You'll have to|You'd better|You\'re not going anywhere until you) (.*) first.*"
         ),
         re.compile(".*(You\'re not going anywhere until you) (.*)\..*"),
         re.compile(".*(You need to) (.*) before.*")
     ]
Exemplo n.º 5
0
 def __init__(self, active=False, p_retry=.3):
     super().__init__()
     self._active = active
     self._nav_actions = [North, South, West, East, NorthWest,
                          SouthWest, NorthEast, SouthEast, Up,
                          Down, Enter, Exit]
     self._p_retry = p_retry
     self._valid_detector = LearnedValidDetector()
     self._suggested_directions = []
     self._default_eagerness = 0.1
     self._low_eagerness = 0.01
Exemplo n.º 6
0
class Darkness(DecisionModule):
    """
    The Darkness module listens for phrases like 'it's pitch black' and tries to turn on a light.

    """
    def __init__(self, active=False):
        super().__init__()
        self._active = active
        self._valid_detector = LearnedValidDetector()
        self.queries = ['pitch black', 'too dark to see']

    def process_event(self, event):
        """ Process an event from the event stream. """
        if not self._active:
            return
        if type(event) is NewTransitionEvent:
            if any(query in event.new_obs for query in self.queries):
                self._eagerness = 1.


    def take_control(self):
        """ Performs the previously extracted action """
        obs = yield
        action = StandaloneAction('turn on')
        response = yield action
        p_valid = self._valid_detector.action_valid(action, first_sentence(response))
        success = (p_valid > 0.5)
        self.record(success)
        self._eagerness = 0.
Exemplo n.º 7
0
class YesNo(DecisionModule):
    """
    The YesNo module listens for Yes/No questions and always outputs Yes.

    """
    def __init__(self, active=False):
        super().__init__()
        self._active = active
        self._valid_detector = LearnedValidDetector()
        self.query1 = "yes or n"
        self.query2 = "y/n"
        self.query3 = "(y or n)"

    def process_event(self, event):
        """ Process an event from the event stream. """
        if not self._active:
            return
        if type(event) is NewTransitionEvent:
            obs = event.new_obs.lower()
            if (self.query1 in obs) or (self.query2 in obs) or (self.query3 in obs):
                self._eagerness = 1.
            else:
                self._eagerness = 0.


    def take_control(self):
        """ Always answers yes """
        obs = yield
        action = rng.choice([Yes, No])
        response = yield action
        p_valid = self._valid_detector.action_valid(action, first_sentence(response))
        success = (p_valid > 0.5)
        self.record(success)
        self._eagerness = 0.
Exemplo n.º 8
0
 def __init__(self, seed, env, rom_name, output_subdir='.'):
     self.setup_logging(rom_name, output_subdir)
     rng.seed(seed)
     dbg("RandomSeed: {}".format(seed))
     self.knowledge_graph = gv.kg
     self.knowledge_graph.__init__()  # Re-initialize KnowledgeGraph
     gv.event_stream.clear()
     self.modules = [
         Examiner(True),
         Hoarder(True),
         Navigator(True),
         Interactor(True),
         Idler(True),
         YesNo(True),
         YouHaveTo(True),
         Darkness(True)
     ]
     self.active_module = None
     self.action_generator = None
     self.first_step = True
     self._valid_detector = LearnedValidDetector()
     if env and rom_name:
         self.env = env
         self.step_num = 0
Exemplo n.º 9
0
class YouHaveTo(DecisionModule):
    """
    The YouHaveTo module listens for phrases of the type You'll have to X first.

    """
    def __init__(self, active=False):
        super().__init__()
        self._active = active
        self._valid_detector = LearnedValidDetector()
        self.regexps = [
            re.compile(
                ".*(Perhaps you should|You should|You'll have to|You'd better|You\'re not going anywhere until you) (.*) first.*"
            ),
            re.compile(".*(You\'re not going anywhere until you) (.*)\..*"),
            re.compile(".*(You need to) (.*) before.*")
        ]

    def match(self, text):
        """ Returns the matching text if a regexp matches or empty string. """
        for regexp in self.regexps:
            match = regexp.match(text)
            if match:
                return match.group(2)
        return ''

    def process_event(self, event):
        """ Process an event from the event stream. """
        if not self._active:
            return
        if type(event) is NewTransitionEvent:
            match = self.match(event.new_obs)
            if match:
                self.act_to_do = StandaloneAction(match)
                if self.act_to_do.recognized():
                    self._eagerness = 1.

    def take_control(self):
        """ Performs the previously extracted action """
        obs = yield
        response = yield self.act_to_do
        dbg("[YouHaveTo] {} --> {}".format(self.act_to_do, response))
        p_valid = self._valid_detector.action_valid(self.act_to_do,
                                                    first_sentence(response))
        success = (p_valid > 0.5)
        self.record(success)
        self._eagerness = 0.
Exemplo n.º 10
0
class NailAgent():
    """
    NAIL Agent: Navigate, Acquire, Interact, Learn

    NAIL has a set of decision modules which compete for control over low-level
    actions. Changes in world-state and knowledge_graph stream events to the
    decision modules. The modules then update how eager they are to take control.

    """
    def __init__(self, seed, env, rom_name, output_subdir='.'):
        self.setup_logging(rom_name, output_subdir)
        rng.seed(seed)
        dbg("RandomSeed: {}".format(seed))
        self.knowledge_graph = gv.kg
        self.knowledge_graph.__init__()  # Re-initialize KnowledgeGraph
        gv.event_stream.clear()
        self.modules = [
            Examiner(True),
            Hoarder(True),
            Navigator(True),
            Interactor(True),
            Idler(True),
            YesNo(True),
            YouHaveTo(True),
            Darkness(True)
        ]
        self.active_module = None
        self.action_generator = None
        self.first_step = True
        self._valid_detector = LearnedValidDetector()
        if env and rom_name:
            self.env = env
            self.step_num = 0

    def setup_logging(self, rom_name, output_subdir):
        """ Configure the logging facilities. """
        for handler in logging.root.handlers[:]:
            handler.close()
            logging.root.removeHandler(handler)
        self.logpath = os.path.join(output_subdir, 'nail_logs')
        if not os.path.exists(self.logpath):
            os.mkdir(self.logpath)
        self.kgs_dir_path = os.path.join(output_subdir, 'kgs')
        if not os.path.exists(self.kgs_dir_path):
            os.mkdir(self.kgs_dir_path)
        self.logpath = os.path.join(self.logpath, rom_name)
        logging.basicConfig(format='%(message)s',
                            filename=self.logpath + '.log',
                            level=logging.DEBUG,
                            filemode='w')

    def elect_new_active_module(self):
        """ Selects the most eager module to take control. """
        most_eager = 0.
        for module in self.modules:
            eagerness = module.get_eagerness()
            if eagerness >= most_eager:
                self.active_module = module
                most_eager = eagerness
        dbg("[NAIL](elect): {} Eagerness: {}"\
            .format(type(self.active_module).__name__, most_eager))
        self.action_generator = self.active_module.take_control()
        self.action_generator.send(None)

    def generate_next_action(self, observation):
        """Returns the action selected by the current active module and
        selects a new active module if the current one is finished.

        """
        next_action = None
        while not next_action:
            try:
                next_action = self.action_generator.send(observation)
            except StopIteration:
                self.consume_event_stream()
                self.elect_new_active_module()
        return next_action.text()

    def consume_event_stream(self):
        """ Each module processes stored events then the stream is cleared. """
        for module in self.modules:
            module.process_event_stream()
        event_stream.clear()

    def take_action(self, observation):
        if self.env:
            # Add true locations to the .log file.
            loc = self.env.get_player_location()
            if loc and hasattr(loc, 'num') and hasattr(
                    loc, 'name') and loc.num and loc.name:
                dbg("[TRUE_LOC] {} \"{}\"".format(loc.num, loc.name))

            # Output a snapshot of the kg.
            # with open(os.path.join(self.kgs_dir_path, str(self.step_num) + '.kng'), 'w') as f:
            #     f.write(str(self.knowledge_graph)+'\n\n')
            # self.step_num += 1

        observation = observation.strip()
        if self.first_step:
            dbg("[NAIL] {}".format(observation))
            self.first_step = False
            return 'look'  # Do a look to get rid of intro text

        if not kg.player_location:
            loc = Location(observation)
            kg.add_location(loc)
            kg.player_location = loc
            kg._init_loc = loc

        self.consume_event_stream()

        if not self.active_module:
            self.elect_new_active_module()

        next_action = self.generate_next_action(observation)
        return next_action

    def observe(self, obs, action, score, new_obs, terminal):
        """ Observe will be used for learning from rewards. """
        p_valid = self._valid_detector.action_valid(action, new_obs)
        dbg("[VALID] p={:.3f} {}".format(p_valid, clean(new_obs)))
        if kg.player_location:
            dbg("[EAGERNESS] {}".format(' '.join(
                [str(module.get_eagerness()) for module in self.modules[:5]])))
        event_stream.push(
            NewTransitionEvent(obs, action, score, new_obs, terminal))
        action_recognized(action, new_obs)  # Update the unrecognized words
        if terminal:
            kg.reset()

    def finalize(self):
        with open(self.logpath + '.kng', 'w') as f:
            f.write(str(self.knowledge_graph) + '\n\n')
Exemplo n.º 11
0
 def __init__(self, active=False):
     super().__init__()
     self._active = active
     self._valid_detector = LearnedValidDetector()
     self.queries = ['pitch black', 'too dark to see']
Exemplo n.º 12
0
class Interactor(DecisionModule):
    """
    The Interactor creates actions designed to interact with objects
    at the current location.
    """
    def __init__(self, active=False):
        super().__init__()
        self._active = active
        self._valid_detector = LearnedValidDetector()
        self._affordance_extractor = LmAffordanceExtractor()
        self.best_action = None
        self._eagerness = 0.
        self.actions_that_caused_death = {}

    def process_event(self, event):
        pass

    def get_eagerness(self):
        if not self._active:
            return 0.
        self.best_action = None
        self._eagerness = 0.
        max_eagerness = 0.

        # Consider single-object actions.
        for entity in kg.player_location.entities + kg.inventory.entities:
            for action, prob in self._affordance_extractor.extract_single_object_actions(
                    entity):
                if prob <= max_eagerness:
                    break
                if entity.has_action_record(action) or \
                        (not action.recognized()) or \
                        (action in self.actions_that_caused_death) or \
                        ((action.verb == 'take') and (entity in kg.inventory.entities)):  # Need to promote to Take.
                    continue
                max_eagerness = prob
                self.best_action = action
                break

        # Consider double-object actions.
        for entity1 in kg.player_location.entities + kg.inventory.entities:
            for entity2 in kg.player_location.entities + kg.inventory.entities:
                if entity1 != entity2:
                    for action, prob in self._affordance_extractor.extract_double_object_actions(
                            entity1, entity2):
                        if prob <= max_eagerness:
                            break
                        if entity1.has_action_record(action) or \
                                (not action.recognized()) or \
                                (action in self.actions_that_caused_death):
                            continue
                        max_eagerness = prob
                        self.best_action = action
                        break

        self._eagerness = max_eagerness
        return self._eagerness

    def take_control(self):
        obs = yield

        # Failsafe checks
        if self._eagerness == 0.:  # Should never happen anyway.
            self.get_eagerness()  # But if it does, try finding a best action.
            if self._eagerness == 0.:
                return  # If no good action can be found, simply return without yielding.

        action = self.best_action
        self.best_action = None
        self._eagerness = 0.

        response = yield action
        p_valid = action.validate(response)
        if p_valid is None:
            p_valid = self._valid_detector.action_valid(
                action, first_sentence(response))
        if isinstance(action, SingleAction):
            action.entity.add_action_record(action, p_valid, response)
        elif isinstance(action, DoubleAction):
            action.entity1.add_action_record(action, p_valid, response)
        success = (p_valid > 0.5)
        self.record(success)
        if success:
            action.apply()
        dbg("[INT]({}) p={:.2f} {} --> {}".format("val" if success else "inv",
                                                  p_valid, action, response))

        if ('RESTART' in response and 'RESTORE' in response
                and 'QUIT' in response) or ('You have died' in response):
            if action not in self.actions_that_caused_death:
                self.actions_that_caused_death[
                    action] = True  # Remember actions that cause death.
Exemplo n.º 13
0
 def __init__(self, active=False):
     super().__init__()
     self._active = active
     self._valid_detector = LearnedValidDetector()
     self._eagerness = .05
Exemplo n.º 14
0
class Idler(DecisionModule):
    """
    The Idler module accepts control when no others are willing to.
    """
    def __init__(self, active=False):
        super().__init__()
        self._active = active
        self._valid_detector = LearnedValidDetector()
        self._eagerness = .05

    def process_event(self, event):
        """ Process an event from the event stream. """
        pass

    def get_random_entity(self):
        """ Returns a random entity from the location or inventory. """
        if kg.player_location.entities or kg.inventory.entities:
            return rng.choice(kg.player_location.entities +
                              kg.inventory.entities)
        return None

    def get_standalone_action(self):
        return StandaloneAction(rng.choice(standalone_verbs))

    def get_single_object_action(self):
        entity = self.get_random_entity()
        if not entity:
            return None
        verb = rng.choice(single_object_verbs)
        return SingleAction(verb, entity)

    def get_double_action(self):
        if len(kg.player_location.entities) + len(kg.inventory.entities) <= 1:
            return None
        entity1 = None
        entity2 = None
        count = 0
        while id(entity1) == id(entity2):
            if count == 100:
                return None  # Failsafe
            else:
                count += 1
            entity1 = self.get_random_entity()
            entity2 = self.get_random_entity()
        verb, prep = rng.choice(complex_verbs)
        return DoubleAction(verb, entity1, prep, entity2)

    def get_action(self):
        if not self._active:
            return StandaloneAction('look')
        n = rng.random()
        if n < .1:
            return self.get_standalone_action()
        elif n < .8:
            return self.get_single_object_action()
        else:
            return self.get_double_action()

    def take_control(self):
        obs = yield
        action = self.get_action()
        while action is None or not action.recognized():
            action = self.get_action()
        response = yield action
        p_valid = self._valid_detector.action_valid(action,
                                                    first_sentence(response))
        if isinstance(action, StandaloneAction):
            kg.player_location.add_action_record(action, p_valid, response)
        elif isinstance(action, SingleAction):
            action.entity.add_action_record(action, p_valid, response)
        elif isinstance(action, DoubleAction):
            action.entity1.add_action_record(action, p_valid, response)
        success = (p_valid > 0.5)
        self.record(success)
        dbg("[IDLER]({}) p={:.2f} {} --> {}".format(
            "val" if success else "inv", p_valid, action, response))
Exemplo n.º 15
0
class Navigator(DecisionModule):
    """
    The Navigator is responsible for choosing a navigation action and recording
    the effects of that action.

    Args:
    p_retry: Probability of re-trying failed actions
    eagerness: Default eagerness for this module

    """
    def __init__(self, active=False, p_retry=.3):
        super().__init__()
        self._active = active
        self._nav_actions = [North, South, West, East, NorthWest,
                             SouthWest, NorthEast, SouthEast, Up,
                             Down, Enter, Exit]
        self._p_retry = p_retry
        self._valid_detector = LearnedValidDetector()
        self._suggested_directions = []
        self._default_eagerness = 0.1
        self._low_eagerness = 0.01


    def get_mentioned_directions(self, description):
        """ Returns the nav actions mentioned in a description. """
        tokens = tokenize(description)
        return [act for act in self._nav_actions if act.text() in tokens]


    def process_event(self, event):
        """ Process an event from the event stream. """
        pass


    def get_eagerness(self):
        if not self._active:
            return 0.
        if self.get_unexplored_actions(kg.player_location):
            return self._default_eagerness
        return rng.choice([self._low_eagerness, self._default_eagerness])


    def get_unexplored_actions(self, location):
        """ Returns a list of nav actions not yet attempted from a given location. """
        return [act for act in self._nav_actions if act not in location.action_records \
                and act.recognized()]


    def get_successful_nav_actions(self, location):
        """ Returns a list of nav actions that have been successful from the location. """
        return [c.action for c in kg.connections.outgoing(location) if c.action.recognized()]


    def get_failed_nav_actions(self, location):
        """ Returns a list of nav actions that have failed from the location. """
        successful_actions = self.get_successful_nav_actions(location)
        return [act for act in self._nav_actions if act in location.action_records \
                and act not in successful_actions and act.recognized()]


    def get_action(self):
        """
        First try to take an unexplored nav action. If none exist, sample one
        of the successful or failed nav actions.

        """
        loc = kg.player_location

        # If there was a previously suggested direction, try it
        if self._suggested_directions:
            act = rng.choice(self._suggested_directions)
            del self._suggested_directions[:]
            dbg("[NAV] Trying suggested action: {}".format(act))
            return act

        # First try to move in one of the directions mentioned in the description.
        likely_nav_actions = self.get_mentioned_directions(loc.description)
        for act in likely_nav_actions:
            if not loc.has_action_record(act):
                dbg("[NAV] Trying mentioned action: {}".format(act))
                return act

        # Then try something new
        unexplored = self.get_unexplored_actions(loc)
        if unexplored:
            act = rng.choice(unexplored)
            dbg("[NAV] Trying unexplored action: {}".format(act))
            return act

        # Try a previously successful action
        if rng.random() > self._p_retry:
            successful_actions = self.get_successful_nav_actions(loc)
            if successful_actions:
                act = rng.choice(successful_actions)
                dbg("[NAV] Trying previously successful action: {}".format(act))
                return act

        # Finally, just try something random
        act = rng.choice(self._nav_actions)
        dbg("[NAV] Trying random action: {}".format(act))
        return act


    def find_most_similar_loc(self, description, loc_list):
        """Returns the location from loc_list with that best matches the
        provided description."""
        most_similar = None
        best_similarity = 0
        for loc in loc_list:
            similarity = fuzz.partial_ratio(loc.description, description)
            if similarity > best_similarity:
                best_similarity = similarity
                most_similar = loc
        return most_similar


    def relocalize(self, description):
        """Resets the player's location to location best matching the
        provided description, creating a new location if needed. """
        loc = kg.most_similar_location(description)
        if loc:
            dbg("[NAV](relocalizing) \"{}\" to {}".format(description, loc))
            kg.player_location = loc
        else:
            dbg("[NAV](relocalizing aborted) \"{}\" to {}".format(description, loc))


    def take_control(self):
        """
        Takes a navigational action and records the resulting transition.

        """
        obs = yield
        curr_loc = kg.player_location
        action = self.get_action()
        response = yield action
        p_valid = self._valid_detector.action_valid(action, response)

        # Check if we've tried this action before
        tried_before = False
        if curr_loc.has_action_record(action):
            prev_valid, result = curr_loc.action_records[action]
            if result.startswith(response):
                tried_before = True

        curr_loc.add_action_record(action, p_valid, response)
        self._suggested_directions = self.get_mentioned_directions(response)
        if self._suggested_directions:
            dbg("[NAV] Suggested Directions: {}".format(self._suggested_directions))
        if action in self._suggested_directions: # Don't try the same nav action again
            self._suggested_directions.remove(action)

        # If an existing locations matches the response, then we're done
        possible_loc_name = Location.extract_name(response)
        existing_locs = kg.locations_with_name(possible_loc_name)
        if existing_locs:
            # If multiple locations match, we need the most similar
            if len(existing_locs) > 1:
                look = yield Look
                existing_loc = self.find_most_similar_loc(look, existing_locs)
            else:
                existing_loc = existing_locs[0]
            dbg("[NAV](revisited-location) {}".format(existing_loc.name))
            kg.add_connection(Connection(curr_loc, action, existing_loc))
            kg.player_location = existing_loc
            return

        # This is either a new location or a failed action
        if tried_before:
            known_destination = kg.connections.navigate(curr_loc, action)
            if known_destination:
                # We didn't reach the expected destination. Likely mislocalized.
                look = yield Look
                self.relocalize(look)
            else: # This has failed previously
                dbg("[NAV-fail] p={:.2f} Response: {}".format(p_valid, response))
        else:
            # This is a new response: do a look to see if we've moved.
            if p_valid < .1:
                dbg("[NAV](Suspected-Invalid) {}".format(response))
                return

            look = yield Look

            p_stay = fuzz.ratio(look, curr_loc.description) / 100.
            p_move = fuzz.ratio(look, response) / 100.
            moved = p_move > p_stay
            dbg("[NAV]({}) p={} {} --> {}".format(
                'val' if moved else 'inv', p_move, action, response))
            self.record(moved)
            if moved:
                # Check if we've moved to an existing location
                possible_loc_name = Location.extract_name(look)
                existing_locs = kg.locations_with_name(possible_loc_name)
                if existing_locs:
                    if len(existing_locs) > 1:
                        existing_loc = self.find_most_similar_loc(look, existing_locs)
                    else:
                        existing_loc = existing_locs[0]
                    dbg("[NAV](revisited-location) {}".format(existing_loc.name))
                    kg.add_connection(Connection(curr_loc, action, existing_loc))
                    kg.player_location = existing_loc
                    return

                # Finally, create a new location
                new_loc = Location(look)
                to_loc = kg.add_location(new_loc)
                kg.add_connection(Connection(curr_loc, action, new_loc))
                kg.player_location = new_loc
Exemplo n.º 16
0
class Examiner(DecisionModule):
    """
    Examiner is responsible for gathering information from the environment
    by issuing the examine command on objects present at a location.

    """
    def __init__(self, active=False):
        super().__init__()
        self._active = active
        self._valid_detector = LearnedValidDetector()
        self._entity_detector = SpacyEntityDetector()
        self._to_examine = {}  # Location : ['entity1', 'entity2']
        self._validation_threshold = 0.5  # Best threshold over 16 seeds, but not very sensitive.
        self._high_eagerness = 0.9
        self._low_eagerness = 0.11

    def detect_entities(self, message):
        """ Returns a list of detected candidate entities as strings. """
        return self._entity_detector.detect(message)

    def get_event_info(self, event):
        """ Returns the location and information contained by a new event. """
        message = ''
        location = kg.player_location
        if type(event) is NewLocationEvent:
            location = event.new_location
            message = event.new_location.description
        elif type(event) is NewEntityEvent:
            message = event.new_entity.description
        elif type(event) is NewActionRecordEvent:
            message = event.result_text
        elif type(event) is LocationChangedEvent:
            location = event.new_location
        return location, message

    def process_event(self, event):
        """ Process an event from the event stream. """
        location, message = self.get_event_info(event)
        if location not in self._to_examine:
            self._to_examine[location] = []
        if not message:
            return
        candidate_entities = self.detect_entities(message)
        dbg("[EXM](detect) {} --> {}".format(clean(message),
                                             candidate_entities))
        self.filter(candidate_entities)

    def get_eagerness(self):
        """ If we are located at an unexamined location, this module is very eager."""
        if not self._active:
            return 0.
        if self.get_descriptionless_entities():
            return self._high_eagerness
        elif self._to_examine[kg.player_location]:
            return self._low_eagerness
        else:
            return 0.

    def get_descriptionless_entities(self):
        l = [e for e in kg.player_location.entities if not e.description]
        l.extend([e for e in kg.inventory if not e.description])
        return l

    def filter(self, candidate_entities):
        """ Filters candidate entities. """
        curr_loc = kg.player_location
        for entity_name in candidate_entities:
            action = gv.Examine(entity_name)
            if curr_loc.has_entity_with_name(entity_name) or \
               action in curr_loc.action_records or \
               not action.recognized() or \
               entity_name in self._to_examine[curr_loc]:
                continue
            self._to_examine[curr_loc].append(entity_name)

    def take_control(self):
        """
        1) Detect candidate Entities from current location.
        2) Examine entities to get detailed descriptions
        3) Extract nested entities from detailed descriptions
        """
        obs = yield
        curr_loc = kg.player_location
        undescribed_entities = self.get_descriptionless_entities()
        if undescribed_entities:
            entity = undescribed_entities[0]
            action = gv.Examine(entity.name)
            response = yield action
            entity.description = response
            p_valid = self._valid_detector.action_valid(action, response)
            dbg("[EXM] p={:.2f} {} --> {}".format(p_valid, action,
                                                  clean(response)))
            curr_loc.add_action_record(action, 1., response)
        else:
            entity_name = self._to_examine[curr_loc].pop()
            action = gv.Examine(entity_name)
            response = yield action
            p_valid = self._valid_detector.action_valid(
                action, first_sentence(response))
            success = (p_valid > self._validation_threshold)
            self.record(success)
            dbg("[EXM]({}) p={:.2f} {} --> {}".format(
                "val" if success else "inv", p_valid, action, clean(response)))
            curr_loc.add_action_record(action, p_valid, response)
            if success:
                entity = curr_loc.get_entity_by_description(response)
                if entity is None:
                    entity = Entity(entity_name,
                                    curr_loc,
                                    description=response)
                    # TODO: incorrect for entities discovered inside other entities
                    curr_loc.add_entity(entity)
                else:
                    dbg("[EXM](val) Discovered alternate name "\
                        "\'{}\' for \'{}\'".format(entity_name, entity.name))
                    entity.add_name(entity_name)
            if success:
                entity = curr_loc.get_entity_by_description(response)
                inv_entity = kg.inventory.get_entity_by_description(response)
                if entity is None and inv_entity is None:
                    entity = Entity(entity_name,
                                    curr_loc,
                                    description=response)
                    # TODO: incorrect for entities discovered inside other entities
                    curr_loc.add_entity(entity)
                else:
                    if entity:
                        dbg("[EXM](val) Discovered alternate name " \
                            "\'{}\' for \'{}\'".format(entity_name, entity.name))
                        entity.add_name(entity_name)
                    if inv_entity:
                        dbg("[EXM](val) Discovered alternate name " \
                            "\'{}\' for inventory item \'{}\'".format(entity_name, inv_entity.name))
                        inv_entity.add_name(entity_name)