Text-based Adventures of the Golovin AI Agent
  The domain of text-based adventure games has been recently established as a
new challenge of creating the agent that is both able to understand natural
language, and acts intelligently in text-described environments.
  In this paper, we present our approach to tackle the problem. Our agent,
named Golovin, takes advantage of the limited game domain. We use genre-related
corpora (including fantasy books and decompiled games) to create language
models suitable to this domain. Moreover, we embed mechanisms that allow us to
specify, and separately handle, important tasks as fighting opponents, managing
inventory, and navigating on the game map.
  We validated usefulness of these mechanisms, measuring agent's performance on
the set of 50 interactive fiction games. Finally, we show that our agent plays
on a level comparable to the winner of the last year Text-Based Adventure AI
Competition.
