BIBREF6 introduce the KG-A2C, which uses a knowledge graph based state-representation to aid in the section of actions in a combinatorially-sized action-space—specifically they use the knowledge graph to constrain the kinds of entities that can be filled in the blanks in the template action-space. They test their approach on Zork1, showing the combination of the knowledge graph and template action selection resulted in improvements over existing methods. They note that their approach reaches a score of 40 which corresponds to a bottleneck in Zork1 where the player is eaten by a “grue” (resulting in negative reward) if the player has not first lit a lamp. 
 Question: What are the baselines?
a score of 40