Transferring knowledge from prior source tasks in solving a new target task can be useful in several learning applications. The application of transfer poses two serious challenges which have not been adequately addressed. First, the agent should be able to avoid negative transfer, which happens when the transfer hampers or slows down the learning instead of helping it. Second, the agent should be able to selectively transfer, which is the ability to select and transfer from different and multiple source tasks for different parts of the state space of the target task. We propose A2T (Attend, Adapt and Transfer), an attentive deep architecture which adapts and transfers from these source tasks. Our model is generic enough to effect transfer of either policies or value functions. Empirical evaluations on different learning algorithms show that A2T is an effective architecture for transfer by being able to avoid negative transfer while transferring selectively from multiple source tasks in the same domain.
As mentioned earlier, transfer learning approaches could deal with transferring policies or value functions. For example, @cite_25 describe a method for transferring value functions by constructing a Game tree . Similarly, @cite_12 use the value function from a source task as the initial estimate of the value function in the target task.
@cite_25 @cite_12
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The field of transfer learning aims to speed up learning across multiple related tasks by transferring knowledge between source and target tasks. Past work has shown that when the tasks are specified as Markov Decision Processes (MDPs), a function that maps states in the target task to similar states in the source task can be used to transfer many types of knowledge. Current approaches for autonomously learning such functions are inefficient or require domain knowledge and lack theoretical guarantees of performance. We devise a novel approach that learns a stochastic mapping between tasks. Using this mapping, we present two algorithms for autonomous transfer learning -- one that has strong convergence guarantees and another approximate method that learns online from experience. Extending existing work on MDP homomorphisms, we present theoretical guarantees for the quality of a transferred value function. In a reinforcement learning setting, the goal of transfer learning is to improve performance on a target task by re-using knowledge from one or more source tasks. A key problem in transfer learning is how to choose appropriate source tasks for a given target task. Current approaches typically require that the agent has some experience in the target domain, or that the target task is specified by a model (e.g., a Markov Decision Process) with known parameters. To address these limitations, this paper proposes a framework for selecting source tasks in the absence of a known model or target task samples. Instead, our approach uses meta-data (e.g., attribute-value pairs) associated with each task to learn the expected benefit of transfer given a source-target task pair. To test the method, we conducted a large-scale experiment in the Ms. Pac-Man domain in which an agent played over 170 million games spanning 192 variations of the task. The agent used vast amounts of experience about transfer learning in the domain to model the benefit (or detriment) of transferring knowledge from one task to another. Subsequently, the agent successfully selected appropriate source tasks for previously unseen target tasks. We consider the problem of multi-task reinforcement learning where the learner is provided with a set of tasks, for which only a small number of samples can be generated for any given policy. As the number of samples may not be enough to learn an accurate evaluation of the policy, it would be necessary to identify classes of tasks with similar structure and to learn them jointly. We consider the case where the tasks share structure in their value functions, and model this by assuming that the value functions are all sampled from a common prior. We adopt the Gaussian process temporal-difference value function model and use a hierarchical Bayesian approach to model the distribution over the value functions. We study two cases, where all the value functions belong to the same class and where they belong to an undefined number of classes. For each case, we present a hierarchical Bayesian model, and derive inference algorithms for (i) joint learning of the value functions, and (ii) efficient transfer of the information gained in (i) to assist learning the value function of a newly observed task. We present a reinforcement learning game player that can interact with a General Game Playing system and transfer knowledge learned in one game to expedite learning in many other games. We use the technique of value-function transfer where general features are extracted from the state space of a previous game and matched with the completely different state space of a new game. To capture the underlying similarity of vastly disparate state spaces arising from different games, we use a game-tree lookahead structure for features. We show that such feature-based value function transfer learns superior policies faster than a reinforcement learning agent that does not use knowledge transfer. Furthermore, knowledge transfer using lookahead features can capture opponent-specific value-functions, i.e. can exploit an opponent's weaknesses to learn faster than a reinforcement learner that uses lookahead with minimax (pessimistic) search against the same opponent. Transfer learning seeks to leverage previously learned tasks to achieve faster learning in a new task. In this paper, we consider transfer learning in the context of related but distinct Reinforcement Learning (RL) problems. In particular, our RL problems are derived from Semi-Markov Decision Processes (SMDPs) that share the same transition dynamics but have different reward functions that are linear in a set of reward features. We formally define the transfer learning problem in the context of RL as learning an efficient algorithm to solve any SMDP drawn from a fixed distribution after experiencing a finite number of them. Furthermore, we introduce an online algorithm to solve this problem, Variable-Reward Reinforcement Learning (VRRL), that compactly stores the optimal value functions for several SMDPs, and uses them to optimally initialize the value function for a new SMDP. We generalize our method to a hierarchical RL setting where the different SMDPs share the same task hierarchy. Our experimental results in a simplified real-time strategy domain show that significant transfer learning occurs in both flat and hierarchical settings. Transfer is especially effective in the hierarchical setting where the overall value functions are decomposed into subtask value functions which are more widely amenable to transfer across different SMDPs. Transfer learning borrows knowledge from a source domain to facilitate learning in a target domain. Two primary issues to be addressed in transfer learning are what and how to transfer. For a pair of domains, adopting different transfer learning algorithms results in different knowledge transferred between them. To discover the optimal transfer learning algorithm that maximally improves the learning performance in the target domain, researchers have to exhaustively explore all existing transfer learning algorithms, which is computationally intractable. As a trade-off, a sub-optimal algorithm is selected, which requires considerable expertise in an ad-hoc way. Meanwhile, it is widely accepted in educational psychology that human beings improve transfer learning skills of deciding what to transfer through meta-cognitive reflection on inductive transfer learning practices. Motivated by this, we propose a novel transfer learning framework known as Learning to Transfer (L2T) to automatically determine what and how to transfer are the best by leveraging previous transfer learning experiences. We establish the L2T framework in two stages: 1) we first learn a reflection function encrypting transfer learning skills from experiences; and 2) we infer what and how to transfer for a newly arrived pair of domains by optimizing the reflection function. Extensive experiments demonstrate the L2T's superiority over several state-of-the-art transfer learning algorithms and its effectiveness on discovering more transferable knowledge. Transfer in reinforcement learning refers to the notion that generalization should occur not only within a task but also across tasks. We propose a transfer framework for the scenario where the reward function changes between tasks but the environment's dynamics remain the same. Our approach rests on two key ideas: "successor features", a value function representation that decouples the dynamics of the environment from the rewards, and "generalized policy improvement", a generalization of dynamic programming's policy improvement operation that considers a set of policies rather than a single one. Put together, the two ideas lead to an approach that integrates seamlessly within the reinforcement learning framework and allows the free exchange of information across tasks. The proposed method also provides performance guarantees for the transferred policy even before any learning has taken place. We derive two theorems that set our approach in firm theoretical ground and present experiments that show that it successfully promotes transfer in practice, significantly outperforming alternative methods in a sequence of navigation tasks and in the control of a simulated robotic arm. Transfer learning aims at reusing the knowledge in some source tasks to improve the learning of a target task. Many transfer learning methods assume that the source tasks and the target task be related, even though many tasks are not related in reality. However, when two tasks are unrelated, the knowledge extracted from a source task may not help, and even hurt, the performance of a target task. Thus, how to avoid negative transfer and then ensure a "safe transfer" of knowledge is crucial in transfer learning. In this paper, we propose an Adaptive Transfer learning algorithm based on Gaussian Processes (AT-GP), which can be used to adapt the transfer learning schemes by automatically estimating the similarity between a source and a target task. The main contribution of our work is that we propose a new semi-parametric transfer kernel for transfer learning from a Bayesian perspective, and propose to learn the model with respect to the target task, rather than all tasks as in multi-task learning. We can formulate the transfer learning problem as a unified Gaussian Process (GP) model. The adaptive transfer ability of our approach is verified on both synthetic and real-world datasets. The ability to transfer skills across tasks has the potential to scale up reinforcement learning (RL) agents to environments currently out of reach. Recently, a framework based on two ideas, successor features (SFs) and generalised policy improvement (GPI), has been introduced as a principled way of transferring skills. In this paper we extend the SFs & GPI framework in two ways. One of the basic assumptions underlying the original formulation of SFs & GPI is that rewards for all tasks of interest can be computed as linear combinations of a fixed set of features. We relax this constraint and show that the theoretical guarantees supporting the framework can be extended to any set of tasks that only differ in the reward function. Our second contribution is to show that one can use the reward functions themselves as features for future tasks, without any loss of expressiveness, thus removing the need to specify a set of features beforehand. This makes it possible to combine SFs & GPI with deep learning in a more stable way. We empirically verify this claim on a complex 3D environment where observations are images from a first-person perspective. We show that the transfer promoted by SFs & GPI leads to very good policies on unseen tasks almost instantaneously. We also describe how to learn policies specialised to the new tasks in a way that allows them to be added to the agent's set of skills, and thus be reused in the future. Transferring knowledge from prior source tasks in solving a new target task can be useful in several learning applications. The application of transfer poses two serious challenges which have not been adequately addressed. First, the agent should be able to avoid negative transfer, which happens when the transfer hampers or slows down the learning instead of helping it. Second, the agent should be able to selectively transfer, which is the ability to select and transfer from different and multiple source tasks for different parts of the state space of the target task. We propose A2T (Attend Adapt and Transfer), an attentive deep architecture which adapts and transfers from these source tasks. Our model is generic enough to effect transfer of either policies or value functions. Empirical evaluations on different learning algorithms show that A2T is an effective architecture for transfer by being able to avoid negative transfer while transferring selectively from multiple source tasks in the same domain. Since the seminal work of Thrun [16], the learning to learn paradigm has been defined as the ability of an agent to improve its performance at each task with experience, with the number of tasks. Within the object categorization domain, the visual learning community has actively declined this paradigm in the transfer learning setting. Almost all proposed methods focus on category detection problems, addressing how to learn a new target class from few samples by leveraging over the known source. But if one thinks of learning over multiple tasks, there is a need for multiclass transfer learning algorithms able to exploit previous source knowledge when learning a new class, while at the same time optimizing their overall performance. This is an open challenge for existing transfer learning algorithms. The contribution of this paper is a discriminative method that addresses this issue, based on a Least-Squares Support Vector Machine formulation. Our approach is designed to balance between transferring to the new class and preserving what has already been learned on the source models. Extensive experiments on subsets of publicly available datasets prove the effectiveness of our approach. We present a method for transferring knowledge learned in one task to a related task. Our problem solvers employ reinforcement learning to acquire a model for one task. We then transform that learned model into advice for a new task. A human teacher provides a mapping from the old task to the new task to guide this knowledge transfer. Advice is incorporated into our problem solver using a knowledge-based support vector regression method that we previously developed. This advice-taking approach allows the problem solver to refine or even discard the transferred knowledge based on its subsequent experiences. We empirically demonstrate the effectiveness of our approach with two games from the RoboCup soccer simulator: KeepAway and BreakAway. Our results demonstrate that a problem solver learning to play BreakAway using advice extracted from KeepAway outperforms a problem solver learning without the benefit of such advice. Transfer learning algorithms are used when one has sufficient training data for one supervised learning task (the source task) but only very limited training data for a second task (the target task) that is similar but not identical to the first. These algorithms use varying assumptions about the similarity between the tasks to carry information from the source to the target task. Common assumptions are that only certain specific marginal or conditional distributions have changed while all else remains the same. Alternatively, if one has only the target task, but also has the ability to choose a limited amount of additional training data to collect, then active learning algorithms are used to make choices which will most improve performance on the target task. These algorithms may be combined into active transfer learning, but previous efforts have had to apply the two methods in sequence or use restrictive transfer assumptions. We propose two transfer learning algorithms that allow changes in all marginal and conditional distributions but assume the changes are smooth in order to achieve transfer between the tasks. We then propose an active learning algorithm for the second method that yields a combined active transfer learning algorithm. We demonstrate the algorithms on synthetic functions and a real-world task on estimating the yield of vineyards from images of the grapes. Real-time strategy games have been an important field of game artificial intelligence in recent years. This paper presents a reinforcement learning and curriculum transfer learning method to control multiple units in StarCraft micromanagement. We define an efficient state representation, which breaks down the complexity caused by the large state space in the game environment. Then, a parameter sharing multi-agent gradient-descent Sarsa( @math ) algorithm is proposed to train the units. The learning policy is shared among our units to encourage cooperative behaviors. We use a neural network as a function approximator to estimate the action–value function, and propose a reward function to help units balance their move and attack. In addition, a transfer learning method is used to extend our model to more difficult scenarios, which accelerates the training process and improves the learning performance. In small-scale scenarios, our units successfully learn to combat and defeat the built-in AI with 100 win rates. In large-scale scenarios, the curriculum transfer learning method is used to progressively train a group of units, and it shows superior performance over some baseline methods in target scenarios. With reinforcement learning and curriculum transfer learning, our units are able to learn appropriate strategies in StarCraft micromanagement scenarios. Despite the remarkable success of Deep RL in learning control policies from raw pixels, the resulting models do not generalize. We demonstrate that a trained agent fails completely when facing small visual changes, and that fine-tuning---the common transfer learning paradigm---fails to adapt to these changes, to the extent that it is faster to re-train the model from scratch. We show that by separating the visual transfer task from the control policy we achieve substantially better sample efficiency and transfer behavior, allowing an agent trained on the source task to transfer well to the target tasks. The visual mapping from the target to the source domain is performed using unaligned GANs, resulting in a control policy that can be further improved using imitation learning from imperfect demonstrations. We demonstrate the approach on synthetic visual variants of the Breakout game, as well as on transfer between subsequent levels of Road Fighter, a Nintendo car-driving game. A visualization of our approach can be seen in this https URL and this https URL . The goal of transfer learning is to use the knowledge acquired in a set of source tasks to improve performance in a related but previously unseen target task. In this paper, we present a multilayered architecture named CAse-Based Reinforcement Learner (CARL). It uses a novel combination of Case-Based Reasoning (CBR) and Reinforcement Learning (RL) to achieve transfer while playing against the Game AI across a variety of scenarios in MadRTSTM, a commercial Real Time Strategy game. Our experiments demonstrate that CARL not only performs well on individual tasks but also exhibits significant performance gains when allowed to transfer knowledge from previous tasks. The success of applying policy gradient reinforcement learning (RL) to difficult control tasks hinges crucially on the ability to determine a sensible initialization for the policy. Transfer learning methods tackle this problem by reusing knowledge gleaned from solving other related tasks. In the case of multiple task domains, these algorithms require an inter-task mapping to facilitate knowledge transfer across domains. However, there are currently no general methods to learn an inter-task mapping without requiring either background knowledge that is not typically present in RL settings, or an expensive analysis of an exponential number of inter-task mappings in the size of the state and action spaces. This paper introduces an autonomous framework that uses unsupervised manifold alignment to learn intertask mappings and effectively transfer samples between different task domains. Empirical results on diverse dynamical systems, including an application to quadrotor control, demonstrate its effectiveness for cross-domain transfer in the context of policy gradient RL. The goal of transfer learning is to improve the learning of a new target concept given knowledge of related source concept(s). We introduce the first boosting-based algorithms for transfer learning that apply to regression tasks. First, we describe two existing classification transfer algorithms, ExpBoost and TrAdaBoost, and show how they can be modified for regression. We then introduce extensions of these algorithms that improve performance significantly on controlled experiments in a wide range of test domains. We consider an interesting problem in this paper that uses transfer learning in two directions to compensate missing knowledge from the target domain. Transfer learning tends to be exploited as a powerful tool that mitigates the discrepancy between different databases used for knowledge transfer. It can also be used for knowledge transfer between different modalities within one database. However, in either case, transfer learning will fail if the target data are missing. To overcome this, we consider knowledge transfer between different databases and modalities simultaneously in a single framework, where missing target data from one database are recovered to facilitate recognition task. We referred to this framework as Latent Low-rank Transfer Subspace Learning method (L2TSL). We first propose to use a low-rank constraint as well as dictionary learning in a learned subspace to guide the knowledge transfer between and within different databases. We then introduce a latent factor to uncover the underlying structure of the missing target data. Next, transfer learning in two directions is proposed to integrate auxiliary database for transfer learning with missing target data. Experimental results of multi-modalities knowledge transfer with missing target data demonstrate that our method can successfully inherit knowledge from the auxiliary database to complete the target domain, and therefore enhance the performance when recognizing data from the modality without any training data. Transfer learning can improve the reinforcement learning of a new task by allowing the agent to reuse knowledge acquired from other source tasks. Despite their success, transfer learning methods rely on having relevant source tasks; transfer from inappropriate tasks can inhibit performance on the new task. For fully autonomous transfer, it is critical to have a method for automatically choosing relevant source tasks, which requires a similarity measure between Markov Decision Processes (MDPs). This issue has received little attention, and is therefore still a largely open problem. This paper presents a data-driven automated similarity measure for MDPs. This novel measure is a significant step toward autonomous reinforcement learning transfer, allowing agents to: (1) characterize when transfer will be useful and, (2) automatically select tasks to use for transfer. The proposed measure is based on the reconstruction error of a restricted Boltzmann machine that attempts to model the behavioral dynamics of the two MDPs being compared. Empirical results illustrate that this measure is correlated with the performance of transfer and therefore can be used to identify similar source tasks for transfer learning.