Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels. When RL models overfit, even slight modifications to the environment can result in poor agent performance. This paper explores how procedurally generated levels during training can increase generality. We show that for some games procedural level generation enables generalization to new levels within the same distribution. Additionally, it is possible to achieve better performance with less data by manipulating the difficulty of the levels in response to the performance of the agent. The generality of the learned behaviors is also evaluated on a set of human-designed levels. The results suggest that the ability to generalize to human-designed levels highly depends on the design of the level generators. We apply dimensionality reduction and clustering techniques to visualize the generators' distributions of levels and analyze to what degree they can produce levels similar to those designed by a human.
The idea of training agents on a set of progressively harder tasks is an old one and has been rediscovered several times within the wider machine learning context. Within evolutionary computation, this practice is known as incremental evolution @cite_2 @cite_35 . For example, it has been shown that while evolving neural networks to drive a simulated car around a particular race track works well, the resulting network has learned only to drive that particular track; but by gradually including more difficult levels in the fitness evaluation, a network can be evolved to drive many tracks well, even hard tracks that could not be learned from scratch @cite_35 . Essentially the same idea has later been independently invented as curriculum learning @cite_17 . Similar ideas have been formulated within a coevolutionary framework as well @cite_13 .
@cite_35 @cite_13 @cite_17 @cite_2
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Several researchers have demonstrated how complex action sequences can be learned through neuroevolution (i.e., evolving neural networks with genetic algorithms). However, complex general behavior such as evading predators or avoiding obstacles, which is not tied to specific environments, turns out to be very difficult to evolve. Often the system discovers mechanical strategies, such as moving back and forth, that help the agent cope but are not very effective, do not appear believable, and do not generalize to new environments. The problem is that a general strategy is too difficult for the evolution system to discover directly. This article proposes an approach wherein such complex general behavior is learned incrementally, by starting with simpler behavior and gradually making the task more challenging and general. The task transitions are implemented through successive stages of Delta coding (i.e., evolving modifications), which allows even converged populations to adapt to the new task. The method is... Continuous appearance shifts such as changes in weather and lighting conditions can impact the performance of deployed machine learning models. While unsupervised domain adaptation aims to address this challenge, current approaches do not utilise the continuity of the occurring shifts. In particular, many robotics applications exhibit these conditions and thus facilitate the potential to incrementally adapt a learnt model over minor shifts which integrate to massive differences over time. Our work presents an adversarial approach for lifelong, incremental domain adaptation which benefits from unsupervised alignment to a series of intermediate domains which successively diverge from the labelled source domain. We empirically demonstrate that our incremental approach improves handling of large appearance changes, e.g. day to night, on a traversable-path segmentation task compared with a direct, single alignment step approach. Furthermore, by approximating the feature distribution for the source domain with a generative adversarial network, the deployment module can be rendered fully independent of retaining potentially large amounts of the related source training data for only a minor reduction in performance. The idea of using evolutionary computation to train artificial neural networks, or neuroevolution (NE), for reinforcement learning (RL) tasks has now been around for over 20 years. However, as RL tasks become more challenging, the networks required become larger, as do their genomes. But, scaling NE to large nets (i.e. tens of thousands of weights) is infeasible using direct encodings that map genes one-to-one to network components. In this paper, we scale-up our compressed network encoding where network weight matrices are represented indirectly as a set of Fourier-type coefficients, to tasks that require very-large networks due to the high-dimensionality of their input space. The approach is demonstrated successfully on two reinforcement learning tasks in which the control networks receive visual input: (1) a vision-based version of the octopus control task requiring networks with over 3 thousand weights, and (2) a version of the TORCS driving game where networks with over 1 million weights are evolved to drive a car around a track using video images from the driver's perspective. In recent years, Convolutional Neural Networks (CNNs) have shown remarkable performance in many computer vision tasks such as object recognition and detection. However, complex training issues, such as "catastrophic forgetting" and hyper-parameter tuning, make incremental learning in CNNs a difficult challenge. In this paper, we propose a hierarchical deep neural network, with CNNs at multiple levels, and a corresponding training method for lifelong learning. The network grows in a tree-like manner to accommodate the new classes of data without losing the ability to identify the previously trained classes. The proposed network was tested on CIFAR-10 and CIFAR-100 datasets, and compared against the method of fine tuning specific layers of a conventional CNN. We obtained comparable accuracies and achieved 40 and 20 reduction in training effort in CIFAR-10 and CIFAR 100 respectively. The network was able to organize the incoming classes of data into feature-driven super-classes. Our model improves upon existing hierarchical CNN models by adding the capability of self-growth and also yields important observations on feature selective classification.