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.
The two recent works that are very relevant to the proposed architecture are discussed in @cite_13 and @cite_11 . @cite_13 explore transfer learning in RL across Atari games by trying to learn a multi-task network over the source tasks available and directly fine-tune the learned multi-task network on the target task. However, fine-tuning as a transfer paradigm cannot address the issue of negative transfer which they do observe in many of their experiments. @cite_11 try to address the negative transfer issue by proposing a sequential learning mechanism where the filters of the network being learned for an ongoing task are dependent through lateral connections on the lower level filters of the networks learned already for the previous tasks. The idea is to ensure that dependencies that characterize similarity across tasks could be learned through these lateral connections. Even though they do observe better transfer results than direct fine-tuning, they are still not able to avoid negative transfer in some of their experiments.
@cite_13 @cite_11
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Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future image-frames depend on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs. Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs. We propose a new deep network architecture for removing rain streaks from individual images based on the deep convolutional neural network (CNN). Inspired by the deep residual network (ResNet) that simplifies the learning process by changing the mapping form, we propose a deep detail network to directly reduce the mapping range from input to output, which makes the learning process easier. To further improve the de-rained result, we use a priori image domain knowledge by focusing on high frequency detail during training, which removes background interference and focuses the model on the structure of rain in images. This demonstrates that a deep architecture not only has benefits for high-level vision tasks but also can be used to solve low-level imaging problems. Though we train the network on synthetic data, we find that the learned network generalizes well to real-world test images. Experiments show that the proposed method significantly outperforms state-of-the-art methods on both synthetic and real-world images in terms of both qualitative and quantitative measures. We discuss applications of this structure to denoising and JPEG artifact reduction at the end of the paper. Low precision networks in the reinforcement learning (RL) setting are relatively unexplored because of the limitations of binary activations for function approximation. Here, in the discrete action ATARI domain, we demonstrate, for the first time, that low precision policy distillation from a high precision network provides a principled, practical way to train an RL agent. As an application, on 10 different ATARI games, we demonstrate real-time end-to-end game playing on low-power neuromorphic hardware by converting a sequence of game frames into discrete actions.