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Transfer Learning and Curriculum Learning in Sokoban

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 Added by Zhao Yang
 Publication date 2021
and research's language is English




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Transfer learning can speed up training in machine learning and is regularly used in classification tasks. It reuses prior knowledge from other tasks to pre-train networks for new tasks. In reinforcement learning, learning actions for a behavior policy that can be applied to new environments is still a challenge, especially for tasks that involve much planning. Sokoban is a challenging puzzle game. It has been used widely as a benchmark in planning-based reinforcement learning. In this paper, we show how prior knowledge improves learning in Sokoban tasks. We find that reusing feature representations learned previously can accelerate learning new, more complex, instances. In effect, we show how curriculum learning, from simple to complex tasks, works in Sokoban. Furthermore, feature representations learned in simpler instances are more general, and thus lead to positive transfers towards more complex tasks, but not vice versa. We have also studied which part of the knowledge is most important for transfer to succeed, and identify which layers should be used for pre-training.



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When faced with learning challenging new tasks, humans often follow sequences of steps that allow them to incrementally build up the necessary skills for performing these new tasks. However, in machine learning, models are most often trained to solve the target tasks directly.Inspired by human learning, we propose a novel curriculum learning approach which decomposes challenging tasks into sequences of easier intermediate goals that are used to pre-train a model before tackling the target task. We focus on classification tasks, and design the intermediate tasks using an automatically constructed label hierarchy. We train the model at each level of the hierarchy, from coarse labels to fine labels, transferring acquired knowledge across these levels. For instance, the model will first learn to distinguish animals from objects, and then use this acquired knowledge when learning to classify among more fine-grained classes such as cat, dog, car, and truck. Most existing curriculum learning algorithms for supervised learning consist of scheduling the order in which the training examples are presented to the model. In contrast, our approach focuses on the output space of the model. We evaluate our method on several established datasets and show significant performance gains especially on classification problems with many labels. We also evaluate on a new synthetic dataset which allows us to study multiple aspects of our method.
318 - Dieqiao Feng , Carla P. Gomes , 2020
Despite significant progress in general AI planning, certain domains remain out of reach of current AI planning systems. Sokoban is a PSPACE-complete planning task and represents one of the hardest domains for current AI planners. Even domain-specific specialized search methods fail quickly due to the exponential search complexity on hard instances. Our approach based on deep reinforcement learning augmented with a curriculum-driven method is the first one to solve hard instances within one day of training while other modern solvers cannot solve these instances within any reasonable time limit. In contrast to prior efforts, which use carefully handcrafted pruning techniques, our approach automatically uncovers domain structure. Our results reveal that deep RL provides a promising framework for solving previously unsolved AI planning problems, provided a proper training curriculum can be devised.
In biological learning, data are used to improve performance not only on the current task, but also on previously encountered and as yet unencountered tasks. In contrast, classical machine learning starts from a blank slate, or tabula rasa, using data only for the single task at hand. While typical transfer learning algorithms can improve performance on future tasks, their performance on prior tasks degrades upon learning new tasks (called catastrophic forgetting). Many recent approaches for continual or lifelong learning have attempted to maintain performance given new tasks. But striving to avoid forgetting sets the goal unnecessarily low: the goal of lifelong learning, whether biological or artificial, should be to improve performance on all tasks (including past and future) with any new data. We propose omnidirectional transfer learning algorithms, which includes two special cases of interest: decision forests and deep networks. Our key insight is the development of the omni-voter layer, which ensembles representations learned independently on all tasks to jointly decide how to proceed on any given new data point, thereby improving performance on both past and future tasks. Our algorithms demonstrate omnidirectional transfer in a variety of simulated and real data scenarios, including tabular data, image data, spoken data, and adversarial tasks. Moreover, they do so with quasilinear space and time complexity.
Learning a policy capable of moving an agent between any two states in the environment is important for many robotics problems involving navigation and manipulation. Due to the sparsity of rewards in such tasks, applying reinforcement learning in these scenarios can be challenging. Common approaches for tackling this problem include reward engineering with auxiliary rewards, requiring domain-specific knowledge or changing the objective. In this work, we introduce a method based on region-growing that allows learning in an environment with any pair of initial and goal states. Our algorithm first learns how to move between nearby states and then increases the difficulty of the start-goal transitions as the agents performance improves. This approach creates an efficient curriculum for learning the objective behavior of reaching any goal from any initial state. In addition, we describe a method to adaptively adjust expansion of the growing region that allows automatic adjustment of the key exploration hyperparameter to environments with different requirements. We evaluate our approach on a set of simulated navigation and manipulation tasks, where we demonstrate that our algorithm can efficiently learn a policy in the presence of sparse rewards.
The objective of transfer reinforcement learning is to generalize from a set of previous tasks to unseen new tasks. In this work, we focus on the transfer scenario where the dynamics among tasks are the same, but their goals differ. Although general value function (Sutton et al., 2011) has been shown to be useful for knowledge transfer, learning a universal value function can be challenging in practice. To attack this, we propose (1) to use universal successor representations (USR) to represent the transferable knowledge and (2) a USR approximator (USRA) that can be trained by interacting with the environment. Our experiments show that USR can be effectively applied to new tasks, and the agent initialized by the trained USRA can achieve the goal considerably faster than random initialization.

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