source game
Multi-Environment Pretraining Enables Transfer to Action Limited Datasets
Venuto, David, Yang, Sherry, Abbeel, Pieter, Precup, Doina, Mordatch, Igor, Nachum, Ofir
Using massive datasets to train large-scale models has emerged as a dominant approach for broad generalization in natural language and vision applications. In reinforcement learning, however, a key challenge is that available data of sequential decision making is often not annotated with actions - for example, videos of game-play are much more available than sequences of frames paired with their logged game controls. We propose to circumvent this challenge by combining large but sparsely-annotated datasets from a \emph{target} environment of interest with fully-annotated datasets from various other \emph{source} environments. Our method, Action Limited PreTraining (ALPT), leverages the generalization capabilities of inverse dynamics modelling (IDM) to label missing action data in the target environment. We show that utilizing even one additional environment dataset of labelled data during IDM pretraining gives rise to substantial improvements in generating action labels for unannotated sequences. We evaluate our method on benchmark game-playing environments and show that we can significantly improve game performance and generalization capability compared to other approaches, using annotated datasets equivalent to only $12$ minutes of gameplay. Highlighting the power of IDM, we show that these benefits remain even when target and source environments share no common actions.
tile2tile: Learning Game Filters for Platformer Style Transfer
We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the original tile representation for a given game. This enables these models, which we refer to as filters, to translate level sketches into the style of a specific game. Moreover, by converting a level of one game into sketch form and then translating the resulting sketch into the tiles of another game, we obtain a method of style transfer between two games. We use Markov random fields and autoencoders for learning the game filters and apply them to demonstrate style transfer between levels of Super Mario Bros, Kid Icarus, Mega Man and Metroid.
Visual Analogies between Atari Games for Studying Transfer Learning in RL
Sobol, Doron, Wolf, Lior, Taigman, Yaniv
In this work, we ask the following question: Can visual analogies, learned in an unsupervised way, be used in order to transfer knowledge between pairs of games and even play one game using an agent trained for another game? We attempt to answer this research question by creating visual analogies between a pair of games: a source game and a target game. For example, given a video frame in the target game, we map it to an analogous state in the source game and then attempt to play using a trained policy learned for the source game. We demonstrate convincing visual mapping between four pairs of games (eight mappings), which are used to evaluate three transfer learning approaches.
Transfer Learning through Analogy in Games
We find that a major benefit of analogy is that it reduces the extent to which the source domain must be generalized before transfer. We describe two techniques in particular, minimal ascension and metamapping, that enable analogies to be drawn even when comparing descriptions using different relational vocabularies. Evidence for the effectiveness of these techniques is provided by a large-scale external evaluation, involving a substantial number of novel distant analogs. This is the objective of transfer learning, in which transferred knowledge guides the learning process in a broad range of new situations. In near transfer, the source and target domains are very similar and solutions can be transferred almost verbatim.
Transfer Learning through Analogy in Games
Hinrichs, Thomas (Northwestern University) | Forbus, Kenneth D. (Northwestern University)
We have explored the use of analogy as a general approach to near and far transfer learning in domains ranging from physics problem solving to strategy games (Klenk and Forbus 2007; Hinrichs and Forbus 2007). Using the same basic analogical mechanism, we have found that the main differences between near and far transfer involve the amount of generalization that must be performed prior to transfer and the way that the matching process treats nonidentical predicates. We present here two extensions of our analogical matcher, minimal ascension and metamapping, that enable far transfer between representations with different relational vocabulary. Evidence for the effectiveness of these techniques is provided by a large-scale external evaluation, involving a substantial number of novel distant analogs.