text: When deploying autonomous agents in unstructured environments over sustained periods of time, adaptability and robustness oftentimes outweigh optimality as a primary consideration. In other words, safety and survivability constraints play a key role and in this paper, we present a novel, constraint-learning framework for control tasks built on the idea of constraints-driven control. However, since control policies that keep a dynamical agent within state constraints over infinite horizons are not always available, this work instead considers constraints that can be satisfied over a sufficiently long time horizon T > 0, which we refer to as limited-duration safety. Consequently, value function learning can be used as a tool to help us find limited-duration safe policies. We show that, in some applications, the existence of limited-duration safe policies is actually sufficient for long-duration autonomy. This idea is illustrated on a swarm of simulated robots that are tasked with covering a given area, but that sporadically need to abandon this task to charge batteries. We show how the battery-charging behavior naturally emerges as a result of the constraints. Additionally, using a cart-pole simulation environment, we show how a control policy can be efficiently transferred from the source task, balancing the pole, to the target task, moving the cart to one direction without letting the pole fall down.
  @cite_35: We develop a met alearning approach for learning hierarchically structured poli- cies, improving sample efficiency on unseen tasks through the use of shared primitives—policies that are executed for large numbers of timesteps. Specifi- cally, a set of primitives are shared within a distribution of tasks, and are switched between by task-specific policies. We provide a concrete metric for measuring the strength of such hierarchies, leading to an optimization problem for quickly reaching high reward on unseen tasks. We then present an algorithm to solve this problem end-to-end through the use of any off-the-shelf reinforcement learning method, by repeatedly sampling new tasks and resetting task-specific policies. We successfully discover meaningful motor primitives for the directional movement of four-legged robots, solely by interacting with distributions of mazes. We also demonstrate the transferability of primitives to solve long-timescale sparse-reward obstacle courses, and we enable 3D humanoid robots to robustly walk and crawl with the same policy.
  @cite_4: A major assumption in many machine learning and data mining algorithms is that the training and future data must be in the same feature space and have the same distribution. However, in many real-world applications, this assumption may not hold. For example, we sometimes have a classification task in one domain of interest, but we only have sufficient training data in another domain of interest, where the latter data may be in a different feature space or follow a different data distribution. In such cases, knowledge transfer, if done successfully, would greatly improve the performance of learning by avoiding much expensive data-labeling efforts. In recent years, transfer learning has emerged as a new learning framework to address this problem. This survey focuses on categorizing and reviewing the current progress on transfer learning for classification, regression, and clustering problems. In this survey, we discuss the relationship between transfer learning and other related machine learning techniques such as domain adaptation, multitask learning and sample selection bias, as well as covariate shift. We also explore some potential future issues in transfer learning research.
  @cite_54: Learning provides a useful tool for the automatic design of autonomous robots. Recent research on learning robot control has predominantly focussed on learning single tasks that were studied in isolation. If robots encounter a multitude of control learning tasks over their entire lifetime there is an opportunity to transfer knowledge between them. In order to do so, robots may learn the invariants and the regularities of their individual tasks and environments. This task-independent knowledge can be employed to bias generalization when learning control, which reduces the need for real-world experimentation. We argue that knowledge transfer is essential if robots are to learn control with moderate learning times in complex scenarios. Two approaches to lifelong robot learning which both capture invariant knowledge about the robot and its environments are presented. Both approaches have been evaluated using a HERO-2000 mobile robot. Learning tasks included navigation in unknown indoor environments and a simple find-and-fetch task.
  @cite_57: Preface. Part I: Overview Articles. 1. Learning to Learn: Introduction and Overview S. Thrun, L. Pratt. 2. A Survey of Connectionist Network Reuse Through Transfer L. Pratt, B. Jennings. 3. Transfer in Cognition A. Robins. Part II: Prediction. 4. Theoretical Models of Learning to Learn J. Baxter. 5. Multitask Learning R. Caruana. 6. Making a Low-Dimensional Representation Suitable for Diverse Tasks N. Intrator, S. Edelman. 7. The Canonical Distortion Measure for Vector Quantization and Function Approximation J. Baxter. 8. Lifelong Learning Algorithms S. Thrun. Part III: Relatedness. 9. The Parallel Transfer of Task Knowledge Using Dynamic Learning Rates Based on a Measure of Relatedness D.L. Silver, R.E. Mercer. 10. Clustering Learning Tasks and the Selective Cross-Task Transfer of Knowledge S. Thrun, J. O'Sullivan. Part IV: Control. 11. CHILD: A First Step Towards Continual Learning M.B. Ring. 12. Reinforcement Learning with Self-Modifying Policies J. Schmidhuber, et al 13. Creating Advice-Taking Reinforcement Learners R. Maclin, J.W. Shavlik. Contributing Authors. Index.
  @cite_19: This paper presents a new approach to hierarchical reinforcement learning based on decomposing the target Markov decision process (MDP) into a hierarchy of smaller MDPs and decomposing the value function of the target MDP into an additive combination of the value functions of the smaller MDPs. The decomposition, known as the MAXQ decomposition, has both a procedural semantics--as a subroutine hierarchy--and a declarative semantics--as a representation of the value function of a hierarchical policy. MAXQ unifies and extends previous work on hierarchical reinforcement learning by Singh, Kaelbling, and Dayan and Hinton. It is based on the assumption that the programmer can identify useful subgoals and define subtasks that achieve these subgoals. By defining such subgoals, the programmer constrains the set of policies that need to be considered during reinforcement learning. The MAXQ value function decomposition can represent the value function of any policy that is consistent with the given hierarchy. The decomposition also creates opportunities to exploit state abstractions, so that individual MDPs within the hierarchy can ignore large parts of the state space. This is important for the practical application of the method. This paper defines the MAXQ hierarchy, proves formal results on its representational power, and establishes five conditions for the safe use of state abstractions. The paper presents an online model-free learning algorithm, MAXQ-Q, and proves that it converges with probability 1 to a kind of locally-optimal policy known as a recursively optimal policy, even in the presence of the five kinds of state abstraction. The paper evaluates the MAXQ representation and MAXQ-Q through a series of experiments in three domains and shows experimentally that MAXQ-Q (with state abstractions) converges to a recursively optimal policy much faster than flat Q learning. The fact that MAXQ learns a representation of the value function has an important benefit: it makes it possible to compute and execute an improved, non-hierarchical policy via a procedure similar to the policy improvement step of policy iteration. The paper demonstrates the effectiveness of this nonhierarchical execution experimentally. Finally, the paper concludes with a comparison to related work and a discussion of the design tradeoffs in hierarchical reinforcement learning.
  @cite_24: We propose an algorithm for meta-learning that is model-agnostic, in the sense that it is compatible with any model trained with gradient descent and applicable to a variety of different learning problems, including classification, regression, and reinforcement learning. The goal of meta-learning is to train a model on a variety of learning tasks, such that it can solve new learning tasks using only a small number of training samples. In our approach, the parameters of the model are explicitly trained such that a small number of gradient steps with a small amount of training data from a new task will produce good generalization performance on that task. In effect, our method trains the model to be easy to fine-tune. We demonstrate that this approach leads to state-of-the-art performance on two few-shot image classification benchmarks, produces good results on few-shot regression, and accelerates fine-tuning for policy gradient reinforcement learning with neural network policies.
  @cite_51: The reinforcement learning paradigm is a popular way to address problems that have only limited environmental feedback, rather than correctly labeled examples, as is common in other machine learning contexts. While significant progress has been made to improve learning in a single task, the idea of transfer learning has only recently been applied to reinforcement learning tasks. The core idea of transfer is that experience gained in learning to perform one task can help improve learning performance in a related, but different, task. In this article we present a framework that classifies transfer learning methods in terms of their capabilities and goals, and then use it to survey the existing literature, as well as to suggest future directions for transfer learning work.
  @cite_25: Reinforcement learning is bedeviled by the curse of dimensionality: the number of parameters to be learned grows exponentially with the size of any compact encoding of a state. Recent attempts to combat the curse of dimensionality have turned to principled ways of exploiting temporal abstraction, where decisions are not required at each step, but rather invoke the execution of temporally-extended activities which follow their own policies until termination. This leads naturally to hierarchical control architectures and associated learning algorithms. We review several approaches to temporal abstraction and hierarchical organization that machine learning researchers have recently developed. Common to these approaches is a reliance on the theory of semi-Markov decision processes, which we emphasize in our review. We then discuss extensions of these ideas to concurrent activities, multiagent coordination, and hierarchical memory for addressing partial observability. Concluding remarks address open challenges facing the further development of reinforcement learning in a hierarchical setting.
summary: Besides, transfer learning (cf. @cite_4 ) aims at learning a new task by utilizing the knowledge already acquired via learning other tasks, and is sometimes referred to as "lifelong learning" @cite_54 and "learning to learn" @cite_57 . In transfer learning for reinforcement learning contexts, we first learn a set of source tasks , and speed up learning of a target task (see @cite_51 for example). When the source tasks and the target task have hierarchical structures, it is often called hierarchical reinforcement learning (e.g., @cite_19 @cite_25 @cite_35 ). Other examples include meta-learning (e.g., @cite_24 ) that considers so-called the task distribution. Our work can also be used as a transfer learning technique that uses a set of good enough policies as useful information shared among other tasks.