Cited by 11Reinforcement Learning in RoboticsArtificial Intelligence in GamesDomain Adaptation and Few-Shot Learning

Procedural Content Generation: Better Benchmarks for Transfer Reinforcement Learning

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Muller-Brockhausen, Matthias, Preuss, Mike, Plaat, Aske·2021·2021 IEEE Conference on Games (CoG)

Abstract

The idea of transfer in reinforcement learning (TRL) is intriguing: being able to transfer knowledge from one problem to another problem without learning everything from scratch. This promises quicker learning and learning more complex methods. To gain an insight into the field and to detect emerging trends, we performed a database search. We note a surprisingly late adoption of deep learning that starts in 2018. The introduction of deep learning has not yet solved the greatest challenge of TRL: generalization. Transfer between different domains works well when domains have strong similarities (e.g. MountainCar to Cartpole), and most TRL publications focus on different tasks within the same domain that have few differences. Most TRL applications we encountered compare their improvements against self-defined baselines, and the field is still missing unified benchmarks. We consider this to be a disappointing situation. For the future, we note that: (1) A clear measure of task similarity is needed. (2) Generalization needs to improve. Promising approaches merge deep learning with planning via MCTS or introduce memory through LSTMs. (3) The lack of benchmarking tools will be remedied to enable meaningful comparison and measure progress. Already Alchemy and Meta-World are emerging as interesting benchmark suites. We note that another development, the increase in procedural content generation (PCG), can improve both benchmarking and generalization in TRL.

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  • Transfer learning in RL (TRL) generally assumes some form of extra training in the deployment or target environment.

    “TRL generally assumes some form of extra training in the deployment or target environment, whereas we are focused on zero-shot generalisation.”

    From A Survey of Zero-shot Generalisation in Deep Reinforcement Learning (2023) · cites this paper as Müller-Brockhausen et al. (2021)

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Research works printed but not linked: 5

  1. duan, 2016, R12 Fast reinforcement learning via slow reinforcement learning
  2. 10.1038/s41586-020-03051-4 · DOI · Paper page
  3. müller-brockhausen, 2021, Interactive website to explore the data presented in this paper
  4. pineau, 0, Reproducibility, reusability, and robustness in deep reinforcement learning, International Conference on Learning Representations (ICLR)
  5. brockman, 2016, OpenAI Gym

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Authors
Muller-Brockhausen, M., Preuss, M., & Plaat, A.
Affiliations
  • Leiden Institute of Advanced Computer Science Leiden University,The Netherlands
  • Leiden University (NL)
Venue
2021 IEEE Conference on Games (CoG)
Publisher
IEEE
Published
2021-08-17
Pages
01-08
OpenAlex
W3168730776
Cited by
11
References
86
Citations by year
2026: 1 · 2025: 1 · 2024: 2 · 2023: 3 · 2022: 3 · 2021: 1
FWCI
1.04
Type
conference paper
Language
en
Open access
Locations
  • IEEE Conference on Games (CoG) (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • Leiden Repository (Leiden University) (submittedVersion)
  • Data Archiving and Networked Services (DANS) (submittedVersion)
  • arXiv (Cornell University)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Domain Adaptation and Few-Shot Learning
Keywords
transfer reinforcement learning, procedural content generation, benchmarking, generalization, task similarity, deep reinforcement learning, Monte Carlo tree search, alchemy, Meta-World, domain transfer

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