Transfer Learning in Attack Avoidance Games
Edwin Torres1 & Fernando Lozano1 Show affiliations
- University of Los Andes, Bogota, Colombia
Journal of Computer Science, Volume 16, Issue 10, pp. 1465–1476 · doi.org/10.3844/jcssp.2020.1465.1476
Abstract
Transfer knowledge is a human characteristic that has been replicated in machine learning algorithms to improve learning performance measures. However, little success has been accomplished in reinforcement learning tasks when a function approximation is needed to estimate the value functions. In this study, we present a new strategy to facilitate knowledge transfer when an agent is learning to solve a sequence of increasing difficulty tasks. We show that the tasks sequence is an effective scenario to segment the function approximation hypothesis space allowing a faster learning especially in the last task of the sequence. Moreover, the sequence allows the design of a similarity function that helps the agent to determine in which moment is more appropriated to use the transfer autonomously. We empirically show the importance of the presence of all the tasks in the established ordering to accomplish the best improvement in the learning time for the last task.
Licence and reuse
Open access. This article is licensed under a Creative Commons Attribution 3.0 Licence (CC BY 3.0), as printed on the article, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original authors and the source. No permission is needed.
How to reuse this articleResponses (0)
About this article
Torres, E. & Lozano, F. (2020). Transfer Learning in Attack Avoidance Games. Journal of Computer Science, 16(10), 1465–1476. https://doi.org/10.3844/jcssp.2020.1465.1476
- Licence
- CC BY 3.0
- Issue
- Volume 16, Issue 10
- Policies
- Editorial independenceUse of generative AIData availabilityAppeals and complaints
- Version
- Version of record
