Research map / Reinforcement learning / Visual and representation RL
Reuse of Neural Modules for General Video Game Playing
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Reuse a trained source network instead of training from scratch | GRUSM-ESP · Asterix | score: 2800 -> $3355_{bow}$ | Helped |
| Reuse a trained source network instead of training from scratch | GRUSM-ESP · Bowling | score: 249.3 -> $265.0_{fr}$ | Helped |
| Reuse a trained source network instead of training from scratch | GRUSM-ESP · Freeway | score: 31.4 -> $32.2_{brk}$ | Helped |
| Reuse a trained source network instead of training from scratch | GRUSM-ESP · Boxing | score: 93.9 -> $95.0_{sea}$ | Helped |
| Reuse a trained source network instead of training from scratch | GRUSM-ESP · Space Invaders | score: 1438.0 -> $1655.0_{po}$ | Helped |
| Reuse a trained source network instead of training from scratch | GRUSM-ESP · Seaquest | score: 466.0 -> $975.0_{sp}$ | Helped |
| Reuse a trained source network instead of training from scratch | GRUSM-ESP · Breakout | score: 31.0 -> $30.3_{box}$ | Hurt |
| Reuse a trained source network instead of training from scratch | GRUSM-ESP · Pong | score: 0.0 -> $10.0_{ast}$ | Mixed |
| Use GRUSM-ESP transfer rather than the random-network control | GRUSM-ESP · Pong | score: 21.0 -> $10.0_{ast}$ | Hurt |
| Use GRUSM-ESP transfer rather than the random-network control | GRUSM-ESP · Seaquest | score: 460.0 -> $975.0_{sp}$ | Helped |
| Use target complexity and training-complexity indicators to predict transfer effectiveness | GRUSM-ESP transfer · Atari source-target pairs vs. scratch | correlation R: R = 0.40; p-value < 0.0025 | Helped |
| Use target-complexity indicators to predict transfer effectiveness | GRUSM-ESP transfer · Atari source-target pairs vs. random | correlation R: R = 0.53; p-value < 10^{-7} | Helped |
Closest papers by meaning
- Multi-Game Decision Transformers (NeurIPS 2022 · similarity 0.87)
- Investigating Pre-Training Objectives for Generalization in Vision-Based Reinforcement Learning (ICML 2024 · similarity 0.86)
- End-to-End Neuro-Symbolic Reinforcement Learning with Textual Explanations (ICML 2024 · similarity 0.85)
- Towards Generalizable Reinforcement Learning via Causality-Guided Self-Adaptive Representations (ICLR 2025 · similarity 0.85)
- Efficient Reinforcement Learning by Discovering Neural Pathways (NeurIPS 2024 · similarity 0.85)
- BlendRL: A Framework for Merging Symbolic and Neural Policy Learning (ICLR 2025 · similarity 0.85)
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