# Probing Transfer in Deep Reinforcement Learning without Task Engineering

arXiv: https://arxiv.org/abs/2210.12448 · HTML: https://mlsanity.com/paper/2210.12448/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 37 of its 66 references that are in the map.
- First posted on arXiv 22 Oct 2022.

## Builds on (most cited first, 30 of 37)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Domain Randomization for Transferring Deep Neural Networks from Simulation to the Real World](https://mlsanity.com/paper/1703.06907/) (2017)
- [Progressive Neural Networks](https://mlsanity.com/paper/1606.04671/) (2016)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Meta-World: A Benchmark and Evaluation for Multi-Task and Meta Reinforcement Learning](https://mlsanity.com/paper/1910.10897/) (2019)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Mastering Atari with Discrete World Models](https://mlsanity.com/paper/2010.02193/) (2020)
- [Meta-Learning in Neural Networks: A Survey](https://mlsanity.com/paper/2004.05439/) (2020)
- [End-to-End Training of Deep Visuomotor Policies](https://mlsanity.com/paper/1504.00702/) (2015)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [A Distributional Perspective on Reinforcement Learning](https://mlsanity.com/paper/1707.06887/) (2017)
- [Leveraging Procedural Generation to Benchmark Reinforcement Learning](https://mlsanity.com/paper/1912.01588/) (2019)
- [Policy Distillation](https://mlsanity.com/paper/1511.06295/) (2015)
- [Reinforcement Learning with Unsupervised Auxiliary Tasks](https://mlsanity.com/paper/1611.05397/) (2016)
- [Implicit Quantile Networks for Distributional Reinforcement Learning](https://mlsanity.com/paper/1806.06923/) (2018)
- [Quantifying Generalization in Reinforcement Learning](https://mlsanity.com/paper/1812.02341/) (2018)
- [Successor Features for Transfer in Reinforcement Learning](https://mlsanity.com/paper/1606.05312/) (2016)
- [Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents](https://mlsanity.com/paper/1709.06009/) (2017)
- [Distributed Prioritized Experience Replay](https://mlsanity.com/paper/1803.00933/) (2018)
- [Noisy Networks for Exploration](https://mlsanity.com/paper/1706.10295/) (2017)
- [Transfer Learning in Deep Reinforcement Learning: A Survey](https://mlsanity.com/paper/2009.07888/) (2020)
- [Sample Efficient Actor-Critic with Experience Replay](https://mlsanity.com/paper/1611.01224/) (2016)

## Built on by (most cited first, 4 of 4)

- [Loss of Plasticity in Continual Deep Reinforcement Learning](https://mlsanity.com/paper/2303.07507/) (2023)
- [Fine-tuning Reinforcement Learning Models is Secretly a Forgetting Mitigation Problem](https://mlsanity.com/paper/2402.02868/) (2024)
- [AMAGO-2: Breaking the Multi-Task Barrier in Meta-Reinforcement Learning with Transformers](https://mlsanity.com/paper/2411.11188/) (2024)
- [Using Curiosity for an Even Representation of Tasks in Continual Offline Reinforcement Learning](https://mlsanity.com/paper/2312.03177/) (2023)

## Abstract (arXiv)

We evaluate the use of original game curricula supported by the Atari 2600 console as a heterogeneous transfer benchmark for deep reinforcement learning agents. Game designers created curricula using combinations of several discrete modifications to the basic versions of games such as Space Invaders, Breakout and Freeway, making them progressively more challenging for human players. By formally organising these modifications into several factors of variation, we are able to show that Analyses of Variance (ANOVA) are a potent tool for studying the effects of human-relevant domain changes on the learning and transfer performance of a deep reinforcement learning agent. Since no manual task engineering is needed on our part, leveraging the original multi-factorial design avoids the pitfalls of unintentionally biasing the experimental setup. We find that game design factors have a large and statistically significant impact on an agent's ability to learn, and so do their combinatorial interactions. Furthermore, we show that zero-shot transfer from the basic games to their respective variations is possible, but the variance in performance is also largely explained by interactions between factors. As such, we argue that Atari game curricula offer a challenging benchmark for transfer learning in RL, that can help the community better understand the generalisation capabilities of RL agents along dimensions which meaningfully impact human generalisation performance. As a start, we report that value-function finetuning of regularly trained agents achieves positive transfer in a majority of cases, but significant headroom for algorithmic innovation remains. We conclude with the observation that selective transfer from multiple variants could further improve performance.
