# The configurable tree graph (CT-graph): measurable problems in partially observable and distal reward environments for lifelong reinforcement learning

arXiv: https://arxiv.org/abs/2302.10887 · HTML: https://mlsanity.com/paper/2302.10887/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 24 of its 39 references that are in the map.
- First posted on arXiv 21 Jan 2023.

## Builds on (most cited first, 24 of 24)

- [Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks](https://mlsanity.com/paper/1703.03400/) (2017)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Curiosity-driven Exploration by Self-supervised Prediction](https://mlsanity.com/paper/1705.05363/) (2017)
- [Exploration by Random Network Distillation](https://mlsanity.com/paper/1810.12894/) (2018)
- [RL2: Fast Reinforcement Learning via Slow Reinforcement Learning](https://mlsanity.com/paper/1611.02779/) (2016)
- [Leveraging Procedural Generation to Benchmark Reinforcement Learning](https://mlsanity.com/paper/1912.01588/) (2019)
- [Deep Recurrent Q-Learning for Partially Observable MDPs](https://mlsanity.com/paper/1507.06527/) (2015)
- [Efficient Off-Policy Meta-Reinforcement Learning via Probabilistic Context Variables](https://mlsanity.com/paper/1903.08254/) (2019)
- [Deep Reinforcement Learning: An Overview](https://mlsanity.com/paper/1701.07274/) (2017)
- [Go-Explore: a New Approach for Hard-Exploration Problems](https://mlsanity.com/paper/1901.10995/) (2019)
- [Exploration in Deep Reinforcement Learning: A Survey](https://mlsanity.com/paper/2205.00824/) (2022)
- [MiniHack the Planet: A Sandbox for Open-Ended Reinforcement Learning Research](https://mlsanity.com/paper/2109.13202/) (2021)
- [Neural Map: Structured Memory for Deep Reinforcement Learning](https://mlsanity.com/paper/1702.08360/) (2017)
- [Differentiable plasticity: training plastic neural networks with backpropagation](https://mlsanity.com/paper/1804.02464/) (2018)
- [Memory-based control with recurrent neural networks](https://mlsanity.com/paper/1512.04455/) (2015)
- [Lifelong Learning of Compositional Structures](https://mlsanity.com/paper/2007.07732/) (2020)
- [Deep Learning for Video Game Playing](https://mlsanity.com/paper/1708.07902/) (2017)
- [Born to Learn: the Inspiration, Progress, and Future of Evolved Plastic Artificial Neural Networks](https://mlsanity.com/paper/1703.10371/) (2017)
- [Lifelong Reinforcement Learning with Modulating Masks](https://mlsanity.com/paper/2212.11110/) (2022)
- [A Domain-Agnostic Approach for Characterization of Lifelong Learning Systems](https://mlsanity.com/paper/2301.07799/) (2023)
- [Context Meta-Reinforcement Learning via Neuromodulation](https://mlsanity.com/paper/2111.00134/) (2021)
- [Deep Reinforcement Learning with Modulated Hebbian plus Q Network Architecture](https://mlsanity.com/paper/1909.09902/) (2019)
- [Evolving Inborn Knowledge For Fast Adaptation in Dynamic POMDP Problems](https://mlsanity.com/paper/2004.12846/) (2020)

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

- [Sharing Lifelong Reinforcement Learning Knowledge via Modulating Masks](https://mlsanity.com/paper/2305.10997/) (2023)
- [Statistical Context Detection for Deep Lifelong Reinforcement Learning](https://mlsanity.com/paper/2405.19047/) (2024)
- [Policy Search, Retrieval, and Composition via Task Similarity in Collaborative Agentic Systems](https://mlsanity.com/paper/2506.05577/) (2025)
- [How to Find and Reuse Policies for Continuous Adaptation in Lifelong Reinforcement Learning](https://mlsanity.com/paper/2610.03119/) (2026)

## Abstract (arXiv)

This paper introduces a set of formally defined and transparent problems for reinforcement learning algorithms with the following characteristics: (1) variable degrees of observability (non-Markov observations), (2) distal and sparse rewards, (3) variable and hierarchical reward structure, (4) multiple-task generation, (5) variable problem complexity. The environment provides 1D or 2D categorical observations, and takes actions as input. The core structure of the CT-graph is a multi-branch tree graph with arbitrary branching factor, depth, and observation sets that can be varied to increase the dimensions of the problem in a controllable and measurable way. Two main categories of states, decision states and wait states, are devised to create a hierarchy of importance among observations, typical of real-world problems. A large observation set can produce a vast set of histories that impairs memory-augmented agents. Variable reward functions allow for the easy creation of multiple tasks and the ability of an agent to efficiently adapt in dynamic scenarios where tasks with controllable degrees of similarities are presented. Challenging complexity levels can be easily achieved due to the exponential growth of the graph. The problem formulation and accompanying code provide a fast, transparent, and mathematically defined set of configurable tests to compare the performance of reinforcement learning algorithms, in particular in lifelong learning settings.
