In this task, you are given the abstract of a research paper. Your task is to generate a summary of this abstract. Your summary should not be very short, but it's better if it's not more than 30 words.

Q: In complex transfer learning scenarios new tasks might not be tightly linked to previous tasks. Approaches that transfer information contained only in the final parameters of a source model will therefore struggle. Instead, transfer learning at at higher level of abstraction is needed. We propose Leap, a framework that achieves this by transferring knowledge across learning processes. We associate each task with a manifold on which the training process travels from initialization to final parameters and construct a meta-learning objective that minimizes the expected length of this path. Our framework leverages only information obtained during training and can be computed on the fly at negligible cost. We demonstrate that our framework outperforms competing methods, both in meta-learning and transfer learning, on a set of computer vision tasks. Finally, we demonstrate that Leap can transfer knowledge across learning processes in demanding reinforcement learning environments (Atari) that involve millions of gradient steps.

A: We propose Leap, a framework that transfers knowledge across learning processes by  minimizing the expected distance the training process travels on a task's loss surface.
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Q: Learning to imitate expert behavior from demonstrations can be challenging, especially in environments with high-dimensional, continuous observations and unknown dynamics. Supervised learning methods based on behavioral cloning (BC) suffer from distribution shift: because the agent greedily imitates demonstrated actions, it can drift away from demonstrated states due to error accumulation. Recent methods based on reinforcement learning (RL), such as inverse RL and generative adversarial imitation learning (GAIL), overcome this issue by training an RL agent to match the demonstrations over a long horizon. Since the true reward function for the task is unknown, these methods learn a reward function from the demonstrations, often using complex and brittle approximation techniques that involve adversarial training. We propose a simple alternative that still uses RL, but does not require learning a reward function. The key idea is to provide the agent with an incentive to match the demonstrations over a long horizon, by encouraging it to return to demonstrated states upon encountering new, out-of-distribution states. We accomplish this by giving the agent a constant reward of r=+1 for matching the demonstrated action in a demonstrated state, and a constant reward of r=0 for all other behavior. Our method, which we call soft Q imitation learning (SQIL), can be implemented with a handful of minor modifications to any standard Q-learning or off-policy actor-critic algorithm. Theoretically, we show that SQIL can be interpreted as a regularized variant of BC that uses a sparsity prior to encourage long-horizon imitation. Empirically, we show that SQIL outperforms BC and achieves competitive results compared to GAIL, on a variety of image-based and low-dimensional tasks in Box2D, Atari, and MuJoCo. This paper is a proof of concept that illustrates how a simple imitation method based on RL with constant rewards can be as effective as more complex methods that use learned rewards.

A: A simple and effective alternative to adversarial imitation learning: initialize experience replay buffer with demonstrations, set their reward to +1, set reward for all other data to 0, run Q-learning or soft actor-critic to train.
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Q: Deep Reinforcement Learning algorithms lead to agents that can solve difficult decision making problems in complex environments. However, many difficult multi-agent competitive games, especially real-time strategy games are still considered beyond the capability of current deep reinforcement learning algorithms, although there has been a recent effort to change this \citep{openai_2017_dota, vinyals_2017_starcraft}. Moreover, when the opponents in a competitive game are suboptimal, the current \textit{Nash Equilibrium} seeking, self-play algorithms are often unable to generalize their strategies to opponents that play strategies vastly different from their own. This suggests that a learning algorithm that is beyond conventional self-play is necessary. We develop Hierarchical Agent with Self-play (HASP), a learning approach for obtaining hierarchically structured policies that can achieve higher performance than conventional self-play on competitive games through the use of a diverse pool of sub-policies we get from Counter Self-Play (CSP). We demonstrate that the ensemble policy generated by HASP can achieve better performance while facing unseen opponents that use sub-optimal policies. On a motivating iterated Rock-Paper-Scissor game and a partially observable real-time strategic game (http://generals.io/), we are led to the conclusion that HASP can perform better than conventional self-play as well as achieve 77% win rate against FloBot, an open-source agent which has ranked at position number 2 on the online leaderboards.

A:
We develop Hierarchical Agent with Self-play (HASP), a learning approach for obtaining hierarchically structured policies that can achieve high performance than conventional self-play on competitive real-time strategic games.
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