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Mark Hollenbeck

dblp:67/11217 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Reinforcement learning · 50% Deep learning architectures and training · 50%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Deep learning architectures and training › neural network training
neuroevolution
0.212016
Reuse of Neural Modules for General Video Game Playing · AAAI 2016
Machine learning › Reinforcement learning
transfer learning in reinforcement learning
0.212016
Reuse of Neural Modules for General Video Game Playing · AAAI 2016
Games and playful interaction › game playing
video game playing
0.112016
Reuse of Neural Modules for General Video Game Playing · AAAI 2016

Methods — techniques the papers use, named apart from their topics

neuroevolution · 0.5neural network reuse · 0.5
YearPublicationVenuePosition
2016 Reuse of Neural Modules for General Video Game Playing
abstract
A general approach to knowledge transfer is introduced in which an agent controlled by a neural network adapts how it reuses existing networks as it learns in a new domain. Networks trained for a new domain can improve their performance by routing activation selectively through previously learned neural structure, regardless of how or for what it was learned. A neuroevolution implementation of this approach is presented with application to high-dimensional sequential decision-making domains. This approach is more general than previous approaches to neural transfer for reinforcement learning. It is domain-agnostic and requires no prior assumptions about the nature of task relatedness or mappings. The method is analyzed in a stochastic version of the Arcade Learning Environment, demonstrating that it improves performance in some of the more complex Atari 2600 games, and that the success of transfer can be predicted based on a high-level characterization of game dynamics.
Alexander Braylan, Mark Hollenbeck, Elliot Meyerson, Risto Miikkulainen
AAAI2