@Article{HinricksForbus2011, author = {Hinricks, Thomas R., and Forbus, Kenneth D.}, title = {Transfer learning through analogy in games}, journal = {AI Magazine}, year = {2011}, volume = {32}, number = {1}, pages = {70-83} }
1. some primitives (leaves of HTN) which are run first invoke “doPlan operator”, so that after each step replanning occurs to accommodate "unforeseen effects of actions and adversarial responses" [p.76-77]
2. specific action sequences are turned into hierarchical network of subtasks. This way, each task is a hierarchy, and if some action method doesn't transfer properly, it alone can be rejected without tossing the entire task
3. "lifting" [p.77]: replacing constants with variables (e.g. spec coordinates replaced with descriptions "exit") so that they can be analogically mapped to target entities