Notes

Curriculum Learning

Learning to solve a hard task all at once can be like asking a beginner to play a full game before they have learned the controls. Curriculum learning makes training more manageable by arranging experience so that an agent first faces simpler, more learnable versions of a task, then progresses toward the real target challenge.

How the curriculum works

In reinforcement learning, a curriculum changes the distribution of training tasks over time. The agent still learns from reward through interaction, but its environment, starting conditions, goals, or constraints are deliberately staged. Early tasks provide frequent feedback and let the agent discover useful behaviour; later tasks demand that behaviour under harder conditions. A curriculum can be hand-designed, such as increasing a robot’s walking distance, or adaptive, where training selects tasks near the agent’s current ability.

A practical example

Consider training a robot in MuJoCo to walk across uneven terrain. Beginning directly with steep slopes, pushes, and random friction can produce repeated falls and almost no useful reward. A curriculum could introduce:

  • flat ground and short target distances;
  • longer distances with varied starting poses;
  • small slopes and mild disturbances;
  • the full range of terrain and physical variation.

Algorithms such as PPO can use the same update rule throughout; the curriculum changes the experiences that fill its rollouts. In Gymnasium-style environments, this is commonly implemented by changing reset parameters or sampling goals from an expanding range.

Why it matters—and its risks

Reward alone does not guarantee that an agent will encounter informative situations. Sparse-reward tasks can leave it exploring blindly, while unsafe or expensive real-world trials make brute-force exploration unacceptable. A good curriculum creates a bridge from accessible rewards to the desired skill. A bad one creates dependency: an agent that succeeds only from easy start states can collapse when the dynamics or initial conditions shift. Progressing too quickly also turns later stages into another sparse-reward problem; progressing too slowly wastes training and can lock in narrow habits. The final evaluation must therefore use the real task distribution, not the comfortable training sequence.

Curriculum learning trains a reinforcement-learning agent on a planned sequence of tasks, starting with simpler instances and progressively increasing difficulty or complexity. The curriculum can vary goals, environments, initial states, or constraints. It matters because sparse-reward and long-horizon tasks are frequently too difficult to learn directly; staged training supplies learnable experience that builds the skills needed for the final task.

Think of teaching someone to play piano. You would not start with a difficult concert piece. You would begin with a few simple notes, then short songs, and only later add faster rhythms and harder music. Curriculum learning gives an AI a similar learning path.

Instead of throwing it straight into the hardest version of a task, it starts with easier challenges and gradually faces tougher ones as it improves. For example, a robot might first learn to move toward an object, then pick it up, then carry it without dropping it. This can make learning faster and less frustrating, because early successes build useful skills for harder problems.