@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