Reward learning from human preferences and demonstrations in Atari
Borja Ibarz, Jan Leike, Tobias Pohlen, Geoffrey Irving and, Shane Legg, Dario Amodei

TL;DR
This paper introduces a method combining human demonstrations and preferences to learn reward functions for Atari games, enabling agents to outperform baselines and achieve superhuman performance without explicit game rewards.
Contribution
It presents a novel approach that integrates demonstrations and preferences for reward learning, improving performance in Atari games without relying on predefined rewards.
Findings
Outperforms imitation learning in 7 out of 9 games
Achieves superhuman performance in 2 games
Identifies issues like reward hacking and effects of label noise
Abstract
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
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Code & Models
Videos
This AI Learns From Humans…and Exceeds Them· youtube
Taxonomy
TopicsReinforcement Learning in Robotics · Human Pose and Action Recognition · Artificial Intelligence in Games
