Research map / Reinforcement learning / RL from feedback
GUIDE: Real-Time Human-Shaped Agents
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Proposes GUIDE, a real-time human-guided RL framework with continuous hover-based human feedback converted to dense rewards plus a learned feedback simulator for continued training, evaluated with a 50-subject human study on CREW tasks.
Problem
Real-time decision-making with sparse rewards and visual observations is hard; existing human-guided RL uses discrete, time-stepped feedback, relies on few subjects, and offers no way to keep improving once human feedback stops.
Approach
Continuous-valued human feedback given at every step is grounded into per-step dense rewards added to sparse environment rewards, and a neural feedback simulator trained concurrently on (state, action, feedback) pairs replaces the human for automated continued training.
Key results
- On Find Treasure and Hide-and-Seek, GUIDE-DDPG reached up to 30% higher success rate than its RL counterpart and about 50% higher than c-Deep TAMER with the same human guidance time.
- With only 10 minutes of human feedback, the approach achieves up to 30% increase in success rate over the RL baseline (abstract).
- Subjects with higher cognitive test scores produced better-performing agents (reported Pearson coefficient 7.522 with p=0.001, as stated in the paper).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use GUIDE-DDPG instead of DDPG | DDPG · Find Treasure | success rate: up to 30 percent higher | Helped |
| Use GUIDE-DDPG instead of DDPG | DDPG · 1v1 Hide-and-Seek | success rate: up to 30 percent higher | Helped |
| Use GUIDE instead of c-Deep TAMER | c-Deep TAMER · Find Treasure and 1v1 Hide-and-Seek | success rate: 50 percent higher | Helped |
| Use GUIDE instead of c-Deep TAMER | c-Deep TAMER · Find Treasure and 1v1 Hide-and-Seek | success rate: up to 40 points | Helped |
| Use GUIDE instead of DDPG | DDPG · Bowling | score | No clear effect |
| Use GUIDE instead of DDPG | DDPG · Find Treasure exploration | visible area ratio | Mixed |
Surprising findings
- Average performance of all 50 untrained human trainers still surpassed the RL baseline by a large margin and c-Deep TAMER on the harder tasks.
- Reflex time was positively related to 1v1 Hide-and-Seek score, attributed to fast-paced dynamics needing quick feedback.
Experimental setup
Datasets: CREW environments (Bowling, Find Treasure, 1v1 Hide-and-Seek) human feedback collected from 50 subjects
Benchmarks: CREW Bowling CREW Find Treasure CREW 1v1 Hide-and-Seek
Metrics: bowling score success rate percentage of trainers reaching score milestones exploration visible-area ratio Pearson correlation with cognitive test scores
Baselines: DDPG SAC c-Deep TAMER heuristic dense reward
Builds on: Deep TAMER DDPG COACH interactive reward shaping
Closest papers by meaning
- Uni-RLHF: Universal Platform and Benchmark Suite for Reinforcement Learning with Diverse Human Feedback (ICLR 2024 · similarity 0.89)
- M³HF: Multi-agent Reinforcement Learning from Multi-phase Human Feedback of Mixed Quality (ICML 2025 · similarity 0.88)
- Leveraging Sub-Optimal Data for Human-in-the-Loop Reinforcement Learning (ICLR 2025 · similarity 0.88)
- DUO: Diverse, Uncertain, On-Policy Query Generation and Selection for Reinforcement Learning from Human Feedback (AAAI 2025 · similarity 0.88)
- Dense Reward for Free in Reinforcement Learning from Human Feedback (ICML 2024 · similarity 0.88)
- Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control (ICLR 2025 · similarity 0.87)
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