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Interpretable Concept Bottlenecks to Align Reinforcement Learning Agents

NeurIPS 2024 · Reinforcement learning › Visual and representation RL · approach: Scalable RL systems and environments · 5 citations (OpenAlex)

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Introduces Successive Concept Bottleneck Agents (SCoBots) that chain object-property and relational concept bottlenecks with a PPO-trained ReLU policy distilled into a decision tree, enabling inspection, pruning and reward shaping, and uncovering a goal misalignment in Pong.

Problem

Deep RL agents suffer from goal misalignment, reward sparsity and credit assignment issues, and their black-box policies prevent domain experts from inspecting and revising them.

Approach

Decompose the RL policy into successive concept bottlenecks: object properties extracted from frames, then human-readable relational concepts (distances, speed, intersections), then a distilled decision-tree action selector, allowing expert pruning of concepts and actions plus concept-based expert rewards.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use SCoBots instead of deep PPO agentsAtari agents · Asterix, Boxing, Kangaroo, Seaquest, Tennishuman-normalized scoreHelped
Remove the enemy object from the concepts available to the policyPong SCoBots · Pong and NoEnemyhuman-normalized scoreHelped
Add a reward based on distance from the mother kangaroo to the joeyGuided SCoBots · Kangaroolevel completionHelped
Add flag-progression and speed rewardsGuided SCoBots · Skiinghuman scoreHelped
Add a reward inversely proportional to paddle-ball distanceSCoBots · Pongwinning-shot occurrences: every $\sim \!820$, multiplying by $2.7$ their occurrencesHelped
Add object-detection noise (5% misdetection probability and Gaussian noise with 3-pixel standard deviation) (ablation)NN-SCoBots · Atari games, especially Kangaroohuman-normalized scoreMixed
Remove explicit relations (ablation)Decision-tree SCoBots · Atari gamesperformanceHurt
Remove explicit relations (ablation)NN-SCoBots · Atari gamesperformanceNo clear effect

Surprising findings

Limitations

Experimental setup

Datasets: Atari Learning Environments (9 games) HackAtari Pong variants (NoEnemy, LazyEnemy)

Benchmarks: Atari Learning Environments (9 games: Asterix, Bowling, Boxing, Freeway, Kangaroo, Pong, Seaquest, Skiing, Tennis) HackAtari Pong NoEnemy and LazyEnemy

Metrics: human-normalized score training time return

Baselines: PPO with CNN (deep agents) NN-SCoBots (neural object-centric baseline) PPO-v4 original results from Schulman et al.

Builds on: concept bottleneck models PPO VIPER OCAtari HackAtari

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