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Interpretable Concept Bottlenecks to Align Reinforcement Learning Agents
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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
- SCoBots perform at least on par with deep PPO agents on all 9 games and slightly outperform them on 5 (Asterix, Boxing, Kangaroo, Seaquest, Tennis).
- Unguided SCoBots and deep agents drop to random-level HN scores on Pong NoEnemy, revealing a misalignment where the agent tracks the enemy paddle instead of the ball; pruning the enemy restores play.
- SCoBots train in on average 7.5 hours versus 10.8 hours for deep agents.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use SCoBots instead of deep PPO agents | Atari agents · Asterix, Boxing, Kangaroo, Seaquest, Tennis | human-normalized score | Helped |
| Remove the enemy object from the concepts available to the policy | Pong SCoBots · Pong and NoEnemy | human-normalized score | Helped |
| Add a reward based on distance from the mother kangaroo to the joey | Guided SCoBots · Kangaroo | level completion | Helped |
| Add flag-progression and speed rewards | Guided SCoBots · Skiing | human score | Helped |
| Add a reward inversely proportional to paddle-ball distance | SCoBots · Pong | winning-shot occurrences: every $\sim \!820$, multiplying by $2.7$ their occurrences | Helped |
| Add object-detection noise (5% misdetection probability and Gaussian noise with 3-pixel standard deviation) (ablation) | NN-SCoBots · Atari games, especially Kangaroo | human-normalized score | Mixed |
| Remove explicit relations (ablation) | Decision-tree SCoBots · Atari games | performance | Hurt |
| Remove explicit relations (ablation) | NN-SCoBots · Atari games | performance | No clear effect |
Surprising findings
- Deep and SCoBot Pong agents that look well-behaved under importance maps fail completely when the enemy is hidden, revealing a previously unknown shortcut that post-hoc explanations missed.
- Ablating relational concepts hurts decision-tree SCoBots on 6 of 9 games but barely affects neural object-centric agents.
Limitations
- Relies on OCAtari quasi-perfect object extraction from RAM; imperfect detection causes drops (e.g., Kangaroo).
- Object-centric representation does not cover non-object concepts such as mazes (e.g., MsPacman).
- Training time advantage disappears in environments with many objects (Kangaroo) due to sequential CPU computation.
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
Closest papers by meaning
- LICORICE: Label-Efficient Concept-Based Interpretable Reinforcement Learning (ICLR 2025 · similarity 0.86)
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- Interpreting Neural Combinatorial Optimization via Evolving Programmatic Bottlenecks (NeurIPS 2026 · similarity 0.84)
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- Sample-efficient Learning of Concepts with Theoretical Guarantees: from Data to Concepts without Interventions (NeurIPS 2025 · similarity 0.84)
- Vision-Based Generic Potential Function for Policy Alignment in Multi-Agent Reinforcement Learning (AAAI 2025 · similarity 0.83)
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