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ORSO: Accelerating Reward Design via Online Reward Selection and Policy Optimization

ICLR 2025 · Reinforcement learning › Visual and representation RL · approach: Reward shaping for sparse rewards · 0 citations (OpenAlex)

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Proposes ORSO, which treats shaping-reward selection as online model selection (D3RB bandit-style) over LLM-generated reward candidates, trained with PPO on Isaac Gym tasks, to find good shaped rewards within a fixed interaction budget.

Problem

Choosing effective shaping reward functions from a candidate set is computationally expensive because each candidate requires lengthy RL training to evaluate under the task reward.

Approach

Frame shaping-reward selection as an online model selection problem where each candidate reward (with its policy) is a base learner, and allocate training budget with a regret-balancing algorithm (D3RB) so that compute concentrates on promising rewards, with regret guarantees.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use ORSO instead of naive reward selection at the highest interaction budgetReward design with PPO · Continuous control tasks, averaged across tasksnormalized task reward: 56% higherHelped
Use ORSO rather than naive selectionReward design with PPO · Human-level performance across continuous control tasksnumber of GPUs: 8 × fewer GPUsHelped
Use D³RB rather than other selection algorithms (ablation)ORSO · Continuous control tasksaverage normalized task rewardHelped
Use Exp3 rather than greedy selection algorithms UCB, ETC, and EG (ablation)ORSO · Continuous control tasksaverage normalized task rewardHelped
Use EG rather than naive reward selection (ablation)ORSO · Continuous control tasksaverage normalized task rewardHelped
Use ETC rather than naive reward selection (ablation)ORSO · Continuous control tasksaverage normalized task rewardHelped
Use D³RB with a fixed reward set of 48 or 96 candidates, without iterative improvement (ablation)ORSO · Anttask rewardHelped
Use ε-greedy, ETC, or UCB with a fixed reward set of 48 or 96 candidates, without iterative improvement (ablation)ORSO · Anttask rewardHurt
Use Exp3 or uniform exploration with a fixed reward set of 48 or 96 candidates, without iterative improvement (ablation)ORSO · Anttask rewardHurt
Use 8 reward functions rather than other explored set sizes (ablation)ORSO · Continuous control taskstask rewardHelped

Surprising findings

Limitations

Experimental setup

Datasets: Isaac Gym simulated tasks (Cartpole, BallBalance, Ant, Humanoid, AllegroHand, ShadowHand)

Benchmarks: Isaac Gym Cartpole Isaac Gym BallBalance Isaac Gym Ant Isaac Gym Humanoid Isaac Gym AllegroHand Isaac Gym ShadowHand

Metrics: normalized task reward time to human-level performance normalized regret

Baselines: No Design (task reward) Human-engineered rewards Naive selection Eureka explore-then-commit epsilon-greedy UCB Exp3

Builds on: Eureka D3RB PPO Exp3 CleanRL

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