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Reinforcement Learning from Imperfect Corrective Actions and Proxy Rewards

ICLR 2025 · Reinforcement learning › Visual and representation RL · approach: Hierarchical skills and priors · 0 citations (OpenAlex)

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Proposes ICoPro, a value-based deep RL method that iteratively combines sparse human corrective actions (via margin loss) with imperfect proxy rewards (via RL losses plus margin loss on pseudo-labels from a target Q-network).

Problem

RL agents trained with imperfect proxy rewards suffer human-agent misalignment; the goal is to learn policies better aligned with human preferences using both proxy rewards and sparse, possibly imperfect, human corrective actions.

Approach

Iterate three phases (data collection with sparse corrective actions, a margin-loss finetune phase on labels, and a propagation phase combining TD/n-step RL losses with margin losses on both human labels and target-network pseudo-labels), so proxy rewards and corrective actions complement each other.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
combine corrective-action margin losses with proxy-reward RL lossesICoPro · Atari games, large and small label budgetsraw episodic returnHelped
remove pseudo-labels (ablation)ICoPro · Atari, limited feedback and challenging tasksraw episodic returnHurt
remove the Finetune phase (ablation)ICoPro · Atari, limited feedback and challenging tasksraw episodic returnHurt
remove the Finetune phase (ablation)ICoPro · Battlezone, small label budgetraw episodic return: 19969.09 -> 21253.33Helped
remove pseudo-labels (ablation)ICoPro · Seaquest, large label budgetraw episodic return: 1274.76 -> 1213.98Hurt
use PVP loss instead of margin lossICoPro comparator PVP-I · Atari gamesraw episodic returnHurt
add proxy rewards to PVP-IPVP-I · Atari gamesraw episodic returnMixed
add RL propagation losses using proxy rewards to corrective-action-only learningICoPro versus BC-L and HGDAgger-L · Atari gamesraw episodic returnHelped
train with real corrective actions and proxy rewards rather than behavior cloning on those labelsICoPro-Human versus BC-L · HighwaySpeed-Avg: 27.90 -> 29.02Helped
train with real corrective actions and proxy rewards rather than behavior cloning on those labelsICoPro-Human versus BC-L · Highway%Crash: 0.41 -> 0.22Helped

Surprising findings

Limitations

Experimental setup

Datasets: Atari (ALE) games highway-env driving environment

Benchmarks: Atari (Seaquest, Boxing, Battlezone, Frostbite, Alien, Hero, MsPacman, Pong, Freeway, Enduro) highway driving

Metrics: episodic raw reward %Crash Distance-Avg Speed-Avg %LaneChange-Avg

Baselines: Rainbow BC-L HGDAgger-L DQfD-I PVP-I PVP-IR

Builds on: Rainbow DQfD PVP HG-DAgger DERainbow

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