# Reward Shaping for Human Learning via Inverse Reinforcement Learning

arXiv: https://arxiv.org/abs/2002.10904 · HTML: https://mlsanity.com/paper/2002.10904/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in Inverse reinforcement learning, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 5 of its 29 references that are in the map.
- First posted on arXiv 25 Feb 2020.

## Placed in

- Offline RL and imitation learning from data / [Inverse reinforcement learning](https://mlsanity.com/offlinerl/inverse-reinforcement-learning/)

## Builds on (most cited first, 5 of 5)

- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Kernel Mean Embedding of Distributions: A Review and Beyond](https://mlsanity.com/paper/1605.09522/) (2016)
- [Cooperative Inverse Reinforcement Learning](https://mlsanity.com/paper/1606.03137/) (2016)
- [An Efficient, Generalized Bellman Update For Cooperative Inverse Reinforcement Learning](https://mlsanity.com/paper/1806.03820/) (2018)
- [Navigational Instruction Generation as Inverse Reinforcement Learning with Neural Machine Translation](https://mlsanity.com/paper/1610.03164/) (2016)

## Built on by (most cited first, 1 of 1)

- [Transformable Gaussian Reward Function for Socially-Aware Navigation with Deep Reinforcement Learning](https://mlsanity.com/paper/2402.14569/) (2024)

## Abstract (arXiv)

Humans are spectacular reinforcement learners, constantly learning from and adjusting to experience and feedback. Unfortunately, this doesn't necessarily mean humans are fast learners. When tasks are challenging, learning can become unacceptably slow. Fortunately, humans do not have to learn tabula rasa, and learning speed can be greatly increased with learning aids. In this work we validate a new type of learning aid -- reward shaping for humans via inverse reinforcement learning (IRL). The goal of this aid is to increase the speed with which humans can learn good policies for specific tasks. Furthermore this approach compliments alternative machine learning techniques such as safety features that try to prevent individuals from making poor decisions. To achieve our results we first extend a well known IRL algorithm via kernel methods. Afterwards we conduct two human subjects experiments using an online game where players have limited time to learn a good policy. We show with statistical significance that players who receive our learning aid are able to approach desired policies more quickly than the control group.
