Designing Rewards for Fast Learning
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Abstract (arXiv)
To convey desired behavior to a Reinforcement Learning (RL) agent, a designer must choose a reward function for the environment, arguably the most important knob designers have in interacting with RL agents. Although many reward functions induce the same optimal behavior (Ng et al., 1999), in practice, some of them result in faster learning than others. In this paper, we look at how reward-design choices impact learning speed and seek to identify principles of good reward design that quickly induce target behavior. This reward-identification problem is framed as an optimization problem: Firstly, we advocate choosing state-based rewards that maximize the action gap, making optimal actions easy to distinguish from suboptimal ones. Secondly, we propose minimizing a measure of the horizon, something we call the "subjective discount", over which rewards need to be optimized to encourage agents to make optimal decisions with less lookahead. To solve this optimization problem, we propose a linear-programming based algorithm that efficiently finds a reward function that maximizes action gap and minimizes subjective discount. We test the rewards generated with the algorithm in tabular environments with Q-Learning, and empirically show they lead to faster learning. Although we only focus on Q-Learning because it is perhaps the simplest and most well understood RL algorithm, preliminary results with R-max (Brafman and Tennenholtz, 2000) suggest our results are much more general. Our experiments support three principles of reward design: 1) consistent with existing results, penalizing each step taken induces faster learning than rewarding the goal. 2) When rewarding subgoals along the target trajectory, rewards should gradually increase as the goal gets closer. 3) Dense reward that's nonzero on every state is only good if designed carefully.
Key facts. Cited by 7 papers in the map (data through 14 Oct 2026). Builds on 2 of its 15 references that are in the map. First posted on arXiv 30 May 2022.
Builds on
2 of 15 references.
References · 2
- 2021On the Expressivity of Markov Rewardcited by 71
- 2015Increasing the Action Gap: New Operators for Reinforcement Learningcited by 49
Built on by
Citing papers per year: 2022: 2; 2023: 1; 2024: 3; 2025: 1.
7 papers.
- 2024BAMDP Shaping: a Unified Framework for Intrinsic Motivation and Reward Shapingcited by 4
- 2024Optimizing Plastic Waste Collection in Water Bodies Using Heterogeneous Autonomous Surface Vehicles with Deep Reinforcement Learningcited by 4
- 2023Developing Driving Strategies Efficiently: A Skill-Based Hierarchical Reinforcement Learning Approachcited by 3
- 2022Applications of Reinforcement Learning in Finance -- Trading with a Double Deep Q-Networkcited by 2
- 2024Composite Learning Units: Generalized Learning Beyond Parameter Updates to Transform LLMs into Adaptive Reasonerscited by 1
- 2022Tiered Reward: Designing Rewards for Specification and Fast Learning of Desired Behaviorcited by 0
- 2025A Robust Model-Based Approach for Continuous-Time Policy Evaluation with Unknown L'evy Process Dynamicscited by 0
- 2025A Robust Model-Based Approach for Continuous-Time Policy Evaluation with Unknown L'evy Process Dynamics2 Apr 2025
- 2024Optimizing Plastic Waste Collection in Water Bodies Using Heterogeneous Autonomous Surface Vehicles with Deep Reinforcement Learning3 Dec 2024
- 2024Composite Learning Units: Generalized Learning Beyond Parameter Updates to Transform LLMs into Adaptive Reasoners9 Oct 2024
- 2024BAMDP Shaping: a Unified Framework for Intrinsic Motivation and Reward Shaping9 Sep 2024
- 2023Developing Driving Strategies Efficiently: A Skill-Based Hierarchical Reinforcement Learning Approach4 Feb 2023
- 2022Tiered Reward: Designing Rewards for Specification and Fast Learning of Desired Behavior7 Dec 2022
- 2022Applications of Reinforcement Learning in Finance -- Trading with a Double Deep Q-Network28 Jun 2022