# Designing Rewards for Fast Learning

arXiv: https://arxiv.org/abs/2205.15400 · HTML: https://mlsanity.com/paper/2205.15400/

## 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 (most cited first, 2 of 2)

- [On the Expressivity of Markov Reward](https://mlsanity.com/paper/2111.00876/) (2021)
- [Increasing the Action Gap: New Operators for Reinforcement Learning](https://mlsanity.com/paper/1512.04860/) (2015)

## Built on by (most cited first, 7 of 7)

- [BAMDP Shaping: a Unified Framework for Intrinsic Motivation and Reward Shaping](https://mlsanity.com/paper/2409.05358/) (2024)
- [Optimizing Plastic Waste Collection in Water Bodies Using Heterogeneous Autonomous Surface Vehicles with Deep Reinforcement Learning](https://mlsanity.com/paper/2412.02316/) (2024)
- [Developing Driving Strategies Efficiently: A Skill-Based Hierarchical Reinforcement Learning Approach](https://mlsanity.com/paper/2302.02179/) (2023)
- [Applications of Reinforcement Learning in Finance -- Trading with a Double Deep Q-Network](https://mlsanity.com/paper/2206.14267/) (2022)
- [Composite Learning Units: Generalized Learning Beyond Parameter Updates to Transform LLMs into Adaptive Reasoners](https://mlsanity.com/paper/2410.08037/) (2024)
- [Tiered Reward: Designing Rewards for Specification and Fast Learning of Desired Behavior](https://mlsanity.com/paper/2212.03733/) (2022)
- [A Robust Model-Based Approach for Continuous-Time Policy Evaluation with Unknown L'evy Process Dynamics](https://mlsanity.com/paper/2504.01482/) (2025)

## 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.
