# Actively Learning Costly Reward Functions for Reinforcement Learning

arXiv: https://arxiv.org/abs/2211.13260 · HTML: https://mlsanity.com/paper/2211.13260/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 42 of its 91 references that are in the map.
- First posted on arXiv 23 Nov 2022.

## Builds on (most cited first, 30 of 42)

- [Training language models to follow instructions with human feedback](https://mlsanity.com/paper/2203.02155/) (2022)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Deep reinforcement learning from human preferences](https://mlsanity.com/paper/1706.03741/) (2017)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Soft Actor-Critic Algorithms and Applications](https://mlsanity.com/paper/1812.05905/) (2018)
- [Hindsight Experience Replay](https://mlsanity.com/paper/1707.01495/) (2017)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Automatic chemical design using a data-driven continuous representation of molecules](https://mlsanity.com/paper/1610.02415/) (2016)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Machine Learning for Combinatorial Optimization: a Methodological Tour d'Horizon](https://mlsanity.com/paper/1811.06128/) (2018)
- [Neural Combinatorial Optimization with Reinforcement Learning](https://mlsanity.com/paper/1611.09940/) (2016)
- [Image Augmentation Is All You Need: Regularizing Deep Reinforcement Learning from Pixels](https://mlsanity.com/paper/2004.13649/) (2020)
- [Learning Combinatorial Optimization Algorithms over Graphs](https://mlsanity.com/paper/1704.01665/) (2017)
- [Leveraging Procedural Generation to Benchmark Reinforcement Learning](https://mlsanity.com/paper/1912.01588/) (2019)
- [Scalable agent alignment via reward modeling: a research direction](https://mlsanity.com/paper/1811.07871/) (2018)
- [Brax -- A Differentiable Physics Engine for Large Scale Rigid Body Simulation](https://mlsanity.com/paper/2106.13281/) (2021)
- [Mastering Visual Continuous Control: Improved Data-Augmented Reinforcement Learning](https://mlsanity.com/paper/2107.09645/) (2021)
- [Graph Convolutional Policy Network for Goal-Directed Molecular Graph Generation](https://mlsanity.com/paper/1806.02473/) (2018)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [Distributed Prioritized Experience Replay](https://mlsanity.com/paper/1803.00933/) (2018)
- [Molecular De Novo Design through Deep Reinforcement Learning](https://mlsanity.com/paper/1704.07555/) (2017)
- [Mastering Atari Games with Limited Data](https://mlsanity.com/paper/2111.00210/) (2021)
- [Optimization of Molecules via Deep Reinforcement Learning](https://mlsanity.com/paper/1810.08678/) (2018)
- [Soft Actor-Critic for Discrete Action Settings](https://mlsanity.com/paper/1910.07207/) (2019)
- [End-to-End Robotic Reinforcement Learning without Reward Engineering](https://mlsanity.com/paper/1904.07854/) (2019)
- [Massively Parallel Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1507.04296/) (2015)

## Built on by (most cited first, 2 of 2)

- [Multi-objective Reinforcement Learning With Augmented States Requires Rewards After Deployment](https://mlsanity.com/paper/2604.15757/) (2026)
- [Remote Action Generation: Remote Control with Minimal Communication](https://mlsanity.com/paper/2605.01833/) (2026)

## Abstract (arXiv)

Transfer of recent advances in deep reinforcement learning to real-world applications is hindered by high data demands and thus low efficiency and scalability. Through independent improvements of components such as replay buffers or more stable learning algorithms, and through massively distributed systems, training time could be reduced from several days to several hours for standard benchmark tasks. However, while rewards in simulated environments are well-defined and easy to compute, reward evaluation becomes the bottleneck in many real-world environments, e.g., in molecular optimization tasks, where computationally demanding simulations or even experiments are required to evaluate states and to quantify rewards. Therefore, training might become prohibitively expensive without an extensive amount of computational resources and time. We propose to alleviate this problem by replacing costly ground-truth rewards with rewards modeled by neural networks, counteracting non-stationarity of state and reward distributions during training with an active learning component. We demonstrate that using our proposed ACRL method (Actively learning Costly rewards for Reinforcement Learning), it is possible to train agents in complex real-world environments orders of magnitudes faster. By enabling the application of reinforcement learning methods to new domains, we show that we can find interesting and non-trivial solutions to real-world optimization problems in chemistry, materials science and engineering.
