Deep reinforcement learning from human preferences
Auteurs : Paul Christiano, Jan Leike, Tom B. Brown, Miljan Martic, Shane Legg, Dario Amodei
Résumé : For sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human preferences between pairs of trajectory segments. We show that this approach can effectively solve complex RL tasks without access to the reward function, including Atari games and simulated robot locomotion, while providing feedback on less than one percent of our agent's interactions with the environment. This reduces the cost of human oversight far enough that it can be practically applied to state-of-the-art RL systems. To demonstrate the flexibility of our approach, we show that we can successfully train complex novel behaviors with about an hour of human time. These behaviors and environments are considerably more complex than any that have been previously learned from human feedback.
Explorez l'arbre d'article
Cliquez sur les nœuds de l'arborescence pour être redirigé vers un article donné et accéder à leurs résumés et assistant virtuel
Recherchez des articles similaires (en version bêta)
Nous comparons le titre et le résumé avec les articles indexés dans notre base. Pour les articles arXiv, la recherche porte sur la même catégorie ; pour les DOI et les autres sources, elle couvre toutes les sources et disciplines. Vous pouvez la relancer à mesure que notre base s’enrichit.