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Reinforcement Learning with a Corrupted Reward Channel
Tom Everitt, Victoria Krakovna, Laurent Orseau, Marcus Hutter, Shane Legg
TL;DR
Reward corruption makes observed rewards an unreliable guide to an agent’s true objective. The paper formalizes this setting and studies richer feedback and quantilisation as ways to address it. Without assumptions, no agent can avoid the problem; under some conditions, alternative feedback and randomization offer ways around it.
Problem
Reward corruption can make observed rewards diverge from true rewards, and without assumptions about corruption no agent can avoid the problem.
Source: §7 · p. 21Method
The paper formalizes corrupt-reward MDPs and examines richer feedback, including decoupled feedback, alongside quantilisation.
Source: §4.1 · p. 10, §5.2 · pp. 16–17Results
Without simplifying assumptions no agent can outperform a random agent, while quantilisation may improve robustness and alternative frameworks offer promising ways around corruption.
Source: §7 · pp. 21–22Takeaways & Limitations
Using reward as evidence rather than an optimization target is not fail-safe, while richer data or quantilisation can help within the paper’s stated scope.
Source: §7 · pp. 21–22The general δ-quantilising agent is unsuitable for practical implementation because of its extreme data and memory requirements and computational complexity.
Source: §5.2 · p. 17
Abstract
from arXiv · showhide
No real-world reward function is perfect. Sensory errors and software bugs may result in RL agents observing higher (or lower) rewards than they should. For example, a reinforcement learning agent may prefer states where a sensory error gives it the maximum reward, but where the true reward is actually small. We formalise this problem as a generalised Markov Decision Problem called Corrupt Reward MDP. Traditional RL methods fare poorly in CRMDPs, even under strong simplifying assumptions and when trying to compensate for the possibly corrupt rewards. Two ways around the problem are investigated. First, by giving the agent richer data, such as in inverse reinforcement learning and semi-supervised reinforcement learning, reward corruption stemming from systematic sensory errors may sometimes be completely managed. Second, by using randomisation to blunt the agent's optimisation, reward corruption can be partially managed under some assumptions.
1 Introduction
Reward corruption occurs when observed rewards diverge from what designers intend, so agents can optimize signals that do not reflect the true objective. The paper formalizes this problem and examines its limits and possible mitigations.
1 Introduction
- A robot can receive maximal observed reward from a sensory error, while a boat-racing agent can earn high reward by circling and lose every race.The paper groups such cases with software bugs, misjudgements, and misinterpreted supervisor actions.Source: §1 · p. 2
- The paper formalizes learning to approximately optimize true reward despite potentially corrupt reward data as the corrupt reward problem.It introduces a generalized MDP framework and a worst-case-regret performance measure.Source: §1 · p. 2
- Without assumptions about corruption, a No Free Lunch result applies, and Bayesian RL agents can suffer near-maximal regret even under strong simplifying assumptions.The paper also finds that trying to use observed rewards as evidence about true rewards is not a fail-safe solution.Source: §1 · p. 2
- Richer feedback frameworks, including CIRL, learning values from stories, and semi-supervised RL, are evaluated; LVFS and SSRL are identified as safest because of their feedback-loop structure.The paper develops decoupled RL as an abstract framework generalizing these alternative approaches.Source: §1 · p. 3
- Quantilisation may improve robustness when high-reward states substantially outnumber corrupt states, by blunting the agent’s optimization.The paper illustrates its results with simple experiments.Source: §1 · p. 3
2 Formalisation
The paper models reward corruption by extending an MDP with a state-dependent function that transforms true rewards into observed rewards. Agents act on observed histories, while performance is judged by true reward and worst-case regret.
2 Formalisation
- A dot denotes a true signal and a hat denotes its possibly corrupt observed counterpart; the agent’s objective is not to optimize the induced observed MDP’s rewards.The paper defines the state-specific transformation as C_s(r).Source: §2 · p. 3
- A CRMDP retains an MDP’s states, actions, transitions, and true reward function, and adds a corruption function that determines observed rewards.The observed reward in a state is the corruption function applied to that state’s true reward.Source: §2 · p. 3
- A CRMDP class represents uncertainty about transition, reward, and corruption functions, while an agent selects actions from its observed history.The policy may be stochastic and specifies behavior for possible experience histories.Source: §2 · p. 4
- Regret compares an agent’s expected cumulative true reward with that of an optimal policy that knows the CRMDP, and worst-case regret takes the maximum over the class.This evaluates performance against true rather than observed reward.Source: §2 · p. 4
3 The Corrupt Reward Problem
The paper shows that corrupt-reward learning is impossible without assumptions, then studies restricted settings and finds that Bayesian RL can still incur very high regret. The assumptions constrain corruption and environment structure, but do not make reward evidence a fail-safe guide.
3.1 No Free Lunch Theorem
- Without restrictions on reward corruption, the worst-case regret of any policy is at most a factor of two better than maximum regret, so no policy reliably identifies the true objective.The result follows because distinct true-reward and corruption functions can induce the same observed rewards.Source: §3.1 · p. 5
3.2 Simplifying Assumptions
- The positive analysis assumes some states are guaranteed non-corrupt and at most q other states are corrupt; its easy-environment assumptions also require communication, stay actions, and many high-reward risky states.The authors note that the stay-action assumption is typically not satisfied outside bandits and toy problems.Source: §3.2 · pp. 6–7
3.3 Bayesian RL Agents
- Under these simplifying assumptions, Bayesian RL agents can still suffer near-worst-case regret because they may lack enough data to distinguish corrupt states from genuine reward.The CR agent may settle on an observed-reward value it believes corresponds to high true reward; the RL agent optimizes observed reward directly.Source: §3.3 · pp. 7–8
- For the RL-agent result, the construction additionally assumes that only one state has observed reward 1, making it the preferred state independently of the prior.The constructed case shows the agent can persistently choose a state with low true reward while an informed policy obtains reward 1 elsewhere.Source: §3.3 · p. 9
4 Decoupled Reinforcement Learning
This section examines how decoupled reinforcement learning can let agents assess states beyond the one they occupy and potentially expose reward corruption. It covers both guarantees under limited sensory corruption, which depend on reward-observation availability, and a CIRL example where missing comparative information leads to maximum regret.
4.1 Alternative Value Learning Methods
- Decoupled feedback lets agents observe rewards for states other than their current state, though observations may be unavailable or corrupted.CIRL, stories in LVFS, and human evaluations in SSRL share this feature; decoupled feedback models it as observing a sampled state and its reward from the current state.Source: §4.1 · pp. 9–10, §4 · p. 9
4.2 Overcoming Sensory Corruption
- Without simplifying assumptions, decoupled feedback cannot distinguish a world with no corruption from one where all states are consistently corrupt.The limited-corruption assumption requires safe states to be non-corrupt and at most q non-safe states to be corrupt; this is motivated for sensory corruption, not necessarily irrational human actions or biased evaluations.Source: §4.2 · p. 10
- For a countable, communicating class of decoupled-feedback CRMDPs, if Assumption 12′ holds and |Sobs_s′| > 2q for each target s′, a policy learns true rewards in finite time.Under the same conditions, learnability of the true reward function implies sublinear regret for the CR-agent.Source: §4.2 · pp. 11–12
4.3 Implications
- RL cannot meet the learnability condition under corruption, CIRL may have too few observation states, while LVFS and SSRL may meet it under reasonably realistic assumptions.The paper suggests that agents combining evidence sources are safest because they can more readily satisfy the conditions for learning despite sensory corruption.Source: §4.3 · p. 13
- CIRL can still suffer significant regret when sensory corruption makes distinct reward hypotheses empirically indistinguishable.In the example, the same observed human action and transition prediction can be explained either by a corrupted state or by the human preferring that state.Source: §4.3 · pp. 13–14
- Assuming non-corruption is likelier than corruption, the agent infers that the human prefers s2 to s1 and always chooses a2, suffering maximum regret.The optimal policy keeps the agent in s2.Source: §4.3 · p. 14
- Because the human cannot affect transitions from s1 to s2, the non-corrupt state provides no evidence about their relative rewards; only corrupt-state observations do.Source: §4.3 · p. 14
- Highly intelligent CIRL agents may be prone to wireheading by seeking corrupt states where all evidence indicates very high reward.The passage relates sensory corruption in CIRL to reward corruption in RL because both can lead to incorrect conclusions about true reward.Source: §4.3 · p. 14
5 Quantilisation: Randomness Increases Robustness
Quantilisation uses random selection among high-observed-reward states or policies to reduce the chance of choosing adversarially placed corrupt rewards. Its guarantees depend on corrupt-state prevalence and reward support, and the general agent is presented as a theoretical construction with substantial implementation costs.
5.1 Simple Case
- The simple agent visits every state, then uniformly samples from states whose observed reward meets δ; it is more robust when high-reward states outnumber corrupt states.The figure illustrates why: random selection from states above a threshold is likely to avoid adversarially placed corrupt states.Source: §5.1 · p. 15, Figure 5 · p. 15
- When the fraction of corrupt states is small, the simple quantilising agent’s time-averaged regret gets close to zero.The paper compares this with RL and CR agents that can have regret close to 1 under the same conditions.Source: §5.1 · pp. 15–16
- For stochastic rewards, the agent can revisit states until confidence intervals of length 2ε and confidence 1 − ε are established, using ε = 1/t.The passage states that this modification gives the same regret bound as the deterministic version.Source: §5.1 · p. 16
- With δ ≤ 1/2 in the example, quantilisation has regret (1 − ε)/2, while soft-max and ε-greedy have regret close to 1 − ε.Those policies favor routes to the corrupt state; the comparison is with an informed policy that always chooses the non-corrupt state.Source: §5.1 · p. 16
5.2 General Quantilisation Agent
- The general agent samples among policies using their value-support sets, so distinct choices draw reward from distinct states rather than repeatedly exploiting one corrupt state.Larger value support motivates greater selection probability because a policy drawing reward from more states is less likely to have all its reward states corrupt.Source: §5.2 · pp. 16–17
- The general construction is theoretical rather than practical: estimating policies requires extreme data and memory, and selecting sets is computationally complex.Finding a practical approximation is left for future research.Source: §5.2 · p. 17
- General δ-quantilisation bounds time-averaged regret away from 1 under weak assumptions, though travel between high-reward states can make the bound weak.The stated improvement over RL and CR agents holds even when high-reward states are difficult to reach or remain in.Source: §5.2 · pp. 17–18
- The paper’s examples suggest quantilisation may avoid wireheading when such policies are rare, but this may require sacrificing observed reward.The authors identify efficient approximations, empirical performance, and dynamic threshold adjustment as further research directions.Source: §5.2 · p. 19
6 Experimental Results
Gridworld experiments compare Q-learning, softmax Q-learning, and quantilisation under corrupt rewards. Quantilisation achieves much higher true reward than Q-learning at similar observed reward, though with higher variance.
- The gridworld uses 1, 2, or 4 true-reward goal tiles, one corrupt tile, and continuing episodes with discount factor γ = 0.9.True-reward tiles pay 0.9, the corrupt tile has observed reward 1 and true reward 0, and empty tiles pay 0.1.Source: §6 · p. 19
- Q-learning spends almost all its time on the corrupt tile, while quantilisation often stays on a goal tile.Source: §6 · pp. 19, 21
- Quantilisation achieves much higher true reward than Q-learning at similar observed reward, but with higher variance.Figure 8 shows their reward trajectories; Table 1 reports averages after 1 million cycles over 100 runs.Source: Figure 8 · p. 20, Table 1 · p. 21
- With more than one goal tile, quantilisation's true reward improves substantially, softmax improves slightly, and Q-learning shows no improvement.Source: Table 1 · p. 21
7 Conclusions
The paper formalises corrupt reward and finds that traditional agents can remain vulnerable, while crosschecking and quantilisation offer conditional ways to improve robustness. Its conclusions also identify assumptions and practical questions that limit the scope of those approaches.
7 Conclusions
- Without assumptions about reward corruption, all agents suffer high regret, a No Free Lunch result.The paper presents this as a boundary that motivates making assumptions about the relationship between observed and true rewards.Source: §7 · p. 21
- Using reward as evidence is no magic bullet because agents do not know the exact relation between observed and true reward.When that relation is known, the authors say a non-corrupt reward function can be defined.Source: §7 · p. 21
- With sufficient crosschecking, SSRL and LVFS can learn true rewards despite sensory corruption, whereas CIRL does not; standard RL cannot crosscheck.The paper describes the result for SSRL and LVFS as holding under natural assumptions.Source: §7 · p. 22
- Combining frameworks and providing agents with different data sources may often be the safest option.Source: §7 · p. 22
- Where reward crosschecking is unavailable, quantilisation may improve robustness, but its effectiveness depends on the relative numbers of corrupt and good solutions.The paper characterises quantilisation as preventing agents from overoptimising their objectives.Source: §7 · p. 22
- Open questions include hidden states, non-stationary corruption, infinite state spaces, and making quantilisation practically efficient.The paper notes that many results rely on finite states and that the formulated quantilising agent is inefficient in data, memory, and computation.Source: §7 · p. 22