The standard formulation of Reinforcement Learning lacks a practical way of specifying what are admissible and forbidden behaviors. Most often, practitioners go about the task of behavior specification by manually engineering the reward function, a counter-intuitive process that requires several iterations and is prone to reward hacking by the agent. In this work, we argue that constrained RL, which has almost exclusively been used for safe RL, also has the potential to significantly reduce the amount of work spent for reward specification in applied RL projects. To this end, we propose to specify behavioral preferences in the CMDP framework and to use Lagrangian methods to automatically weigh each of these behavioral constraints. Specifically, we investigate how CMDPs can be adapted to solve goal-based tasks while adhering to several constraints simultaneously. We evaluate this framework on a set of continuous control tasks relevant to the application of Reinforcement Learning for NPC design in video games.
翻译:“强化学习”的标准提法缺乏具体说明哪些行为可以被接受和被禁止的实用方法。 通常,执业者通过手动设计奖赏功能来完成行为规范的任务,这是一个反直觉的过程,需要多次迭代,并容易奖励代理人的黑客。 在这项工作中,我们争辩说,限制RL几乎完全用于安全RL, 也有可能大大减少应用RL项目中用于奖赏规格的工程量。 为此,我们提议在CMDP框架中具体规定行为偏好,并使用Lagrangian方法自动权衡每一种行为限制。具体地说,我们调查CMDP如何在同时遵守若干限制的同时适应目标性任务。我们评估这一框架与在视频游戏中应用NPC设计强化学习相关的一系列持续控制任务。