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Designing reward functions is difficult: the designer has to specify what to do (what it means to complete the task) as well as what not to do (side effects that should be avoided while completing the task). To alleviate the burden on the reward designer, we propose an algorithm to automatically generate an auxiliary reward function that penalizes side effects. This auxiliary objective rewards the ability to complete possible future tasks, which decreases if the agent causes side effects during the current task. The future task reward can also give the agent an incentive to interfere with events in the environment that make future tasks less achievable, such as irreversible actions by other agents. To avoid this interference incentive, we introduce a baseline policy that represents a default course of action (such as doing nothing), and use it to filter out future tasks that are not achievable by default. We formally define interference incentives and show that the future task approach with a baseline policy avoids these incentives in the deterministic case. Using gridworld environments that test for side effects and interference, we show that our method avoids interference and is more effective for avoiding side effects than the common approach of penalizing irreversible actions.
Autonomous agents acting in the real-world often operate based on models that ignore certain aspects of the environment. The incompleteness of any given model---handcrafted or machine acquired---is inevitable due to practical limitations of any model
Designing reward functions for reinforcement learning is difficult: besides specifying which behavior is rewarded for a task, the reward also has to discourage undesired outcomes. Misspecified reward functions can lead to unintended negative side eff
We present an approach to sensorimotor control in immersive environments. Our approach utilizes a high-dimensional sensory stream and a lower-dimensional measurement stream. The cotemporal structure of these streams provides a rich supervisory signal
How can we design agents that pursue a given objective when all feedback mechanisms are influenceable by the agent? Standard RL algorithms assume a secure reward function, and can thus perform poorly in settings where agents can tamper with the rewar
An important goal of neural architecture search (NAS) is to automate-away the design of neural networks on new tasks in under-explored domains. Motivated by this broader vision for NAS, we study the problem of enabling users to discover the right neu