Learning human objectives by evaluating hypothetical behaviours
We intentionally introduce a significant shift in the initial state distribution: the agent starts at the lower left corner (0, 0) in the training environment, and at the upper right corner (1, 1) in the test environment. Prior methods that collect data by deploying an agent in the training environment are unlikely to learn about the trap in the upper right corner, because they immediately find the goal, then fail to continue exploring. The user labels these states with rewards, using which ReQueST learns a robust reward model that enables the agent to navigate around the trap in the test environment.
Jan-21-2020, 23:09:16 GMT
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