Scalable oversight seeks to ensure that AI systems, even those surpassing human expertise, remain aligned with human intent.
Reinforcement Learning from Feedback
We propose the concept of RLxF as a naive form of Scalable Oversight, achieved by extending RLHF via AI components, improving the efficiency and quality of alignment between humans and AI systems.
Reinforcement Learning from AI Feedback
Reinforcement Learning from AI Feedback (RLAIF) is a method building upon the framework of RLHF and serves as an extension to Reinforcement Learning from Human Feedback (RLHF).
Recommended Papers List
Constitutional AI: Harmlessness from ai feedback
Click to have a preview.
As AI systems become more capable, we would like to enlist their help to supervise other AIs. We experiment with methods for training a harmless AI assistant through self-improvement, without any human labels identifying harmful outputs. The only human oversight is provided through a list of rules or principles, and so we refer to the method as ‘Constitutional AI’. The process involves both a supervised learning and a reinforcement learning phase. In the supervised phase we sample from an initial model, then generate self-critiques and revisions, and then finetune the original model on revised responses. In the RL phase, we sample from the finetuned model, use a model to evaluate which of the two samples is better, and then train a preference model from this dataset of AI preferences. We then train with RL using the preference model as the reward signal, i.e. we use ‘RL from AI Feedback’ (RLAIF). As a result we are able to train a harmless but non-evasive AI assistant that engages with harmful queries by explaining its objections to them. Both the SL and RL methods can leverage chain-of-thought style reasoning to improve the human-judged performance and transparency of AI decision making. These methods make it possible to control AI behavior more precisely and with far fewer human labels.
Rlaif: Scaling reinforcement learning from human feedback with ai feedback
Click to have a preview.
Reinforcement learning from human feedback (RLHF) is effective at aligning large language models (LLMs) to human preferences, but gathering high quality human preference labels is a key bottleneck. We conduct a head-to-head comparison of RLHF vs. RL from AI Feedback (RLAIF) - a technique where preferences are labeled by an off-the-shelf LLM in lieu of humans, and we find that they result in similar improvements. On the task of summarization, human evaluators prefer generations from both RLAIF and RLHF over a baseline supervised fine-tuned model in ~70% of cases. Furthermore, when asked to rate RLAIF vs. RLHF summaries, humans prefer both at equal rates. These results suggest that RLAIF can yield human-level performance, offering a potential solution to the scalability limitations of RLHF.
Reinforcement Learning from Human and AI Feedback
Reinforcement Learning from Human and AI Feedback (RLHAIF) integrates human and AI elements to provide oversight.
Recommended Papers List
Discovering Language Model Behaviors with Model-Written Evaluations
Click to have a preview.
As language models (LMs) scale, they develop many novel behaviors, good and bad, exacerbating the need to evaluate how they behave. Prior work creates evaluations with crowdwork (which is time-consuming and expensive) or existing data sources (which are not always available). Here, we automatically generate evaluations with LMs. We explore approaches with varying amounts of human effort, from instructing LMs to write yes/no questions to making complex Winogender schemas with multiple stages of LM-based generation and filtering. Crowdworkers rate the examples as highly relevant and agree with 90-100% of labels, sometimes more so than corresponding human-written datasets. We generate 154 datasets and discover new cases of inverse scaling where LMs get worse with size. Larger LMs repeat back a dialog user’s preferred answer (“sycophancy”) and express greater desire to pursue concerning goals like resource acquisition and goal preservation. We also find some of the first examples of inverse scaling in RL from Human Feedback (RLHF), where more RLHF makes LMs worse. For example, RLHF makes LMs express stronger political views (on gun rights and immigration) and a greater desire to avoid shut down. Overall, LM-written evaluations are high-quality and let us quickly discover many novel LM behaviors.
Measuring progress on scalable oversight for large language models
Click to have a preview.
Developing safe and useful general-purpose AI systems will require us to make progress on scalable oversight: the problem of supervising systems that potentially outperform us on most skills relevant to the task at hand. Empirical work on this problem is not straightforward, since we do not yet have systems that broadly exceed our abilities. This paper discusses one of the major ways we think about this problem, with a focus on how to turn it into one that can be productively studied empirically. We first present an experimental design centered on choosing tasks for which human specialists succeed but unaided humans and current general AI systems fail. We then present a proof-of-concept experiment following meant to demonstrate a key feature of this experimental design and show its viability with two question-answering tasks: MMLU and time-limited QuALITY. On these tasks, we find that human participants who interact with an unreliable large-language-model dialog assistant through chat – a trivial baseline strategy for scalable oversight – substantially outperform both the model alone and their own unaided performance. These results are an encouraging sign that scalable oversight will be tractable to study with present models and bolster recent findings that large language models can productively assist humans with difficult tasks.
Recursively Summarizing Books with Human Feedback
Click to have a preview.
A major challenge for scaling machine learning is training models to perform tasks that are very difficult or time-consuming for humans to evaluate. We present progress on this problem on the task of abstractive summarization of entire fiction novels. Our method combines learning from human feedback with recursive task decomposition: we use models trained on smaller parts of the task to assist humans in giving feedback on the broader task. We collect a large volume of demonstrations and comparisons from human labelers, and fine-tune GPT-3 using behavioral cloning and reward modeling to do summarization recursively. At inference time, the model first summarizes small sections of the book and then recursively summarizes these summaries to produce a summary of the entire book. Our human labelers are able to supervise and evaluate the models quickly, despite not having read the entire books themselves. Our resulting model generates sensible summaries of entire books, even matching the quality of human-written summaries in a few cases (∼5% of books). We achieve state-of-the-art results on the recent BookSum dataset for book-length summarization. A zero-shot question-answering model using these summaries achieves state-of-the-art results on the challenging NarrativeQA benchmark for answering questions about books and movie scripts. We release datasets of samples from our model.
Self-critiquing models for assisting human evaluators
Click to have a preview.
We fine-tune large language models to write natural languagecritiques (natural language critical comments) using behavioral cloning. On a topic-based summarization task, critiques written by our models help humans find flaws in summaries that they would have otherwise missed. Our models help find naturally occurring flaws in both model and human written summaries, and intentional flaws in summaries written by humans to be deliberately misleading. We study scaling properties of critiquing with both topic-based summarization and synthetic tasks. Larger models write more helpful critiques, and on most tasks, are better at self-critiquing, despite having harder-to-critique outputs. Larger models can also integrate their own selfcritiques as feedback, refining their own summaries into better ones. Finally, we motivate and introduce a framework for comparing critiquing ability to generation and discrimination ability. Our measurements suggest that even large models may still have relevant knowledge they cannot or do not articulate as critiques. These results are a proof of concept for using AI-assisted human feedback to scale the supervision of machine learning systems to tasks that are difficult for humans to evaluate directly. We release our training datasets, as well as samples from our critique assistance experiments.
Iterated Distillation and Amplification
Iterated Distillation and Amplification (IDA) introduces a framework for constructing scalable oversight through iterative collaboration between humans and AI.
Recommended Papers List
Iterated distillation and amplification
Click to have a preview.
This is a guest post summarizing Paul Christiano’s proposed scheme for training machine learning systems that can be robustly aligned to complex and fuzzy values, which I call Iterated Distillation and Amplification (IDA) here. IDA is notably similar to AlphaGoZero and expert iteration.
The hope is that if we use IDA to train each learned component of an AI then the overall AI will remain aligned with the user’s interests while achieving state of the art performance at runtime — provided that any non-learned components such as search or logic are also built to preserve alignment and maintain runtime performance. This document gives a high-level outline of IDA.
Challenges to Christiano’s capability amplification proposal
Click to have a preview.
The following is a basically unedited summary I wrote up on March 16 of my take on Paul Christiano’s AGI alignment approach (described in “ALBA” and “Iterated Distillation and Amplification”). Where Paul had comments and replies, I’ve included them below.
Supervising strong learners by amplifying weak experts
Click to have a preview.
Many real world learning tasks involve complex or hard-to-specify objectives, and using an easier-to-specify proxy can lead to poor performance or misaligned behavior. One solution is to have humans provide a training signal by demonstrating or judging performance, but this approach fails if the task is too complicated for a human to directly evaluate. We propose Iterated Amplification, an alternative training strategy which progressively builds up a training signal for difficult problems by combining solutions to easier subproblems. Iterated Amplification is closely related to Expert Iteration (Anthony et al., 2017; Silver et al., 2017), except that it uses no external reward function. We present results in algorithmic environments, showing that Iterated Amplification can efficiently learn complex behaviors.
Recursive Reward Modeling
Recursive Reward Modeling (RRM) is a viable solution to broaden the application of reward modeling to much more intricate tasks. The central insight of RRM is the recursive use of already trained agents to provide feedback for the training of successive agents on more complex tasks.
Recommended Papers List
- Scalable agent alignment via reward modeling: a research direction
Click to have a preview.
One obstacle to applying reinforcement learning algorithms to real-world problems is the lack of suitable reward functions. Designing such reward functions is difficult in part because the user only has an implicit understanding of the task objective. This gives rise to the agent alignment problem: how do we create agents that behave in accordance with the user’s intentions? We outline a high-level research direction to solve the agent alignment problem centered around reward modeling: learning a reward function from interaction with the user and optimizing the learned reward function with reinforcement learning. We discuss the key challenges we expect to face when scaling reward modeling to complex and general domains, concrete approaches to mitigate these challenges, and ways to establish trust in the resulting agents.
Debate
Debate entails two agents providing answers and statements, aiding human judges in their decision-making process. This is a zero-sum debate game where agents try to identify each other’s shortcomings while striving to gain higher trust from human judges, and it can be a potential approach to constructing scalable oversight in complex scenarios.
Recommended Papers List
AI safety via debate
Click to have a preview.
To make AI systems broadly useful for challenging real-world tasks, we need them to learn complex human goals and preferences. One approach to specifying complex goals asks humans to judge during training which agent behaviors are safe and useful, but this approach can fail if the task is too complicated for a human to directly judge. To help address this concern, we propose training agents via self play on a zero sum debate game. Given a question or proposed action, two agents take turns making short statements up to a limit, then a human judges which of the agents gave the most true, useful information. In an analogy to complexity theory, debate with optimal play can answer any question in PSPACE given polynomial time judges (direct judging answers only NP questions). In practice, whether debate works involves empirical questions about humans and the tasks we want AIs to perform, plus theoretical questions about the meaning of AI alignment. We report results on an initial MNIST experiment where agents compete to convince a sparse classifier, boosting the classifier’s accuracy from 59.4% to 88.9% given 6 pixels and from 48.2% to 85.2% given 4 pixels. Finally, we discuss theoretical and practical aspects of the debate model, focusing on potential weaknesses as the model scales up, and we propose future human and computer experiments to test these properties.
Improving Factuality and Reasoning in Language Models through Multiagent Debate
Click to have a preview.
Large language models (LLMs) have demonstrated remarkable capabilities in language generation, understanding, and few-shot learning in recent years. An extensive body of work has explored how their performance may be further improved through the tools of prompting, ranging from verification, self-consistency, or intermediate scratchpads. In this paper, we present a complementary approach to improve language responses where multiple language model instances propose and debate their individual responses and reasoning processes over multiple rounds to arrive at a common final answer. Our findings indicate that this approach significantly enhances mathematical and strategic reasoning across a number of tasks. We also demonstrate that our approach improves the factual validity of generated content, reducing fallacious answers and hallucinations that contemporary models are prone to. Our approach may be directly applied to existing black-box models and uses identical procedure and prompts for all tasks we investigate. Overall, our findings suggest that such “society of minds” approach has the potential to significantly advance the capabilities of LLMs and pave the way for further breakthroughs in language generation and understanding.
CIRL: Cooperative Inverse Reinforcement Learning
The framework of Cooperative Inverse Reinforcement Learning (CIRL) unifies control and learning from feedback and models human feedback providers as fellow agents in the same environment. It approaches the scalable oversight problem not by strengthening oversight but by trying to eliminate the incentives for AI systems to game oversight. It puts humans giving feedback and the AI system in cooperative rather than adversarial positions.
Recommended Papers List
Defining and characterizing reward gaming
Click to have a preview.
We provide the first formal definition of reward hacking, a phenomenon where optimizing an imperfect proxy reward function, , leads to poor performance according to the true reward function, . We say that a proxy is unhackable if increasing the expected proxy return can never decrease the expected true return. Intuitively, it might be possible to create an unhackable proxy by leaving some terms out of the reward function (making it``narrower’’) or overlooking fine-grained distinctions between roughly equivalent outcomes, but we show this is usually not the case. A key insight is that the linearity of reward (in state-action visit counts) makes unhackability a very strong condition. In particular, for the set of all stochastic policies, two reward functions can only be unhackable if one of them is constant. We thus turn our attention to deterministic policies and finite sets of stochastic policies, where non-trivial unhackable pairs always exist, and establish necessary and sufficient conditions for the existence of simplifications, an important special case of unhackability. Our results reveal a tension between using reward functions to specify narrow tasks and aligning AI systems with human values.
AI Deception: A Survey of Examples, Risks, and Potential Solutions
Click to have a preview.
This paper argues that a range of current AI systems have learned how to deceive humans. We define deception as the systematic inducement of false beliefs in the pursuit of some outcome other than the truth. We first survey empirical examples of AI deception, discussing both special-use AI systems (including Meta’s CICERO) built for specific competitive situations, and general-purpose AI systems (such as large language models). Next, we detail several risks from AI deception, such as fraud, election tampering, and losing control of AI systems. Finally, we outline several potential solutions to the problems posed by AI deception: first, regulatory frameworks should subject AI systems that are capable of deception to robust risk-assessment requirements; second, policymakers should implement bot-or-not laws; and finally, policymakers should prioritize the funding of relevant research, including tools to detect AI deception and to make AI systems less deceptive. Policymakers, researchers, and the broader public should work proactively to prevent AI deception from destabilizing the shared foundations of our society.
Reward tampering problems and solutions in reinforcement learning: A causal influence diagram perspective
Click to have a preview.
order to build safe artificial general intelligence. In this paper, we study when an RL agent has an instrumental goal to tamper with its reward process, and describe design principles that prevent instrumental goals for two different types of reward tampering (reward function tampering and RF-input tampering). Combined, the design principles can prevent both types of reward tampering from being instrumental goals. The analysis benefits from causal influence diagrams to provide intuitive yet precise formalizations.
Specification gaming: the flip side of AI ingenuity
Click to have a preview.
Specification gaming is a behaviour that satisfies the literal specification of an objective without achieving the intended outcome. We have all had experiences with specification gaming, even if not by this name. Readers may have heard the myth of King Midas and the golden touch, in which the king asks that anything he touches be turned to gold - but soon finds that even food and drink turn to metal in his hands. In the real world, when rewarded for doing well on a homework assignment, a student might copy another student to get the right answers, rather than learning the material - and thus exploit a loophole in the task specification.
The Effects of Reward Misspecification: Mapping and Mitigating Misaligned Models
Click to have a preview.
Reward hacking – where RL agents exploit gaps in misspecified reward functions – has been widely observed, but not yet systematically studied. To understand how reward hacking arises, we construct four RL environments with misspecified rewards. We investigate reward hacking as a function of agent capabilities: model capacity, action space resolution, observation space noise, and training time. More capable agents often exploit reward misspecifications, achieving higher proxy reward and lower true reward than less capable agents. Moreover, we find instances of phase transitions: capability thresholds at which the agent’s behavior qualitatively shifts, leading to a sharp decrease in the true reward. Such phase transitions pose challenges to monitoring the safety of ML systems. To address this, we propose an anomaly detection task for aberrant policies and offer several baseline detectors.
Characterizing Manipulation from AI Systems
Click to have a preview.
Manipulation is a common concern in many domains, such as social media, advertising, and chatbots. As AI systems mediate more of our interactions with the world, it is important to understand the degree to which AI systems might manipulate humans \textit{without the intent of the system designers}. Our work clarifies challenges in defining and measuring manipulation in the context of AI systems. Firstly, we build upon prior literature on manipulation from other fields and characterize the space of possible notions of manipulation, which we find to depend upon the concepts of incentives, intent, harm, and covertness. We review proposals on how to operationalize each factor. Second, we propose a definition of manipulation based on our characterization: a system is manipulative \textit{if it acts as if it were pursuing an incentive to change a human (or another agent) intentionally and covertly}. Third, we discuss the connections between manipulation and related concepts, such as deception and coercion. Finally, we contextualize our operationalization of manipulation in some applications. Our overall assessment is that while some progress has been made in defining and measuring manipulation from AI systems, many gaps remain. In the absence of a consensus definition and reliable tools for measurement, we cannot rule out the possibility that AI systems learn to manipulate humans without the intent of the system designers. We argue that such manipulation poses a significant threat to human autonomy, suggesting that precautionary actions to mitigate it are warranted.
Cooperative inverse reinforcement learning
Click to have a preview.
For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial-information game with two agents, human and robot; both are rewarded according to the human’s reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.
Inverse Reward Design
Click to have a preview.
Autonomous agents optimize the reward function we give them. What they don’t know is how hard it is for us to design a reward function that actually captures what we want. When designing the reward, we might think of some specific training scenarios, and make sure that the reward will lead to the right behavior in those scenarios. Inevitably, agents encounter new scenarios (e.g., new types of terrain) where optimizing that same reward may lead to undesired behavior. Our insight is that reward functions are merely observations about what the designer actually wants, and that they should be interpreted in the context in which they were designed. We introduce inverse reward design (IRD) as the problem of inferring the true objective based on the designed reward and the training MDP. We introduce approximate methods for solving IRD problems, and use their solution to plan risk-averse behavior in test MDPs. Empirical results suggest that this approach can help alleviate negative side effects of misspecified reward functions and mitigate reward hacking.
Multi-principal assistance games
Click to have a preview.
Assistance games (also known as cooperative inverse reinforcement learning games) have been proposed as a model for beneficial AI, wherein a robotic agent must act on behalf of a human principal but is initially uncertain about the humans payoff function. This paper studies multi-principal assistance games, which cover the more general case in which the robot acts on behalf of N humans who may have widely differing payoffs. Impossibility theorems in social choice theory and voting theory can be applied to such games, suggesting that strategic behavior by the human principals may complicate the robots task in learning their payoffs. We analyze in particular a bandit apprentice game in which the humans act first to demonstrate their individual preferences for the arms and then the robot acts to maximize the sum of human payoffs. We explore the extent to which the cost of choosing suboptimal arms reduces the incentive to mislead, a form of natural mechanism design. In this context we propose a social choice method that uses shared control of a system to combine preference inference with social welfare optimization.
Benefits of assistance over reward learning
Click to have a preview.
Much recent work has focused on how an agent can learn what to do from human feedback, leading to two major paradigms. The first paradigm is reward learning, in which the agent learns a reward model through human feedback that is provided externally from the environment. The second is assistance, in which the human is modeled as a part of the environment, and the true reward function is modeled as a latent variable in the environment that the agent may make inferences about. The key difference between the two paradigms is that in the reward learning paradigm, by construction there is a separation between reward learning and control using the learned reward. In contrast, in assistance these functions are performed as needed by a single policy. By merging reward learning and control, assistive agents can reason about the impact of control actions on reward learning, leading to several advantages over agents based on reward learning. We illustrate these advantages in simple environments by showing desirable qualitative behaviors of assistive agents that cannot be found by agents based on reward learning.