Response to reviewer feedback
## Summary of reviews
We thank the reviewers for their insightful feedback and constructive suggestions. Our work presents an innovative framework for generating reward functions by reducing reward engineering to task progress estimation and leveraging LLMs to generate progress functions. This approach demonstrates substantial **sample efficiency gains**, requiring up to 20x fewer reward function samples than Eureka (ICLR 2024) while achieving state-of-the-art performance on Bi-DexHands (foaV, 7kFc). We provide **strong empirical results** on both Bi-DexHands and MiniGrid benchmarks, illustrating both superior performance and reduced computational costs (foaV, mw3c). Furthermore, we conducted **thorough ablation studies** to isolate and evaluate the contributions of individual design components, offering insights into their roles (foaV). By linking symbolic notions of task progress with count-based intrinsic rewards, our work contributes a novel method to the RL literature, which we validated with robust evaluations focusing on training efficiency and task performance (mw3c).
## Clarifications on some key points
**Focus on comparison to Eureka:** Automated reward generation has the potential to vastly reduce the amount of human iteration required for training RL policies. **We present our work in comparison to Eureka (ICLR 2024) both because it was the prior SOTA work on Bi-DexHands and because it used LLM-based reward generation.** Bi-DexHands presents a substantial state-action space comparable to real-world robotics tasks. Both progress functions and traditional reward shaping rely on simplifying the complexity of state-action spaces, and our approach demonstrates better performance in these settings.
**Creating a feature library:** We agree that creating a feature engineering library for new environments requires some human effort. However, this effort is modest compared to designing dense rewards or crafting viable observation spaces, which are typically required in RL. For practitioners already skilled in RL, we believe this tradeoff is beneficial–especially due to the SOTA performance and 20x efficiency gains. **We have revised the text to better align this claim with the expectations for RL practitioners.**
**The choice of progress functions over SimHash:** We appreciate the request for greater justification of our choice of progress bins over alternatives like SimHash. Progress bins discretize the state space by leveraging domain knowledge, which empirically allows them to better capture task-relevant aspects of the environment. As seen in prior work [1], **human-informed hash functions using domain knowledge, while lacking better theoretical properties, empirically outperform generic representations like SimHash.** SimHash offers convergence guarantees, but progress bins provide practical benefits under finite training budgets, as evidenced by our empirical results in Table 1.
**How we select the best progress function, and how we evaluate it:** Following Eureka’s experimental protocol, the progress function that achieves the highest task success during a single training run is selected **in an automated fashion (Lines 311-313, also in the original pdf)** and the selected function is evaluated over five additional runs with different seeds **(Lines 298-300, also in the original pdf). Please note the distinction between the function selection protocol (select best training run) and evaluation protocol (report the average performance of the selected function on 5 additional runs). This is the protocol from Eureka.** In the ablation presented in Table 1, the comparison is fair because the ablated methods simply are averaging across fewer evaluation trials.
**Progress vs progress differences as reward:** We acknowledge that using cumulative progress as a reward may be less conventional than using progress differences. However, on Bi-DexHands we ran experiments using both approaches, and cumulative progress achieved an average success rate of 0.45, whereas using progress differences only achieved an average success rate of 0.32. Therefore, we included results directly using progress as reward to offer the best possible comparison to dense rewards. **We have presented the difference between these two dense reward approaches in our updated Appendix A.8.**
[1] Haoran Tang, Rein Houthooft, Davis Foote, Adam Stooke, OpenAI Xi Chen, Yan Duan, John Schulman, Filip DeTurck, and Pieter Abbeel. # exploration: A study of count-based exploration for deep reinforcement learning. Advances in neural information processing systems, 30, 2017.