Strengths
1. This paper is well-written and readable, and provides detailed appendices and codes to supplement the paper's algorithms, experiments, and implementation details.
2. This paper presents a reward-free approach to improve learning from human active involvement, effectively utilizing all data generated during the human intervention, including both agent and human-generated data.
3. The proposed method can be extended to various value-based RL Methods.
Weaknesses
The training process of PVP seems to rely heavily on human involvement, whether through observation or intervention, which can be quite costly, especially when scaling up to more complex scenarios. However, this may not be an issue if the cost is lower than designing safe rewards and the performance is superior to basic RL methods.
Nonetheless, the experimental results and settings in the paper leave me puzzled, and I am unable to determine if the results sufficiently support the conclusions.
1. I am unsure if the experimental setup for Base RL Methods is fair. Why is the Episodic Return so high, but the Success Rate is lower than that of humans? For instance, GT Sophy [1], a race car AI trained using Deep RL by Wurman, Peter R., et al., has already surpassed human champions. Additionally, Imamura, Ryuji, et al. [2] mention that "all agents learn the policy in approximately 400 epochs" and "its score places it among the top 10% approximately 28,000 human players." Can the authors provide more detailed descriptions of the rewards for Base RL Methods? Although the reward settings are briefly described in the appendix, the calculation methods and weights for each reward are not listed. Unreasonable rewards may affect the performance of Base RL Methods and the fairness of comparisons.
2. PVP can be considered as providing dense training signals to the agent, as the agent's training relies on human judgment for every (s, a) pair. Even if the action is not intervened, it still depends on human judgment, thus providing a positive and accurate training signal, leading to faster convergence. For Base RL Methods, can designing more reasonable dense rewards and properly adjusting the weight of crash penalties achieve the same effect? Based on the evaluation metrics, human preference seems to be focused on reducing crash. Can manually designed rewards also express human intentions and preferences? The author should compare the cost of manually crafting the reward with the cost of human intervention, which can highlight the advantages of PVP.
3. I also have doubts about the experimental results for BC and GAIL. What was their training data? Why do human demos have a 97% success rate, while BC and GAIL have success rates of less than 1%? Are there any errors in the experiments?
4. I am also puzzled about the user study results in Table 3. According to the appendix, the scores can only be 1, 2, 3, 4, or 5, with an upper limit of 5 points, and PVP has an average score of 4.8. Why is there a standard deviation of 0.5 when the scores are so high? Are there cases with very low scores, and did the authors analyze these low-score cases in detail? Bad cases can be potential safety hazards.
5. The statement about PVP with reward results is unevidenced: "which might be caused by the fact that the native reward function might not be aligned with human preference." Success rate is a metric of agent capability, so why can't an agent's capability be improved if it is not aligned with human preferences? Is there evidence to prove that RL cannot surpass humans in this task [1, 2]?
6. Additionally, the description of human subjects is insufficient. What is the proficiency of the human subjects in the environments? Were they all novices or professionals? Was a standard test specification or guide provided before the test to ensure consistency in test objectives?
7. Have the authors compared the repetition rates of (s, a) and (s, an) in the Novice Buffer and Human Buffer? This might be closely related to the reliability of human subjects, and learning may not be meaningful for unreliable humans.
8. How much variation is there in (s, an) among different human subjects? When participants have different styles, how should this be handled? For example, if some participants think the current (s, a) is reasonable, but others think it needs intervention, how should this sample be treated?
[1] Wurman P R, Barrett S, Kawamoto K, et al. Outracing champion Gran Turismo drivers with deep reinforcement learning. Nature, 2022
[2] Imamura R, Seno T, Kawamoto K, et al. Expert Human-Level Driving in Gran Turismo Sport Using Deep Reinforcement Learning with Image-based Representation, 2021
Limitations
This paper partially discussed the limitations, but there may still be some ethical concerns. It is worth considering whether the proposed method could be potentially abused by malicious human subjects, leading the AI to learn in an incorrect manner. Can malicious human preferences be detected in a timely manner, and the data be promptly removed?