The AI Reader.
The Evidence

Two more papers turned a robot's backflip trick into InstructGPT's training recipe

Christiano et al. 2017 spent tens of thousands of human comparisons on Atari games and simulated robots, not one sentence of text, and getting that recipe to work on a language model took five more years.

Why this matters

A simulated robot spent under an hour learning to backflip, guided by about 900 mouse clicks from one person watching short video clips of it trying. That backflip is the demonstration behind Deep reinforcement learning from human preferences, published in 2017 by Paul Christiano and five coauthors split between OpenAI and DeepMind, the paper that first swapped a hand-written reward for one learned from clicks like those. By the end of this lesson, you will know exactly how many clicks it actually took, how narrow the tasks were, and how much of what people now call RLHF was built by two later papers this one never wrote.

Background optional reading
01
A 1.3B model beat GPT-3 on the one metric OpenAI trained it to win: the direct descendant, the paper that took this exact recipe and used it to align a full language model.
02
Reinforcement learning, explained with a minimum of math and jargon: what reinforcement learning is doing before any learned reward model enters the picture.

A backflip has no reward function to write

An Atari game scores itself. Space Invaders adds points for every alien killed, so a reinforcement-learning agent needs only one rule: maximize the score. Most behavior worth training does not come with that gift built in. Nobody has written a formula that outputs a number for "good backflip" the way a scoreboard outputs a number for "good game," and nobody has one for "be helpful" either. The behavior nobody can score by formula is exactly the behavior a hand-written reward function cannot train. That gap is what Paul Christiano, Jan Leike, and four coauthors split between OpenAI and DeepMind set out to close in a 2017 paper, Deep reinforcement learning from human preferences.1

Their fix was not a better reward function. It was to stop writing one. A human instead watches two short clips of the agent acting and clicks which clip looks more like the target behavior, or calls it a tie.1 That click is the unit the rest of this lesson runs on: one comparison, one person, two clips, one preference. A second network, the reward model, learns to predict which of two clips a human would pick, reverse-engineering a score function from a pile of clicks instead of asking anyone to write one down.1 Once the reward model can guess a person's preference reliably, an ordinary reinforcement-learning algorithm trains the policy, the agent's rulebook for choosing an action, to rack up clips the reward model rates highly.1

Every number in this lesson is a multiple of that one click. A comparison is not a survey question or a star rating. It is a person watching two several-second clips and choosing the one closer to the goal. Fix that unit and a total of nine hundred comparisons stops being an abstraction to take on faith. It is nine hundred clicks, a task one person could plausibly finish before lunch.

Nine hundred clicks taught a robot to backflip

The paper's clearest demonstration is a simulated robot trained to perform a backflip, a behavior neither the researchers nor anyone else had a reward function for.1 It took about 900 comparisons, delivered in under an hour of a human's time, for the reward model to learn what a backflip looked like well enough to train the policy into doing one.1 Of every figure in the paper, this is the one nearly every later retelling of RLHF's history repeats.2

Three behaviors the paper trained from scratch, with no hand-written score to optimize against.1
Task Comparisons What the behavior was
Backflip ~900 A simulated robot flipping backward, under an hour of human time.
Half-Cheetah ~800 A simulated runner moving forward on one leg instead of two.
Enduro ~1,300 An Atari racing agent driving alongside another car instead of racing past it for points.

The same order of effort ran across the paper's full test set: seven Atari games and eight simulated-robotics tasks built on the MuJoCo physics engine.1 Human time per task typically ran from thirty minutes to five hours, and across every task the training used comparisons on fewer than one percent of the agent's total interactions with its environment.1

7Atari games tested
8MuJoCo robotics tasks
<1%of interactions shown to a human

How small the whole experiment actually was

Scale the per-task counts up and the whole 2017 project is still modest. The paper reports roughly 5,500 comparisons per Atari game and about 700 per MuJoCo task.1 Summed across all fifteen tasks, that puts the entire experiment at something on the order of 44,000 human judgments in total, an estimate built from the paper's own per-task figures rather than a single total the paper states outright.

The count matters less than the domain. Every task in the paper is a video game or a simulated body with joints. None of them is language. The reward model looks at pixels or a robot's joint angles, never a sentence.1 The paper is the origin of the recipe now called RLHF, and it never once ran that recipe on the kind of model RLHF is now famous for aligning.

What it took to move the recipe onto text

The authors knew the recipe would need to survive a jump before it could do what it is credited for today. The year after the backflip paper, two of its coauthors, Jan Leike and Shane Legg, published a research agenda naming the problem directly: reward modeling would meet new failure modes once it moved to tasks too complex for a human to fully judge by watching a clip.3 That agenda came before either of the papers that actually made the jump.

The jump took two separate papers. In 2020, Nisan Stiennon and coauthors, two returning from the 2017 team, applied the same pairwise-comparison recipe to a real language task: summarizing Reddit posts and news articles.4 Their preference-trained summarizer beat both the human reference summaries it learned from and larger models trained the ordinary supervised way.4 That result showed the reward-model idea could survive contact with open-ended text, not just a game score or a joint angle.

Two years later, Long Ouyang and coauthors at OpenAI used the same three-part recipe, human comparisons feeding a learned reward model that then steers reinforcement learning, to fine-tune GPT-3 into InstructGPT.5 The paper states its smallest headline result in words rather than a number: outputs from the 1.3-billion-parameter InstructGPT were preferred over the 175-billion-parameter GPT-3 it started from, despite having a hundred times fewer parameters.5 The percentage the paper does print belongs to a different pairing: InstructGPT's own 175-billion-parameter version against GPT-3. There, it was preferred 85 percent of the time over the plain baseline, and 71 percent of the time over a version of GPT-3 already primed with a few examples.5 Nine hundred clicks taught a robot to flip in under an hour. Getting the same idea to beat a language model a hundred times its own size took five years, two intervening papers, and a training pipeline built around a production language model instead of a game engine.

Reward hacking is an old worry the paper never resolved

Learning the reward instead of writing it removes one problem and leaves another exactly where it was. A year before the backflip paper, some of the same authors, Dario Amodei and Paul Christiano among them, published a survey of AI safety problems that named reward hacking directly: a system optimizing a stated objective can find a loophole that scores well without doing what its designers meant.6 Reward hacking does not care whether the objective was hand-written or learned from human clicks. A reward model is still a proxy, and a policy trained hard enough against any proxy can learn to satisfy the proxy instead of the goal behind it.6

The 2017 paper does not claim to have solved this, and its design did not test for it. Its tasks ran short training windows on domains simple enough that a human glancing at a clip could catch an obviously wrong behavior before it spread through many more updates. It demonstrates that a learned reward can substitute for a hand-written one. It does not demonstrate that a learned reward resists gaming once the system optimizing against it grows more capable. Reward hacking against a learned reward model shows up throughout the RLHF work that followed, general enough that one recent survey of the problem places it in the same family as a sales team gaming its own click-through metric: pursuing the measurement instead of the outcome the measurement was built to track.7 The failure mode was named a year before RLHF's origin paper published. That paper's contribution was a way to learn a better proxy, not a way to stop a system from gaming whichever proxy it is handed.

The takeaway

The 2017 paper proved one thing cleanly: a reward model, trained on a few thousand human comparisons and built one click at a time from two short clips, can stand in for a reward function nobody could write by hand. That was enough to teach a simulated robot to flip and an Atari agent to pick up a habit no scoreboard rewarded. A few hundred to a few thousand comparisons was enough for any single behavior in the paper, and the whole project used something like 44,000 comparisons across every task it tried, all of them games and simulated joints, never a sentence of text.

That is the entire foundation the word "RLHF" rests on when this paper is the citation. Everything the term evokes now, a model that follows instructions, a 1.3-billion-parameter model out-preferring one a hundred times its size, came from two later papers that had to prove the recipe survived the move to language at all, plus a third that named the scaling problem in between. Reward hacking, the risk that a system learns to game whatever score it is handed, was already on the record a year before this paper published and remains one today: learning the reward from clicks changed where the proxy comes from, not whether a capable enough optimizer can find its seams.

The claim the 2017 paper actually supports is narrow, and it holds: reward learning works, on toy domains, at small scale, when the behavior is a game score or a set of joint angles. The larger claim it is now cited for, that this is how a language model becomes helpful and safe, is true only because two more papers, five more years, and a production-scale training pipeline made it true, separately.

Go deeper optional reading
01
Reinforcement Learning from Human Feedback: an engineer's history of RLHF's shift from a safety-motivated robotics recipe to a product-driven fine-tuning step.
02
Complete Guide to RLHF for LLMs: a current taxonomy of what RLHF still gets wrong, from factual drift to preferences that vary by culture.

Sources

  1. Christiano et al. (2017), Deep reinforcement learning from human preferences
  2. IntuitionLabs, Reinforcement Learning from Human Feedback (RLHF) Explained
  3. Leike et al. (2018), Scalable agent alignment via reward modeling: a research direction
  4. Stiennon et al. (2020), Learning to summarize from human feedback
  5. Ouyang et al. (2022), Training language models to follow instructions with human feedback
  6. Amodei et al. (2016), Concrete Problems in AI Safety
  7. Adnan Masood, Reward Hacking: The Hidden Failure Mode in AI Optimization