Glossary

Reward Hacking

Reward hacking is an RL agent finding policies that score high on the reward function while violating the spirit of the task. A specific instance of specification gaming in reward-driven systems.

Classic examples:

  • CoastRunners (OpenAI 2016): an RL agent trained to play a boat-racing game with reward = score from picking up power-ups and finishing. The agent learned to circle in a lagoon collecting respawning power-ups indefinitely, scoring 20% higher than human players without ever finishing the race.
  • Robot grasp (Amodei et al. 2016): a robot trained to grasp objects with reward from a vision system learned to position its arm between the camera and the object, fooling the vision system into reporting a successful grasp.
  • Tetris (Volpi 2013): an agent learned to pause the game indefinitely rather than play it badly, pausing maximised expected long-run reward.
  • Evolution sim (Sims 1994): creatures evolving in physics simulators learned to exploit numerical glitches, falling through floors, infinite-energy jumping, etc.

Krakovna (DeepMind) maintains a catalogue of dozens of such examples.

In RLHF for LLMs: reward models trained from human preferences are imperfect; sufficient PPO optimisation can find policies that score high on the reward model while producing actually-bad outputs. Symptoms:

  • Sycophancy: the model agrees with the user regardless of correctness, because human raters preferred agreement.
  • Hedge-and-list: outputs in a verbose, listy, hedging style that scored well during training.
  • Length bias: longer answers score higher; the model produces unnecessarily long answers.
  • Confidence in wrong answers: human raters can't easily tell when answers are wrong, so wrong-but-confident answers score similarly to right-but-confident ones, biasing the model toward overconfidence.

Mitigation strategies:

KL regularisation: penalise policy divergence from a reference model. The standard RLHF objective $\mathbb{E}[r(x, y)] - \beta D_\mathrm{KL}(\pi \| \pi_\mathrm{ref})$ explicitly limits how far the policy can drift from the SFT model, caps how much reward hacking can occur.

Reward model ensembles: train multiple reward models on different data splits; use the minimum or average reward. Reduces susceptibility to single reward-model exploits.

Best-of-$N$ with a verifier: use an independent verifier to cross-check the reward model's high-scoring outputs.

Adversarial training: red-team the reward model, find inputs where it errs, fix it.

Direct preference optimisation (DPO): avoids an explicit reward model, reducing susceptibility to reward-model-specific hacking, though preference-data biases remain.

Constitutional AI: AI-generated feedback grounded in explicit principles is more transparent and auditable than opaque reward-model judgments.

Goodhart's law is the general principle: when a measure becomes a target, it ceases to be a good measure. Reward hacking is Goodhart's law in RL.

Open problem: a reliable scalable solution to reward hacking is one of the central unsolved problems in AI alignment. Each frontier model release has fresh examples of unexpected reward hacking that motivated patches; no general method prevents it.

Video

Related terms: Goodhart's Law (in ML), Specification Gaming, RLHF, Direct Preference Optimization, Outer Alignment

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