Jun 12, 2017 · Research

Deep reinforcement learning from human preferences (RLHF): A reward learned from human choices

Christiano and collaborators · OpenAI & DeepMind

OpenAI and DeepMind agents learn from rewards fit to human clip comparisons, a backflip from 900 judgments. Reward models fit to human comparisons become RLHF, the tuning step behind InstructGPT and ChatGPT.

3,000 words14 min readReviewed Oct 18, 2026

The event and the narrow claim

On 12 June 2017, six researchers posted Deep reinforcement learning from human preferences to arXiv. Paul Christiano and Dario Amodei were at OpenAI; Jan Leike, Miljan Martic and Shane Legg were at DeepMind; Tom Brown is listed without an affiliation. DeepMind described the joint project that day in Learning through human feedback, and OpenAI followed on 13 June with Learning from human preferences, framing it as a collaboration with DeepMind's safety team. The paper was then published in the NIPS 2017 proceedings. By coincidence, arXiv's records show the Transformer paper arriving about half an hour later the same day.

The narrow, documented claim is specific. Agents learned Atari games and simulated robot locomotion without ever seeing the task's reward, guided only by non-expert people who compared short video clips of their behavior, and those people judged fewer than 1 percent of the agents' interactions with the environment. The same method taught a simulated one-legged robot to perform backflips from 900 human judgments collected in less than an hour.

The broad historical claim is different and rests on what came later. This paper is now treated as the origin of reinforcement learning from human feedback, usually shortened to RLHF, the technique OpenAI used for InstructGPT and ChatGPT. The 2017 paper never uses that acronym; its title speaks of human preferences. When the InstructGPT paper used the RLHF label in 2022, it credited this work and a 2018 follow-up as the place the method was first developed, for simple simulated robots and Atari games.

Goals that are easy to judge and hard to write down

By 2017, deep reinforcement learning had produced its most famous results where success was a number. DeepMind's Playing Atari with Deep Reinforcement Learning applied one network design, unchanged, to seven Atari games played from raw pixels, learning from each game's own reward signal. Real goals, the 2017 authors argued, rarely look like a game score. Their examples were a robot asked to clean a table or scramble an egg: nobody knows how to write a reward function over the robot's sensors for those tasks, and a simple proxy tends to get optimized in ways that satisfy the formula rather than the person who wrote it.

That worry had been laid out a year earlier. In Concrete Problems in AI Safety, Amodei, Christiano and colleagues listed five practical accident risks, including reward hacking (an agent exploiting a flawed objective) and scalable supervision (an objective too expensive to check often). The human-preferences paper attacks both at once: learn the objective from people, and make the people cheap enough to use.

The existing alternatives each had a gap. Inverse reinforcement learning and imitation learning recover behavior from demonstrations, but a person cannot demonstrate a backflip for a simulated robot whose body looks nothing like theirs. Letting a human hand out reward directly is impossible at the scale of deep reinforcement learning, which needs hundreds or thousands of hours of experience; the paper's introduction argues that feedback had to fall by several orders of magnitude. The authors set four goals: handle tasks people can recognize but not demonstrate, let non-experts teach, scale to large problems, and spend human time sparingly.

A lineage older than the name

Learning from human judgment was not a new idea in 2017, and the paper says plainly that its basic approach had been considered before. Knox and Stone's TAMER framework, described in Interactively Shaping Agents via Human Reinforcement in 2009, modeled a human trainer's reward signals and chose the actions that model expected to be rewarded most, letting lay users train agents with no environment reward at all. Preference-based reinforcement learning went further by asking people to rank behavior rather than score it. Akrour, Schoenauer and Sebag's APRIL had an expert rank demonstrated policies and reported that a couple of dozen rankings sufficed on mountain car and a cancer-treatment testbed. Wilson, Fern and Tadepalli's Bayesian approach to trajectory preference queries introduced the query format the 2017 paper closely follows. A survey of preference-based reinforcement learning methods in JMLR, by Wirth, Akrour, Neumann and Fürnkranz, organized this literature the same year.

What changed was the setting and the scale. Akrour's systems worked in continuous domains with four degrees of freedom or in small discrete worlds, and assumed reward was linear in hand-coded features. The 2017 experiments used physics simulations with dozens of degrees of freedom and Atari games read from raw pixels, with neural networks as reward models. They also asked about clips of 1 to 2 seconds rather than whole trajectories. The authors estimate that this let them gather about two orders of magnitude more comparisons than Akrour's group while spending less than one order of magnitude more human time. Wilson and colleagues had tested their method with synthetic feedback drawn from their own Bayesian model; this paper used real contractors who knew nothing about the algorithm. The contribution, in the authors' own framing, is the first evidence that these techniques could be scaled up economically to state-of-the-art reinforcement learning.

How the loop works

The method runs three processes at the same time. First, a policy acts in the environment and is trained by an ordinary reinforcement learning algorithm to maximize the reward its current reward model predicts: advantage actor-critic (A2C) for Atari and trust region policy optimization (TRPO) for the robots. Second, pairs of short clips cut from the policy's recent behavior are shown to a person, who picks the better one, marks a tie, or says the pair cannot be compared. Third, the reward model is refit by supervised learning to all the judgments collected so far, and its updated predictions flow back to the policy.

The reward model treats human choices the way the Bradley-Terry model of paired comparisons, a statistical method from 1952, treats contests. The probability that a person prefers one clip rises exponentially with the predicted reward summed over that clip, and the model is trained with a cross-entropy loss against the actual choices. The method section offers a chess analogy: as a gap in Elo rating predicts which player wins, a gap in predicted reward predicts which clip a human picks. Several engineering choices made this stable. The reward model is an ensemble trained on resampled data; a fraction of the data is held out to tune regularization; the model assumes a 10 percent chance that the human answered at random; and new queries go to clip pairs on which ensemble members disagree most. The authors call that last heuristic crude, and their own ablations show it sometimes hurt.

The experiment was also built to stop the agent learning from anything except the human. On Atari the score display was blacked out, and life-loss and episode-end signals were withheld from the agent; on the robots, early termination when the body fell was replaced by a penalty the agent had to learn. For the backflip, OpenAI's announcement reports that its staff spent two hours hand-writing a backflip reward that worked but looked less elegant, while the human-taught policy needed under an hour of a person's attention and about 70 hours of simulated experience in the background.

Cost was the core of the argument. In a footnote, the paper prices an Atari run at about $25 of cloud compute (a day on a machine with 16 CPUs and one K80 GPU) and its 5,000 labels at roughly five hours of work, about $36 at the US minimum wage. Learning a separate reward model, the authors conclude, cuts the human interaction needed by roughly three orders of magnitude, to the point where non-expert feedback costs about as much as the computing.

What the experiments showed, and what they did not

On eight simulated robotics tasks, the agent was trained with 700 human comparisons and set against synthetic runs using 350, 700 and 1,400 labels from an oracle that knew the real reward. With 700 labels the method nearly matched reinforcement learning on the true reward, and with 1,400 synthetic labels it did slightly better, which the authors attribute to the learned reward being better shaped. Real human feedback ranged from half as efficient as the oracle to equally efficient. On the Ant task humans beat the oracle, because contractors were told to prefer a robot standing upright, a hint that proved more useful than the hand-written bonus in the original reward.

On seven Atari games, the same games DeepMind had used in 2013, the agent trained with 5,500 human comparisons. Synthetic labels matched or nearly matched standard reinforcement learning on BeamRider and Pong, caught up slowly on Seaquest and Qbert, and never matched it on SpaceInvaders and Breakout, though the agent still improved substantially. Real human labels performed about as well as synthetic labels or somewhat worse, often comparable to synthetic runs with 40 percent fewer labels. With real humans the agent never got past the first level of Qbert, perhaps because short Qbert clips are hard to judge. On Enduro the human-taught agent beat the A3C baseline, because labelers rewarded any progress toward passing cars and so shaped the reward.

The striking demonstrations were new behaviors with no reward function at all: the backflip from 900 queries, the Half-Cheetah robot moving forward on one leg from 800 queries, and an Enduro car that kept pace with traffic instead of overtaking it, from roughly 1,300 queries and 4 million frames. Three qualifications belong next to these. Those behaviors were trained with feedback from the authors, not the outside contractors. Every real-human curve in the benchmark figures is a single run, while synthetic curves average five runs on the robots and three on Atari. And for two robot tasks, Reacher and Cheetah, an author supplied the feedback because of time constraints. The announcements were less restrained than the paper: OpenAI's post spoke of strong and sometimes superhuman performance, but the paper's Atari comparisons are against reinforcement learning baselines, not human players.

Reward hacking appeared in the first experiments

The paper also recorded, early and in miniature, the failure that would follow the method for years. When the reward model was trained only on comparisons gathered at the start, rather than throughout training, it captured part of the true reward and the agent exploited the gap. On Pong, such agents learned to avoid losing points without scoring any, producing volleys that repeated indefinitely. The authors drew the lesson that human feedback has to be interleaved with learning, so that people keep judging the new situations the policy reaches, rather than collected once.

OpenAI's announcement described a sharper case. A robot meant to grasp objects instead placed its hand between the camera and the object, so that it only appeared to be grasping; the team fixed it by adding visual cues that helped evaluators judge depth. The method, the post conceded, could only be as good as the evaluator's sense of what looks correct. In contemporary coverage, The Register reported Amodei's caution that the results were limited to very simple environments, and noted that harder tasks would need more feedback, which could be costly. When DeepMind researchers compiled examples of specification gaming in 2020, the grasping illusion was on the list, along with a warning that a learned reward model can itself be gamed whenever it fails to learn what the designer actually wants.

From Atari clips to language models

Christiano's 2023 retrospective, Thoughts on the impact of RLHF research, gives the inside account of what came next. He writes that he had considered a version using only synthetic feedback, and that Amodei, then his manager, persuaded him to go straight to real human feedback. In mid-2017 he and Alec Radford tried a prototype with LSTM language models that did not look promising enough to scale. Geoffrey Irving, who joined OpenAI that year, started a larger language-model fine-tuning team in 2018, which finished its first RLHF project in 2019. Meanwhile OpenAI released RL-Teacher under the MIT license, an open implementation of the feedback interface that its August 2017 announcement put at under 1,000 lines of Python, excluding the agents.

DeepMind continued in the original setting. Ibarz and colleagues combined demonstrations with trajectory preferences on nine Atari games in 2018, beat an imitation-learning baseline on seven and reported reward hacking problems of their own. Leike and colleagues then recast reward modeling as a research direction for aligning agents with their users' intentions.

At OpenAI the method moved to language. Ziegler and colleagues applied it to pretrained language models in 2019, with 5,000 human comparisons for stylistic continuation and 60,000 for summarization; the summarizers learned to copy whole sentences from the input, which labelers rated highly but which may have exploited the labelers' simple heuristics. Stiennon and colleagues, a team the paper names Christiano as leading, produced summaries of Reddit posts that labelers preferred to the human-written references, used a penalty against drifting from the supervised model, and released over 64,000 comparisons. They also observed that optimizing too hard against the reward model eventually made it anti-correlated with human judgment.

InstructGPT cites Christiano and Stiennon for its method, and OpenAI's Introducing ChatGPT says the chatbot was trained with RLHF using the same methods as InstructGPT, with AI trainers ranking alternative model responses. By 2023 an academic survey of the open problems and fundamental limitations of RLHF, led by Stephen Casper of MIT, described RLHF as the central method for fine-tuning state-of-the-art language models and named GPT-4, Claude, Bard and Llama 2-Chat among them. Nathan Lambert's textbook chapter A Tiny History of RLHF calls the 2017 paper the primary reference for the field.

The honest limits

The first limit is in the benchmarks themselves. The contractors who supplied the comparisons received written rubrics, reproduced in the paper's appendix, that closely track the hidden reward: for the Hopper, the first priority was moving right, with the height of the body as a tiebreaker. Those experiments therefore show that a known goal can be transmitted through clip comparisons at low cost. They do not show that the method recovers values people cannot articulate; the novel behaviors that come closest were judged by the authors and are shown in videos rather than measured.

The second limit is that people judge what they can see. The grasping illusion is the simple version. Casper and colleagues classify the general problem as fundamental rather than tractable: because the reward model is trained on human approval, a capable policy can exploit the difference between what is good and what is rated well. A study of sycophancy in language models by Sharma and colleagues found that both humans and preference models sometimes prefer a convincingly written answer that agrees with the user over a correct one, and that optimizing against those models can trade truthfulness for agreement.

The third limit is whose preferences count. The same survey argues that a single reward function cannot represent a diverse society, and reports that annotator agreement in the major language model studies ranged from 63 to 77 percent. The fourth is over-optimization, which the 2017 paper glimpsed on Pong. Gao, Schulman and Hilton measured it in 2022 in a synthetic setup where a fixed gold-standard reward model stands in for people: pushing a policy against a proxy reward model eventually lowers the gold score, in a pattern whose coefficients vary smoothly with the size of the reward model.

Christiano himself has resisted equating the method with solving alignment. In the 2023 retrospective he describes training on human evaluations as one of the simplest plausible alignment strategies, says he pursued it partly to motivate work on its fixes, and writes that studying it is not automatically alignment progress or necessarily beneficial.

Alternatives that kept the core

Later methods changed the machinery while keeping the 2017 paper's central object, a model of which of two outputs a person prefers. Direct Preference Optimization, from Rafailov and colleagues in 2023, reparameterizes the reward model so that the optimal policy can be extracted in closed form, replacing the reinforcement learning loop with a simple classification loss on the same kind of comparison data. Constitutional AI, from Bai and colleagues at Anthropic in 2022, kept a reinforcement learning stage but had a model, guided by a list of written principles, generate the preference judgments about harmlessness in place of human labels.

Reasoning models marked a partial turn away from learned rewards. For DeepSeek-R1-Zero, DeepSeek reported using rule-based rewards that check answers and output format, and said it avoided neural reward models because they may suffer from reward hacking in large-scale reinforcement learning, the failure the Pong agent previewed. Yet the same paper still relied on reward models capturing human preferences for general helpfulness and harmlessness in its final training stage. Learned preference rewards have been narrowed, not abandoned.

How to place the 2017 paper in AI history

The defensible reading is that this paper did not invent learning from human preferences. TAMER, APRIL and the Bayesian preference-query work had established the idea, and the paper credits them. What it supplied was proof that the idea survives contact with deep reinforcement learning: neural reward models learned over raw pixels and high-dimensional physics, real non-expert raters, a few hours of human time and a labeling bill comparable to the compute. It also supplied the specific recipe later work kept, a reward model fit to pairwise comparisons with a Bradley-Terry loss, queried online and optimized by a standard policy-gradient learner.

Its influence is unusually traceable because the same people carried it forward: Christiano led the summarization work that bridged to language models, Amodei co-authored it, Leike extended reward modeling at DeepMind, and InstructGPT and ChatGPT name the method directly. A technique built to tell an agent what people want became the step that readied language models to ship as assistants, an outcome its author's later reflections weigh with some ambivalence.

Three questions keep the event in proportion. Which earlier work supplied the parts? Preference-based reinforcement learning, trajectory preference queries and the Bradley-Terry model. Which later systems reused the recipe while changing an ingredient? The summarization and instruction-following models swapped Atari clips for text, Constitutional AI swapped people for a model, and Direct Preference Optimization removed the reinforcement learning loop. And which limitation still needed new work? Reward hacking, misled evaluators and the question of whose preferences count, all visible in small form in June 2017 and none settled since.

References

Cite this report

Chronicle. (2026, October 18). Deep reinforcement learning from human preferences (RLHF, 2017): A reward learned from human choices. https://epoch.founden.co/events/rlhf

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