Existing approaches to reward inference typically assume that humans provide demonstrations according to specific behavior models. However, humans often indicate their goals through a wide range of behaviors, from actions that are suboptimal due to poor planning or execution to behaviors intended to communicate goals rather than achieve them. One existing solution for inferring rewards from such behavior \unicodex2013 provided it is drawn from the same distribution at training and deployment \unicodex2013 is to construct a dataset of behavior paired with known rewards, and to learn the mapping from behavior to rewards; however, prior methods in this family face notable limitations, such as restrictions to tabular settings. Given such a dataset, we propose instead that supervised learning offers a parsimonious yet powerful solution, which we term Supervised Reward Inference (SRI). Theoretically, we prove that SRI is asymptotically Bayes-optimal under standard assumptions. Empirically, SRI achieves near-ceiling performance on a prior benchmark for reward inference from suboptimal behavior, while on Meta-World robotics tasks, it infers rewards from even arbitrarily suboptimal demonstrations as accurately as those demonstrations allow. Finally, we demonstrate our framework's universality with straightforward generalizations to action- and goal-prediction.
Learning reward functions from demonstrations assumes that demonstrations provide adequate supervision over all features -- or task-relevant aspects of behavior. In practice, demonstrations are often imperfect: humans may under-emphasize certain features due to cognitive load or physical difficulty, or the training regime may fail to sufficiently cover all relevant situations. In either case, important features may be underspecified, leading to ambiguity in the learned reward function and misaligned behavior at deployment. We propose a framework that detects such underspecified features and actively solicits targeted corrective demonstrations. Our key insight is that demonstrations implicitly reveal which features are well specified: features that are consistently optimized show little variation across demonstrations, while features that are underspecified vary widely. We leverage this statistical signal to infer which features may have been insufficiently demonstrated. The robot then explains which features it is uncertain about in natural language and queries for demonstrations that explicitly address the identified gaps. We evaluate our approach in a simulated tabletop manipulation domain and in a user study with a real Franka robot. Targeted, explanation-guided queries significantly improve reward recovery compared to random querying and passive data collection, reducing ambiguity that would otherwise persist in learning from imperfect demonstrations.
Inverse reinforcement learning (IRL) typically assumes demonstrations from a single optimal demonstrator, but in many applications data come from multiple imperfect demonstrators with heterogeneous suboptimality levels. We study reward learning in this setting through a feasible-reward-set framework: for each demonstrator, we encode its declared suboptimality level as a linear constraint and intersect the resulting feasible sets across demonstrators. Our theoretical analysis shows that the joint feasible set shrinks monotonically as data are added, and we give an exact characterization of when a new demonstrator strictly tightens it. We further establish two recovery guarantees for the feasible reward set of the ground-truth optimal demonstrator: one bound depends on closeness to the optimal occupancy, while the other requires only sufficient coverage and no near-optimal demonstrator. On the practical side, we introduce strategies to address the inherent reward ambiguity in the obtained reward set and provide an offline algorithm with function approximation for high-dimensional environments. Experiments in tabular grid-world and large language model (LLM) fine-tuning settings are consistent with the theoretical predictions and demonstrate the effectiveness of the proposed framework over baselines.
Reinforcement learning has enabled the acquisition of impressive robotic skills, but typically requires hand-crafted reward functions that are slow to design and difficult to align with human intentions. Recent work, such as Eureka, automates reward design by using an LLM to iteratively generate and refine reward code from task descriptions. However, they rely on coarse feedback signals such as success rate, which provide little semantic insight into the learned behavior. As a result, their trained policies achieve the final goal but are frequently poorly aligned with task instructions. We introduce the Reward Design Agent (RDA), a VLM-based agentic framework that injects semantic understanding into reward design. RDA decomposes tasks, visually evaluates trajectories, summarizes failure modes, and iteratively revises reward code to better align with task instructions. Across 12 tabletop manipulation tasks from ManiSkill and 4 whole-body manipulation tasks from HumanoidBench, RDA produces policies substantially more instruction-aligned than those of other baselines, while achieving comparable task success rates. Videos and the generated reward code are available on https://nitinkamra1992.github.io/reward-design-agent.