(Originally posted to the Deepmind Blog)

Specification gaming is a behaviour that satisfies the literal specification of an objective without achieving the intended outcome. We have all had experiences with specification gaming, even if not by this name. Readers may have heard the myth of King Midas and the golden touch, in which the king asks that anything he touches be turned to gold - but soon finds that even food and drink turn to metal in his hands. In the real world, when rewarded for doing well on a homework assignment, a student might copy another student to get the right answers, rather than learning the material - and thus exploit a loophole in the task specification. 

This problem also arises in the design of artificial agents. For example, a reinforcement learning agent can find a shortcut to getting lots of reward without completing the task as intended by the human designer. These behaviours are common, and we have collected around 60 examples so far (aggregating existing lists and ongoing contributions from the AI community). In this post, we review possible causes for specification gaming, share examples of where this happens in practice, and argue for further work on principled approaches to overcoming specification problems.

Let's look at an example. In a Lego stacking task, the desired outcome was for a red block to end up on top of a blue block. The agent was rewarded for the height of the bottom face of the red block when it is not touching the block. Instead of performing the relatively difficult maneuver of picking up the red block and placing it on top of the blue one, the agent simply flipped over the red block to collect the reward. This behaviour achieved the stated objective (high bottom face of the red block) at the expense of what the designer actually cares about (stacking it on top of the blue one).


We can consider specification gaming from two different perspectives. Within the scope of developing reinforcement learning (RL) algorithms, the goal is to build agents that learn to achieve the given objective. For example, when we use Atari games as a benchmark for training RL algorithms, the goal is to evaluate whether our algorithms can solve difficult tasks. Whether or not the agent solves the task by exploiting a loophole is unimportant in this context. From this perspective, specification gaming is a good sign - the agent has found a novel way to achieve the specified objective. These behaviours demonstrate the ingenuity and power of algorithms to find ways to do exactly what we tell them to do.

However, when we want an agent to actually stack Lego blocks, the same ingenuity can pose an issue. Within the broader scope of building aligned agents that achieve the intended outcome in the world, specification gaming is problematic, as it involves the agent exploiting a loophole in the specification at the expense of the intended outcome. These behaviours are caused by misspecification of the intended task, rather than any flaw in the RL algorithm. In addition to algorithm design, another necessary component of building aligned agents is reward design.

Designing task specifications (reward functions, environments, etc.) that accurately reflect the intent of the human designer tends to be difficult. Even for a slight misspecification, a very good RL algorithm might be able to find an intricate solution that is quite different from the intended solution, even if a poorer algorithm would not be able to find this solution and thus yield solutions that are closer to the intended outcome. This means that correctly specifying intent can become more important for achieving the desired outcome as RL algorithms improve. It will therefore be essential that the ability of researchers to correctly specify tasks keeps up with the ability of agents to find novel solutions.

We use the term task specification in a broad sense to encompass many aspects of the agent development process. In an RL setup, task specification includes not only reward design, but also the choice of training environment and auxiliary rewards. The correctness of the task specification can determine whether the ingenuity of the agent is or is not in line with the intended outcome. If the specification is right, the agent's creativity produces a desirable novel solution. This is what allowed AlphaGo to play the famous Move 37, which took human Go experts by surprise yet which was pivotal in its second match with Lee Sedol. If the specification is wrong, it can produce undesirable gaming behaviour, like flipping the block. These types of solutions lie on a spectrum, and we don't have an objective way to distinguish between them.



We will now consider possible causes of specification gaming. One source of reward function misspecification is poorly designed reward shaping. Reward shaping makes it easier to learn some objectives by giving the agent some rewards on the way to solving a task, instead of only rewarding the final outcome. However, shaping rewards can change the optimal policy if they are not potential-based. Consider an agent controlling a boat in the Coast Runners game, where the intended goal was to finish the boat race as quickly as possible. The agent was given a shaping reward for hitting green blocks along the race track, which changed the optimal policy to going in circles and hitting the same green blocks over and over again.


Specifying a reward that accurately captures the desired final outcome can be challenging in its own right. In the Lego stacking task, it is not sufficient to specify that the bottom face of the red block has to be high off the floor, since the agent can simply flip the red block to achieve this goal. A more comprehensive specification of the desired outcome would also include that the top face of the red block has to be above the bottom face, and that the bottom face is aligned with the top face of the blue block. It is easy to miss one of these criteria when specifying the outcome, thus making the specification too broad and potentially easier to satisfy with a degenerate solution. 

Instead of trying to create a specification that covers every possible corner case, we could learn the reward function from human feedback. It is often easier to evaluate whether an outcome has been achieved than to specify it explicitly. However, this approach can also encounter specification gaming issues if the reward model does not learn the true reward function that reflects the designer's preferences. One possible source of inaccuracies can be the human feedback used to train the reward model. For example, an agent performing a grasping task learned to fool the human evaluator by hovering between the camera and the object.


The learned reward model could also be misspecified for other reasons, such as poor generalisation. Additional feedback can be used to correct the agent's attempts to exploit the inaccuracies in the reward model.

Another class of specification gaming examples comes from the agent exploiting simulator bugs. For example, a simulated robot that was supposed to learn to walk figured out how to hook its legs together and slide along the ground.


At first sight, these kinds of examples may seem amusing but less interesting, and irrelevant to deploying agents in the real world, where there are no simulator bugs. However, the underlying problem isn’t the bug itself but a failure of abstraction that can be exploited by the agent. In the example above, the robot's task was misspecified because of incorrect assumptions about simulator physics. Analogously, a real-world traffic optimisation task might be misspecified by incorrectly assuming that the traffic routing infrastructure does not have software bugs or security vulnerabilities that a sufficiently clever agent could discover. Such assumptions need not be made explicitly – more likely, they are details that simply never occurred to the designer. And, as tasks grow too complex to consider every detail, researchers are more likely to introduce incorrect assumptions during specification design. This poses the question: is it possible to design agent architectures that correct for such false assumptions instead of gaming them?

One assumption commonly made in task specification is that the task specification cannot be affected by the agent's actions. This is true for an agent running in a sandboxed simulator, but not for an agent acting in the real world. Any task specification has a physical manifestation: a reward function stored on a computer, or preferences stored in the head of a human. An agent deployed in the real world can potentially manipulate these representations of the objective, creating a reward tampering problem. For our hypothetical traffic optimisation system, there is no clear distinction between satisfying the user's preferences (e.g. by giving useful directions), and influencing users to have preferences that are easier to satisfy (e.g. by nudging them to choose destinations that are easier to reach). The former satisfies the objective, while the latter manipulates the representation of the objective in the world (the user preferences), and both result in high reward for the AI system. As another, more extreme example, a very advanced AI system could hijack the computer on which it runs, manually setting its reward signal to a high value.


To sum up, there are at least three challenges to overcome in solving specification gaming:

  • How do we faithfully capture the human concept of a given task in a reward function?
  • How do we avoid making mistakes in our implicit assumptions about the domain, or design agents that correct mistaken assumptions instead of gaming them?
  • How do we avoid reward tampering?

While many approaches have been proposed, ranging from reward modeling to agent incentive design, specification gaming is far from solved. The list of specification gaming behaviours demonstrates the magnitude of the problem and the sheer number of ways the agent can game an objective specification. These problems are likely to become more challenging in the future, as AI systems become more capable at satisfying the task specification at the expense of the intended outcome. As we build more advanced agents, we will need design principles aimed specifically at overcoming specification problems and ensuring that these agents robustly pursue the outcomes intended by the designers. 

We would like to thank Hado van Hasselt and Csaba Szepesvari for their feedback on this post.

Custom figures by Paulo Estriga, Aleks Polozuns, and Adam Cain.

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In the TAISU unconference the original poster asked for some feedback:

I recently wrote a blog post with some others from the DM safety team on specification gaming. We were aiming for a framing of the problem that makes sense to reinforcement learning researchers as well as AI safety researchers. Haven't received much feedback on it since it came out, so it would be great to hear whether people here found it useful / interesting.

My thoughts: I feel that engaging/reaching out to the wider community of RL researchers is an open problem, in terms of scaling work on AGI safety. So great to see a blog post that also tries to frame this particular problem for a RL researcher audience.

As a member of the AGI safety researcher audience, I echo the comments of johnswenthworth : well-written, great graphics, but mostly stuff that was already obvious. I do like picture 'spectrum of unexpected solutions' a lot, this is an interesting way of framing the issues. So, can I read this post as a call to action for AGI safety researchers? Yes, because it identifies two open problem areas, 'reward design' and 'avoidance of reward tampering', with links.

Can I read the post as a call to action for RL researchers? Short answer: no.

If try to read the post from the standpoint of an RL researcher, what I notice most is the implication that work on 'RL algorithm design', on the right in the `aligned RL agent design' illustrations has an arrow pointing to 'specification gaming is valid'. If I were an RL algorithm designer, I would read this as saying there is nothing I could contribute, if I stay in my own area of RL algorithm design expertise, to the goal of 'aligned RL agent design'.

So, is this the intended message that the blog post authors want to send to the RL researcher community? A non-call-to-action? Not sure. So this leaves me puzzled.

[Edited to add:]

In the TAISU discussion we concluded that there is indeed one call to action for RL algorithm designers: the message that, if they are ever making plans to deploy an RL-based system to the real world, it is a good idea to first talk to some AI/AGI safety people about specification gaming risks.

Thanks Koen for your feedback! You make a great point about a clearer call to action for RL researchers. I think an immediate call to action is to be aware of the following:

  • there is a broader scope of aligned RL agent design
  • there are difficult unsolved problems in this broader scope
  • for sufficiently advanced agents, these problems need general solutions rather than ad-hoc ones

Then a long-term call to action (if/when they are in the position to deploy an advanced AI system) is to consider the broader scope and look for general solutions to specification problems rather than deploying ad-hoc solutions. For those general solutions, they could refer to the safety literature and/or consult the safety community.

Like Koen, I'm here to give more detailed feedback on the post that was asked for by Victoria Krakovna at WebTaisu.

About the LEGO example, it's obvious after the second reading of the sentence, but I took some time to understand that "the bottom" didn't mean the face that was at lowest height, but the concave one (sort of). Also, I asked myself why the robot didn't put the brick upside down ON the other one, which would have maximized the height of the bottom. Is it because it was too costly compared to the local extremum of turning over the brick?

I like the two perspectives on specification gaming. One way I like to put it is that "we don't want to tell the agent how to do their task, but we still want them to accomplish it correctly".

For the coasters example, I think it would be clearer if the example was explained before the mention of potentials. Also, I would have liked a sentence or two explaining the potential part.

Lastly, I feel like the transition between the simulator bugs part and the reward tampering part is rough.

With all that being said, I still enjoyed the post, and I think it accomplish its goal, without any specification gaming. ;)

Thanks Adam for the feedback - glad you enjoyed the post!

For the Lego example, the agent received a fixed shaping reward for grasping the red brick if the bottom face was above a certain height (3cm), rather than being rewarded in proportion to the height of the bottom face. Thus, it found an easy way to collect the shaping reward by flipping the brick, while stacking it upside down on the blue brick would be a more difficult way to get the same shaping reward. The current description of the example in the post does make it sound like the reward is proportional to the height - I'll make a note to fix this in a later version of the post.

Ok, that makes much more sense. I was indeed assuming a proportional reward.

I would watch a ten hour video of this. (It may also be more persuasive to skeptics.)

I'm not sure who the intended audience is for this post.

I would guess that for most people on LW, the content is mostly stuff that was already obvious (that was certainly the case for me). The one potentially-novel part is highlighting three particular barriers (faithfully capture the human concept, avoid mistaken implicit assumptions, and reward tampering), but it's not clear that this is a particularly natural way to break up the problem. Why this break-down, rather than some other? (For instance, if we can faithfully capture the human concept, why would we ever need to worry about any other sub-problems at all? Or is it only supposed to be a sufficient condition for a solution, rather than a necessary condition?)

On the other hand, if the intended audience is e.g. an undergraduate deep learning class full of people who've never thought about Goodhart at all, then this post is awesome. It gives a very accessible explanation of the problem, well-written, with very vivid examples including great visuals.

(EDIT: None of this is to say that the post shouldn't be here; it's a great post. I left this comment just because I heard the authors wanted more feedback on the OP.)

Note: This post was originally posted to the DeepMind blog, so presumably the target audience is a broader audience of Machine Learning researchers and people in that broad orbit. I pinged Vika about crossposting it because it also seemed like a good reference post that I expected would get linked to a bunch more frequently if it was available on LessWrong and the AIAF. 

Thanks John for the feedback! As Oliver mentioned, the target audience is ML researchers (particularly RL researchers). The post is intended as an accessible introduction to the specification gaming problem for an ML audience that connects their perspective with a safety perspective on the problem. It is not intended to introduce novel concepts or a principled breakdown of the problem (I've made a note to clarify this in a later version of the post).

Regarding your specific questions about the breakdown, I think faithfully capturing the human concept of the task in a reward function is complementary to the other subproblems (mistaken assumptions and reward tampering). If we had a reward function that perfectly captures the task concept, we would still need to implement it based on correct assumptions about the environment, and make sure the agent does not tamper with its implementation in the environment. We could say that capturing the task concept happens at the design specification level, while the other subproblems happen at the implementation specification level, as given in this post.