Reinforcement Learning From Human Feedback
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Reinforcement Learning From Human Feedback
In machine learning, reinforcement learning from human feedback (RLHF) is a technique to align an intelligent agent with human preferences. It involves training a reward model to represent preferences, which can then be used to train other models through reinforcement learning. In classical reinforcement learning, an intelligent agent's goal is to learn a function that guides its behavior, called a policy. This function is iteratively updated to maximize rewards based on the agent's task performance. However, explicitly defining a reward function that accurately approximates human preferences is challenging. Therefore, RLHF seeks to train a "reward model" directly from human feedback. The reward model is first trained in a supervised manner to predict if a response to a given prompt is good (high reward) or bad (low reward) based on ranking data collected from human annotators. This model then serves as a reward function to improve an agent's policy through an optimization algo ...
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Machine Learning
Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task (computing), tasks without explicit Machine code, instructions. Within a subdiscipline in machine learning, advances in the field of deep learning have allowed Neural network (machine learning), neural networks, a class of statistical algorithms, to surpass many previous machine learning approaches in performance. ML finds application in many fields, including natural language processing, computer vision, speech recognition, email filtering, agriculture, and medicine. The application of ML to business problems is known as predictive analytics. Statistics and mathematical optimisation (mathematical programming) methods comprise the foundations of machine learning. Data mining is a related field of study, focusing on exploratory data analysi ...
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AI Safety
AI safety is an interdisciplinary field focused on preventing accidents, misuse, or other harmful consequences arising from artificial intelligence (AI) systems. It encompasses machine ethics and AI alignment, which aim to ensure AI systems are moral and beneficial, as well as monitoring AI systems for risks and enhancing their reliability . The field is particularly concerned with existential risks posed by advanced AI models. Beyond technical research, AI safety involves developing norms and policies that promote safety. It gained significant popularity in 2023, with rapid progress in generative AI and public concerns voiced by researchers and CEOs about potential dangers. During the 2023 AI Safety Summit, the United States and the United Kingdom both established their own AI Safety Institute. However, researchers have expressed concern that AI safety measures are not keeping pace with the rapid development of AI capabilities. Motivations Scholars discuss current risks from ...
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Convergent Series
In mathematics, a series is the sum of the terms of an infinite sequence of numbers. More precisely, an infinite sequence (a_1, a_2, a_3, \ldots) defines a series that is denoted :S=a_1 + a_2 + a_3 + \cdots=\sum_^\infty a_k. The th partial sum is the sum of the first terms of the sequence; that is, :S_n = a_1 +a_2 + \cdots + a_n = \sum_^n a_k. A series is convergent (or converges) if and only if the sequence (S_1, S_2, S_3, \dots) of its partial sums tends to a limit; that means that, when adding one a_k after the other ''in the order given by the indices'', one gets partial sums that become closer and closer to a given number. More precisely, a series converges, if and only if there exists a number \ell such that for every arbitrarily small positive number \varepsilon, there is a (sufficiently large) integer N such that for all n \ge N, :\left , S_n - \ell \right , 1 produce a convergent series: *: ++++++\cdots = . * Alternating the signs of reciprocals of powers o ...
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Maximum Likelihood Estimator
In statistics, maximum likelihood estimation (MLE) is a method of estimating the parameters of an assumed probability distribution, given some observed data. This is achieved by maximizing a likelihood function so that, under the assumed statistical model, the observed data is most probable. The point in the parameter space that maximizes the likelihood function is called the maximum likelihood estimate. The logic of maximum likelihood is both intuitive and flexible, and as such the method has become a dominant means of statistical inference. If the likelihood function is differentiable, the derivative test for finding maxima can be applied. In some cases, the first-order conditions of the likelihood function can be solved analytically; for instance, the ordinary least squares estimator for a linear regression model maximizes the likelihood when the random errors are assumed to have normal distributions with the same variance. From the perspective of Bayesian inference ...
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Discrete Choice
In economics, discrete choice models, or qualitative choice models, describe, explain, and predict choices between two or more discrete alternatives, such as entering or not entering the labor market, or choosing between modes of transport. Such choices contrast with standard consumption models in which the quantity of each good consumed is assumed to be a continuous variable. In the continuous case, calculus methods (e.g. first-order conditions) can be used to determine the optimum amount chosen, and demand can be modeled empirically using regression analysis. On the other hand, discrete choice analysis examines situations in which the potential outcomes are discrete, such that the optimum is not characterized by standard first-order conditions. Thus, instead of examining "how much" as in problems with continuous choice variables, discrete choice analysis examines "which one". However, discrete choice analysis can also be used to examine the chosen quantity when only a few distinc ...
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Pairwise Comparison (psychology)
Pairwise comparison generally is any process of comparing entities in pairs to judge which of each entity is preference, preferred, or has a greater amount of some quantitative property, or whether or not the two entities are identical. The method of pairwise comparison is used in the scientific study of preferences, attitudes, voting systems, social choice, public choice, requirements engineering and multiagent AI systems. In psychology literature, it is often referred to as paired comparison. Prominent psychometrician L. L. Thurstone first introduced a scientific approach to using pairwise comparisons for measurement in 1927, which he referred to as the law of comparative judgment. Thurstone linked this approach to psychophysical theory developed by Ernst Heinrich Weber and Gustav Fechner. Thurstone demonstrated that the method can be used to order items along a dimension such as preference or importance using an interval-type scale. Mathematician Ernst Zermelo (1929) first de ...
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Representative Sample
In this statistics, quality assurance, and survey methodology, sampling is the selection of a subset or a statistical sample (termed sample for short) of individuals from within a statistical population to estimate characteristics of the whole population. The subset is meant to reflect the whole population, and statisticians attempt to collect samples that are representative of the population. Sampling has lower costs and faster data collection compared to recording data from the entire population (in many cases, collecting the whole population is impossible, like getting sizes of all stars in the universe), and thus, it can provide insights in cases where it is infeasible to measure an entire population. Each observation measures one or more properties (such as weight, location, colour or mass) of independent objects or individuals. In survey sampling, weights can be applied to the data to adjust for the sample design, particularly in stratified sampling. Results from probab ...
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Elo Rating System
The Elo rating system is a method for calculating the relative skill levels of players in zero-sum games such as chess or esports. It is named after its creator Arpad Elo, a Hungarian-American chess master and physics professor. The Elo system was invented as an improved Chess rating system, chess-rating system over the previously used Harkness rating system, Harkness system, but is also used as a rating system in association football, association football (soccer), American football, baseball, basketball, pool (cue sports), pool, various board games and esports, and, more recently, Large language model, large language models. The difference in the ratings between two players serves as a predictor of the outcome of a match. Two players with equal ratings who play against each other are expected to score an equal number of wins. A player whose rating is 100 points greater than their opponent's is expected to score 64%; if the difference is 200 points, then the expected score for th ...
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RLHF Diagram
In machine learning, reinforcement learning from human feedback (RLHF) is a technique to align an intelligent agent with human preferences. It involves training a reward model to represent preferences, which can then be used to train other models through reinforcement learning. In classical reinforcement learning, an intelligent agent's goal is to learn a function that guides its behavior, called a policy. This function is iteratively updated to maximize rewards based on the agent's task performance. However, explicitly defining a reward function that accurately approximates human preferences is challenging. Therefore, RLHF seeks to train a "reward model" directly from human feedback. The reward model is first trained in a supervised manner to predict if a response to a given prompt is good (high reward) or bad (low reward) based on ranking data collected from human annotators. This model then serves as a reward function to improve an agent's policy through an optimization algo ...
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Uncertainty
Uncertainty or incertitude refers to situations involving imperfect or unknown information. It applies to predictions of future events, to physical measurements that are already made, or to the unknown, and is particularly relevant for decision-making. Uncertainty arises in partially observable or stochastic environments, as well as due to ignorance, Laziness, indolence, or both. It arises in any number of fields, including insurance, philosophy, physics, statistics, economics, finance, medicine, psychology, sociology, engineering, metrology, meteorology, ecology and information science. Concepts Although the terms are used in various ways among the general public, many specialists in decision theory, statistics and other quantitative fields have defined uncertainty, risk, and their measurement as: Uncertainty The lack of certainty, a state of limited knowledge where it is impossible to exactly describe the existing state, a future outcome, or more than one possible outcome. ...
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Exploration (reinforcement Learning)
Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learning is one of the three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input-output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead, the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge) with the goal of maximizing the cumulative reward (the feedback of which might be incomplete or delayed). The search for this balance is known as the exploration–exploitation dilemma. The environment is typically stated in the form of a Markov decision process (MDP), as many reinforcement learning algorithms use dynami ...
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