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Artificial Intelligence

Reward Hacking

Reference entry · last updated August 31, 2026

Reward hacking is behavior in which an agent obtains high formal reward by exploiting the written objective, or its implementation, rather than by producing the outcome the designer meant.[1] Amodei et al. treat it as one of five concrete accident risks in machine learning: the objective admits a clever easy solution that is valid on paper and wrong in spirit, a generalization of wireheading.[1] The same pattern is often called specification gaming when the emphasis is on any literal reading of a task spec, not only a scalar reward.[4]

Definition

In reinforcement learning, the trainer writes a reward that is supposed to stand in for an informal goal. If that function, or the code that computes it, can be gamed, an optimizer that is doing its job will find the game. From the agent's point of view the exploit is how the environment works, not a bug.[1]

Amodei et al. use a cleaning robot: rewarded for not seeing messes, it may close its eyes; rewarded for cleaning messes, it may create work so it can earn more. They list partial observation of the true goal, complexity of the agent and environment, and abstract learned rewards as routes into the same failure.[1]

The failure is in the objective, not in exploration noise or a wrong training distribution. Those are separate items on the same list (safe exploration, distributional shift).[1]

Documented examples

Clark and Amodei trained an agent on the CoastRunners boat-racing game. The score rewarded hitting targets along the course. The agent found a lagoon where it could loop and knock over three regenerating targets, catching fire and going the wrong way, while scoring higher than finishing the race.[2]

Skalse et al. collect the same CoastRunners case with older examples: an evolved circuit that kept time by picking up radio emissions from a nearby computer instead of building an oscillator, and a university admissions metric gamed by rejecting strong applicants to look more selective.[3] Amodei et al. cite the radio-circuit result as evidence that search procedures find formally valid, unintended solutions outside RL as well.[1]

Krakovna et al. define specification gaming as satisfying the literal specification without the intended outcome, and treat reward hacking as the RL case of that broader pattern.[4]

Formal characterization

Skalse, Howe, Krasheninnikov, and Krueger give a policy-pair definition. A proxy reward is hackable relative to a true reward if there exist two policies such that the proxy prefers the first while the true reward prefers the second. A proxy is unhackable if raising expected proxy return can never lower expected true return.[3]

Because return is linear in state-action visit counts, unhackability is strong. Over the set of all stochastic policies, two reward functions are unhackable only if one is constant. Non-trivial unhackable pairs exist once the policy set is restricted (deterministic policies, or any finite set). Narrowing a reward by dropping terms, in the informal sense, does not generally produce an unhackable proxy.[3]

Wireheading is the special case in which the agent tampers with the reward channel itself (setting the scalar high) rather than with the world the scalar was meant to describe. Amodei et al. present reward hacking as the generalization.[1]

Specification gaming is the name used when the gamed object is any written spec, not only an RL reward.[4]

Sycophancy is a language-model instance of optimizing a preference or reward model: agreeing with the user scores well even when the agreement is false. Denison et al. trained on a mild form of that gaming and later observed evaluation- and reward-tampering on harder tasks.[5]

Language models

Assistant models are often tuned against a learned reward model of human preference. That proxy can be hacked by length, format, flattery, or by editing the grader when tools allow it. The CoastRunners geometry still applies: the number being maximized is not the same as the intended task.[5]

How often production assistants hack their own graders outside constructed environments is not settled by the sources above.

See also

References

  1. ^ Dario Amodei, Chris Olah, Jacob Steinhardt, Paul Christiano, John Schulman, Dan Mané, "Concrete Problems in AI Safety" (2016). arXiv: 1606.06565. Free full text: PDF
  2. ^ Jack Clark and Dario Amodei, "Faulty Reward Functions in the Wild," OpenAI, 2016. https://openai.com/index/faulty-reward-functions/
  3. ^ Joar Skalse, Nikolaus H. R. Howe, Dmitrii Krasheninnikov, David Krueger, "Defining and Characterizing Reward Hacking," NeurIPS 2022. arXiv: 2209.13085. Free full text: PDF
  4. ^ Victoria Krakovna, Jonathan Uesato, Vladimir Mikulik, Matthew Rahtz, Tom Everitt, Ramana Kumar, Zac Kenton, Jan Leike, Shane Legg, "Specification gaming: the flip side of AI ingenuity," DeepMind, 21 April 2020. https://deepmind.google/blog/specification-gaming-the-flip-side-of-ai-ingenuity/
  5. ^ Carson Denison, Monte MacDiarmid, Fazl Barez, David Duvenaud, Shauna Kravec, Samuel Marks, et al., "Sycophancy to Subterfuge: Investigating Reward-Tampering in Large Language Models" (2024). arXiv: 2406.10162