You are presented with multiple paper abstracts, alongside the associated literature review and chapter titles. Given the provided information, you are going to do a literature review. Please generate a coherent literature review that synthesizes the content, draws connections between different works, highlights major findings, and identifies any gaps in the existing research.

Literature Review Title: Reinforcement learning in robotics: A survey 
Chapter Title:  Curse of goal specification 
1. Abstract of Cited Paper (BIB001):  Imitation learning of sequential, goal-directed behavior by standard supervised techniques is often difficult. We frame learning such behaviors as a maximum margin structured prediction problem over a space of policies. In this approach, we learn mappings from features to cost so an optimal policy in an MDP with these cost mimics the expert's behavior. Further, we demonstrate a simple, provably efficient approach to structured maximum margin learning, based on the subgradient method, that leverages existing fast algorithms for inference. Although the technique is general, it is particularly relevant in problems where A* and dynamic programming approaches make learning policies tractable in problems beyond the limitations of a QP formulation. We demonstrate our approach applied to route planning for outdoor mobile robots, where the behavior a designer wishes a planner to execute is often clear, while specifying cost functions that engender this behavior is a much more difficult task. 
2. Abstract of Cited Paper (BIB002):  The Maximum Margin Planning (MMP) (Ratliff et al., 2006) algorithm solves imitation learning problems by learning linear mappings from features to cost functions in a planning domain. The learned policy is the result of minimum-cost planning using these cost functions. These mappings are chosen so that example policies (or trajectories) given by a teacher appear to be lower cost (with a lossscaled margin) than any other policy for a given planning domain. We provide a novel approach, MMPBOOST , based on the functional gradient descent view of boosting (Mason et al., 1999; Friedman, 1999a) that extends MMP by “boosting” in new features. This approach uses simple binary classification or regression to improve performance of MMP imitation learning, and naturally extends to the class of structured maximum margin prediction problems. (Taskar et al., 2005) Our technique is applied to navigation and planning problems for outdoor mobile robots and robotic legged locomotion. 
3. Abstract of Cited Paper (BIB003):  Decision making in robotics often involves computing an optimal action for a given state, where the space of actions under consideration can potentially be large and state dependent. Many of these decision making problems can be naturally formalized in the multiclass classification framework, where actions are regarded as labels for states. One powerful approach to multiclass classification relies on learning a function that scores each action; action selection is done by returning the action with maximum score. In this work, we focus on two imitation learning problems in particular that arise in robotics. The first problem is footstep prediction for quadruped locomotion, in which the system predicts next footstep locations greedily given the current four-foot configuration of the robot over a terrain height map. The second problem is grasp prediction, in which the system must predict good grasps of complex free-form objects given an approach direction for a robotic hand. We present experimental results of applying a recently developed functional gradient technique for optimizing a structured margin formulation of the corresponding large non-linear multiclass classification problems. 
4. Abstract of Cited Paper (BIB004):  We consider apprenticeship learning—learning from expert demonstrations—in the setting of large, complex domains. Past work in apprenticeship learning requires that the expert demonstrate complete trajectories through the domain. However, in many problems even an expert has difficulty controlling the system, which makes this approach infeasible. For example, consider the task of teaching a quadruped robot to navigate over extreme terrain; demonstrating an optimal policy (i.e., an optimal set of foot locations over the entire terrain) is a highly non-trivial task, even for an expert. In this paper we propose a method for hierarchical apprenticeship learning, which allows the algorithm to accept isolated advice at different hierarchical levels of the control task. This type of advice is often feasible for experts to give, even if the expert is unable to demonstrate complete trajectories. This allows us to extend the apprenticeship learning paradigm to much larger, more challenging domains. In particular, in this paper we apply the hierarchical apprenticeship learning algorithm to the task of quadruped locomotion over extreme terrain, and achieve, to the best of our knowledge, results superior to any previously published work. 
5. Abstract of Cited Paper (BIB005):  Recent research has shown the benefit of framing problems of imitation learning as solutions to Markov Decision Problems. This approach reduces learning to the problem of recovering a utility function that makes the behavior induced by a near-optimal policy closely mimic demonstrated behavior. In this work, we develop a probabilistic approach based on the principle of maximum entropy. Our approach provides a well-defined, globally normalized distribution over decision sequences, while providing the same performance guarantees as existing methods. ::: ::: We develop our technique in the context of modeling real-world navigation and driving behaviors where collected data is inherently noisy and imperfect. Our probabilistic approach enables modeling of route preferences as well as a powerful new approach to inferring destinations and routes based on partial trajectories. 
6. Abstract of Cited Paper (BIB006):  A faucet includes an inner tube inserted in an upper opening formed in between a horizontal spout portion of the faucet and a downcomer spout portion having a lower tube hole of the inner tube poked into the downcomer spout portion and positioned under an overflow level of the horizontal spout portion, whereby upon a shielding or closing of a discharge outlet formed in a lowermost end of the downcomer spout portion, a water stream, as supplied by an opened faucet, will be ejected upwardly through the inner tube for rinsing or drinking purpose. 
7. Abstract of Cited Paper (BIB007):  Rough terrain autonomous navigation continues to pose a challenge to the robotics community. Robust navigation by a mobile robot depends not only on the individual performance of perception and planning systems, but on how well these systems are coupled. When traversing complex unstructured terrain, this coupling (in the form of a cost function) has a large impact on robot behavior and performance, necessitating a robust design. This paper explores the application of Learning from Demonstration to this task for the Crusher autonomous navigation platform. Using expert examples of desired navigation behavior, mappings from both online and offline perceptual data to planning costs are learned. Challenges in adapting existing techniques to complex online planning systems and imperfect demonstration are addressed, along with additional practical considerations. The benefits to autonomous performance of this approach are examined, as well as the decrease in necessary designer effort. Experimental results are presented from autonomous traverses through complex natural environments. 
8. Abstract of Cited Paper (BIB008):  Recent work has demonstrated that when artificial agents are limited in their ability to achieve their goals, the agent designer can benefit by making the agent's goals different from the designer's. This gives rise to the optimization problem of designing the artificial agent's goals—in the RL framework, designing the agent's reward function. Existing attempts at solving this optimal reward problem do not leverage experience gained online during the agent's lifetime nor do they take advantage of knowledge about the agent's structure. In this work, we develop a gradient ascent approach with formal convergence guarantees for approximately solving the optimal reward problem online during an agent's lifetime. We show that our method generalizes a standard policy gradient approach, and we demonstrate its ability to improve reward functions in agents with various forms of limitations. 
9. Abstract of Cited Paper (BIB009):  Search based planners such as A* and Dijkstra's algorithm are proven methods for guiding today's robotic systems. Although such planners are typically based upon a coarse approximation of reality, they are nonetheless valuable due to their ability to reason about the future, and to generalize to previously unseen scenarios. However, encoding the desired behavior of a system into the underlying cost function used by the planner can be a tedious and error-prone task. We introduce Reinforcement Planning, which extends gradient based reinforcement learning algorithms to automatically learn useful surrogate cost functions for optimal planners. Reinforcement Planning presents several advantages over other learning approaches to planning in that it is not limited by the expertise of a human demonstrator, and that it acknowledges the domain of the planner is a simplified model of the world. We demonstrate the effectiveness of our method in learning to solve a noisy physical simulation of the well-known “marble maze” toy.

Literature Review:
In reinforcement learning, the desired behavior is implicitly specified by the reward function. The goal of reinforcement learning algorithms then is to maximize the accumulated long-term reward. While often dramatically simpler than specifying the behavior itself, in practice, it can be surprisingly difficult to define a good reward function in robot reinforcement learning. The learner must observe variance in the reward signal in order to be able to improve a policy: if the same return is always received, there is no way to determine which policy is better or closer to the optimum. In many domains, it seems natural to provide rewards only upon task achievement, for example, when a table tennis robot wins a match. This view results in an apparently simple, binary reward specification. However, a robot may receive such a reward so rarely that it is unlikely to ever succeed in the lifetime of a real-world system. Instead of relying on simpler binary rewards, we frequently need to include intermediate rewards in the scalar reward function to guide the learning process to a reasonable solution, a process known as reward shaping  . Beyond the need to shorten the effective problem horizon by providing intermediate rewards, the trade-off between different factors may be essential. For instance, hitting a table tennis ball very hard may result in a high score but is likely to damage a robot or shorten its life span. Similarly, changes in actions may be penalized to avoid highfrequency controls that are likely to be very poorly captured with tractable low-dimensional state-space or rigid-body models. Reinforcement learning algorithms are also notorious for exploiting the reward function in ways that are not anticipated by the designer. For example, if the distance between the ball and the desired highest point is part of the reward in ball paddling (see Figure 3 ), many locally optimal solutions would attempt to simply move the racket upwards and keep the ball on it. Reward shaping gives the system a notion of closeness to the desired behavior instead of relying on a reward that only encodes success or failure  . Often the desired behavior can be most naturally represented with a reward function in a particular state and action space. However, this representation does not necessarily correspond to the space where the actual learning needs to be performed due to both computational and statistical limitations. Employing methods to render the learning problem tractable often result in different, more abstract state and action spaces which might not allow accurate representation of the original reward function. In such cases, a reward fully specified in terms of the features of the space in which the learning algorithm operates can prove remarkably effective. There is also a trade-off between the complexity of the reward function and the complexity of the learning problem. For example, in the ball in a cup task (Section 7) the most natural reward would be a binary value depending on whether the ball is in the cup or not. To render the learning problem tractable, a less-intuitive reward needed to be devised in terms of a Cartesian distance with additional directional information (see Section 7.1 for details). Another example is Crusher BIB003 , an outdoor robot, where the human designer was interested in a combination of minimizing time and risk to the robot. However, the robot reasons about the world on the long time horizon scale as if it was a very simple, deterministic, holonomic robot operating on a fine grid of continuous costs. Hence, the desired behavior cannot be represented straightforwardly in this state-space. Nevertheless, a remarkably human-like behavior that seems to respect time and risk priorities can be achieved by carefully mapping features describing each state (discrete grid location with features computed by an on-board perception system) to cost. Inverse optimal control, also known as inverse reinforcement learning  , is a promising alternative to specifying the reward function manually. It assumes that a reward function can be reconstructed from a set of expert demonstrations. This reward function does not necessarily correspond to the true reward function, but provides guarantees on the resulting performance of learned behaviors BIB001 BIB002 . Inverse optimal control was initially studied in the control community  and in the field of economics  . The initial results were only applicable to limited domains (linear quadratic regulator problems) and required closed-form access to plant and controller, hence samples from human demonstrations could not be used.  brought the field to the attention of the machine learning community. BIB001 defined an important constraint on the solution to the inverse reinforcement learning problem when reward functions are linear in a set of features: a policy that is extracted by observing demonstrations has to earn the same reward as the policy that is being demonstrated. BIB002 demonstrated that inverse optimal control can be understood as a generalization of ideas in machine learning of structured prediction and introduced efficient sub-gradientbased algorithms with regret bounds that enabled largescale application of the technique within robotics. BIB006 extended the technique developed by BIB001 by rendering the idea robust and probabilistic, enabling its effective use for both learning policies and predicting the behavior of sub-optimal agents. These techniques, and many variants, have been recently successfully applied to outdoor robot navigation BIB003 BIB007 BIB008 , manipulation BIB004 , and quadruped locomotion BIB003 BIB004 BIB005 . More recently, the notion that complex policies can be built on top of simple, easily solved optimal control problems by exploiting rich, parametrized reward functions has been exploited within reinforcement learning more directly. BIB009 and BIB010 derived complex policies by adapting a reward function for simple optimal control problems using policy-search techniques. BIB010 demonstrate that this technique can enable efficient solutions to robotic marble-maze problems that effectively transfer between mazes of varying design and complexity. These works highlight the natural trade-off between the complexity of the reward function and the complexity of the underlying reinforcement learning problem for achieving a desired behavior.