arXiv AI

Escaping Path Mirages in Offline Goal-Conditioned Reinforcement Learning

The paper introduces Branch-aware Graph Planning (BGP), a method for offline goal-conditioned reinforcement learning that tackles the problem of path mirages in stochastic, long-horizon environments. BGP models stochastic branching by treating high-variability points as graph nodes and learns goal-conditioned edges with segmented learning to avoid unreliable branches and reduce unnecessary stochasticity. Experiments on diverse OGBench tasks demonstrate that BGP substantially outperforms existing state-of-the-art offline goal-conditioned RL approaches.

arXiv Machine Learning
Sep 3

Recursive Value Learning for Long-Horizon Offline Goal-Conditioned RL

The paper introduces DCRL (Divide-and-Conquer RL), a method that recursively decomposes offline goal-conditioned reinforcement learning trajectories into a balanced binary tree. By training values from the leaves up to the root, DCRL avoids noisy max-based backups and reduces bootstrap depth from linear to logarithmic, thereby limiting error accumulation. Experiments on diverse goal-reaching tasks show that DCRL outperforms prior flat offline GCRL methods, achieving a higher average score on the most challenging long-horizon OGBench tasks.

By Hyeonseong Jeon, Youngwoon Lee
arXiv AI
Sep 30

HorizonFlow: Variable-Length Planning for Offline Goal-Conditioned RL

HorizonFlow is a hierarchical planner for offline goal-conditioned reinforcement learning that treats the planning horizon as an output rather than a fixed input. It uses a subgoal route planner and an action-prefix controller, both employing insertion-based generation and flow matching, to jointly generate continuous plan content and its length. The method leverages the partially generated plan to guide token insertion and to steer generation toward shorter plans, achieving superior performance on Maze2D, Multi2D, and OGBench benchmarks.

By JunHyeok Oh, Zian Jang, Byung-Jun Lee
arXiv Machine Learning
Sep 11

From Connectivity to Rewards: Dense Reward Learning with Directed State Graphs

The paper introduces Graph-Guided Quasimetric Dense Reward (G2QDR), a framework that learns a state connectivity model to predict pairwise connectivity strengths in asymmetric environments. These strengths are converted into scalar auxiliary dense rewards, offering continuous guidance across hierarchical levels. G2QDR can be integrated into any existing Goal-Conditioned Hierarchical Reinforcement Learning architecture and shows empirical performance improvements in sparse reward settings with modest computational cost.

By Shuyuan Zhang, Zihan Wang, Xiao-Wen Chang, Doina Precup
arXiv Machine Learning
Sep 30

GTRL: Grounding Divide-and-Conquer Value Learning with Temporal Differences

Grounded Transitive RL (GTRL) is an offline goal‑conditioned reinforcement learning algorithm that improves upon divide‑and‑conquer value learning by grounding updates with a one‑step temporal‑difference (TD) target. By adding this TD target rather than replacing it, GTRL ensures every state‑goal pair receives an update and corrects bias from hindsight relabeling through reweighting based on reachability. The method was evaluated on nineteen OGBench tasks across stochastic, deterministic, and stitching environments, achieving the highest average success rate among compared approaches.

By Abdul Monaf Chowdhury, MD Sameer Iqbal Chowdhury, Shifat E Arman, Md Mehedi Hasan
arXiv AI
Jul 20

Process Reward Informed Tree Rollout for Effective Multi-Turn RL

arXiv:2607. 15610v1 Announce Type: cross Abstract: Reinforcement learning (RL) has become a key approach for training LLM agents, yet popular methods such as GRPO/RLOO rely on multiple independently sampled complete trajectories for advantage estimation.

By Xintong Li, Sha Li, Yuwei Zhang, Changlong Yu, Rongmei Lin, Hongye Jin, Shuyi Guan, Xin Liu, Linwei Li, Qingyu Yin, Jingbo Shang
arXiv Machine Learning
Oct 21

Planning under Noise with Neural Operators

The paper introduces Planning Under Noise (PUN), a neural operator that learns noise‑aware value fields for planning in unseen geometries. By imposing reflecting Neumann conditions on obstacles and a Dirichlet condition at the goal, PUN allows sampled paths to explore free space until reaching the target. It extends the Monte Carlo solver Walk on Stars to higher dimensions, learns geometry‑to‑field mappings from noisy labels, and achieves high success rates and low runtimes on 4‑D replanning benchmarks across multiple noise levels.

By Michael Chen, Hong Chul Nam, Xi Deng, Anima Anandkumar
arXiv AI
Oct 1

Do Better Goal Representations Improve Goal-Conditioned Reinforcement Learning?

The paper investigates whether enhancing goal representations improves goal-conditioned reinforcement learning (GCRL) performance. By creating an exact temporal-distance goal representation in deterministic mazes and systematically degrading its geometric quality, the authors find that changes in goal representation have little effect on performance. In contrast, degrading the agent’s current state representation more than doubles failure rates, indicating that state representation is the critical bottleneck. The study further demonstrates that simple random Fourier positional encodings can significantly boost performance on challenging navigation tasks without additional map or objective modifications.

By Syed Nazmus Sakib, Abdul Monaf Chowdhury, Nafiul Haque, Shifat E Arman, Md Mehedi Hasan
Hugging Face Trending Papers
Jul 23

Offline RL with Hierarchical Action Chunking

Offline goal-conditioned reinforcement learning (RL) holds the promise of learning general-purpose policies from static datasets. However, scaling these methods to long-horizon tasks remains a challenge due to the curse of horizon, where value estimation errors can compound through long chains of bootstrapped Bellman backups.