Offline goal-conditioned reinforcement learning (GCRL) aims to learn policies for reaching diverse goals entirely from fixed trajectory data. Long-horizon offline GCRL remains challenging because sparse goal-reaching signals must be propagated over many steps, while execution errors cannot be corrected through additional environment interaction. Existing methods address these challenges by improving long-range value estimation or reducing the effective decision horizon through subgoals, options, and action chunks. In several hierarchical methods, however, a selected subgoal specifies where to go, while the intervening state-space path remains implicit in an endpoint-conditioned low-level policy. To address this interface, we propose PathBridger, a hierarchical offline GCRL method that explicitly connects subgoal selection to short-horizon execution. PathBridger constructs a state-space bridge toward the selected intermediate endpoint and decodes it into a short executable action chunk using an inverse dynamics model. Experiments across the evaluated OGBench tasks demonstrate strong aggregate performance, with particularly large gains on the multi-object Cube manipulation tasks. Code: https://github.com/SChoish/PathBridger
Tanachai Anakewat, Takayuki Osa, Tatsuya Haradacs.AI cs.LG cs.RO
Recent studies investigate how to leverage pre-collected datasets to improve the policy performance and sample efficiency of RL. One promising approach to achieve this goal is to employ a two-stage strategy: In the first stage, diverse skills are extracted as a low-level policy from a given dataset, and a high-level policy is trained to solve a specific task in the second stage. Typically, extraction of the low-level policy is performed based on unsupervised learning such as trajectory VAE. However, a limitation of this approach is that the quality of the low-level policy highly depends on the quality of the dataset. To address this issue, we introduce QDOS (Quality-Diversity Offline Skill learning), a unified pipeline for robust offline-to-online learning. Our approach incorporates an Advantage-Weighted Quality-Diversity pretraining objective, which weights the skill extraction and diversity objectives by the estimated advantage of each trajectory segment. This approach allows the model to extract diverse and high-value skills. By providing robust and task-relevant skill representations, QDOS significantly improves the quality of the embedded skill space used by the low-level policy. We further integrate this with a dual dataset reuse strategy, where offline data is used both for skill pretraining and for populating the online replay buffer via pseudo-labeling. Experiments demonstrate that QDOS significantly outperforms strong baselines in structured manipulation tasks and unstructured locomotion tasks, confirming its ability to accelerate exploration and improve final returns in challenging sparse-reward domains.
Many reinforcement learning systems, from fleet management to traffic signal control, must serve an objective that changes dynamically after deployment, and retraining a policy for each new objective is prohibitively expensive. For a single agent, this problem is well understood: successor features with generalized policy improvement, together with their universal extension, recombine a library of learned policies into a policy for any new objective, with a guarantee that the result is never worse than any policy in the library. However, multi-agent transfer has received far less attention, and the common practice of letting each agent recombine its own library independently inherits the recipe but not the guarantee. We prove that this independent composition can produce joint behavior strictly worse than every policy in the library, because recombining teammates changes the environment each agent faces and invalidates the values it relies on, a failure with no single-agent counterpart. We further show that the only unconditionally safe fixed rule is synchronized composition, which moves the whole team to one jointly trained policy but cannot serve objectives that assign different goals to different agents. To attain safety and flexibility at once, we propose MA-USFA, a hierarchical method with two layers: a lower layer of universal successor feature approximators that predicts each agent's successor features while conditioned on its teammates' objectives, and an upper composer that selects, across agents, which library entry each agent should follow and supplies the cross-agent correction a per-agent value cannot represent. Trained once over the distribution of objectives, it is applied at deployment with no per-task adaptation.
(Flat) Reinforcement Learning (RL) agents face significant challenges in environments with sparse rewards that require long-horizon reasoning. A compelling approach to improve sample efficiency is to incorporate knowledge into learning and decision-making. In standard Hierarchical RL (HRL), knowledge is encoded in a fixed, non-updatable form, such as architectural choices, and remains unchanged throughout learning. With fixed HRL, reasoning with incremental knowledge learned during exploration is impractical before sufficient environmental knowledge is acquired, leading to poor sample efficiency. In this work, we propose neurosymbolic HRL with {\em Incremental Knowledge (InK)}: symbolic high-level components perform {\em symbolic planning} (e.g. using $D^*$) on an updatable representation of current InK, while low-level goal-conditioned neural modules learn motion primitives through experience using reward shaping. Experiments on navigation tasks demonstrate that incorporating InK substantially improves sample efficiency. Additionally, to perform {\em optimal} symbolic planning given {\em prior} knowledge about the world, we develop Belief World Tree Search. The code is available at https://github.com/CPS-research-group/ink_bwts.
Anders Jonsson, Emilie Kaufmann, Gianmarco Tedeschi +1cs.LG
We present HBPI-UCRL, a model-based algorithm for hierarchical reinforcement learning (HRL) that learns high-level and low-level policies in parallel. HBPI-UCRL exploits the fact that a high-level transition corresponds to a multi-step transition at the low level. We introduce two conditions on the low-level dynamics that are sufficient to make parallel HRL learnable. When these conditions hold, we prove that HBPI-UCRL has a polynomial sample complexity in the problem parameters. In the sparse-reward, goal-directed setting, our sample complexity upper bound for HBPI-UCRL is strictly lower than that of its non-hierarchical counterpart, providing theoretical justification for the empirical success of HRL.
Auto-bidding systems optimize bids to maximize value under efficiency constraints such as Cost-Per-Action (CPA). Existing methods treat each day as an independent episode. However, many advertisers produce value so sparsely that per-day efficiency ratios become statistically unreliable, undermining advertiser retention. Platforms therefore evaluate window-level efficiency over sliding windows of $W{=}7$ days, ensuring fair evaluation and long-term advertising effectiveness. This creates cross-episode coupling: each day's bidding decisions affect up to $W$ overlapping windows, so setting daily targets requires anticipating future market conditions. We propose SWAG-Bid (Sliding-Window Aware Generative Auto-Bidding), a hierarchical framework decomposing this challenge into episode-level planning and step-level execution. The planner uses a Masked Trajectory Model to forecast markets and generate candidate plans, scored across all overlapping windows by Multi-Window Model Predictive Control Sampling (MWMS) with exponential confidence decay. The controller adjusts reliance on this guidance through a state-adaptive gate, Per-Step Gated Adaptive Layer Normalization (PSG-AdaLN), complemented by Return-to-Go and Cost-to-Go channels carrying budget and constraint information. Experiments on AuctionNet-Sparse and online A/B tests on AliExpress show that SWAG-Bid achieves competitive constraint satisfaction and value acquisition under sliding-window evaluation.
Exploration in sparse-reward long-horizon tasks poses significant challenges for reinforcement learning. To address these challenges, we propose a two-level Hierarchical Reinforcement Learning (HRL) framework. The first level handles high-level strategic planning, while the low-level uses the continuous-control Soft Actor-Critic (SAC) algorithm, and they utilize entropy-regularized policy optimization. The proposed framework was trained and evaluated using the Search-and-Rescue-2 (SAR-2) dataset. HRL-SAC effectively addresses sparse-reward long-horizon search problems characterized by delayed rewards and continuous control, and its outperforming the flat SAC baseline reinforcement learning in terms of success rates, coverage efficiency, and convergence. These findings indicate that hierarchical entropy-regularized policies are a promising solution to tackle long-horizon sparse-reward reinforcement learning tasks.
Young Hyun Cho, Franz Stoll, Will Wei Sun +2stat.ML cs.LG stat.ME
Unexpected shocks recur in global operations, requiring decision rules that adapt as market and operating conditions change. Many operational systems also have hierarchical structures in which long-term and short-term decisions pursue a shared objective. We study how hierarchical reinforcement learning can strengthen resilience by adapting these interdependent rules jointly. We develop a two-timescale hierarchical reinforcement learning framework that adapts long-term and short-term policies at their respective time scales. Because the policies are interdependent, we synchronize their updates and prove, to our knowledge, the first convergence guarantees for coupled two-timescale learning. Over $T$ periods, our policies' average gap from an optimal policy pair is $O(T^{-1/2})$, improving to $O(\log T/T)$ when poor decisions produce clearer profit losses. In a used-car case study, inventory replenishment is the long-term decision and customer-arrival pricing the short-term decision. Relative to the strongest partially adaptive benchmark, the framework increases mean profit by $9.2\%$ under joint demand-supply shocks and by $11.8\%$ under a prolonged shock scenario, while maintaining a more stable profit trajectory over time. Short-term adaptation addresses routine seasonality and one-sided disruptions by responding immediately to changing conditions. Under joint demand-supply shocks, however, it is insufficient alone; long-term adaptation is also needed to create favorable conditions for short-term decisions. Joint adaptation thus yields higher and more stable profits through disruption and recovery. Because many organizations already use hierarchical planning, the framework strengthens operational resilience without altering existing decision structures.
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. Existing hierarchical approaches mitigate this by decomposing tasks into subgoals, yet they often rely on low-level controllers that suffer from myopic execution and biased value estimates. In this work, we propose Hierarchical Implicit Q-Chunking (HiQC), an offline goal-conditioned RL algorithm that combines high-level latent planning with low-level action chunking. By conditioning the low-level critic on temporally extended action sequences, HiQC enables unbiased k-step value backups, compressing the horizon at both the planning and execution levels. We theoretically demonstrate that this dual decomposition results in a tighter bound on value error under a bounded per-backup error model compared to standard hierarchy or flat chunking alone. Empirically, HiQC achieves the highest aggregate performance among the compared methods on the OGBench suite, with its largest gains on long-horizon navigation tasks such as humanoid-giant.
Hierarchical Reinforcement Learning (HRL) intends to separate strategic planning from primitive execution. It has been widely successful in solving long-horizon and complex tasks, where flat-RL algorithms have difficulty in learning. However, while the low-level agent in HRL benefits from dense feedback and abundant trial opportunities, the high-level agent receives sparse, delayed feedback from the environment and its performance depends on the low-level execution capability. In this paper, we study whether subgoal selection by the high-level agent can be performed more strategically, by providing it with dynamics-aware intrinsic motivation. Since motivation based on primitive transition dynamics would require broad coverage of the state-action space, we propose to use coarse dynamics, i.e., environment transitions aggregated over multiple steps at the temporal scale at which the high-level agent operates. This approach stabilizes the high-level policy by learning to minimize the predictive uncertainty associated with the coarse dynamics, and provides a guided structure for navigation. We model the predictive uncertainty by evaluating different dispersion metrics as approximated by a Mixture Density Network (MDN). Empirically, we observe that a dense, dynamics-aware intrinsic reward leads to risk-averse subgoal selection, enabling it to outperform state-of-the-art HRL methods in non-stationary long-horizon environments.
Hierarchical Implicit Q-Learning (HIQL), an offline goal-conditioned RL method, selects subgoals by value-function advantages alone. This rule has two coupled failure modes. Optimistic bias treats lucky stochastic outcomes as skillful choices, and mode collapse reduces a multi-modal subgoal distribution to a single Gaussian mean that often falls in unreachable regions. We propose NFTR (Normalizing Flows subgoal policies with Triangle-slack Reweighting). A conditional Normalizing Flow replaces the Gaussian policy, and a closed-form mode-averaging result identifies NFs as the minimal generative class for AWR-based subgoal selection. A triangle slack score, built on the architectural triangle inequality without relying on distance accuracy, multiplicatively corrects the AWR weight to downweight subgoals whose detour cost exceeds average reachability. Triangle-slack vanishes on geodesics in deterministic MDPs and remains a conservative upper bound on composability violation under stochastic dynamics. The RWDR objective preserves AWR's population-level monotonic improvement and admits a three-term suboptimality decomposition. Together, these two ingredients yield subgoal selection that provably avoids the Gaussian collapse described above and remains stable under stochastic dynamics. GitHub page: https://github.com/erdemtbao/NFTR
Real-time strategy (RTS) games present significant AI challenges, characterized by expansive state-action spaces arising from multi-unit coordination in continuous battlefields, and sparse delayed rewards stemming from final win/lose signals. Existing approaches face a trade-off between managing the dimensionality explosion of joint actions and maintaining the interpretability of complex state representations. This complexity is further intensified by the limitation of traditional hierarchical structures in adaptively decomposing tasks into effective tactical modules. Such difficulties are compounded by the black-box nature of deep learning models and their reliance on sparse rewards, which together result in limited sample efficiency and a lack of decision-making transparency. To address these limitations, this paper proposes HRL-IM/CBS, a hierarchical reinforcement learning framework with influence map hashing and cluster-based scripts for StarCraft micromanagement. Influence map hashing encodes global battlefield situations into compact hexadecimal codes, capturing spatial control and relative advantage. Cluster-based scripts enable dynamic local coordination through adaptive unit partitioning. The hierarchical multi-Q-table architecture decomposes decision-making into upper-level clustering strategy selection and lower-level tactical execution, with reward allocation providing dense learning signals. Experiments across six asymmetric scenarios demonstrate competitive performance against deep RL baselines while offering advantages in sample efficiency and interpretability through transparent Q-table representations.
Hierarchical decision-making frameworks are pivotal for addressing complex control tasks, enabling agents to decompose intricate problems into manageable subgoals. Despite their promise, existing hierarchical policies face critical limitations: (i) reinforcement learning (RL)-based methods struggle to guarantee strict constraint satisfaction, and (ii) optimal control (OC)-based approaches often rely on myopic and computationally prohibitive formulations. To reconcile these trade-offs, hierarchical RL-OC architectures have emerged as a promising paradigm. However, the formulation of the lower-level optimization within these frameworks remains underexplored, often relying on heuristic or myopic objectives. In this work, we propose a principled framework that systematically integrates upper-level goal abstraction with structured lower-level decision making. We adopt an inverse optimization approach to inform the structure of the lower-level problem from expert demonstrations, ensuring that the objective of the lower-level policy remains aligned with the overall long-term task goal. To validate the approach, our framework is evaluated on distinct decision making tasks: network-based resource allocation and continuous collision avoidance. Empirical results demonstrate that our method consistently outperforms strong baselines based on end-to-end RL, learning-augmented optimal control, and existing hierarchical RL approaches in both efficiency and decision quality.
Mohammed Yousif, Prabhjot Singh, Arjun Pankajakshan +1cs.AI cs.CV cs.LG
Real-world document classification pipelines typically apply the same sequence of models to every incoming document, regardless of its complexity or type. This leads to inefficient use of compute and human resources: simple documents are over-processed while difficult ones may not receive enough scrutiny. We introduce DocHRL, a hierarchical reinforcement learning framework that learns to adaptively and dynamically select the most cost-effective classification policy on a per-document basis. DocHRL formulates document classification as a sequential decision problem with a two-level policy hierarchy: a top-level policy selects among broad options (vision classifiers, LLMs, OCR, and human-in-the-loop review), while option-specific sub-policies choose the concrete model or tool to invoke. The reward signal is the negative total expected cost, which captures inference cost, cost of misclassification, and cost of human labelling. Trained with Proximal Policy Optimisation on the RVL-CDIP benchmark, DocHRL achieves a macro F1 of 0.973 across 16 document classes while reducing average per-document cost to 2.74 normalised units compared to substantially higher costs incurred by fixed standalone classifiers. Our results demonstrate that cost-aware reinforcement learning can simultaneously improve classification performance and operational efficiency in document understanding systems.
Gregory Gorbov, Artem Latyshev, Aleksandr I. Panovcs.AI
This work investigates the safe exploration problem in reinforcement learning, where an agent must maximize cumulative performance while simultaneously satisfying safety constraints. This challenge becomes even more pronounced in long-horizon tasks, where existing safe methods face fundamental limitations due to compounding estimation errors and restricted exploration capabilities. To address this problem, we propose a method that combines a learnable world model with two complementary policies a high-level policy and a low-level policy to promote safety at both hierarchical levels. The high-level policy generates intermediate subgoals that bias exploration toward safe regions, while the low-level policy uses imagined rollouts in the learned world model to reduce unsafe behaviors when reaching these subgoals. The proposed method was evaluated on challenging long-horizon navigation and manipulation tasks with high-dimensional action spaces, where it significantly outperforms existing Safe RL baselines in both success rate and strong empirical constraint satisfaction, consistently meeting the prescribed safety budget across seeds, while prior approaches fail to effectively solve these complex long-horizon scenarios.
Reinforcement Learning (RL) has been widely applied to sequential decision-making, yet it often suffers from poor sample efficiency due to costly interactions with the environment. A limited line of recent work has started exploring improving RL efficiency by leveraging external knowledge expressed in natural-language instructions. However, the few existing approaches typically treat the entire instruction as a single conditioning input, failing to account for the stage-dependent nature of language guidance, especially in complex environments. In this paper, we propose \emph{Hierarchical Reinforcement Learning with Language Instructions (HRLLI)}, a hierarchical RL framework that explicitly models natural-language instructions as dynamically selectable semantic guidance during decision-making. HRLLI decomposes instructions into a set of piecewise guidance elements, where each instruction piece may become relevant at different stages of interaction with the environment. A novel hierarchical RL policy structure is then formulated in a \emph{Select-to-Act} paradigm: a high-level semantic policy acts as a guidance selector that selects the most relevant instruction piece to the current state to guide the low-level agent's decision, while a low-level policy executes environment actions conditioned on the selected guidance. The two-level policies are learned simultaneously to maximize augmented expected returns from interactions with the environment. This design enables the agent to adaptively ground language instructions into stage-specific decisions during interaction. Experiments on the instruction-intensive RTFM benchmark show that HRLLI consistently outperforms strong instruction-conditioned RL baselines, demonstrating that explicitly modeling adaptive instruction selection significantly improves the effectiveness of RL.
Conventional federated learning assumes that greater learner participation improves training performance, by leveraging abundant, independently generated local data. However, in federated reinforcement learning (FRL) for unmanned aerial vehicle (UAV) teams in hazardous environments where experience generation is severely constrained by safety considerations, energy limitations, and mission duration, this assumption may break. This work introduces Experience-Constrained Hierarchical Federated Reinforcement Learning (EC-HFRL), a framework in which clusters act as federated learning agents, while multiple intra-cluster learners represent parallel learning resources that reuse a shared experience pool. We show that increasing participation does not necessarily improve learning performance. Instead, learning performance is strongly associated with experience reuse strategy and the dominance of key analytically identified gradient transition experiences within a cluster. In particular, minibatch size primarily determines effective replay exposure, while higher intra-cluster participation increases reuse level. Empirical results demonstrate that the performance regimes are strongly associated with the structure of the learning signal, rather than federated aggregation effects, clarifying the limited and secondary role of learner participation in experience-constrained FRL.
Michael Tryfan Matthews, Anssi Kanervisto, Jakob Foerster +3cs.AI cs.LG
Recent work in hierarchical reinforcement learning has shown success in scaling to billions of timesteps when learning over a set of predefined option reward functions. We show that, instead of using a single reward function per option, the reward functions can be effectively used to induce a space of behaviours, by letting the controller specify linear combinations over reward functions, allowing a more expressive set of policies to be represented. We call this method Hierarchical Behaviour Spaces (HBS). We evaluate HBS on the NetHack Learning Environment, demonstrating strong performance. We conduct a series of experiments and determine that, perhaps going against conventional wisdom, the benefits of hierarchy in our method come from increased exploration rather than long term reasoning.