HRL - 2025-06-16

SkillBlender: Towards Versatile Humanoid Whole-Body Loco-Manipulation via Skill Blending

Authors:Yuxuan Kuang, Haoran Geng, Amine Elhafsi, Tan-Dzung Do, Pieter Abbeel, Jitendra Malik, Marco Pavone, Yue Wang
Date:2025-06-11 03:24:26

Humanoid robots hold significant potential in accomplishing daily tasks across diverse environments thanks to their flexibility and human-like morphology. Recent works have made significant progress in humanoid whole-body control and loco-manipulation leveraging optimal control or reinforcement learning. However, these methods require tedious task-specific tuning for each task to achieve satisfactory behaviors, limiting their versatility and scalability to diverse tasks in daily scenarios. To that end, we introduce SkillBlender, a novel hierarchical reinforcement learning framework for versatile humanoid loco-manipulation. SkillBlender first pretrains goal-conditioned task-agnostic primitive skills, and then dynamically blends these skills to accomplish complex loco-manipulation tasks with minimal task-specific reward engineering. We also introduce SkillBench, a parallel, cross-embodiment, and diverse simulated benchmark containing three embodiments, four primitive skills, and eight challenging loco-manipulation tasks, accompanied by a set of scientific evaluation metrics balancing accuracy and feasibility. Extensive simulated experiments show that our method significantly outperforms all baselines, while naturally regularizing behaviors to avoid reward hacking, resulting in more accurate and feasible movements for diverse loco-manipulation tasks in our daily scenarios. Our code and benchmark will be open-sourced to the community to facilitate future research. Project page: https://usc-gvl.github.io/SkillBlender-web/.

From Debate to Equilibrium: Belief-Driven Multi-Agent LLM Reasoning via Bayesian Nash Equilibrium

Authors:Xie Yi, Zhanke Zhou, Chentao Cao, Qiyu Niu, Tongliang Liu, Bo Han
Date:2025-06-09 23:49:14

Multi-agent frameworks can substantially boost the reasoning power of large language models (LLMs), but they typically incur heavy computational costs and lack convergence guarantees. To overcome these challenges, we recast multi-LLM coordination as an incomplete-information game and seek a Bayesian Nash equilibrium (BNE), in which each agent optimally responds to its probabilistic beliefs about the strategies of others. We introduce Efficient Coordination via Nash Equilibrium (ECON), a hierarchical reinforcement-learning paradigm that marries distributed reasoning with centralized final output. Under ECON, each LLM independently selects responses that maximize its expected reward, conditioned on its beliefs about co-agents, without requiring costly inter-agent exchanges. We mathematically prove that ECON attains a markedly tighter regret bound than non-equilibrium multi-agent schemes. Empirically, ECON outperforms existing multi-LLM approaches by 11.2% on average across six benchmarks spanning complex reasoning and planning tasks. Further experiments demonstrate ECON's ability to flexibly incorporate additional models, confirming its scalability and paving the way toward larger, more powerful multi-LLM ensembles. The code is publicly available at: https://github.com/tmlr-group/ECON.

Graph-Assisted Stitching for Offline Hierarchical Reinforcement Learning

Authors:Seungho Baek, Taegeon Park, Jongchan Park, Seungjun Oh, Yusung Kim
Date:2025-06-09 13:26:23

Existing offline hierarchical reinforcement learning methods rely on high-level policy learning to generate subgoal sequences. However, their efficiency degrades as task horizons increase, and they lack effective strategies for stitching useful state transitions across different trajectories. We propose Graph-Assisted Stitching (GAS), a novel framework that formulates subgoal selection as a graph search problem rather than learning an explicit high-level policy. By embedding states into a Temporal Distance Representation (TDR) space, GAS clusters semantically similar states from different trajectories into unified graph nodes, enabling efficient transition stitching. A shortest-path algorithm is then applied to select subgoal sequences within the graph, while a low-level policy learns to reach the subgoals. To improve graph quality, we introduce the Temporal Efficiency (TE) metric, which filters out noisy or inefficient transition states, significantly enhancing task performance. GAS outperforms prior offline HRL methods across locomotion, navigation, and manipulation tasks. Notably, in the most stitching-critical task, it achieves a score of 88.3, dramatically surpassing the previous state-of-the-art score of 1.0. Our source code is available at: https://github.com/qortmdgh4141/GAS.

Discounting and Drug Seeking in Biological Hierarchical Reinforcement Learning

Authors:Vardhan Palod, Pranav Mahajan, Veeky Baths, Boris S. Gutkin
Date:2025-06-05 01:54:09

Despite a strong desire to quit, individuals with long-term substance use disorder (SUD) often struggle to resist drug use, even when aware of its harmful consequences. This disconnect between knowledge and compulsive behavior reflects a fundamental cognitive-behavioral conflict in addiction. Neurobiologically, differential cue-induced activity within striatal subregions, along with dopamine-mediated connectivity from the ventral to the dorsal striatum, contributes to compulsive drug-seeking. However, the functional mechanism linking these findings to behavioral conflict remains unclear. Another hallmark of addiction is temporal discounting: individuals with drug dependence exhibit steeper discount rates than non-users. Assuming the ventral-dorsal striatal organization reflects a gradient from cognitive to motor representations, addiction can be modeled within a hierarchical reinforcement learning (HRL) framework. However, integrating discounting into biologically grounded HRL remains an open challenge. In this work, we build on a model showing how action choices reinforced with drug rewards become insensitive to the negative consequences that follow. We address the integration of discounting by ensuring natural reward values converge across all levels in the HRL hierarchy, while drug rewards diverge due to their dopaminergic effects. Our results show that high discounting amplifies drug-seeking across the hierarchy, linking faster discounting with increased addiction severity and impulsivity. We demonstrate alignment with empirical findings on temporal discounting and propose testable predictions, establishing addiction as a disorder of hierarchical decision-making.

Decoupled Hierarchical Reinforcement Learning with State Abstraction for Discrete Grids

Authors:Qingyu Xiao, Yuanlin Chang, Youtian Du
Date:2025-06-01 06:36:19

Effective agent exploration remains a core challenge in reinforcement learning (RL) for complex discrete state-space environments, particularly under partial observability. This paper presents a decoupled hierarchical RL framework integrating state abstraction (DcHRL-SA) to address this issue. The proposed method employs a dual-level architecture, consisting of a high level RL-based actor and a low-level rule-based policy, to promote effective exploration. Additionally, state abstraction method is incorporated to cluster discrete states, effectively lowering state dimensionality. Experiments conducted in two discrete customized grid environments demonstrate that the proposed approach consistently outperforms PPO in terms of exploration efficiency, convergence speed, cumulative reward, and policy stability. These results demonstrate a practical approach for integrating decoupled hierarchical policies and state abstraction in discrete grids with large-scale exploration space. Code will be available at https://github.com/XQY169/DcHRL-SA.

Hierarchical Reinforcement Learning with Uncertainty-Guided Diffusional Subgoals

Authors:Vivienne Huiling Wang, Tinghuai Wang, Joni Pajarinen
Date:2025-05-27 20:38:44

Hierarchical reinforcement learning (HRL) learns to make decisions on multiple levels of temporal abstraction. A key challenge in HRL is that the low-level policy changes over time, making it difficult for the high-level policy to generate effective subgoals. To address this issue, the high-level policy must capture a complex subgoal distribution while also accounting for uncertainty in its estimates. We propose an approach that trains a conditional diffusion model regularized by a Gaussian Process (GP) prior to generate a complex variety of subgoals while leveraging principled GP uncertainty quantification. Building on this framework, we develop a strategy that selects subgoals from both the diffusion policy and GP's predictive mean. Our approach outperforms prior HRL methods in both sample efficiency and performance on challenging continuous control benchmarks.

MRSD: Multi-Resolution Skill Discovery for HRL Agents

Authors:Shashank Sharma, Janina Hoffmann, Vinay Namboodiri
Date:2025-05-27 16:38:55

Hierarchical reinforcement learning (HRL) relies on abstract skills to solve long-horizon tasks efficiently. While existing skill discovery methods learns these skills automatically, they are limited to a single skill per task. In contrast, humans learn and use both fine-grained and coarse motor skills simultaneously. Inspired by human motor control, we propose Multi-Resolution Skill Discovery (MRSD), an HRL framework that learns multiple skill encoders at different temporal resolutions in parallel. A high-level manager dynamically selects among these skills, enabling adaptive control strategies over time. We evaluate MRSD on tasks from the DeepMind Control Suite and show that it outperforms prior state-of-the-art skill discovery and HRL methods, achieving faster convergence and higher final performance. Our findings highlight the benefits of integrating multi-resolution skills in HRL, paving the way for more versatile and efficient agents.

Divide and Conquer: Grounding LLMs as Efficient Decision-Making Agents via Offline Hierarchical Reinforcement Learning

Authors:Zican Hu, Wei Liu, Xiaoye Qu, Xiangyu Yue, Chunlin Chen, Zhi Wang, Yu Cheng
Date:2025-05-26 09:43:40

While showing sophisticated reasoning abilities, large language models (LLMs) still struggle with long-horizon decision-making tasks due to deficient exploration and long-term credit assignment, especially in sparse-reward scenarios. Inspired by the divide-and-conquer principle, we propose an innovative framework **GLIDER** (**G**rounding **L**anguage Models as Eff**I**cient **D**ecision-Making Agents via Offline Hi**E**rarchical **R**einforcement Learning) that introduces a parameter-efficient and generally applicable hierarchy to LLM policies. We develop a scheme where the low-level controller is supervised with abstract, step-by-step plans that are learned and instructed by the high-level policy. This design decomposes complicated problems into a series of coherent chain-of-thought reasoning sub-tasks, providing flexible temporal abstraction to significantly enhance exploration and learning for long-horizon tasks. Furthermore, GLIDER facilitates fast online adaptation to non-stationary environments owing to the strong transferability of its task-agnostic low-level skills. Experiments on ScienceWorld and ALFWorld benchmarks show that GLIDER achieves consistent performance gains, along with enhanced generalization capabilities.

Let Humanoids Hike! Integrative Skill Development on Complex Trails

Authors:Kwan-Yee Lin, Stella X. Yu
Date:2025-05-09 17:53:02

Hiking on complex trails demands balance, agility, and adaptive decision-making over unpredictable terrain. Current humanoid research remains fragmented and inadequate for hiking: locomotion focuses on motor skills without long-term goals or situational awareness, while semantic navigation overlooks real-world embodiment and local terrain variability. We propose training humanoids to hike on complex trails, driving integrative skill development across visual perception, decision making, and motor execution. We develop a learning framework, LEGO-H, that enables a vision-equipped humanoid robot to hike complex trails autonomously. We introduce two technical innovations: 1) A temporal vision transformer variant - tailored into Hierarchical Reinforcement Learning framework - anticipates future local goals to guide movement, seamlessly integrating locomotion with goal-directed navigation. 2) Latent representations of joint movement patterns, combined with hierarchical metric learning - enhance Privileged Learning scheme - enable smooth policy transfer from privileged training to onboard execution. These components allow LEGO-H to handle diverse physical and environmental challenges without relying on predefined motion patterns. Experiments across varied simulated trails and robot morphologies highlight LEGO-H's versatility and robustness, positioning hiking as a compelling testbed for embodied autonomy and LEGO-H as a baseline for future humanoid development.

Implicitly Aligning Humans and Autonomous Agents through Shared Task Abstractions

Authors:Stéphane Aroca-Ouellette, Miguel Aroca-Ouellette, Katharina von der Wense, Alessandro Roncone
Date:2025-05-07 17:19:17

In collaborative tasks, autonomous agents fall short of humans in their capability to quickly adapt to new and unfamiliar teammates. We posit that a limiting factor for zero-shot coordination is the lack of shared task abstractions, a mechanism humans rely on to implicitly align with teammates. To address this gap, we introduce HA$^2$: Hierarchical Ad Hoc Agents, a framework leveraging hierarchical reinforcement learning to mimic the structured approach humans use in collaboration. We evaluate HA$^2$ in the Overcooked environment, demonstrating statistically significant improvement over existing baselines when paired with both unseen agents and humans, providing better resilience to environmental shifts, and outperforming all state-of-the-art methods.

Mastering Multi-Drone Volleyball through Hierarchical Co-Self-Play Reinforcement Learning

Authors:Ruize Zhang, Sirui Xiang, Zelai Xu, Feng Gao, Shilong Ji, Wenhao Tang, Wenbo Ding, Chao Yu, Yu Wang
Date:2025-05-07 11:04:36

In this paper, we tackle the problem of learning to play 3v3 multi-drone volleyball, a new embodied competitive task that requires both high-level strategic coordination and low-level agile control. The task is turn-based, multi-agent, and physically grounded, posing significant challenges due to its long-horizon dependencies, tight inter-agent coupling, and the underactuated dynamics of quadrotors. To address this, we propose Hierarchical Co-Self-Play (HCSP), a hierarchical reinforcement learning framework that separates centralized high-level strategic decision-making from decentralized low-level motion control. We design a three-stage population-based training pipeline to enable both strategy and skill to emerge from scratch without expert demonstrations: (I) training diverse low-level skills, (II) learning high-level strategy via self-play with fixed low-level controllers, and (III) joint fine-tuning through co-self-play. Experiments show that HCSP achieves superior performance, outperforming non-hierarchical self-play and rule-based hierarchical baselines with an average 82.9% win rate and a 71.5% win rate against the two-stage variant. Moreover, co-self-play leads to emergent team behaviors such as role switching and coordinated formations, demonstrating the effectiveness of our hierarchical design and training scheme. The project page is at https://sites.google.com/view/hi-co-self-play.

ReeM: Ensemble Building Thermodynamics Model for Efficient HVAC Control via Hierarchical Reinforcement Learning

Authors:Yang Deng, Yaohui Liu, Rui Liang, Dafang Zhao, Donghua Xie, Ittetsu Taniguchi, Dan Wang
Date:2025-05-05 08:09:36

The building thermodynamics model, which predicts real-time indoor temperature changes under potential HVAC (Heating, Ventilation, and Air Conditioning) control operations, is crucial for optimizing HVAC control in buildings. While pioneering studies have attempted to develop such models for various building environments, these models often require extensive data collection periods and rely heavily on expert knowledge, making the modeling process inefficient and limiting the reusability of the models. This paper explores a model ensemble perspective that utilizes existing developed models as base models to serve a target building environment, thereby providing accurate predictions while reducing the associated efforts. Given that building data streams are non-stationary and the number of base models may increase, we propose a Hierarchical Reinforcement Learning (HRL) approach to dynamically select and weight the base models. Our approach employs a two-tiered decision-making process: the high-level focuses on model selection, while the low-level determines the weights of the selected models. We thoroughly evaluate the proposed approach through offline experiments and an on-site case study, and the experimental results demonstrate the effectiveness of our method.

D3HRL: A Distributed Hierarchical Reinforcement Learning Approach Based on Causal Discovery and Spurious Correlation Detection

Authors:Chenran Zhao, Dianxi Shi, Mengzhu Wang, Jianqiang Xia, Huanhuan Yang, Songchang Jin, Shaowu Yang, Chunping Qiu
Date:2025-05-04 03:59:01

Current Hierarchical Reinforcement Learning (HRL) algorithms excel in long-horizon sequential decision-making tasks but still face two challenges: delay effects and spurious correlations. To address them, we propose a causal HRL approach called D3HRL. First, D3HRL models delayed effects as causal relationships across different time spans and employs distributed causal discovery to learn these relationships. Second, it employs conditional independence testing to eliminate spurious correlations. Finally, D3HRL constructs and trains hierarchical policies based on the identified true causal relationships. These three steps are iteratively executed, gradually exploring the complete causal chain of the task. Experiments conducted in 2D-MineCraft and MiniGrid show that D3HRL demonstrates superior sensitivity to delay effects and accurately identifies causal relationships, leading to reliable decision-making in complex environments.

Hierarchical Reinforcement Learning in Multi-Goal Spatial Navigation with Autonomous Mobile Robots

Authors:Brendon Johnson, Alfredo Weitzenfeld
Date:2025-04-26 04:30:10

Hierarchical reinforcement learning (HRL) is hypothesized to be able to take advantage of the inherent hierarchy in robot learning tasks with sparse reward schemes, in contrast to more traditional reinforcement learning algorithms. In this research, hierarchical reinforcement learning is evaluated and contrasted with standard reinforcement learning in complex navigation tasks. We evaluate unique characteristics of HRL, including their ability to create sub-goals and the termination function. We constructed experiments to test the differences between PPO and HRL, different ways of creating sub-goals, manual vs automatic sub-goal creation, and the effects of the frequency of termination on performance. These experiments highlight the advantages of HRL and how it achieves these advantages.

Comprehend, Divide, and Conquer: Feature Subspace Exploration via Multi-Agent Hierarchical Reinforcement Learning

Authors:Weiliang Zhang, Xiaohan Huang, Yi Du, Ziyue Qiao, Qingqing Long, Zhen Meng, Yuanchun Zhou, Meng Xiao
Date:2025-04-24 08:16:36

Feature selection aims to preprocess the target dataset, find an optimal and most streamlined feature subset, and enhance the downstream machine learning task. Among filter, wrapper, and embedded-based approaches, the reinforcement learning (RL)-based subspace exploration strategy provides a novel objective optimization-directed perspective and promising performance. Nevertheless, even with improved performance, current reinforcement learning approaches face challenges similar to conventional methods when dealing with complex datasets. These challenges stem from the inefficient paradigm of using one agent per feature and the inherent complexities present in the datasets. This observation motivates us to investigate and address the above issue and propose a novel approach, namely HRLFS. Our methodology initially employs a Large Language Model (LLM)-based hybrid state extractor to capture each feature's mathematical and semantic characteristics. Based on this information, features are clustered, facilitating the construction of hierarchical agents for each cluster and sub-cluster. Extensive experiments demonstrate the efficiency, scalability, and robustness of our approach. Compared to contemporary or the one-feature-one-agent RL-based approaches, HRLFS improves the downstream ML performance with iterative feature subspace exploration while accelerating total run time by reducing the number of agents involved.

Bidirectional Task-Motion Planning Based on Hierarchical Reinforcement Learning for Strategic Confrontation

Authors:Qizhen Wu, Lei Chen, Kexin Liu, Jinhu Lü
Date:2025-04-22 13:22:58

In swarm robotics, confrontation scenarios, including strategic confrontations, require efficient decision-making that integrates discrete commands and continuous actions. Traditional task and motion planning methods separate decision-making into two layers, but their unidirectional structure fails to capture the interdependence between these layers, limiting adaptability in dynamic environments. Here, we propose a novel bidirectional approach based on hierarchical reinforcement learning, enabling dynamic interaction between the layers. This method effectively maps commands to task allocation and actions to path planning, while leveraging cross-training techniques to enhance learning across the hierarchical framework. Furthermore, we introduce a trajectory prediction model that bridges abstract task representations with actionable planning goals. In our experiments, it achieves over 80% in confrontation win rate and under 0.01 seconds in decision time, outperforming existing approaches. Demonstrations through large-scale tests and real-world robot experiments further emphasize the generalization capabilities and practical applicability of our method.

Dynamic Legged Ball Manipulation on Rugged Terrains with Hierarchical Reinforcement Learning

Authors:Dongjie Zhu, Zhuo Yang, Tianhang Wu, Luzhou Ge, Xuesong Li, Qi Liu, Xiang Li
Date:2025-04-21 09:38:38

Advancing the dynamic loco-manipulation capabilities of quadruped robots in complex terrains is crucial for performing diverse tasks. Specifically, dynamic ball manipulation in rugged environments presents two key challenges. The first is coordinating distinct motion modalities to integrate terrain traversal and ball control seamlessly. The second is overcoming sparse rewards in end-to-end deep reinforcement learning, which impedes efficient policy convergence. To address these challenges, we propose a hierarchical reinforcement learning framework. A high-level policy, informed by proprioceptive data and ball position, adaptively switches between pre-trained low-level skills such as ball dribbling and rough terrain navigation. We further propose Dynamic Skill-Focused Policy Optimization to suppress gradients from inactive skills and enhance critical skill learning. Both simulation and real-world experiments validate that our methods outperform baseline approaches in dynamic ball manipulation across rugged terrains, highlighting its effectiveness in challenging environments. Videos are on our website: dribble-hrl.github.io.

Federated Hierarchical Reinforcement Learning for Adaptive Traffic Signal Control

Authors:Yongjie Fu, Lingyun Zhong, Zifan Li, Xuan Di
Date:2025-04-07 23:02:59

Multi-agent reinforcement learning (MARL) has shown promise for adaptive traffic signal control (ATSC), enabling multiple intersections to coordinate signal timings in real time. However, in large-scale settings, MARL faces constraints due to extensive data sharing and communication requirements. Federated learning (FL) mitigates these challenges by training shared models without directly exchanging raw data, yet traditional FL methods such as FedAvg struggle with highly heterogeneous intersections. Different intersections exhibit varying traffic patterns, demands, and road structures, so performing FedAvg across all agents is inefficient. To address this gap, we propose Hierarchical Federated Reinforcement Learning (HFRL) for ATSC. HFRL employs clustering-based or optimization-based techniques to dynamically group intersections and perform FedAvg independently within groups of intersections with similar characteristics, enabling more effective coordination and scalability than standard FedAvg. Our experiments on synthetic and real-world traffic networks demonstrate that HFRL not only outperforms both decentralized and standard federated RL approaches but also identifies suitable grouping patterns based on network structure or traffic demand, resulting in a more robust framework for distributed, heterogeneous systems.

Solving Sokoban using Hierarchical Reinforcement Learning with Landmarks

Authors:Sergey Pastukhov
Date:2025-04-06 05:30:21

We introduce a novel hierarchical reinforcement learning (HRL) framework that performs top-down recursive planning via learned subgoals, successfully applied to the complex combinatorial puzzle game Sokoban. Our approach constructs a six-level policy hierarchy, where each higher-level policy generates subgoals for the level below. All subgoals and policies are learned end-to-end from scratch, without any domain knowledge. Our results show that the agent can generate long action sequences from a single high-level call. While prior work has explored 2-3 level hierarchies and subgoal-based planning heuristics, we demonstrate that deep recursive goal decomposition can emerge purely from learning, and that such hierarchies can scale effectively to hard puzzle domains.

A tale of two goals: leveraging sequentiality in multi-goal scenarios

Authors:Olivier Serris, Stéphane Doncieux, Olivier Sigaud
Date:2025-03-27 16:47:46

Several hierarchical reinforcement learning methods leverage planning to create a graph or sequences of intermediate goals, guiding a lower-level goal-conditioned (GC) policy to reach some final goals. The low-level policy is typically conditioned on the current goal, with the aim of reaching it as quickly as possible. However, this approach can fail when an intermediate goal can be reached in multiple ways, some of which may make it impossible to continue toward subsequent goals. To address this issue, we introduce two instances of Markov Decision Process (MDP) where the optimization objective favors policies that not only reach the current goal but also subsequent ones. In the first, the agent is conditioned on both the current and final goals, while in the second, it is conditioned on the next two goals in the sequence. We conduct a series of experiments on navigation and pole-balancing tasks in which sequences of intermediate goals are given. By evaluating policies trained with TD3+HER on both the standard GC-MDP and our proposed MDPs, we show that, in most cases, conditioning on the next two goals improves stability and sample efficiency over other approaches.

Option Discovery Using LLM-guided Semantic Hierarchical Reinforcement Learning

Authors:Chak Lam Shek, Pratap Tokekar
Date:2025-03-24 15:49:56

Large Language Models (LLMs) have shown remarkable promise in reasoning and decision-making, yet their integration with Reinforcement Learning (RL) for complex robotic tasks remains underexplored. In this paper, we propose an LLM-guided hierarchical RL framework, termed LDSC, that leverages LLM-driven subgoal selection and option reuse to enhance sample efficiency, generalization, and multi-task adaptability. Traditional RL methods often suffer from inefficient exploration and high computational cost. Hierarchical RL helps with these challenges, but existing methods often fail to reuse options effectively when faced with new tasks. To address these limitations, we introduce a three-stage framework that uses LLMs for subgoal generation given natural language description of the task, a reusable option learning and selection method, and an action-level policy, enabling more effective decision-making across diverse tasks. By incorporating LLMs for subgoal prediction and policy guidance, our approach improves exploration efficiency and enhances learning performance. On average, LDSC outperforms the baseline by 55.9\% in average reward, demonstrating its effectiveness in complex RL settings. More details and experiment videos could be found in \href{https://raaslab.org/projects/LDSC/}{this link\footnote{https://raaslab.org/projects/LDSC}}.

Learning with Expert Abstractions for Efficient Multi-Task Continuous Control

Authors:Jeff Jewett, Sandhya Saisubramanian
Date:2025-03-19 00:44:23

Decision-making in complex, continuous multi-task environments is often hindered by the difficulty of obtaining accurate models for planning and the inefficiency of learning purely from trial and error. While precise environment dynamics may be hard to specify, human experts can often provide high-fidelity abstractions that capture the essential high-level structure of a task and user preferences in the target environment. Existing hierarchical approaches often target discrete settings and do not generalize across tasks. We propose a hierarchical reinforcement learning approach that addresses these limitations by dynamically planning over the expert-specified abstraction to generate subgoals to learn a goal-conditioned policy. To overcome the challenges of learning under sparse rewards, we shape the reward based on the optimal state value in the abstract model. This structured decision-making process enhances sample efficiency and facilitates zero-shot generalization. Our empirical evaluation on a suite of procedurally generated continuous control environments demonstrates that our approach outperforms existing hierarchical reinforcement learning methods in terms of sample efficiency, task completion rate, scalability to complex tasks, and generalization to novel scenarios.

Hierarchical Reinforcement Learning for Safe Mapless Navigation with Congestion Estimation

Authors:Jianqi Gao, Xizheng Pang, Qi Liu, Yanjie Li
Date:2025-03-15 08:03:50

Reinforcement learning-based mapless navigation holds significant potential. However, it faces challenges in indoor environments with local minima area. This paper introduces a safe mapless navigation framework utilizing hierarchical reinforcement learning (HRL) to enhance navigation through such areas. The high-level policy creates a sub-goal to direct the navigation process. Notably, we have developed a sub-goal update mechanism that considers environment congestion, efficiently avoiding the entrapment of the robot in local minimum areas. The low-level motion planning policy, trained through safe reinforcement learning, outputs real-time control instructions based on acquired sub-goal. Specifically, to enhance the robot's environmental perception, we introduce a new obstacle encoding method that evaluates the impact of obstacles on the robot's motion planning. To validate the performance of our HRL-based navigation framework, we conduct simulations in office, home, and restaurant environments. The findings demonstrate that our HRL-based navigation framework excels in both static and dynamic scenarios. Finally, we implement the HRL-based navigation framework on a TurtleBot3 robot for physical validation experiments, which exhibits its strong generalization capabilities.

On the Fly Adaptation of Behavior Tree-Based Policies through Reinforcement Learning

Authors:Marco Iannotta, Johannes A. Stork, Erik Schaffernicht, Todor Stoyanov
Date:2025-03-08 18:56:22

With the rising demand for flexible manufacturing, robots are increasingly expected to operate in dynamic environments where local -- such as slight offsets or size differences in workpieces -- are common. We propose to address the problem of adapting robot behaviors to these task variations with a sample-efficient hierarchical reinforcement learning approach adapting Behavior Tree (BT)-based policies. We maintain the core BT properties as an interpretable, modular framework for structuring reactive behaviors, but extend their use beyond static tasks by inherently accommodating local task variations. To show the efficiency and effectiveness of our approach, we conduct experiments both in simulation and on a Franka Emika Panda 7-DoF, with the manipulator adapting to different obstacle avoidance and pivoting tasks.

Multi-Turn Code Generation Through Single-Step Rewards

Authors:Arnav Kumar Jain, Gonzalo Gonzalez-Pumariega, Wayne Chen, Alexander M Rush, Wenting Zhao, Sanjiban Choudhury
Date:2025-02-27 18:55:05

We address the problem of code generation from multi-turn execution feedback. Existing methods either generate code without feedback or use complex, hierarchical reinforcement learning to optimize multi-turn rewards. We propose a simple yet scalable approach, $\mu$Code, that solves multi-turn code generation using only single-step rewards. Our key insight is that code generation is a one-step recoverable MDP, where the correct code can be recovered from any intermediate code state in a single turn. $\mu$Code iteratively trains both a generator to provide code solutions conditioned on multi-turn execution feedback and a verifier to score the newly generated code. Experimental evaluations show that our approach achieves significant improvements over the state-of-the-art baselines. We provide analysis of the design choices of the reward models and policy, and show the efficacy of $\mu$Code at utilizing the execution feedback. Our code is available at https://github.com/portal-cornell/muCode.

TAG: A Decentralized Framework for Multi-Agent Hierarchical Reinforcement Learning

Authors:Giuseppe Paolo, Abdelhakim Benechehab, Hamza Cherkaoui, Albert Thomas, Balázs Kégl
Date:2025-02-21 12:52:16

Hierarchical organization is fundamental to biological systems and human societies, yet artificial intelligence systems often rely on monolithic architectures that limit adaptability and scalability. Current hierarchical reinforcement learning (HRL) approaches typically restrict hierarchies to two levels or require centralized training, which limits their practical applicability. We introduce TAME Agent Framework (TAG), a framework for constructing fully decentralized hierarchical multi-agent systems. TAG enables hierarchies of arbitrary depth through a novel LevelEnv concept, which abstracts each hierarchy level as the environment for the agents above it. This approach standardizes information flow between levels while preserving loose coupling, allowing for seamless integration of diverse agent types. We demonstrate the effectiveness of TAG by implementing hierarchical architectures that combine different RL agents across multiple levels, achieving improved performance over classical multi-agent RL baselines on standard benchmarks. Our results show that decentralized hierarchical organization enhances both learning speed and final performance, positioning TAG as a promising direction for scalable multi-agent systems.

ReasonFlux: Hierarchical LLM Reasoning via Scaling Thought Templates

Authors:Ling Yang, Zhaochen Yu, Bin Cui, Mengdi Wang
Date:2025-02-10 18:51:47

We present that hierarchical LLM reasoning via scaling thought templates can effectively optimize the reasoning search space and outperform the mathematical reasoning capabilities of powerful LLMs like OpenAI o1-preview and DeepSeek V3. We train our ReasonFlux-32B model with only 8 GPUs and introduces three innovations: (i) a structured and generic thought template library, containing around 500 high-level thought templates capable of generalizing to similar or relevant reasoning problems; (ii) performing hierarchical reinforcement learning on a sequence of thought templates instead of long CoTs, optimizing a base LLM to plan out an optimal template trajectory for gradually handling complex problems; (iii) a brand new inference scaling system that enables hierarchical LLM reasoning by adaptively scaling thought templates at inference time. With a template trajectory containing more explainable reasoning structures than DeepSeek-R1 and o3-mini, our ReasonFlux-32B significantly advances math reasoning capabilities to state-of-the-art levels. Notably, on the MATH benchmark, it achieves an accuracy of 91.2% and surpasses o1-preview by 6.7%. On the USA Math Olympiad (AIME) benchmark, ReasonFlux-32B solves an average of 56.7% of problems, surpassing o1-preview and DeepSeek-V3 by 27% and 45%, respectively. Code: https://github.com/Gen-Verse/ReasonFlux

Sequential Stochastic Combinatorial Optimization Using Hierarchal Reinforcement Learning

Authors:Xinsong Feng, Zihan Yu, Yanhai Xiong, Haipeng Chen
Date:2025-02-08 12:00:30

Reinforcement learning (RL) has emerged as a promising tool for combinatorial optimization (CO) problems due to its ability to learn fast, effective, and generalizable solutions. Nonetheless, existing works mostly focus on one-shot deterministic CO, while sequential stochastic CO (SSCO) has rarely been studied despite its broad applications such as adaptive influence maximization (IM) and infectious disease intervention. In this paper, we study the SSCO problem where we first decide the budget (e.g., number of seed nodes in adaptive IM) allocation for all time steps, and then select a set of nodes for each time step. The few existing studies on SSCO simplify the problems by assuming a uniformly distributed budget allocation over the time horizon, yielding suboptimal solutions. We propose a generic hierarchical RL (HRL) framework called wake-sleep option (WS-option), a two-layer option-based framework that simultaneously decides adaptive budget allocation on the higher layer and node selection on the lower layer. WS-option starts with a coherent formulation of the two-layer Markov decision processes (MDPs), capturing the interdependencies between the two layers of decisions. Building on this, WS-option employs several innovative designs to balance the model's training stability and computational efficiency, preventing the vicious cyclic interference issue between the two layers. Empirical results show that WS-option exhibits significantly improved effectiveness and generalizability compared to traditional methods. Moreover, the learned model can be generalized to larger graphs, which significantly reduces the overhead of computational resources.

Bilevel Multi-Armed Bandit-Based Hierarchical Reinforcement Learning for Interaction-Aware Self-Driving at Unsignalized Intersections

Authors:Zengqi Peng, Yubin Wang, Lei Zheng, Jun Ma
Date:2025-02-06 10:50:59

In this work, we present BiM-ACPPO, a bilevel multi-armed bandit-based hierarchical reinforcement learning framework for interaction-aware decision-making and planning at unsignalized intersections. Essentially, it proactively takes the uncertainties associated with surrounding vehicles (SVs) into consideration, which encompass those stemming from the driver's intention, interactive behaviors, and the varying number of SVs. Intermediate decision variables are introduced to enable the high-level RL policy to provide an interaction-aware reference, for guiding low-level model predictive control (MPC) and further enhancing the generalization ability of the proposed framework. By leveraging the structured nature of self-driving at unsignalized intersections, the training problem of the RL policy is modeled as a bilevel curriculum learning task, which is addressed by the proposed Exp3.S-based BiMAB algorithm. It is noteworthy that the training curricula are dynamically adjusted, thereby facilitating the sample efficiency of the RL training process. Comparative experiments are conducted in the high-fidelity CARLA simulator, and the results indicate that our approach achieves superior performance compared to all baseline methods. Furthermore, experimental results in two new urban driving scenarios clearly demonstrate the commendable generalization performance of the proposed method.

DHP: Discrete Hierarchical Planning for Hierarchical Reinforcement Learning Agents

Authors:Shashank Sharma, Janina Hoffmann, Vinay Namboodiri
Date:2025-02-04 03:05:55

Hierarchical Reinforcement Learning (HRL) agents often struggle with long-horizon visual planning due to their reliance on error-prone distance metrics. We propose Discrete Hierarchical Planning (DHP), a method that replaces continuous distance estimates with discrete reachability checks to evaluate subgoal feasibility. DHP recursively constructs tree-structured plans by decomposing long-term goals into sequences of simpler subtasks, using a novel advantage estimation strategy that inherently rewards shorter plans and generalizes beyond training depths. In addition, to address the data efficiency challenge, we introduce an exploration strategy that generates targeted training examples for the planning modules without needing expert data. Experiments in 25-room navigation environments demonstrate $100\%$ success rate (vs $82\%$ baseline) and $73$-step average episode length (vs $158$-step baseline). The method also generalizes to momentum-based control tasks and requires only $\log N$ steps for replanning. Theoretical analysis and ablations validate our design choices.