Authors: Hrishikesh Viswanath, Juanwu Lu, S. Talha Bukhari, Mihir Chauhan, Damon Conover, Ziran Wang, Aniket Bera
Organizations: Department of Computer Science, Purdue University, USA · College of Engineering, Purdue University, USA · DEVCOM Army Research Laboratory, USA
Offline goal-conditioned reinforcement learning (GCRL) learns goal-reaching behaviors from static datasets, but accurate value estimation remains challenging under limited state-action coverage. Existing physics-informed approaches address this by imposing pointwise distance-like geometric constraints derived from Hamilton--Jacobi--Bellman (HJB) optimality principles, often through first-order partial differential equations such as the Eikonal equation. However, enforcing local consistency through explicit differential structure can become unstable in complex, high-dimensional environments. Our key insight is to instead reinterpret distance-like constraints as an expectation over a local spatial measure. By aggregating constraints over this measure rather than evaluating them pointwise, the objective acts as a spatial mollifier, inducing distance-like value geometry without requiring expensive differential operators. We refer to this as Mollified Value Learning (MVL). Experiments across navigation and high-dimensional robotic manipulation tasks show that MVL learns structured, value representations, improving goal-reaching performance, when used with implicit value representation learning methods. Open-source codes are available at https://github.com/HrishikeshVish/MVL.
Figures & tables
Figure 1: Contrasting Manipulation Tasks. By imposing our proposed formulation on the value function for offline goal-conditioned reinforcement learning , the policy successfully executes complex manipulation tasks where the Eikonal baseline [ 17 ] struggles. As shown (Bottom), our approach yields better trajectories across various manipulation tasks.
Figure 2: Toy example with a single obstacle (blue square) in an arena, with the goal state at the bottom : We solve the exact Eikonal form from [ 17 ] and our integral form on a toy problem.
ENVIRONMENT
ORIG
ORIG -MVL
VIB
VIB -MVL
VIP
TRA
BYOL
DUAL
DUAL -MVL
pointmaze-medium
78 ± 8
70 ± 2
69 ± 13
92 ± 6
0 ± 1
3 ± 6
37 ± 7
76 ± 7
96 ± 3
pointmaze-large
52 ± 6
48 ± 4
50 ± 7
80 ± 3
0 ± 0
1 ± 2
22 ± 12
46 ± 6
77 ± 1
antmaze-medium
71 ± 4
61 ± 5
68 ± 4
75 ± 4
31 ± 5
22 ± 15
39 ± 5
75 ± 4
76 ± 5
antmaze-large
16 ± 3
23 ± 2
9 ± 3
26 ± 2
9 ± 2
22 ± 12
11 ± 5
28 ± 11
39 ± 3
humanoid-medium
27 ± 3
27 ± 3
24 ± 2
30 ± 3
7 ± 3
21 ± 3
18 ± 5
29 ± 3
34 ± 3
humanoid-large
3 ± 0
4 ± 1
3 ± 1
4 ± 1
1 ± 0
2 ± 1
2 ± 1
3 ± 2
7 ± 2
Table 1: RESULTS ON STATE-BASED TASKS WITH GCIVL. Success rates across 4 seeds to highlight the impact of MVL . Soft teal highlights methods within 5% of the best performance, while soft purple highlights an MVL variant when it strictly outperforms its corresponding base representation but falls outside the top 5%.
Figure 3: Qualitative value contour ablation on PointMaze-Large. Col 1 (Original): GCIVL Baseline ( 3(a) ) contours aren’t aligned towards goal (bottom-left corner); ours ( 3(e) ) with aligned contours. Col 2 (Dual): Baseline ( 3(c) ) exhibits severe jitter; ours ( 3(g) ) with improved geometry. Col 3 (VIB): Baseline ( 3(b) ); ours ( 3(f) ) enforces value geometry. Col 4 (Eikonal): Eikonal constraints ( 3(h) , 3(d) )
ENVIRONMENT
EIK-HIQL
HIQL+MVL
DUAL+EIK
DUAL+MVL
PointMaze
point-nav-medium
93 ± 5
95 ± 3
92 ± 1
96 ± 3
point-nav-large
83 ± 9
89 ± 5
79 ± 4
77 ± 1
point-nav-giant
79 ± 13
91 ± 4
73 ± 3
57 ± 7
point-nav-teleport
47 ± 10
45 ± 10
44 ± 2
50 ± 3
point-stitch-medium
96 ± 3
95 ± 2
93 ± 3
93 ± 2
Table 2: ABLATION EXPERIMENTS. Eik-HIQL applies Eikonal constraint to HIQL policy, DUAL+EIK enforces the first-order Eikonal constraint ( ∣∇V∣≈1 ).
Table 3: ROBUSTNESS AND SENSITIVITY ABLATIONS. (a) Performance on stochastic environments. (b) Ablations ( pointmaze-large ) across varying sample sizes ( N ) and radius ( δ ). Additional envs in Table 8
Figure 4: Real-world demonstrations Top In the Reach and Grasp task, without regularization, the arm fails to position itself to grab the apple and instead drags along the table. Bottom In Pick and Place, regularization helps position correctly before releasing the gripper.
Figure 5: MVL deployed on Franka Emika Panda. We use Viser to visualize the execution trajectories of our policy, represented as soft teal waypoints (Purple represents base dual policy). This visualizes the routing of the end-effector toward the goal in Reach and Grasp (left) and the more complex Pick and Place (right) task, as shown in Figure 4
Appendix figures & tables9 assets
Supplementary material from the paper’s appendix.
Appendix
Notations
Explanation
Goal-conditional Reinforcement Learning
M
A Markov decision process (MDP).
S
State space of a Markov decision process.
A
Action space of a Markov decision process.
st
State at time step t .
s′
Generic notation for next state given current state s .
Appendix
Table 4: Table of notations in the paper.
Figure 6: Benchmark Suite from OGBench We evaluate our method across a wide spectrum of offline GCRL tasks, ranging from standard geometric navigation ( point/ant/humanoid-maze ) and high-dimensional manipulation ( scene-play, puzzle ), to the highly stochastic, pixel-based physics of powderworld . This diversity tests the agent’s ability to handle varying degrees of state dimensionality, transition stochasticity, and dynamic complexity.
Figure 7: Comparison of action probability distributions (pink fans) along a trajectory. (a) Ours: The advantage distributions align parallel to the walls, correctly identifying the safe path through corridors. (b) Eikonal: The baseline shows similar geometry trends, highlighting that our approach models the geometry without relying on expensive and unstable first-order autograd operations.
Hyperparameter
Value
Gradient steps
106 (state-based), 5×105 (pixel-based)
Optimizer
Adam
Learning rate
0.0003
Batch size
1024 (state-based), 256 (pixel-based)
MLP size
[512,512,512]
Nonlinearity
GELU
Appendix
Table 5: Hyperparameters for experiments.
ENVIRONMENT DOMAIN
Discount ( γ )
GCIVL α
CRL α
Rep Dim
DUAL τ
VIB β
pointmaze (medium/large)
0.99
10.0
0.03
64
0.9
0.003
antmaze-medium
0.99
10.0
0.1
256
0.9
0.001
antmaze-large
0.99
10.0
0.1
256
0.9
0.003
humanoidmaze (medium/large)
0.995
10.0
0.1
256
0.9
0.001
antsoccer-arena
0.99
10.0
0.3
256
0.9
0.001
manip/play (cube, scene, puzzle, D4RL)
0.99
10.0
3.0
256
0.7
0.001
Appendix
Table 6: HYPERPARAMETERS SUMMARY. Base algorithmic and representation-specific hyperparameters across all evaluated environments. All Dual models utilize a bilinear representation type. Visual environments additionally apply an impala_small encoder, a batch size of 256, paug=0.5 , and are trained for 500K steps with 15 evaluation episodes.
ENVIRONMENT
GCIVL-PIXEL
GCIVL-PIXEL-EIK
GCIVL-PIXEL+MVL (OURS)
powderworld-easy
99 ± 1
99 ± 1
99 ± 1
powderworld-medium
50 ± 4
61 ± 4
62 ± 7
powderworld-hard
4 ± 3
7 ± 3
10 ± 2
Appendix
Table 7: HIGH-DIMENSIONAL STOCHASTIC DYNAMICS (POWDERWORLD). Overall results on pixel-based tasks where environment dynamics are highly stochastic (e.g., sand piling, fire spreading). Since raw pixel perturbation is infeasible, GCIVL-PIXEL+MVL enforces the viscous consistency condition via sampling in the Impala encoder’s latent embedding space.
Varying Number of Sampled States ( N )
ENVIRONMENT
N=1
N=5
N=10
N=20
N=25
pointmaze-large
57 ± 3
77 ± 2
76 ± 2
77 ± 2
77 ± 3
antmaze-large
28 ± 6
33 ± 7
39 ± 11
37 ± 6
39 ± 9
scene-play
75 ± 4
78 ± 5
84 ± 5
82 ± 4
83 ± 6
puzzle-4x4
26 ± 3
34 ± 4
33 ± 5
34 ± 2
34 ± 3
Varying Spatial Variance ( δ )
Appendix
Table 8: ABLATION STUDY ON DUAL-MVL . We evaluate the success rates across 4 seeds, ablating over the number of sampled states N and the spatial variance δ across four environments with the largest gains in performance.
ENVIRONMENT/TASK
Orig
Orig-MVL
VIB
VIB-MVL
VIP
TRA
BYOL
DUAL
DUAL-MVL
D4RL/Kitchen-Partial
slide_cabinet
75 ± 0
58 ± 12
58 ± 12
75 ± 20
50 ± 0
50 ± 0
50 ± 0
75 ± 0
50 ± 0
microwave
92 ± 12
92 ± 12
92 ± 12
100 ± 0
75 ± 0
100 ± 0
75 ± 0
100 ± 0
100 ± 0
light_switch
83 ± 24
75 ± 20
75 ± 20
83 ± 12
50 ± 0
50 ± 0
50 ± 0
67 ± 12
69 ± 21
kettle
75 ± 0
100 ± 0
75 ± 0
83 ± 12
75 ± 0
88 ± 12
75 ± 0
83 ± 12
94 ± 11
D4RL/Kitchen-Mixed
Appendix
Table 9: RESULTS ON D4RL/KITCHEN VARIANTS We compare the success rates across multiple tasks and environments. Soft teal highlights methods within 5% of the best performance.
ENVIRONMENT/TASK
BC
FBC
CRL
QRL
TDP
COE
TRL
IVL
MVL
pointmaze-large-navigate-oraclerep-v0
task1
53 ± 24
98 ± 3
23 ± 18
31 ± 28
40 ± 19
67 ± 26
52 ± 19
94 ± 6
100 ± 0
task2
3 ± 4
17 ± 6
42 ± 28
5 ± 6
0 ± 0
0 ± 0
1 ± 2
0 ± 0
27 ± 20
task3
17 ± 9
76 ± 11
67 ± 14
0 ± 0
4 ± 4
12 ± 8
7 ± 5
100 ± 0
100 ± 0
task4
23 ± 10
79 ± 8
13 ± 18
1 ± 2
56 ± 12
44 ± 27
41 ± 13
3 ± 5
91 ± 9
task5
30 ± 22
87 ± 5
21 ± 8
0 ± 0
49 ± 16
48 ± 16
64 ± 14
44 ± 39
76 ± 12
Appendix
Table 10: RESULTS ON ORACLEREP VARIANTS We compare the success rates across multiple tasks and environments. In oraclerep setting, where the goal is denoted by an “Oracle Representation”, which is a subset of state representations. These represent the barebones information required to fulfil the success criteria. Soft teal highlights methods within 5% of the best performance, while soft purple highlights MVL when it improves upon IVL by at least 5%.
Standard approaches to goal-conditioned reinforcement learning (GCRL) that rely on temporal-difference learning can be unstable and sample-inefficient due to bootstrapping. While recent work has explored contrastive and supervised formulations to improve stability, we present a probabilistic alternative, called survival value learning (SVL), that reframes GCRL as a survival learning problem by modeling the time-to-goal from each state as a probability distribution. This structured distributional Monte Carlo perspective yields a closed-form identity that expresses the goal-conditioned value function as a discounted sum of survival probabilities, enabling value estimation via a hazard model trained via maximum likelihood on both event and right-censored trajectories. We introduce three practical value estimators, including finite-horizon truncation and two binned infinite-horizon approximations to capture long-horizon objectives. Experiments on offline GCRL benchmarks show that SVL combined with hierarchical actors matches or surpasses strong hierarchical TD and Monte Carlo baselines, excelling on complex, long-horizon tasks. Webpage and Code: https://simple-robotics.github.io/publications/survival-value-learning/
Franki Nguimatsia Tiofack, Fabian Schramm, Théotime Le Hellard +1
Inria and École Normale Supérieure, PSL Research University, Paris, France.
Offline goal-conditioned reinforcement learning (GCRL) provides a practical framework for obtaining goal-reaching policies from fixed datasets. However, learning a reliable goal-conditioned value function in long-horizon tasks remains challenging. In this paper, we identify erroneous generalization in goal-conditioned value functions as a fundamental bottleneck, and demonstrate that appropriate inductive bias in the value function is crucial for addressing the bottleneck. Building on these findings, we propose Latent-Aligned Value Learning (LAVL), an offline GCRL algorithm that integrates latent-representation-based value generalization with hierarchical planning in a unified framework. Extensive experiments on OGBench demonstrate that LAVL consistently outperforms existing offline GCRL methods, achieving the highest performance on 20 out of 22 datasets. Notably, LAVL exhibits strong performance in long-horizon tasks and trajectory stitching datasets, where prior methods suffer significant performance degradation. Our code is available at https://github.com/oh-lab/LAVL.git.
Goal-conditioned reinforcement learning (GCRL) relies heavily on how target goals are represented to the policy. While recent methods encode goals via temporal distance, occupancy, or controllability, it remains unclear how much downstream performance actually depends on representation quality. We study this in offline GCRL by constructing an exact temporal-distance goal representation in deterministic mazes. We then systematically corrupt its geometric quality while keeping the downstream learner fixed. Across OGBench navigation tasks and two algorithms, large changes in goal-representation quality produce almost no change in performance. However, applying the same interventions to the agent's current state more than doubles success, revealing the state pathway as the true bottleneck. Building on this insight, we show that simple random Fourier positional encodings substantially improve performance on the hardest navigation tasks without map information or objective modifications. Overall, our findings suggest that in state-based offline navigation, improving how the agent's current state is represented matters far more than refining the goal representation. Code will be released soon.
Syed Nazmus Sakib, Abdul Monaf Chowdhury, Nafiul Haque +2
Department of Robotics and Mechatronics Engineering, University of Dhaka, Bangladesh · Department of Computer Science, University of Oxford, UK