cs.LGJul 31, 2026
SaveSample Efficient Hierarchical Reinforcement Learning via Best Policy Identification
Abstract
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.
Explore similar work
Bilevel reinforcement learning (RL) is an important framework within the literature of RL that can be used to formalize various categories of problems, such as meta-learning, hierarchical task decomposition, and reinforcement learning from human feedback (RL-HF). Most of the bilevel RL algorithms are either not scalable because of using hypergradient with Hessian, or they suffer from high sample complexity because of using penalty-based approximation methods. In this work, we propose a hypergradient-based bilevel RL algorithm using the optimality of the Boltzmann policy for the entropy regularized discounted RL objective function. Our proposed algorithm is Hessian-free and obtains an iteration complexity of and state-of-the-art sample complexity of under mild regularity conditions. Further, in our convergence analysis, we are able to remove the assumption of the Polyak-Lojasiewicz (PL) condition on the outer-level objective function present in the prior state-of-the-art sample complexity work.
Hierarchical Behaviour Spaces
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.
Exploiting Local Dynamics Regularity for Reusable Skills in Offline Hierarchical RL
Hierarchical Reinforcement Learning (HRL) promises to solve long-horizon Reinforcement Learning (RL) tasks more efficiently than non-hierarchical counterparts by discovering and reusing temporally-extended skills. However, obtaining skills that are actually reusable remains an open challenge. Towards this end, we focus on abstractions that exploit the intuition of local dynamics: local transitions in different global contexts require similar kinds of action sequences. By aligning these contexts with the action sequences they require, we are able to learn which skills to reuse and where to reuse them. In principle, this information should benefit many HRL algorithms, where high-level policies have to reason about the low-level skills they use. The resulting algorithm CARL (Contrastive Action-based Representations for Reusable Local Control) shows both qualitative clustering of meaningful skills in complex humanoid environments and improved downstream performance on the OGBench benchmark when integrated with HIQL.