PathBridger: Subgoal Bridges for Offline Goal-Conditioned Reinforcement Learning
Authors: Soohyun Choi, Seonvin Cho, Songnam Hong
Organizations: Information and Intelligence Systems Laboratory (IISL) Department of Electronic Engineering, Hanyang University Seoul, Republic of Korea
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
Figures & tables
Figure 1: Overview of PathBridger. Candidate K -step endpoints are ranked using a transitive value score, and the selected endpoint z⋆ is expanded into an endpoint-pinned state-space bridge. Inverse dynamics decodes an ha -transition bridge prefix into an executable action chunk. PathBridger executes the chunk for up to ha steps and then replans from the resulting state.
Method
GCIVL
CRL
HIQL
OTA
TRL
DQC
PBG
PBF
Time (h)
0.94
0.94
1.40
2.00
1.34
1.88
1.20
1.23
Table 2: Estimated training time for 1M gradient steps on a single NVIDIA H200 GPU.
Environment
Waypoint role
PBG
HIQL
puzzle-3x3
Task goal
40.0
12.8
Selected subgoal
98.7
37.2
puzzle-4x4
Task goal
52.0
7.2
Selected subgoal
98.7
2.4
Table 3: Mean success rates (%) with oracle Puzzle waypoints. A waypoint is supplied either as the current task goal, retaining learned subgoal proposal and selection, or directly as the selected subgoal, evaluating execution alone. All results are averaged over two seeds.
Figure 2: Dataset-size ablation averaged over all eight OGBench tasks. Each point reports the aggregate success rate with 100k, 300k, 500k, or 1M offline transitions while fixing training to 1M gradient steps.
Appendix figures & tables12 assets
Supplementary material from the paper’s appendix.
Appendix
Hyperparameter
Value
Learning rate
3×10−4
Optimizer
Adam
Batch size
1024
MLP hidden dimensions
[512,512,512]
Activation
GELU
Target EMA rate
0.005
Appendix
Table 4: Shared PathBridger hyperparameters. Goal-sampling probabilities are ordered as (pcur,pgeom,ptraj,prand) .
Table 10: Endpoint-selection-score ablation using the final trained proposer. Values are mean ± std over four seeds.
Environment
(1,0)
(2,0.25)
(16,0.5)
(32,1)
amm
94.4±0.6
96.4±0.6
93.5±0.2
88.9±2.0
aml
79.7±4.5
80.9±3.3
84.6±6.4
76.2±9.7
cs
99.4±0.5
96.9±0.4
92.3±1.0
63.7±4.1
cd
86.8±7.6
85.1±2.2
84.8±8.9
71.4±10.2
ct
79.8±4.5
78.2±1.6
76.2±1.3
58.1±0.8
p3
17.0±3.3
21.1±3.7
54.1±3.7
69.3±3.3
Appendix
Table 11: PBF success rates across the joint (N,T) sweep. Values are mean ± one standard deviation over four seeds. Bold indicates the setting used in the main benchmark.
Environment
(1,0)
(2,0.25)
(16,0.5)
(32,1)
amm
95.3±0.6
93.3±2.1
91.0±0.7
79.5±2.3
aml
85.3±3.0
81.8±4.0
75.1±4.0
60.5±3.1
cs
93.0±1.7
79.1±4.1
67.1±4.0
28.7±3.7
cd
75.7±1.9
58.9±4.2
43.6±4.9
16.6±4.3
ct
45.1±5.8
29.7±1.4
22.1±1.6
11.0±0.8
p3
25.8±5.7
28.9±3.6
26.3±3.7
12.4±0.6
Appendix
Table 12: PBG success rates across the joint (N,T) sweep. Values are mean ± one standard deviation over four seeds. Bold indicates the setting used in the main benchmark.
PBF
PBG
Environment
K=25
K=40
K=25
K=40
amm
97.3
91.5
96.0
87.7
aml
93.3
83.5
89.1
82.1
cs
95.7
97.1
94.9
87.2
cd
80.4
82.4
77.3
64.3
ct
55.5
77.3
42.4
6.9
Appendix
Table 13: Success rates across the bridge-horizon sweep. All non- K settings are fixed within each environment and variant. Bold indicates the setting used in the main benchmark.
PBF
PBG
Environment
csg=5
csg=10
csg=5
csg=10
amm
94.9
97.3
91.2
95.7
aml
78.1
78.4
70.1
82.1
cs
99.7
98.9
83.2
92.5
cd
82.9
87.9
55.7
77.1
ct
74.1
77.3
33.1
42.4
Appendix
Table 14: Success rates across the endpoint-weighting sweep. All non- csg settings are fixed within each environment and variant. Bold indicates the setting used in the main benchmark.
Transitions
Method
amm
aml
cs
cd
ct
p3
p4
scene
Average
100k
HIQL
24.6±0.1
12.3±1.4
4.9±1.7
0.2±0.2
0.1±0.1
1.7±0.3
0.0±0.0
4.5±1.4
6.0
TRL
9.2±2.8
0.0±0.0
21.4±0.1
0.1±0.2
0.1±0.2
1.5±0.5
0.1±0.1
2.4±3.3
4.3
DQC
18.4±0.0
5.7±0.0
13.9±0.0
0.5±0.0
0.0±0.0
56.4±0.0
0.5±0.0
10.8±0.0
13.3
PBG
81.2±12.0
28.6±6.6
10.2±2.1
0.7±0.4
0.0±0.0
5.3±4.7
0.0±0.0
4.1±0.5
16.3
PBF
87.4±2.6
37.5±4.2
22.4±0.4
5.4±0.3
0.3±0.3
38.0±4.0
34.8±0.1
14.3±4.5
30.0
300k
HIQL
90.4±1.2
80.5±2.1
4.6±0.2
0.6±0.4
0.0±0.0
2.5±0.6
0.1±0.2
11.6±2.7
23.8
Appendix
Table 15: Per-environment dataset-size results. Values are mean ± one standard deviation over two seeds. All methods are trained for 1M gradient steps at each data budget. Bold indicates mean performance at or above 95% of the best mean in each setting.
Offline goal-conditioned reinforcement learning (GCRL) is challenging in long-horizon tasks, where distant state--goal pairs provide weak supervision and value estimates become vulnerable to accumulated bootstrapping errors. Hierarchical methods mitigate this difficulty by introducing intermediate subgoals, but fixed temporal abstractions or fixed hierarchy depths can be mismatched to state--goal pairs with different reachability horizons. We propose Coarse-to-Fine Hierarchical Goal Reinforcement Learning (CFHRL), a fully offline GCRL framework that adaptively refines distant goals before execution. Starting from the final goal, CFHRL recursively proposes intermediate targets, trained from replay-supported candidates, and stops refinement once the current target is estimated to be locally executable by a learned reachability cost. The key idea is that a subgoal need not be an exact midpoint or globally optimal waypoint; it only needs to provide reliable progress and reduce the remaining reaching difficulty, enabling subsequent refinement over shorter horizons. A stylized analysis further supports the robustness of approximate recursive contraction. Experiments on OGBench show substantial gains on several long-horizon tasks, with ablations validating the proposed refinement and stopping mechanisms
Offline goal-conditioned reinforcement learning (GCRL) learns goal-directed policies from reward-free data, but in long-horizon tasks, goal-conditioned value functions often provide unstable guidance due to sparse rewards and discounting. Hierarchical methods partially mitigate this issue via subgoal decomposition; however, high-level decision-making still relies on noise-sensitive value estimates, leading to unstable behavior in complex environments. We address this limitation by proposing Diffusion Subgoal Planning (DSP), a diffusion-based framework for high-level subgoal generation. DSP casts high-level planning as guided generative inference over goal-conditioned subgoals and learns both conditional and unconditional flows, enabling classifier-free guidance to introduce a goal-directed bias at inference time. By removing explicit value-based guidance from high-level planning, DSP generates reachable and goal-directed subgoals through a generative model while retaining hierarchical execution. Experiments on offline GCRL benchmarks demonstrate that DSP outperforms prior methods on a range of navigation and manipulation tasks, with particularly strong performance in maze environments that require multi-step subgoal planning.
Hengrui Zhang, Yuhu Cheng, C. L. Philip Chen +1
School of Information and Control Engineering, China University of Mining and Technology · School of Computer Science and Engineering, South China University of Technology
Offline goal-conditioned reinforcement learning remains challenging in stochastic long-horizon settings, where compounding value estimation errors hinder reliable goal reaching. While prior methods have sought to address this challenge through various approaches, a key challenge remains path mirage, where agents overcommit to spuriously successful trajectories in offline datasets induced by stochasticity, often leading to failure on difficult tasks. To address this issue, we propose Branch-aware Graph Planning (BGP), which captures stochastic branching structures by identifying high-variability points as graph nodes and designing goal-conditioned edges with segmented learning to avoid unreliable branches and reduce unnecessary stochasticity along paths. As a result, BGP enables reliable goal reaching even in highly stochastic long-horizon environments, and experiments on diverse OGBench tasks show that it substantially outperforms prior state-of-the-art offline goal-conditioned RL methods. Our implementation is available at https://umlic.github.io/papers/BGP/.
Junhyeon Bae, Jaebak Hwang, Gwanwoo Choi +2
Graduate School of Artificial Intelligence, UNIST, Ulsan, South Korea