cs.LGSep 30, 2026

Learning Goal-Reaching Quasimetric Geometry From Finite-Time Reachability

Authors: Daisuke Yamada, Travis Pence, Vikas Singh

Organizations: Department of Computer Science University of Wisconsin–Madison · Department of Biostatistics and Medical Informatics University of Wisconsin–Madison

Abstract

In goal-conditioned reinforcement learning (GCRL), quasimetric learning models goal-reaching costs as quasimetric distances, connecting local constraints to global value geometry. Its local constraints, however, should reflect the direction- dependent effects of control composition over a finite horizon together with environmental feasibility. We propose ReQRL, which constrains the critic's value gradients through finite-horizon reachability. Drawing on state-constrained optimal control, we decouple dynamical reachability from boundary geometry, estimating both from data. On OGBench, our method outperforms or rivals existing quasimetric approaches and other offline GCRL methods.

Figures & tables

Appendix figures & tables7 assets

Supplementary material from the paper’s appendix.

Appendix

Explore similar work

Feb 5, 2026cs.LG

Beyond Success Rates: Trainability and Extractability for Offline GCRL

Offline goal-conditioned reinforcement learning (GCRL) is typically benchmarked by the best tuned success rate of each method. This score measures attainable performance, but it does not reveal how reliably a learned goal-conditioned signal can be extracted into a policy: a method could succeed across many value-learning and extraction settings, or only at a narrow, hard-to-find configuration. We study this gap across four methods, GCIQL, GCIVL, QRL, and CRL, under a shared advantage-weighted regression (AWR) extractor. For each method, we construct trainability landscapes over the optimizer learning rate, which affects value learning and actor optimization, and AWR temperature, which controls how selectively the actor imitates high-advantage transitions. Across AntMaze, Cube, and Scene, we observe distinct regimes: high-scoring methods may be broadly accessible or brittle, while broad relative basins may still sit below low absolute ceilings. To interpret these differences, we pair landscapes with post-hoc diagnostics of future-vs-random goal discrimination and AWR weight concentration. Their relationship to downstream success is task-dependent. On AntMaze, where future goals align with path-like progress, these diagnostics explain landscape regimes. On Cube and Scene, goal ranking and manipulation control decouple: methods can rank goals well while failing downstream, or succeed through action-conditioned advantages despite weak future-vs-random separation. These results show that peak tuned success alone does not establish broadly extractable goal-conditioned behavior. Trainability landscapes expose this gap, while extraction diagnostics offer a lower-cost lens on how learned signals become policies.
May 27, 2026cs.LG

Adaptive Coarse-to-Fine Subgoal Refinement for Long-Horizon Offline Goal-Conditioned Reinforcement Learning

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
Sep 30, 2026cs.LG

Do Better Goal Representations Improve Goal-Conditioned Reinforcement Learning?

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.