Long-horizon tasks with sparse rewards pose an exploration bottleneck for goal-conditioned reinforcement learning: a policy started from the initial state rarely reaches the goal and receives no learning signal. Reference motions, hand-designed curricula, and shaped rewards supply this signal but require demonstrations or task-specific engineering; automatic start-state and goal curricula avoid this but typically expand from one side only, so the full distance to the target must be covered from that side. We propose the Bidirectional Voronoi-biased Exploration curriculum for Reinforcement learning (BVER), which expands from both ends at once. Inspired by bidirectional RRT planning, BVER grows start states outward from the goal and goals outward from the initial state distribution, biases both toward unexplored task space, and steers them toward each other, training one goal-conditioned policy on both. On point-mass mazes, quadrupedal box climbing, and robot-arm ring-on-peg transfer, BVER learns faster than all compared reference-free curricula. On box climbing, it reaches 95% success on a 0.4 m box in roughly 65% fewer iterations than the best of them, is the only one of them to learn to climb a 0.7 m box, and yields a policy robust to start, goal, and yaw variation. Without a demonstration, it approaches the sample efficiency of reference-based curricula on the 0.4 m box and on ring-on-peg transfer. Ablations show that expanding from both ends outperforms either direction alone.
Figures & tables
Figure 1: BVER grows the curriculum from both ends of the task. Intermediate starts si (blue) grow from the target goal g⋆ and intermediate goals gi (green) from the initial distribution s0∼ρ0 ; one policy trains on both (white arrows) with sparse rewards and no demonstrations. Shown: box climbing (left), ring-on-peg transfer (top right), and a scanned terrain (bottom right).
Figure 2: BVER’s expansion mechanism. Intermediate starts si (blue) grow from the target goal g⋆ and goals gi (green) from the initial distribution ρ0 . Random walks start from the states nearest to uniform task-space samples, favoring states whose Voronoi cell (shaded) reaches into unexplored space, or nearest to the other direction’s solved states to connect the two (dashed).
Figure 3: Task overview: three point-mass mazes (a–c), quadrupedal box climbing (d, e), the three-route terrain (f), ring-on-peg transfer (g), and four scanned terrains (h–k). Cyan indicates the initial distribution, green the target goal, and the white box represents the task space.
Figure 4: Sample efficiency across domains (a–f; mean over five seeds, standard error shaded) and robustness on box climbing (g). BVER learns fastest among the reference-free curricula on all tasks, and on ring-on-peg transfer and the 0.4m box even faster than the reference-based RSI (marked with ⋆ ). Panel (g) uses the same colors as (a–f).
Figure 5: Successful trajectories of BVER and vanilla PPO on the three-route terrain .
Figure 6: Samples of the explored regions on the rocky ascent terrain at different training iterations. Blue indicates the intermediate goals (forwards expansion), orange the intermediate starts (backwards expansion), cyan the initial distribution, and the black box represents the task space.
Iterations to 75% Success Rate ( ↓ )
PM-U
PM-N
PM-L
RPT
CU 0.4 m
CU 0.7 m
CD 0.4 m
CD 0.7 m
BVER (ours)
160
800
140
120
600
3800
300
400
BVER fwd. only
380
1100
440
∞
800
∞
400
600
BVER bwd. only
440
∞
400
∞
800
3800
1700
2800
BVER (no connect)
340
1000
200
n/a
n/a
n/a
n/a
n/a
BVER (greedy)
260
1500
240
n/a
n/a
n/a
n/a
n/a
Table 1: Ablation study: iterations until the mean success rate over five seeds reaches 75% ( ∞ : not reached; n/a: not evaluated). PM-U/N/L: U-, N-, and large point-mass maze; RPT: ring-on-peg transfer; CU/CD: climbing up/down a box of the given height.
Appendix figures & tables5 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 7: Overview of BVER. The backwards expansion (left) grows intermediate starts from the goal, the forwards expansion (right) intermediate goals from the initial distribution. In each, random walks expand the selected seeds, the policy trains on the new states (explore) and on the mixed set (exploit), the rollouts are sorted by return into frontier and solved sets, and the two are mixed. The next seeds are selected by the Voronoi bias or, with probability pconnect , toward the other expansion’s solved set (dotted arrow).
Experiments
Hyperparameters
PM
CU, CD, TRT, FB I, FB II, RA, SSF
RPT
MLP hidden dimensions
[128,64,16]
[512,256,128]
[256,128,64]
Activation function
ELU
ELU
ELU
Value loss coefficient
1.0
1.0
1.0
Clip parameter
0.2
0.2
0.2
Entropy coefficient
0.01
0.0025
0.002
Appendix
Table 2: PPO hyperparameters for all experiments.
Experiments
Hyperparameters
PM-U
PM-N
PM-L
TRT
CU, CD
FB I, FB II, RA, SSF
RPT
Env split Nexploit
0
0
0
2048
2048
1024
0
Env split Nexplore
512
4096
4096
4096
4096
2048
2048
Rmin
0.02
0.02
0.02
0.05
0.05
0.05
0.1
Rmax
0.95
0.95
0.95
0.2
0.2
0.2
0.85
Replay ratio ν
0.2
0.2
0.2
0.05
0.05
0.05
0.1
Appendix
Table 3: BVER hyperparameters for all experiments. Rmin and Rmax are thresholds on the normalized return of Equation 1 . The connect ratio pconnect and the number of subsamples per walk Ns are shared across all tasks; the other hyperparameters are set per domain, and TB and the environment split also differ between the mazes. All hyperparameters were selected empirically per domain in preliminary runs.
Figure 8: Expansion direction ablation. Combining forwards and backwards expansions reaches 75% success first on all tasks, tied with the backwards expansion on climbing up the 0.7m box (h). Which direction alone works depends on the task: on box climbing (c, d, g, h), the expansion starting on top of the box is stronger, and on ring-on-peg transfer (f), neither direction alone reaches 75% success. The dashed line marks the 75% success rate (SR) used in Table 1 .
Figure 9: Connect ratio ablation on the three mazes. The default pconnect=0.5 learns fastest on all three mazes; seeding the random walks only from uniform task space samples ( pconnect=0 ) or only from the other direction’s solved set ( pconnect=1 ) slows down learning. The dashed line marks the 75% success rate (SR) used in Table 1 .
Offline-to-online reinforcement learning (RL) offers a promising paradigm for robotics by pre-training policies on safe, offline demonstrations and fine-tuning them via online interaction. However, a fundamental challenge remains: how to safely explore online without deviating from the behavioral support of the offline data? While recent methods leverage conditional variational autoencoders (CVAEs) to bound exploration within a latent space, they inherently suffer from an exploitation gap -- a performance ceiling imposed by the decoder's reconstruction loss. We introduce SPAARS, a curriculum learning framework that initially constrains exploration to the low-dimensional latent manifold for sample-efficient, safe behavioral improvement, then seamlessly transfers control to the raw action space, bypassing the decoder bottleneck. SPAARS has two instantiations: the CVAE-based variant requires only unordered (s,a) pairs and no trajectory segmentation; SPAARS-SUPE pairs SPAARS with OPAL temporal skill pretraining for stronger exploration structure at the cost of requiring trajectory chunks. We prove an upper bound on the exploitation gap using the Performance Difference Lemma, establish that latent-space policy gradients achieve provable variance reduction over raw-space exploration, and show that concurrent behavioral cloning during the latent phase directly controls curriculum transition stability. Empirically, SPAARS-SUPE achieves 0.825 normalized return on kitchen-mixed-v0 versus 0.75 for SUPE, with 5x better sample efficiency; standalone SPAARS achieves 92.7 and 102.9 normalized return on hopper-medium-v2 and walker2d-medium-v2 respectively, surpassing IQL baselines of 66.3 and 78.3 respectively, confirming the utility of the unordered-pair CVAE instantiation.
Swaminathan S K, Aritra Hazra
Department of Computer Science and Engineering, IIT Kharagpur
Training locomotion policies for complex unstructured terrain requires a curriculum to avoid early exploration failures. However, since unstructured terrain lacks explicit difficulty ordering for curriculum design, existing methods resort to heuristic curricula over parameterized terrains. This abstraction limits generalization, as policies can overadapt to near-fixed perceptual patterns. To address this, we propose \ourname{}, an Trajectory-level Automatic Curriculum Learning framework that generates training tasks directly from unstructured terrain maps. At each curriculum update, the evaluator learns a difficulty function for the current policy that maps a given trajectory task to a difficulty score. The sampler then proposes new trajectories guided by the learned evaluator as the curriculum for the next policy update. This forms a closed loop in which the curriculum is iteratively matched to the evolving policy. Quantitative and qualitative experiments show that \ourname{} continuously provides effective curricula on unstructured terrain, improving trajectory success rate by 56.3% over direct training without curriculum. Compared with handcrafted curriculum learning, our method improves success rate by 18.5% on the hardest terrain tasks and by up to 39.74% when evaluating traversal from diverse approach directions on the same obstacle type.
Rocky Liu, Tengyu Liu, Baoxiong Jia +4
National Key Laboratory of General Artificial Intelligence, BIGAI · Beijing Normal University · Communication University of China +2
In many reinforcement learning (RL) domains, environments are connected by prerequisite relations, such as difficulty-increasing edits or parameter increments, which induce a directed acyclic curriculum graph (DAG). Although this structure is often exploited only implicitly, explicitly modeling it can improve training. We introduce PATH, a curriculum-learning framework that performs active learning over the curriculum graph. PATH first expands coverage by sampling diverse curriculum paths and then reallocates training toward regions that remain unmastered. Experiments across diverse environments show that PATH explicitly leverages the graph structure to achieve strong robustness and generalization.