Outperforming 1000 Euclidean Layers With Hyperbolic Goal-Conditioned RL
Organizations: Faculty of Computer Science, University of Vienna, Vienna, Austria · UniVie Doctoral School Computer Science, University of Vienna, Vienna, Austria · Department of Machine Learning and Systems Biology, Max Planck Institute of Biochemistry, Martinsried, Germany · ds:UniVie, University of Vienna, Vienna, Austria
Abstract
Scaling self-supervised contrastive reinforcement learning (CRL) to 1000-layer Euclidean neural networks has enabled state-of-the-art goal-reaching performance, yet wall-clock time scales linearly with depth. We find that changing the geometry achieves stronger performance with far shallower networks. This matters in complex navigation environments, where walls can make route distance deviate substantially from Euclidean distance. In a U-shaped maze, we show that the longer the route, the more it deviates from Euclidean distance. Hyperbolic CRL addresses this mismatch by replacing Euclidean distances in CRL's contrastive objective with geodesic distances in hyperbolic space. On hard navigation tasks, inductive bias beats scale: depth 64 hyperbolic agents outperform 1024-layer-deep Euclidean networks while training more than faster and using about fewer parameters. We observe that hyperbolic agents behave qualitatively better in hard humanoid mazes, where they follow corridors to reach goals, whereas Euclidean agents try straight-line shortcuts over walls. Our results show that matching the representation geometry to the task can substitute for substantial network depth. Code is at https://github.com/Probabilistic-and-Interactive-ML/HypGCRL .
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Appendix
| Hyperparameter | Value |
|---|---|
| num_timesteps | 100M–400M (varying across tasks) |
| update-to-data (UTD) ratio | 1:40 |
| max_replay_size | 10,000 |
| min_replay_size | 1,000 |
| episode_length | 1,000 |
| discounting | 0.99 |
| Hyperparameter | Value |
|---|---|
| train_steps | 1M |
| batch_size | 1,024 |
| optimizer / learning rate | Adam, 3e-4 |
| actor MLP | (512, 512, 512), GELU, no LayerNorm |
| critic MLP ( , ) | (512, 512, 512), GELU, LayerNorm |
| representation dimension | 512 |
| Hyperbolic critic | |||
| Task | Euclidean CRL | Euclidean actor | Hyperbolic actor |
| AntMaze | |||
| Giant navigate | 16.9 4.8 | 28.0 2.3 | 38.7 4.6 |
| Medium stitch | 43.7 8.7 | 80.2 6.8 | 77.2 7.4 |
| Large stitch | 17.6 3.2 | 21.2 6.6 | 22.6 7.5 |
| HumanoidMaze | |||
| Method | Actor | Critic | Params | Median SPS | Est. compile | Peak RSS |
| depth | depth | (M) | ( ) | (min, ) | (GB, ) | |
| Humanoid U-Maze | ||||||
| Hyperbolic | 64 | 64 | ||||
| Euclidean | 64 | 64 | ||||
| Euclidean | 512 | 512 | ||||
| Euclidean | 512 | 1024 | ||||
Reinforcement Learning
Reinforcement learning studies how agents learn sequential decisions from rewards and interaction, balancing exploration, performance, safety, and adaptation.
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