Reframing Object-Centric Reinforcement Learning: From Absolute to Relative Representations
Authors: Cedric Derstroff, Jannis Blüml, Janosch Moos, Michael Girstl, Zihan Ye, Debora Clever, Kristian Kersting
Organizations: The Hessian Center for Artificial Intelligence (hessian.AI) · Technische Universität Darmstadt · Centre for Cognitive Science · German Research Center for Artificial Intelligence (DFKI)
Object-centric reinforcement learning agents typically receive each object's position in a fixed global frame, even though their decisions usually depend on where objects are relative to one another. These absolute views often fail to capture the local context that is most relevant to the agent's behavior. As a result, an agent must relearn the same response at every location where a configuration can occur, and its performance collapses when the scene is merely shifted. In this work, we propose a shift toward Object-Relative Coordinates fixed to Anchor (ORCA), where entities are described in a relative frame of reference. To operationalize this idea, we introduce Object-Relative inductive-Bias Transformers (ORBiT), a transformer-based architecture for processing anchor-relative inputs in reinforcement learning. Our results suggest these relative representations improve performance for both MLP and transformer agents. Furthermore, we demonstrate that ORBiT outperforms the pixel-based PPO baseline, achieving an aggregate HNS IQM greater than 1.0 over 13 Atari games. ORBiT learns the game of Foosball from scratch, dominating all baselines. In our controlled Tag environment, we further show that ORCA extends to rotations, that ORBiT generalizes to unseen numbers of distractors, and that these gains require a decision-relevant anchor.
Figures & tables
Figure 1: With ORCA inputs, the agent only needs to learn strategies for similar situations once, enabling direct generalization. When the player (Asterix ) is in the same row as the target collectible (cauldron ), e.g., the cauldron (1,5) is right of Asterix (1,0) , the absolute coordinates of the objects should not influence the agent’s decision. The agent should behave the same even if the cauldron is at (3,9) , which is also on the right of Asterix (3,4) , but on a different platform. [words=first]Object-Relative Coordinates fixed to Anchor (ORCA) performs this transformation in object space, simplifying the agent’s decision.
Figure 2: Comparison of absolute and relative representations in Asterix . Left: Absolute representations encode object positions with respect to a fixed origin in the environment (e.g., top-left corner). Right: Relative representations encode object positions with respect to the anchor object (e.g., the agent’s location).
Figure 3: ORBiT architecture: a versatile transformer with ORCA inputs . The absolute coordinate object set Ot is transformed into the anchor-relative set O~t . These ORCA inputs are embedded into the working dimension of the transformer. The transformer’s output sequence is aggregated (mean-pooled) into a single vector h^t before being passed through the linear critic and policy heads. OCT uses Ot directly within the otherwise identical architecture.
Figure 4: ORCA improves both architectures in Atari. The gain in HNS IQM is larger for the transformer (OCT/ORBiT, Δ+0.56 ) than for the MLP (PPObj, Δ+0.15 ). Both absolute-coordinate models fall below the pixel baseline (PPO CNN ); only ORBiT approaches human level (dotted). Aggregated end performance (HNS IQM) with 95% confidence intervals. Higher is better. Full per-game numbers in Appendix H .
Figure 5: ORBiT enhances robustness and retains the highest performance in most settings. The transformer alone explains the full performance in OCT and ORBiT for shuffle , which is not applicable for the CNN-based PPO CNN that operates on image data. In HackAtari , ORBiT retains its performance similar to PPO CNN , and translate tests Corollary 1 . The IQM of the retained performance ϱ when evaluating zero-shot under translated inputs (left, shifts the absolute reference frame while keeping relative structure) and shuffle (middle, permutes the object list while preserving the scene). Bars compare absolute coordinates and player-centric (ORCA) representations across architectures: OCT (transformer over objects), PPO CNN (pixel CNN; no relative variant), and PPObj (MLP over objects). Higher is better. IQM over 5⋅10 episodes.
Figure 6: ORBiT consistently dominates in the Foosball environment (a). (b) Both PPO MLP and OCT are decisively outperformed by ORBiT; they score only 330 and 73 goals out of 50k. With ORCA, ORBiT learns effective policies, while OCT (absolute coordinates) remains far behind PPO MLP . Full per-match numbers are in Appendix H .
Figure 7: In Tag , ORBiT outperforms absolute coordinates, but the anchor choice matters. The ORCA observations compute all object observations relative to an anchor object. (a) For example, selecting the player as the anchor transforms absolute (left) into relative (right) representations via a kinematic transformation that sets the player as a static origin (aligned with its heading) and applies the player’s linear velocity v and angular velocity ω in reverse to all objects. The headings, shown as shaded cones, match the direction of motion in the absolute frame but not in the player’s frame: every object inherits the player’s reversed velocity, plus a sideways velocity due to its rotation. Even static landmarks thus appear to move, and the target’s velocity points past the player, although the target heads almost straight at it. The figure is a schematic, with arrow lengths and turn arcs not drawn to scale. (b) The performance results vary strongly for different anchor choices. Choosing an important game object, such as the player, clearly dominates a randomly moving anchor (distractor).
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
Hyperparameter
Value
ALE version
0.8.1
Gymnasium version
0.29.1
Environment version
v5
Frameskip
4
Buffer Window Size
4
Observation Mode
RGB
Appendix
Table 1: Key hyperparameters regarding the used Atari environments . We are using Gymnasium and ALE , following best practices from Machado et al. (2018a) and the community.
Hyperparameter
Value
Number of Transformer Blocks ( ℓ )
3
Embedding Dimension ( d )
128
Number of Attention Heads
8
Include Width and Height
False
Appendix
Table 2: Key hyperparameters used for ORBiT .
Hyperparameter
Value
Gym version
0.23.1
Task
FoosballMixedSelfplay
DistToBallReward
True
WinReward
150
LossPenalty
150
StagnationPenalty
150
Appendix
Table 3: Key hyperparameters regarding the used Foosball environments .
Hyperparameter
Value (Atari)
Value (Foosball)
Seed
{0, 1, 2, 3, 4}
Learning Rate ( α )
2.5⋅10−4
3⋅10−4
Total Timesteps † /Max Epochs ‡
†107
‡6⋅107
Number of Environments
10
4,096
Batch Size ( B )
1,280
4,096
Minibatch Size ( b )
320
4,096
Appendix
Table 4: Key hyperparameters used for training , following Huang et al. (2022a) ; Huang et al. (2022b) ; Moos et al. (2024) . We adopt these parameters without additional tuning to ensure a fair comparison across all methods.
Component
Specification (Atari)
Specification (Foosball)
System
NVIDIA DGX v.5.1.0
NVIDIA DGX v.7.5.0
GPUs
16 × NVIDIA V100 32GB
8 × NVIDIA A100 40GB
CPUs
Intel Xeon Platinum 8174
AMD EPYC 7742
System Memory
1.58 TB
2.05 TB
Operating System
Ubuntu 20.04 LTS
Ubuntu 24.04 LTS
CUDA Version
12.4
13.0
Appendix
Table 5: Hardware configuration used for our experiments. We used NVIDIA DGX systems and followed standardized training pipelines.
Game
HackAtari Modification
Alien
last_egg
Amidar
pig_enemies
Boxing
switch_position
Breakout
gravity
Freeway
stop_all_cars_tunnel
Frostbite
reposition_floes_easy
Appendix
Table 6: The HackAtari modifications used to evaluate generalization.
Table 7: Extended Foosball results: Goals scored by every agent against every other agent. ORBiT easily defeats the PPO MLP agents on all seed combinations, as well as the OCT without ORCA. The values show the number of goals scored by the first agent (top) against the second agent (left) out of 2,000 total goals; e.g., 7 in (a) means PPO MLP scored 7 goals while ORBiT scored 1,993. Each agent plays 1,000 goals and then switches sides. The bottom row shows the sum of goals scored by the first agent ( Σs ), while the last column shows the number of goals conceded by the second agent ( Σc ).
Game
ORCA
Absolute Coordinates
Pixel
ORBiT
PPObj
OCT
PPObj
PPO CNN
Alien
1511±727
1658±530
474±341
748±605
1644±649
translate
1686±782
1613±545
242±297
584±323
277±223
shuffle
1639±713
310±186
494±314
228±89
—
last_egg
1584±703
1741±603
100±303
60±240
1908±1275
Amidar
195±88
347±78
105±78
255±124
578±128
Appendix
Table 8: Per-game results on the Atari environments ; mean and standard deviation over 5 random seeds. Higher is better. Games marked with ∗ do not have a translate variant as the game screen content covers the entire frame and a lossless translation is not possible.
Method
Seed
IQM
0
1
2
3
4
OCT
3980
1800
12680
4470
1800
3435
ORBiT
4700
1800
4620
4710
1800
3727
Appendix
Table 9: The higher average score of OCT in Kangaroo depends on a single seed. The other seeds result in very similar performance, yielding a comparable IQM as well. IQM over all episodes.
ORCA
Absolute Coordinates
Configuration
ORBiT
PPObj
OCT
PPObj
Base ( m=5 , Anchor: Player)
22.4 [21.9, 22.9]
21.6 [18.1, 22.0]
1.8 [1.2, 2.9]
5.6 [1.6, 7.4]
m′=0 distractors
21.9 [21.1, 22.4]
—
2.4 [1.0, 4.8]
—
m′=1 distractors
22.1 [21.7, 22.5]
—
2.1 [1.0, 4.0]
—
m′=10 distractors
22.5 [21.8, 23.3]
—
1.5 [1.1, 2.4]
—
k′=0 landmarks
21.9 [20.7, 22.4]
—
1.1 [0.8, 1.6]
—
Appendix
Table 10: Per-configuration results in Tag : catches IQM with 95% CI over 5 seeds, each averaged over 100 episodes. Higher is better. Extended results for Figure 7 . PPObj cannot be evaluated beyond its Nmax object slots, i.e., 1 Player, 1 Target, 2 Landmarks, and 5 Distractors. Landmarks are always spaced evenly along the box diagonal and in orientation, so changing their number moves all of them. The number of distractors and landmarks is changed only during testing, without retraining.
Figure 8: The perturbed environment variants to test the generalizability of ORBiT and ORCA. In the shuffled object list variant (a), the order of Ot (or O~t ) is randomized before it is passed to the agent. The random translation (b) shifts the actual game content within the video frame without cutting any content. The HackAtari framework (c) features a variety of variants of the Atari games from level changes to logic changes, e.g., hiding the opponent in Pong .
Reinforcement learning studies how agents learn sequential decisions from rewards and interaction, balancing exploration, performance, safety, and adaptation.
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Haoyu Zheng, Yun Zhu, Qing Wang +1
Zhejiang University · Tencent · Shanghai AI Laboratory
Learning world models from offline trajectories enables agents to accomplish different tasks through planning. Object-centric (OC) representations, which decompose a scene into a set of slots that bind to its objects, have been proposed as an inductive bias for world models that are more sample-efficient and generalize better. Yet prior object-centric world models (OCWMs) take the slot encoder as given and evaluate only in-distribution, leaving open whether the object-centric bias actually delivers for planning and what within the OCWM drives it. We conduct a controlled study of OCWMs for visual model-predictive control along two axes: object-centric representation quality and generalization under distribution shift relative to scene-centric models. We find that (i) planning success correlates positively with unsupervised slot-quality metrics (FG-ARI, mBO), though the gains saturate at high slot quality; (ii) with well-bound slots, the auxiliary proprioception inputs and masking inductive bias that prior methods relied on become unnecessary; and (iii) under unseen distribution shifts, the OCWM with well-bound slots is more robust overall than the end-to-end trained scene-centric LeWM, while DINO-WM, built on similar frozen pretrained features, remains competitive -- pointing to pretrained features as a key contributor to robustness.
Shukrullo Nazirjonov, Sai Prasanna, Anna Manasyan +1
University of Tuebingen · Max Planck Institute for Intelligent Systems
Object-centric manipulation policies improve generalization by modeling object motion instead of directly predicting robot actions. However, existing methods are often limited by representations which are either too simplistic to capture interaction dynamics or too dense to learn efficiently. We observe that many rigid relational manipulation tasks are governed by short interaction phases where the relative motion between task-relevant objects is tightly constrained. Based on this observation, we propose Foci Policy, an interaction-centric framework that achieves a two-fold abstraction: (1) temporally, by automatically extracting compact interaction segments from demonstrations;(2) spatially, by representing skills as relative SE(3) motion between task-relevant objects, yielding invariance to scene configurations and robot embodiment. Experiments on RLBench, COLOSSEUM, and real-world tasks show that Foci Policy achieves strong performance with substantially less training data than prior object-centric and action-centric policies. These results suggest that modeling object-object interactions provides a simple and efficient inductive bias for rigid relational manipulation. Project page: fitz0401.github.io/foci-page/.
Ze Fu, Pinhao Song, Yutong Hu +1
KU Leuven, Dept. Mechanical Engineering, Research unit Robotics, Automation and Mechatronics · KU Leuven, Dept. Electrical Engineering, Research unit Processing Speech and Images