Hierarchical RL

RL: Reinforcement Learning

Momentum

18 papers in the last four weeks, up 260% on the four weeks before. 0.2% of all new papers.

Jul 13Week of Sep 28

Latest papers 98

Oct 7, 2026cs.RO

Energy-Efficient Gait Adaptation via Hierarchical Reinforcement Learning for Quadrupedal Locomotion Across Diverse Terrains

While energy efficiency is a critical objective for legged-robot locomotion control, achieving low energy consumption while maintaining robust performance across different velocity ranges and terrain conditions remains a key challenge. This is particularly true for end-to-end RL policies, where gait generation, motion execution, and energy optimization are tightly coupled, leading to high sensitivity to reward design. In this work, we propose a hierarchical reinforcement learning (HRL) framework that separates a high-frequency policy for stable and robust joint-level motion execution from low-frequency gait adaptation that explicitly minimizes the cost of transport (CoT). The three-stage Isaac-based training procedure enables zero-shot sim-to-real transfer with improved tracking accuracy, robustness, and energy efficiency. The learned hierarchy exhibits automatic speed-dependent gait adaptation, transitioning from pacing at low speeds to trotting at higher speeds. We validate the proposed approach in simulation against representative single-policy and hierarchical locomotion baselines, demonstrating reduced CoT over a broad range of commanded velocities, while maintaining robust locomotion across flat, uneven rough, and inclined terrains. We further demonstrate its practical feasibility through zero-shot deployment on a physical Unitree AlienGo quadruped.
Oct 5, 2026cs.RO

Hierarchical Reinforcement Learning for Collision-Free Locomotion of an Underactuated Biped

A bipedal robot cannot deviate from its path to avoid an obstacle without disturbing its balance, and this coupling is most severe on underactuated platforms such as the biped considered here, which has four actuated joints per leg and no hip or ankle roll. This paper presents a Hierarchical Reinforcement Learning (HRL) framework in which a High-Level (HL) policy observes the robot pose, 36 raycast proximity measurements, moving-obstacle states, and a receding-horizon local goal, and outputs a body-velocity command (vx,vy,ωyaw)(v_x, v_y, ω_{yaw}) every ten control steps, while a velocity-conditioned Low-Level (LL) policy tracks each command through PD-controlled joint targets. Both policies are trained jointly with Soft Actor-Critic (SAC). Because the converged gait is task-agnostic, it is frozen and driven by classical planners over the same command interface, yielding three controlled baselines: SAC+A*, SAC+RRT*, and SAC+APF. Across 100 evaluation trials per method in randomized PyBullet environments, the proposed method reaches the goal in 98.0% of static and 88.0% of dynamic trials, against at most 78.0% and 68.0% for the planner hybrids, with path lengths within 4% of the A* reference, and ablations confirm that each observation channel and reward term contributes materially to this performance.
Oct 4, 2026cs.AI

Hierarchical Reinforcement Learning with Stable Temporal Abstraction for Language Model Agents

Hierarchical reinforcement learning improves long-horizon control by organizing primitive actions around persistent subgoals and assigning credit at multiple temporal scales. Recent hierarchical language agents bring these benefits to interactive tasks by explicitly separating subgoal planning from action execution. We observe, however, that an explicit hierarchy does not by itself determine how stable the resulting temporal abstraction is: the learned boundary policy may replace the subgoal almost every turn, making it effectively transient, or retain a subgoal after it has stopped being appropriate. We call this temporal abstraction instability. We propose Stable Temporal Abstraction via Constrained Optimization (STAC), a constrained boundary-policy optimization method that represents premature replanning and stale persistence as constraint costs. STAC applies the resulting Lagrangian costs only to the sampled boundary decision, leaving the underlying algorithm's rewards, critic targets, subgoal advantages, and primitive-action advantages unchanged. Across two backbones and two benchmarks, STAC improves success over a strong hierarchical baseline by 8.18.1 and 7.97.9 points on ALFWorld and WebShop with Qwen3-0.6B, and by 23.523.5 and 15.815.8 points with Llama-3.2-1B-Instruct.
Oct 4, 2026cs.LG

Hierarchical Time-aware Bootstrapping for Off-Policy Subgoal Value Learning

Off-policy hierarchical reinforcement learning must estimate the values of high-level decisions while the low-level policy changes. HIRO adapts replay data through subgoal relabeling, but after a label change, the value update targets the relabeled subgoal instead of the subgoal the high-level policy originally needed to update. We propose Hierarchical Time-aware Bootstrapping (HTB), which evaluates specified subgoals under the current low-level policy while retaining accumulated task rewards. Remaining execution time distinguishes subgoal continuation from a new high-level decision. Together with primitive-action conditioning, it enables off-policy Bellman updates based on the stationary environment transition law. HTB combines these one-step updates with multi-step suffix returns and truncated relabeling, reducing dependence on intermediate value estimates. A shared value component supports learning across actions, while nonnegative residuals constrain upward corrections relative to that component. At a fixed mixture weight of 0.95, HTB achieves 32.8% AntFall success versus 9.6% for matched local HIRO over five paired seeds at 10M environment steps. Ablations identify contributions from recursive continuation and mixed supervision; fixed-policy tests show more accurate predictions for actions whose returns were excluded from fitting.
Oct 4, 2026cs.LG

On Semi-Markov Suboptimality in Hierarchical Reinforcement Learning

Hierarchical reinforcement learning uses temporally extended subtasks for exploration, yet committing to their execution can restrict both deployment and policy learning. We identify and separate the resulting execution and policy suboptimality. Task and execution trees distinguish reward objectives from policy choices and decision interruption. A Unified Value Function for HRL and a four-stage Generalized Hierarchical Bellman Equation then support a common analysis of both losses. Under bounded rewards and uniform termination, we establish hierarchical policy and execution improvement results. With the remaining node policies fixed, task-subtree compatibility and node-policy optimality under the original execution mode establish when Markov execution is optimal. The resulting decomposition leads to independent execution choices for behavior, targets, and deployment. We instantiate this principle through execution improvement and one-stage or two-stage policy improvement at arbitrary hierarchy depth. Option-based and goal-conditioned experiments demonstrate complementary gains from changing execution and changing the learning target. Controlled stochastic environments show how these gains depend on stochastic transition strength and spatial structure. This framework makes execution design an explicit component of hierarchical policy optimization.
Sep 30, 2026cs.CR

Towards Hierarchical Cyber Defense with Large Language Models: From Planning to Execution

An autonomous cyber defender trained with reinforcement learning (RL) is typically tied to the network on which it was trained, limiting its ability to generalize as network scale changes. Hierarchical RL reduces decision complexity by separating strategic targeting from tactical execution, but it does not eliminate this retraining dependence. We investigate whether frozen, zero-shot large language models (LLMs) can provide retraining-free control in hierarchical cyber defense and how performance changes as LLM control is extended from planning to execution. We formulate a controller-agnostic planner-executor hierarchy in which the planner selects a subnet to defend over a fixed horizon and the executor selects defensive actions within that subnet. Using the high fidelity Cyberwheel environment, with its built-in automated red team agent mapped to the MITRE ATT&CK framework, we compare RL+RL, LLM+RL, and LLM+LLM configurations using six models ranging from 3B to 70B parameters, including two cybersecurity-specialized models, across small, medium, and large networks. Replacing only the planner with an LLM yields limited gains as network size increases. In contrast, extending LLM control to execution produces notable improvements for sufficiently capable models. For instance, a frozen general purpose 70B model holds successful lateral movement to approximately 1% of steps and attacker impact near zero across all three network scales using the same model weights, while the RL baseline is retrained for each scale. Our results show that sufficiently capable frozen LLMs can maintain strong defensive performance across the evaluated network scales without task-specific retraining, while also indicating that strong tactical execution is important to realizing the benefits of LLM-based control.
Sep 30, 2026cs.LG

Game-Guided Skill Discovery through Self-Play for Playable Agent Control

We present Game-Guided Skill Discovery (GGSD), a framework that uses self-play in games to discover motor skills that are directly playable by humans. Playable skills provide a compact abstraction for controlling embodied agents through a small set of learned behaviors rather than low-level actions. To be effective, these skills should be semantically distinct, interpretable, and expressive; properties that existing unsupervised skill-discovery methods often fail to achieve simultaneously. GGSD achieves these desiderata by grounding skill discovery in competitive gameplay. A hierarchical agent competes against its past selves, with a high-level policy selecting from a small discrete skill set and a skill-conditioned low-level policy learning the corresponding behaviors. After training, a human can replace the high-level policy and directly control the agent through the same discrete skills. Despite the small number of high-level actions, skill transitions give rise to emergent combo behaviors, expanding expressivity beyond individual primitives. Across Ant, Franka-arm, and Unitree G1 environments, we show that GGSD produces human-playable skills that humans can compose to solve unseen tasks, such as Maze and CubePush, without additional training. An interactive demo is available at https://ggsd-demo.github.io.
Sep 30, 2026cs.LG

Patient-Centered Treatment Planning for Chronic Multimorbidity: A Hierarchical Reinforcement Learning Framework for Preference Modeling

Patient preference, defined as a patient's demonstrated willingness and capacity to adhere to clinical recommendations, is a primary determinant of therapeutic effect yet remains structurally absent from existing computational treatment planning models. We address this gap by presenting patient-centered factored-action hierarchical option-critic (FAHOC), a hierarchical reinforcement learning (HRL) framework that jointly learns high-level options corresponding to therapeutic strategies and factored intra-option policies that decompose the joint action space into disease- and intervention-specific subcomponents, while imposing a cooperation-aware action masking mechanism. This enables structured exploration, improved credit assignment across hierarchy levels, and more interpretable decision pathways, while enforcing patients' preferences. Formal guarantees establish that cooperative patients achieve higher optimal expected health outcomes than non-cooperative patients, and that the factored Q-function approximation error is provably bounded. The framework is evaluated using longitudinal data collected from approximately 50,000 comorbid hypertension and type 2 diabetes mellitus patients from five hospitals in the Southeast U.S. FAHOC achieves a quality-adjusted life year expectancy equivalent improvement of 0.669 (vs -0.133 observed clinician practice), correctly identifies cooperative patients in 95.9% of cases and never violates a patient's preference in held-out test, demonstrating that HRL with explicit preference constraints can support preference-consistent, clinically safe decision-making in multimorbidity management.
Sep 30, 2026cs.LG

Validity-Preserving Hierarchical RL for Joint Routing and Switch Placement in EDA

Routing and switch placement are fundamental combinatorial optimization problems in chip design, requiring the joint optimization of routing topology and physical placement under strict structural, geometric and logical constraints. Existing approaches typically rely on carefully engineered heuristics that incorporate strong problem-specific biases to navigate the enormous space of possible designs. In this work, we introduce a hierarchical reinforcement learning framework for joint routing and switch placement at the level of logical communication routes. Starting from a minimal routing graph, our method progressively constructs increasingly expressive solutions through three coupled operations: switch expansion, switch placement, and route refinement. These operations preserve routing validity by construction, restricting exploration to feasible configurations where every communicating initiator-target pair has one assigned loop-free route. We explore the induced solution space using Gumbel Monte Carlo Tree Search, showing that neural-guided search substantially improves solution quality over non-learning optimization methods. Furthermore, pretraining across floorplans provides a strong initialization for fine-tuning on unseen instances.
Sep 29, 2026cs.AI

Going Beyond State-Reaching: Learning Abstractions for Intrinsically Motivated Option Discovery

Temporal abstraction via options can improve exploration in large environments. However, existing option discovery algorithms find subgoals that target all aspects of the state simultaneously. This state-reaching approach produces options that only apply in narrow regions of the state-space, eventually causing an explosion in the number of options that overwhelms the agent, and impedes progress on its primary task of reward maximization. We introduce an algorithm that instead identifies a small, relevant subset of features for each subgoal, yielding options that generalize broadly and accelerate exploration. Our approach learns abstract, transferrable options and achieves rapid exploration in three sparse-reward, image-based domains, including the Atari game MontezumasRevenge.
Sep 28, 2026cs.AI

Diffusion Subgoal Planning for Long-Horizon Offline Goal-Conditioned Reinforcement Learning

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 \textbf{D}iffusion \textbf{S}ubgoal \textbf{P}lanning (\textbf{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.
Sep 27, 2026eess.SY

Hierarchical Multi-agent Reinforcement Learning for Warehouse Robot Coordination under Communication Loss

In this paper, we propose a hierarchical multi-agent reinforcement learning framework for coordinating robot teams in warehouse environments under communication loss. We partition the robot team into groups, with centralized coordination within each group and distributed coordination across groups. Each group uses a recurrent predictor to estimate unavailable interaction information due to communication loss. A higher-level policy then generates a compact coordination reference that conditions the local control policy within each group. A predictive safety filter evaluates and modifies the proposed controls when they violate safety constraints. Simulation results show improved task completion under communication loss, reduced communication growth as the team size increases, and safe operation in the tested scenarios.
Sep 16, 2026cs.RO

Fetch My Beer: Synthetic-to-real Hierarchical Policy for Smooth Pick-and-place

Many real-world robotic applications require dynamically sensitive manipulation, where success depends not only on reaching a target state but on maintaining stable object dynamics throughout execution. We study the stable transport of liquid-filled containers, where a robot must move objects to target locations while suppressing sloshing and preventing spillage. Unlike conventional pick-and-place, this task imposes stringent requirements on motion smoothness and trajectory-level stability, exposing clear limitations in existing systems. Specifically, fluid simulation remains too costly for online reinforcement learning; human teleoperation introduces unintended accelerations that induce sloshing during imitation learning; and current policy pipelines optimize for task completion rather than dynamic stability. We propose a synthetic-to-real framework coupling physically validated data generation with a hierarchical, diffusion-based controller. The scalable data pipeline synthesizes grasps, filters unstable poses via a vision-language model, and validates transport trajectories through fluid simulation. The policy is organized with a high-level module that translates language and visual observations into SE(3) control targets, and a latent diffusion controller that first plans efficiently in a compact latent space and then decodes dense action chunks, enabling the high control frequency needed for smooth and stable motion. Extensive experiments show our system outperforms state-of-the-art manipulation policies in transport smoothness and dynamic stability. Our project page: https://fetch-my-beer.github.io/
Sep 15, 2026cs.LG

Learning Options for Compositional Motor Control with Adapter Banks

Learning flexible motor primitives is a hallmark of skilled motor control. Recent neuroscience theory proposes that motor primitives may be implemented as low-rank perturbations of a shared recurrent network, but leaves open how such a system is learned. We translate this principle into a novel architecture for learning motor skills end-to-end: a shared recurrent core modulated by a bank of residual adapters, each selected by a discrete latent code. Trained on closed-loop biomechanical control, the adapters develop emergent low-rank perturbations of the recurrent dynamics despite no architectural rank constraint, placing task representations in disparate subspaces of the shared core network. A simple high-level policy over the learned options, optimized while the whole network is frozen, sequences the low-rank adapters to produce novel out-of-distribution movements. We demonstrate the ability to generalize to novel motor sequences within the closed-loop control setting, improving on the generalization error of a task-input-conditioned multitask baseline by upto order of magnitude.
Sep 14, 2026cs.AI

Hierarchical Belief Modeling for Zero-Shot Opponent Adaptation in Partially Observable Multi-Agent Navigation

Lux AI Season 3 requires agents to act under partial observability, randomized episode level dynamics, and a best of five match structure that rewards both tactical execution and fast adaptation. We present HORIZON, a hierarchical agent that combines symmetry aware spatial perception, dual memory belief tracking, relic centric graph attention, information gain driven exploration, and an opponent conditioned policy mixture. HORIZON separates short horizon control from cross match meta reasoning, while auxiliary belief and world model objectives stabilize learning. Trained with PPO in a large scale JAX simulator, the resulting agent explicitly infers hidden game parameters and opponent style. Experiments show consistent gains in match win rate, episode win rate, adaptation gain, and league rating over strong recurrent and feed forward baselines.
Sep 14, 2026cs.LG

Cloud Workflow Scheduling Based on Graph Attention-Driven Hierarchical Reinforcement Learning

Dynamic cloud workflow scheduling must balance deadline satisfaction, container utilization, and energy consumption while dealing with stochastic task-execution speeds, placement-dependent communication, and coupled task and container decisions. Workflows are naturally modeled as directed acyclic graphs (DAGs), but conventional vector- or matrix-based states do not fully capture their dependency topology. To better represent task urgency and structural relationships, we assign predicted sub-deadlines to tasks and use a multi-head graph attention network (GAT) to extract dependency information from the evolving DAGs. Based on these representations, we develop a Graph Attention-Driven Hierarchical Reinforcement Learning (GA-HRL) framework and model the scheduling process as an event-driven hierarchical semi-Markov decision process (SMDP). Workflow arrivals and task completions trigger scheduling events. At each scheduling event, the Task Scheduling (TS) agent first processes the currently ready tasks by assigning them to admissible existing containers or requesting new ones. The requested containers are then processed by the Container Scheduling (CS) agent for host placement before the environment advances. The two agents are trained alternately using separate Proximal Policy Optimization (PPO). Experiments on the 2018 Alibaba cluster trace show that GA-HRL maintains competitive workflow success rate and, in settings where success is comparable, generally achieves higher container utilization and lower energy consumption. Under the largest speed variation, it trades a small success-rate margin for substantially lower energy. Simulation code is available at: https://github.com/zongjin130/GA-HRL.
Sep 12, 2026cs.LG

Topological Necessities: Mechanism-Invariant Strategic Subgoals for Cross-Embodiment Goal-Conditioned Control

Long-horizon goal-conditioned reinforcement learning delegates control to a high-level module that proposes subgoals, but existing subgoals are implicit byproducts of value functions or latent actions, tied to the executor that produced them. We study a different object: a route-conditioned order of unavoidable stages that every successful executor must traverse, recoverable from offline trajectories and belonging to none of them. Its defining properties are topological: an unskippable stage is a separating set that every admissible path must cross, and a loop in free space forces a route choice. We read the two by homology in dimensions 0 and 1 over a transport-weighted carrier built from successful trajectories, yielding an enumerable gate set with shell-level certificates; the certified gates are what we call topological necessities. Certified gates enter the decision loop as a recursive topological gate hierarchy. Under a fixed, isomorphic free space, the object survives executor replacement: gates frozen on PointMaze data transfer without retraining to Ant and Humanoid, attaining the highest Humanoid aggregate under a unified interface (96.1), with +36.0 over a map-privileged reference on the multi-route task (p=1.4e-5); the planner saturates PointMaze (100+/-0) and matches or exceeds the strongest baselines on AntMaze (giant +22.9) and Kitchen (+15.8/+12.6).
Sep 12, 2026cs.AI

DRG-MAPPO: Hierarchical Dynamic Role-Graph Multi-Agent Reinforcement Learning for Cooperative Air Combat

Multi-Agent Reinforcement Learning (MARL) has emerged as a pivotal paradigm for complex decision-making in autonomous systems and air combat. While MARL has demonstrated significant potential in air combat, achieving sophisticated tactical coordination remains a non-trivial challenge. This difficulty is largely attributed to two primary limitations: (1) the absence of structured relational modeling hinders agents from capturing complex, time-varying interactions among battlefield entities; and (2) conventional flat architectures often lack the capability to explicitly model tactical roles, leading to ambiguous task allocation in highly dynamic environments. To address these challenges, we propose Hierarchical Dynamic Role-Graph Multi-Agent Proximal Policy Optimization (DRG-MAPPO), a novel MARL framework that integrates graph-based relational modeling with dynamic role assignment. Specifically, DRG-MAPPO constructs a graph-based representation of battlefield interactions and leverages graph attention mechanisms to extract critical relational features among allies, enemies, and threats. Subsequently, a high-level policy employs a dynamic role assignment mechanism to determine tactical responsibilities (e.g., leader'' and supporter''). Conditioned on these roles and encoded graph-relational features, a low-level policy executes discrete maneuver actions, facilitating the joint optimization of tactical strategy and collaborative execution. Furthermore, a target-priority auxiliary task is designed to foster the emergence of behaviors such as focus-fire. Experimental results demonstrate that DRG-MAPPO achieves a state-of-the-art win rate of 87%, suggesting that our framework effectively balances relational modeling, interpretability, and optimization stability for cooperative air combat.
Sep 11, 2026cs.LG

From Connectivity to Rewards: Dense Reward Learning with Directed State Graphs

The integration of graphs with Goal-Conditioned Hierarchical Reinforcement Learning (GCHRL) has received increasing attention, as graphs naturally encode task hierarchies for effective subgoal sampling. However, existing methods often overlook intrinsic connectivity information, failing to fully leverage the underlying topology for efficient learning. Most graph-based GCHRL methods use the graph as a stochastic sampling tool rather than as an environmental model that encodes connectivity and state-accessibility information. This limitation is particularly acute in quasimetric environments, where the inherent asymmetry of state transitions poses a fundamental challenge to stable policy learning and robust path planning. In this paper, we address these problems by introducing a state connectivity model designed to predict pairwise state connectivity strength in asymmetric environments. We transform these connectivity strengths into scalar auxiliary dense rewards, providing continuous guidance across multiple hierarchical levels. We demonstrate that our proposed framework, Graph-Guided Quasimetric Dense Reward (G2QDR), can theoretically be integrated into any existing GCHRL architecture, and the state connectivity model is efficiently implemented via a neural network trained on a directed state graph generated during exploration. Empirical results across a wide range of sparse reward environments indicate that, in general, G2QDR can enhance the performance of baseline GCHRL approaches with acceptable computational overhead.
Sep 9, 2026cs.RO

HiRAD: A Flexible Large-Scale AGV Routing System

Automatic Guided Vehicles (AGVs) substantially boost warehouse throughput, but routing large-scale AGV fleets remains challenging. Classical Multi-Agent Pathfinding solvers suffer from exploding combinatorial complexity and super-quadratic runtime, while relying on idealized grid or piecewise-linear motion models that mismatch real-world kinematics. Recent Reinforcement Learning (RL) solutions improve flexibility via decentralized agent policies but depend on discretized spatiotemporal representations, require millions of episodes to converge, and incur full-map observation at every step, which leads to large models, slow convergence, and high inference latency that violates real-time industrial control constraints. To address these bottlenecks, we propose HiRAD, a hierarchical RL framework for continuous-space AGV routing with real-time guarantees: (1) a step-level spatiotemporal representation that translates continuous motion into a differentiable RL problem, (2) a hierarchical strategy that splits heading choice from velocity control to reduce the action space, and (3) an asynchronous event-driven decision pipeline that lowers inference complexity from O(n^2) to O(n) and cuts per-step latency by as much as 71 percent. Across random graphs and two warehouse maps, HiRAD reduces makespan by 45 percent to 63 percent and shortens end-to-end runtime.
Sep 3, 2026cs.RO

Revisiting Topological Graphs for Macro Action based Closed-loop Reinforcement Learning of Vision Language Navigation in Continuous Environment

Vision-Language Navigation in Continuous Environments (VLN-CE) requires an agent to follow natural language instructions through unseen environments. Existing imitation learning (IL) pipelines struggle in this closed-loop setting: behavior cloning suffers from distribution shift, and DAgger's expert actions become ambiguous upon trajectory deviation. While Reinforcement Learning (RL) offers a natural paradigm to address this, directly applying RL to micro action spaces is sample-inefficient due to reward sparsity. To overcome this bottleneck, we reformulate VLN-CE as a Hierarchical Markov Decision Process (MDP), explicitly decoupling high-level planning from low-level control. By abstracting the environment into a topological graph, our high-level policy operates on a macro action space of frontier nodes, with a training-free low-level controller acting as its state transition, which significantly compresses the decision horizon and makes closed-loop RL tractable. To support RL optimization on the macro MDP, we propose an action-aware value head to effectively evaluate state values under the dynamic frontier action space, powering a graph-based PPO. Extensive experiments demonstrate the effectiveness of our architecture. Finally, our model achieves state-of-the-art performance on the R2R-CE and RxR-CE benchmarks.
Sep 2, 2026cs.LG

Recursive Value Learning for Long-Horizon Offline Goal-Conditioned RL

Scaling offline goal-conditioned reinforcement learning (GCRL) to long-horizon tasks is difficult because (1) long-range value learning depends on shorter-range estimates that may still be inaccurate, and (2) max-based value backups can amplify overestimation through repeated propagation. We propose DCRL (Divide-and-Conquer RL), which recursively decomposes each trajectory segment into a balanced binary tree and trains the values from leaves to root. Each parent is therefore updated only after its children, using an exact factorization of the observed route rather than selecting among noisy alternatives. Since this objective learns values along demonstrated routes that are not necessarily optimal, DCRL jointly propagates values across trajectories to discover shorter routes. Thanks to the balanced binary tree, DCRL reduces worst-case bootstrap depth from linear to logarithmic, and this shorter dependency structure empirically corresponds to much slower error accumulation. Across diverse goal-reaching tasks, DCRL substantially outperforms prior flat offline GCRL methods, and on the five most challenging long-horizon OGBench tasks, it improves the best prior average score from 55 to 64, surpassing all flat and hierarchical baselines.
Sep 1, 2026cs.AI

A Score Is Not a Policy: Measuring the Value of Adaptive Revision

As agentic systems become compound systems, increasingly important decisions move above task execution itself: when should a higher-level controller preserve the strategy guiding another process, and when should it revise it? We study this meta-level control problem in a hierarchical latent reasoner whose manager can retain or replace a commitment governing lower-level computation. Across three precommitted training seeds, learned revision timing produces qualitatively different policies, ranging from an almost deterministic early clock to substantially more state conditioned schedule distributions, yet none outperforms the best forced timing policy evaluated on the same frozen checkpoint. This separates state dependence from decision value: a controller can vary its actions with internal state without turning that variation into a reproducible task-performance benefit. A deeper intervention study on the original checkpoint shows that timing itself is consequential and order-sensitive, while exhaustive enumeration reveals that a strong fixed schedule captures most of the measurable value available from timing at this decision budget. Counterfactual PERSIST/REPLAN diagnostics further show why score-level evidence can be misleading when predictability is dominated by decision position rather than within-position discrimination. Together, these results argue that learned meta-level control should be evaluated along three separate axes: whether its score depends on state, whether that dependence changes realized behavior, and whether those changes capture outcome value beyond a strong non-adaptive policy.
Aug 22, 2026cs.CL

ToSCA: Leveraging Hierarchical Reinforcement Learning on Temporal and Strategic Abstractions of Conversational Agents

Humans naturally exhibit multiple forms of abstraction in reasoning and interaction, including temporal abstraction across decision timescales and strategic abstraction over communicative intents. Inspired by these complementary abstractions, we propose a two-level hierarchical reinforcement learning (HRL) framework for conversational agents that bridges the gap between existing token-level and utterance-level RL methods. Built upon a two-level Markov decision process (MDP), our framework conditions token-level response generation on utterance-level actions represented by explicit textual strategies. Based on theoretical analysis and efficiency considerations, we employ DQN to optimize the high-level Q-network and PPO to train the low-level actor-critic. To further alleviate reward sparsity and facilitate convergence, we introduce a dual-granularity reward mechanism that combines the utterance-level satisfaction score with token-level intrinsic self-consistency and a KL-divergence penalty. Experiments on both daily-life and emotional support conversations demonstrate that our method consistently outperforms a wide range of baselines in both strategy determination and response quality. Our implementation is available at https://github.com/AaronJi/ToSCA.
Aug 13, 2026cs.RO

S2-HWM: Sparse Event-Structured Hierarchical World Model for Long-Horizon Surgical Robot Manipulation

Long-horizon surgical robot manipulation is challenging because task rewards are sparse, while meaningful interaction changes occur at irregular intervals. Existing world-model agents typically imagine at primitive-step resolution, leaving variable-duration task progress implicit. Manually specified stages can provide intermediate structure, but their task specific boundaries are difficult to align with state-dependent interaction transitions. We propose S2-HWM, a Sparse Event-Structured Hierarchical World Model that learns sparse event evidence from primitive latent trajectories to coordinate an event-level manager and a primitive-step worker. The event evidence schedules manager goal updates, and each selected latent goal conditions the worker's primitive actions until the next update. The learned event evidence also forms variable-duration segments for an Event Transition Model (ETM), which predicts the next?boundary stochastic state, segment duration, and accumulated segment reward. Chaining these event-level predictions provides a variable-duration continuation beyond the primitive imagination horizon for manager learning, while the worker retains primitive-step actor-critic learning. On a SurRoL-based PegTransfer task, S2-HWM achieves a success rate of 98.7%, outperforming the flat GAS DreamerV3 baseline by 22.7 percentage points.
Aug 6, 2026cs.RO

Beyond Flat Policies: Hierarchical Post-Training for Embodied Agents in Robotic Manipulation

Vision-language-action (VLA) models have demonstrated remarkable capabilities in robotic manipulation by leveraging pretrained vision-language models. However, existing post-training methods predominantly optimize VLA models as flat policies, making it difficult to explicitly model task progression and perform robust long-horizon manipulation. Although hierarchical approaches introduce task decomposition, they mainly rely on supervised learning from offline demonstrations and cannot effectively improve execution through online interaction. To address this limitation, we propose Hierarchical Robotic Control (HiRoC), a hierarchical post-training framework that decouples high-level task planning from low-level action execution. The planner decomposes complex tasks into executable subgoals to provide explicit semantic guidance, while the executor continuously improves subgoal-conditioned action generation through reinforcement learning. To enable effective collaboration between the two modules, we further align the executor with planner-generated subgoals before reinforcement learning, mitigating the distribution misalignment between planning and execution. Extensive experiments across diverse robotic manipulation benchmarks demonstrate that HiRoC consistently outperforms strong baselines. Comprehensive analyses further validate the effectiveness of hierarchical post-training and the contribution of each key component.
Aug 6, 2026cs.CL

Enhancing Social Intelligence in LLMs with Hierarchical Reasoning and Utterance-Level Goal Rewarding

Large language models (LLMs) excel in structured tasks but struggle with dynamic social interactions, where success requires long-term goal coordination and rapid adaptation. Current methods often apply uniform goal-based rewards to every utterance, overlooking the specificity of objectives at each dialogue turn and failing to account for the rationale of potential strategies. Inspired by the Theory of Planned Behavior, we propose the Think-Strategy-Response (TSR) framework, which decomposes social dialogue into two hierarchical stages: high-level strategic planning and low-level linguistic execution. To optimize TSR, we introduce Linearized Hierarchical Reinforcement Learning with Variance-Gated Rewards (LHRL-VGR), a novel algorithm that dynamically routes rewards - balancing goal completion and strategy adherence - based on the variance of goal achievement scores. Experiments on the SOTOPIA benchmark show that our approach fine-tunes a Qwen2.5-7B agent to surpass the GPT-4o baseline by 7.32% in goal completion success, demonstrating state-of-the-art performance in multi-agent social negotiation tasks.
Aug 4, 2026cs.AI

Neurosymbolic Reasoning with Incremental Knowledge for Sample Efficient Hierarchical Reinforcement Learning

(Flat) Reinforcement Learning (RL) agents face significant challenges in environments with sparse rewards that require long-horizon reasoning. A compelling approach to improve sample efficiency is to incorporate knowledge into learning and decision-making. In standard Hierarchical RL (HRL), knowledge is encoded in a fixed, non-updatable form, such as architectural choices, and remains unchanged throughout learning. With fixed HRL, reasoning with incremental knowledge learned during exploration is impractical before sufficient environmental knowledge is acquired, leading to poor sample efficiency. In this work, we propose neurosymbolic HRL with {\em Incremental Knowledge (InK)}: symbolic high-level components perform {\em symbolic planning} (e.g. using D∗D^*) on an updatable representation of current InK, while low-level goal-conditioned neural modules learn motion primitives through experience using reward shaping. Experiments on navigation tasks demonstrate that incorporating InK substantially improves sample efficiency. Additionally, to perform {\em optimal} symbolic planning given {\em prior} knowledge about the world, we develop Belief World Tree Search. The code is available at https://github.com/CPS-research-group/ink_bwts.
Aug 2, 2026cs.MA

Training Small LLMs as Spatial Multi-Agent Policies

Training LLM-based multi-agent systems with multi-agent reinforcement learning is rapidly gaining traction, and a parallel line of work argues that such systems should be judged by their behavior, not only their reward. We take up both threads in spatial cooperative games, where small frozen LLMs prompted with low-level actions fail outright, earning zero reward. Guided by the options/semi-MDP framework---and, because option execution is asynchronous across agents, its multi-agent extension in macro-action Dec-POMDPs---we equip each game with a library of symbolic \emph{options}: typed, state-feasible, short-horizon behaviors executed by a symbolic planner. Each library is drafted by a frontier coding model from the game's source code; the feasibility guards that filter each menu are then synthesized mechanically from cheap random-policy burn-in rollouts---a guard is adopted only if it explains repeated execution failures while hiding no logged success---so no guard is authored, selected, or reward-tuned by hand. Each agent's LLM acts as its policy over options, with a private per-agent LoRA adapter trained by a per-agent variant of multi-agent GRPO (PA-MAGRPO); this lifts frozen bases from zero reward to competent play across three games and four small backbones. Behavioral audits then reveal that reward and cooperation decouple: a rising reward curve may simply mean that one agent has learned to run the entire task alone while its partner idles---cooperation emerges only when the task makes it necessary. Reward alone is thus an unreliable readout of cooperation; behavioral evaluation must sit alongside it.
Jul 31, 2026cs.LG

Sample Efficient Hierarchical Reinforcement Learning via Best Policy Identification

We present HBPI-UCRL, a model-based algorithm for hierarchical reinforcement learning (HRL) that learns high-level and low-level policies in parallel. HBPI-UCRL exploits the fact that a high-level transition corresponds to a multi-step transition at the low level. We introduce two conditions on the low-level dynamics that are sufficient to make parallel HRL learnable. When these conditions hold, we prove that HBPI-UCRL has a polynomial sample complexity in the problem parameters. In the sparse-reward, goal-directed setting, our sample complexity upper bound for HBPI-UCRL is strictly lower than that of its non-hierarchical counterpart, providing theoretical justification for the empirical success of HRL.