Abstract:We introduce a novel hierarchical reinforcement learning (HRL) framework that performs top-down recursive planning via learned subgoals, successfully applied to the complex combinatorial puzzle game Sokoban. Our approach constructs a six-level policy hierarchy, where each higher-level policy generates subgoals for the level below. All subgoals and policies are learned end-to-end from scratch, without any domain knowledge. Our results show that the agent can generate long action sequences from a single high-level call. While prior work has explored 2-3 level hierarchies and subgoal-based planning heuristics, we demonstrate that deep recursive goal decomposition can emerge purely from learning, and that such hierarchies can scale effectively to hard puzzle domains.
Abstract:This paper introduces a novel algorithm for two-player deterministic games with perfect information, which we call PROBS (Predict Results of Beam Search). Unlike existing methods that predominantly rely on Monte Carlo Tree Search (MCTS) for decision processes, our approach leverages a simpler beam search algorithm. We evaluate the performance of our algorithm across a selection of board games, where it consistently demonstrates an increased winning ratio against baseline opponents. A key result of this study is that the PROBS algorithm operates effectively, even when the beam search size is considerably smaller than the average number of turns in the game.