Hierarchical reinforcement learning is a framework that decomposes complex tasks into a hierarchy of subtasks for more efficient learning.
Offline goal-conditioned reinforcement learning remains challenging for long-horizon tasks. While hierarchical approaches mitigate this issue by decomposing tasks, most existing methods rely on separate high- and low-level networks and generate only a single intermediate subgoal, making them inadequate for complex tasks that require coordinating multiple intermediate decisions. To address this limitation, we draw inspiration from the chain-of-thought paradigm and propose the Chain-of-Goals Hierarchical Policy (CoGHP), a novel framework that reformulates hierarchical decision-making as autoregressive sequence modeling within a unified architecture. Given a state and a final goal, CoGHP autoregressively generates a sequence of latent subgoals followed by the primitive action, where each latent subgoal acts as a reasoning step that conditions subsequent predictions. To implement this efficiently, we pioneer the use of an MLP-Mixer backbone, which supports cross-token communication and captures structural relationships among state, goal, latent subgoals, and action. Across challenging navigation and manipulation benchmarks, CoGHP consistently outperforms strong offline baselines, demonstrating improved performance on long-horizon tasks.
We propose a hierarchical entity-centric framework for offline Goal-Conditioned Reinforcement Learning (GCRL) that combines subgoal decomposition with factored structure to solve long-horizon tasks in domains with multiple entities. Achieving long-horizon goals in complex environments remains a core challenge in Reinforcement Learning (RL). Domains with multiple entities are particularly difficult due to their combinatorial complexity. GCRL facilitates generalization across goals and the use of subgoal structure, but struggles with high-dimensional observations and combinatorial state-spaces, especially under sparse reward. We employ a two-level hierarchy composed of a value-based GCRL agent and a factored subgoal-generating conditional diffusion model. The RL agent and subgoal generator are trained independently and composed post hoc through selective subgoal generation based on the value function, making the approach modular and compatible with existing GCRL algorithms. We introduce new variations to benchmark tasks that highlight the challenges of multi-entity domains, and show that our method consistently boosts performance of the underlying RL agent on image-based long-horizon tasks with sparse rewards, achieving over 150% higher success rates on the hardest task in our suite and generalizing to increasing horizons and numbers of entities. Rollout videos are provided at: https://sites.google.com/view/hecrl
Unsupervised Skill Discovery (USD) aims to autonomously learn a diverse set of skills without relying on extrinsic rewards. One of the most common USD approaches is to maximize the Mutual Information (MI) between skill latent variables and states. However, MI-based methods tend to favor simple, static skills due to their invariance properties, limiting the discovery of dynamic, task-relevant behaviors. Distance-Maximizing Skill Discovery (DSD) promotes more dynamic skills by leveraging state-space distances, yet still fall short in encouraging comprehensive skill sets that engage all controllable factors or entities in the environment. In this work, we introduce SUSD, a novel framework that harnesses the compositional structure of environments by factorizing the state space into independent components (e.g., objects or controllable entities). SUSD allocates distinct skill variables to different factors, enabling more fine-grained control on the skill discovery process. A dynamic model also tracks learning across factors, adaptively steering the agent's focus toward underexplored factors. This structured approach not only promotes the discovery of richer and more diverse skills, but also yields a factorized skill representation that enables fine-grained and disentangled control over individual entities which facilitates efficient training of compositional downstream tasks via Hierarchical Reinforcement Learning (HRL). Our experimental results across three environments, with factors ranging from 1 to 10, demonstrate that our method can discover diverse and complex skills without supervision, significantly outperforming existing unsupervised skill discovery methods in factorized and complex environments. Code is publicly available at: https://github.com/hadi-hosseini/SUSD.
We propose SymPlex, a reinforcement learning framework for discovering analytical symbolic solutions to partial differential equations (PDEs) without access to ground-truth expressions. SymPlex formulates symbolic PDE solving as tree-structured decision-making and optimizes candidate solutions using only the PDE and its boundary conditions. At its core is SymFormer, a structure-aware Transformer that models hierarchical symbolic dependencies via tree-relative self-attention and enforces syntactic validity through grammar-constrained autoregressive decoding, overcoming the limited expressivity of sequence-based generators. Unlike numerical and neural approaches that approximate solutions in discretized or implicit function spaces, SymPlex operates directly in symbolic expression space, enabling interpretable and human-readable solutions that naturally represent non-smooth behavior and explicit parametric dependence. Empirical results demonstrate exact recovery of non-smooth and parametric PDE solutions using deep learning-based symbolic methods.
This paper introduces OMAR: One Model, All Roles, a reinforcement learning framework that enables AI to develop social intelligence through multi-turn, multi-agent conversational self-play. Unlike traditional paradigms that rely on static, single-turn optimizations, OMAR allows a single model to role-play all participants in a conversation simultaneously, learning to achieve long-term goals and complex social norms directly from dynamic social interaction. To ensure training stability across long dialogues, we implement a hierarchical advantage estimation that calculates turn-level and token-level advantages. Evaluations in the SOTOPIA social environment and Werewolf strategy games show that our trained models develop fine-grained, emergent social intelligence, such as empathy, persuasion, and compromise seeking, demonstrating the effectiveness of learning collaboration even under competitive scenarios. While we identify practical challenges like reward hacking, our results show that rich social intelligence can emerge without human supervision. We hope this work incentivizes further research on AI social intelligence in group conversations.
Building agents that can perform new skills by composing existing skills is a long-standing goal of AI agent research. Towards this end, we investigate how to efficiently acquire a sequence of skills, formalized as hierarchical neural options. However, existing model-free hierarchical reinforcement algorithms need a lot of data. We propose a novel method, which we call AgentOWL (Option and World model Learning Agent), that jointly learns -- in a sample efficient way -- an abstract world model (abstracting across both states and time) and a set of hierarchical neural options. We show, on a subset of Object-Centric Atari games, that our method can learn more skills using much less data than baseline methods.
Quadruped robots are used for primary searches during the early stages of indoor fires. A typical primary search involves quickly and thoroughly looking for victims under hazardous conditions and monitoring flammable materials. However, situational awareness in complex indoor environments and rapid stair climbing across different staircases remain the main challenges for robot-assisted primary searches. In this project, we designed a two-stage end-to-end deep reinforcement learning (RL) approach to optimize both navigation and locomotion. In the first stage, the quadrupeds, Unitree Go2, were trained to climb stairs in Isaac Lab's pyramid-stair terrain. In the second stage, the quadrupeds were trained to climb various realistic indoor staircases in the Isaac Lab engine, with the learned policy transferred from the previous stage. These indoor staircases are straight, L-shaped, and spiral, to support climbing tasks in complex environments. This project explores how to balance navigation and locomotion and how end-to-end RL methods can enable quadrupeds to adapt to different stair shapes. Our main contributions are: (1) A two-stage end-to-end RL framework that transfers stair-climbing skills from abstract pyramid terrain to realistic indoor stair topologies. (2) A centerline-based navigation formulation that enables unified learning of navigation and locomotion without hierarchical planning. (3) Demonstration of policy generalization across diverse staircases using only local height-map perception. (4) An empirical analysis of success, efficiency, and failure modes under increasing stair difficulty.
While Large Language Models (LLMs) have demonstrated strong math reasoning abilities through Reinforcement Learning with *Verifiable Rewards* (RLVR), many advanced mathematical problems are proof-based, with no guaranteed way to determine the authenticity of a proof by simple answer matching. To enable automatic verification, a Reward Model (RM) capable of reliably evaluating full proof processes is required. In this work, we design a *scalable* data-construction pipeline that, with minimal human effort, leverages LLMs to generate a large quantity of high-quality "**question-proof-check**" triplet data. By systematically varying problem sources, generation methods, and model configurations, we create diverse problem-proof pairs spanning multiple difficulty levels, linguistic styles, and error types, subsequently filtered through hierarchical human review for label alignment. Utilizing these data, we train a proof-checking RM, incorporating additional process reward and token weight balance to stabilize the RL process. Our experiments validate the model's scalability and strong performance from multiple perspectives, including reward accuracy, generalization ability and test-time guidance, providing important practical recipes and tools for strengthening LLM mathematical capabilities.
Recent advancements in multimodal reward models (RMs) have significantly propelled the development of visual generation. Existing frameworks typically adopt Bradley-Terry-style preference modeling or leverage generative VLMs as judges, and subsequently optimize visual generation models via reinforcement learning. However, current RMs suffer from inherent limitations: they often follow a one-size-fits-all paradigm that assumes a monolithic preference distribution or relies on fixed evaluation rubrics. As a result, they are insensitive to content-specific visual cues, leading to systematic misalignment with subjective and context-dependent human preferences. To this end, inspired by human assessment, we propose UnifiedReward-Flex, a unified personalized reward model for vision generation that couples reward modeling with flexible and context-adaptive reasoning. Specifically, given a prompt and the generated visual content, it first interprets the semantic intent and grounds on visual evidence, then dynamically constructs a hierarchical assessment by instantiating fine-grained criteria under both predefined and self-generated high-level dimensions. Our training pipeline follows a two-stage process: (1) we first distill structured, high-quality reasoning traces from advanced closed-source VLMs to bootstrap SFT, equipping the model with flexible and context-adaptive reasoning behaviors; (2) we then perform direct preference optimization (DPO) on carefully curated preference pairs to further strengthen reasoning fidelity and discriminative alignment. To validate the effectiveness, we integrate UnifiedReward-Flex into the GRPO framework for image and video synthesis, and extensive results demonstrate its superiority.
Despite rapid progress in multimodal large language models (MLLMs), their capability for deep emotional understanding remains limited. We argue that genuine affective intelligence requires explicit modeling of Theory of Mind (ToM), the cognitive substrate from which emotions arise. To this end, we introduce HitEmotion, a ToM-grounded hierarchical benchmark that diagnoses capability breakpoints across increasing levels of cognitive depth. Second, we propose a ToM-guided reasoning chain that tracks mental states and calibrates cross-modal evidence to achieve faithful emotional reasoning. We further introduce TMPO, a reinforcement learning method that uses intermediate mental states as process-level supervision to guide and strengthen model reasoning. Extensive experiments show that HitEmotion exposes deep emotional reasoning deficits in state-of-the-art models, especially on cognitively demanding tasks. In evaluation, the ToM-guided reasoning chain and TMPO improve end-task accuracy and yield more faithful, more coherent rationales. In conclusion, our work provides the research community with a practical toolkit for evaluating and enhancing the cognition-based emotional understanding capabilities of MLLMs. Our dataset and code are available at: https://HitEmotion.github.io/.