Hierarchical reinforcement learning is a framework that decomposes complex tasks into a hierarchy of subtasks for more efficient learning.
Critical sequential decisions are rarely single-timescale: a strategic decision causally shapes the context in which every subsequent tactical choice is made; standard bandit and reinforcement-learning theory does not capture this causal coupling between timescales. We formalise the problem class as Nested Contextual Causal Bandits (NCCBs), a hierarchical SCM where each level's action sets the next level's context distribution, and propose Nested Causal Thompson Sampling (NCTS), which draws one mechanism-factorised belief per episode and acts recursively under it. Our main theoretical result is a causal PAC-Bayesian excess-risk bound that certifies any candidate deployment policy from historic data alone, off-policy and anytime, answering the deployment question: can we trust this agent here, and at what risk? Experiments on a hierarchical SCM show that, against a matched RFF-GP joint regression on the same function class, the factorised SCM-mechanism posterior transfers significantly better zero-shot under exogenous distribution shifts, the recursive meta-to-inner commit significantly dominates the joint-commit alternative in distribution, and the certificate significantly contracts as offline data accumulates. Combining these results, we establish progressive certified handover, a safe-deployment method: each timescale flips from a legacy controller to NCTS when gains can be certified, independently of the others.
LLMs have shown remarkable proficiency in general language understanding and reasoning. However, they consistently underperform in spatial reasoning that severely limits their application, particularly in embodied intelligence. Inspired by the success of hierarchical reinforcement learning, this paper introduces a novel method for hierarchical task decomposition in LLM spatial reasoning. Our approach guides LLMs to decompose complex tasks into manageable sub-tasks by identifying key intermediate states and generating simplified sub-environments. However, we identify that LLMs often fail to derive optimal intermediate states due to their insufficient spatial prior, leading to sub-optimal task decomposition. To address this limitation and enhance its planning capability, we propose the MCTS-Guided Group Relative Policy Optimization (M-GRPO), where we reformulate the UCT formula by incorporating the LLM's prior predictive probabilities alongside its epistemic uncertainty. Furthermore, we implement a more fine-grained advantage function, enabling the model to learn optimal path planning. Experimental results demonstrate that our method substantially improves LLM performance on spatial tasks, including navigation, planning, and strategic games, achieving state-of-the-art results. This work paves the way for LLMs in real-world applications.
Diffusion-based planning has achieved strong results in single-agent offline reinforcement learning, yet scaling to many-agent systems remains intractable due to the curse of dimensionality in the joint trajectory space. We introduce MF-Diffuser, a framework that lifts trajectory planning to the Wasserstein space of trajectory distributions, where the propagation of chaos ensures a small representative subset of agents captures the full population dynamics. Our approach features a value-weighted chaotic entropy objective that reconciles generative fidelity with return maximization, and a hierarchical coarse-to-fine strategy that progressively grows the agent population during denoising. We establish end-to-end suboptimality bounds with four interpretable terms, revealing that mean-field approximation error scales as $O(H^2/\sqrt{N})$ while offline distribution shift provably does not grow with population size $N$, and prove the generated policy is an approximate mean-field Nash equilibrium with explicit convergence guarantees. Experiments on three mean-field RL benchmarks -- spanning stage games, sequential dynamics, and adversarial team competition -- show MF-Diffuser achieves the best return in the majority of settings, with the largest gains on suboptimal offline data and at extreme scales ($N \geq 10^3$).
Offline goal-conditioned reinforcement learning (GCRL) is challenging in long-horizon tasks, where distant state--goal pairs provide weak supervision and value estimates become vulnerable to accumulated bootstrapping errors. Hierarchical methods mitigate this difficulty by introducing intermediate subgoals, but fixed temporal abstractions or fixed hierarchy depths can be mismatched to state--goal pairs with different reachability horizons. We propose Coarse-to-Fine Hierarchical Goal Reinforcement Learning (CFHRL), a fully offline GCRL framework that adaptively refines distant goals before execution. Starting from the final goal, CFHRL recursively proposes intermediate targets, trained from replay-supported candidates, and stops refinement once the current target is estimated to be locally executable by a learned reachability cost. The key idea is that a subgoal need not be an exact midpoint or globally optimal waypoint; it only needs to provide reliable progress and reduce the remaining reaching difficulty, enabling subsequent refinement over shorter horizons. A stylized analysis further supports the robustness of approximate recursive contraction. Experiments on OGBench show substantial gains on several long-horizon tasks, with ablations validating the proposed refinement and stopping mechanisms
While Reinforcement Learning with Verifiable Rewards (RLVR) is effective for deterministically checkable tasks, many vision-language tasks are partially verifiable, demanding multi-criteria supervision (e.g., perceptual details, reasoning steps, and constraints). Rubrics provide a natural interface for this fine-grained supervision, but their effectiveness depends on the execution accuracy during online RL. We propose Reinforcement Learning with Robust Rubric Rewards ($\text{RLR}^3$), extending RLVR from task-level verification to criterion-level verification. $\text{RLR}^3$ routes instance-specific rubrics through two execution paths: an LLM-as-an-extractor paired with a deterministic verifier, or an LLM-as-a-Judge for non-verifiable criteria. To ensure faithful scoring, $\text{RLR}^3$ introduce a minimal exposure strategy that masks ground truths from extractors and images from judges. Furthermore, $\text{RLR}^3$ employs hierarchical aggregation to prioritize essential criteria over additional criteria, and mitigates score saturation within rollout groups. Evaluated on Qwen3-VL-30B-A3B across 15 benchmarks, $\text{RLR}^3$ consistently outperforms RLVR, yielding a 4.7-point improvement over the base model and exceeding the official instruct-to-thinking model gap. Controlled audits confirm our deterministic verification and minimal exposure significantly reduce exploitable false positives.
Semi-supervised referring expression segmentation (SS-RES) aims to achieve precise pixel-level language grounding under limited annotation, yet suffers from limited supervision and unreliable pseudo-labels when exploiting unlabeled image-text pairs. In this work, we propose Learning to Label, a reinforced self-evolving framework (L2L) that casts pseudo-label construction as a learnable decision-making process. To build foundational understanding, we leverage a multimodal large language model to extract semantic-spatial priors, which are instantiated as initial soft segmentation proposals and elevated, together with textual cues, into learnable guidance signals that condition a hierarchical segmentation network. To ensure stable learning, reinforced pseudo-label selection is formulated as an exploratory decision process that adaptively rewards high-utility pixel-level supervision based on multimodal priors and model predictions. This reinforced self-evolving loop enables joint optimization of the segmentation model and pseudo-labels, progressively enhancing label reliability under sparse supervision. Extensive experiments on RefCOCO, RefCOCO+, and RefCOCOg demonstrate improvements over existing methods, validating its effectiveness and generalization.
Reinforcement learning (RL) often has a hierarchical structure, where an upper-level (UL) learner selects model parameters and a lower-level (LL) decision-making process responds, naturally leading to a bilevel optimization problem. Most existing bilevel RL methods assume a single-policy LL Markov decision process (MDP), and therefore fail to capture competitive structures arising in applications such as incentive design, where multiple policies interact. We study bilevel optimization problems in which the LL problem is a regularized min-max zero-sum Markov game and the UL objective is optimized through the saddle-point equilibrium induced by the LL game. In this work, we propose penalty-augmented Nikaido-Isoda descent-ascent (PANDA), a penalty-based first-order policy-gradient method based on the Nikaido-Isoda function. By exploiting the min-max game structure, PANDA avoids computing UL hypergradients and does not require second-order information. We prove that PANDA converges to stationary points without convexity assumptions on either the UL or LL objectives. Moreover, PANDA reaches an $ε$-stationary point in $\tilde{\mathcal{O}}(ε^{-1})$ iterations with sample complexity $\tilde{\mathcal{O}}(ε^{-3})$, matching the best-known rates for bilevel RL with single-policy LL MDPs. Experiments demonstrate the superior performance of PANDA over closely related baselines.
Hierarchical Reinforcement Learning (HRL) promises to solve long-horizon Reinforcement Learning (RL) tasks more efficiently than non-hierarchical counterparts by discovering and reusing temporally-extended skills. However, obtaining skills that are actually reusable remains an open challenge. Towards this end, we focus on abstractions that exploit the intuition of local dynamics: local transitions in different global contexts require similar kinds of action sequences. By aligning these contexts with the action sequences they require, we are able to learn which skills to reuse and where to reuse them. In principle, this information should benefit many HRL algorithms, where high-level policies have to reason about the low-level skills they use. The resulting algorithm CARL (Contrastive Action-based Representations for Reusable Local Control) shows both qualitative clustering of meaningful skills in complex humanoid environments and improved downstream performance on the OGBench benchmark when integrated with HIQL.
We present a neuro-inspired framework for embodied planning and control. Building on three principles that enable fast and highly effective goal-directed behavior in the mammalian brain - paired forward/inverse internal models, open-loop multi-step motor commands, and sequential, hierarchical organization of action - our Inverter framework uses learned components, trained end-to-end through Inverse Learning (IL) and supplemented where natural by analytic or algorithmic modules; we formalize IL and delineate it from supervised, reinforcement, and imitation learning. IL bridges Reinforcement Learning (RL)-style amortization, which runs in a single forward pass but emits only one action at a time, and Optimal Control (OC)-style sequence planning over whole trajectories, but with iterative test-time computation. Single Inverters or hierarchical n=2 Inverter stacks match or improve on offline-RL and diffusion-planner baselines on all 3 maze2d and 6 antmaze D4RL variants by an average of +24.2% (range -1.9% to +78.2%), at one-to-two orders of magnitude less inference compute time. Distinctively, optimizing through the Forward Model (FoM) over the entire T-step action sequence - rather than per step - lets Inverters produce smooth, goal-coherent, trajectory-wide structure and reach control policies closer to the analytic optimum than the policy underlying the training data itself. We also identify a failure mode of IL: FoM hacking under narrow training-data coverage, which we mitigate by using random training data with broader coverage. As an application example, a Pulse Inverter synthesizes arbitrary single-qubit quantum gates with fidelity matching the standard iterative numerical baseline (GRAPE), at more than 1000x lower per-gate compute time. In summary, we conclude that IL enables a versatile class of world-interfaces, especially for latency- and resource-critical embodied AI.
Protein sequence optimization under tight oracle budgets requires methods that explore vast combinatorial spaces while making each evaluation informative. Existing reinforcement learning and off-policy generative approaches often degrade under surrogate noise, and position-agnostic mutation proposals risk disrupting functionally critical residues. We introduce SILO, a trajectory-level self-improvement imitation framework for oracle-budgeted protein design. SILO uses a hierarchical edit policy that decomposes each mutation into a position choice followed by a residue choice. In each active-learning round, the policy samples candidate trajectories via incremental stochastic beam search without replacement (SBS), and a UCB-based proxy ensemble, combined with an alanine-scan fitness score (AFS), selects candidates with functionally relevant edits for in silico oracle evaluation. The policy is then updated by next-action cross-entropy imitation on the round's best oracle-labeled trajectories, avoiding value-function estimation. Across eight reproduced protein fitness landscapes and five strong baselines from prior work, SILO achieves the highest maximum and top-100 mean fitness on 8 of 8 landscapes within our evaluations, often exhibiting faster early-stage improvement. In low-data and noisy-proxy stress tests on two landscapes per setting, SILO remains competitive or best when several baselines degrade. Ablations show that SBS with AFS account for much of the gains, with iterative imitation providing additional improvement. Code is available at: https://github.com/grimmlab/SILO.git