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Breadth-First Exploration on Adaptive Grid for Reinforcement Learning
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Proposes BEAG, a grid-based graph planner for goal-conditioned RL that tracks both achieved and unattained subgoals on an adaptively refined grid to enable breadth-first subgoal exploration.
Problem
Graph-based planners for goal-conditioned RL build graphs only from achieved subgoals, ignoring unattainable ones, so agents waste many attempts on impossible subgoals in sparse, long-horizon tasks.
Approach
Manage all achieved and unattained subgoals on a grid graph that adaptively discretizes the goal space; edges to subgoals that repeatedly fail are removed, and grid refinement is applied locally around unattainable nodes, yielding breadth-first exploration on a coarse grid before fine refinement.
Key results
- BEAG achieves high success rates across AntMaze and Reacher3D environments under the fixed initial state and goal setting, where baselines (HIRO, HIGL, DHRL, PIG) generally fail in most environments.
- BEAG spends virtually zero attempts on unattainable subgoals in U-maze, whereas DHRL repeatedly attempts subgoals over the wall.
- BEAG succeeds in bottleneck-maze through adaptive grid refinement, and its performance is consistent across fixed and random goal settings.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use BEAG instead of prior graph-based RL baselines | goal-conditioned RL · fixed-goal AntMaze and Reacher3D-wall | success rate | Helped |
| use BEAG instead of prior graph-based RL baselines | goal-conditioned RL · random-goal U-maze, S-maze, Reacher3D-wall, and bottleneck-maze | success rate | Helped |
| set the initial grid interval to 1 rather than 2 (ablation) | BEAG · U-maze | success rate | Hurt |
| set the initial grid interval to 8 rather than 2 or 4 (ablation) | BEAG · U-maze | success rate | Mixed |
| set the failure threshold τt to 100 steps (ablation) | BEAG · U-maze | success rate | Hurt |
| set the failure threshold τt to 400 steps (ablation) | BEAG · U-maze | success rate | Hurt |
| set the failure count threshold τn to 1 (ablation) | BEAG · U-maze | success rate | Hurt |
| replace the grid graph with a random graph of 50 nodes (ablation) | BEAG · U-maze | success rate | Hurt |
| replace the grid graph with a random graph of 100 nodes (ablation) | BEAG · U-maze | success rate | Mixed |
| replace the grid graph with a random graph, using 150 nodes (ablation) | BEAG · U-maze | success rate | No clear effect |
Surprising findings
- Previous graph-based planners such as DHRL succeed under random goal sampling largely because sampled goals reveal feasible regions, and they fail under the fixed-goal setting.
Limitations
- Number of grid nodes grows exponentially with goal-space dimension K, raising computational cost.
- Failure thresholds (τt, τn) may misclassify attainable subgoals as unattainable in stochastic environments.
- Evaluated only on MuJoCo AntMaze and Reacher3D environments with low-dimensional goal spaces.
Experimental setup
Benchmarks: AntMaze U-maze-easy U-maze-moderate U-maze bottleneck-maze S-maze pi-maze complex-maze Reacher3D-wall
Metrics: success rate
Baselines: HIRO HIGL DHRL PIG
Builds on: HIRO SoRB DHRL HIGL PIG
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