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PIPER: Primitive-Informed Preference-based Hierarchical Reinforcement Learning via Hindsight Relabeling
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PIPER learns a high-level preference-based reward model from primitive-generated sparse-reward preferences with hindsight relabeling and a value-based primitive regularizer, relabeling the higher-level replay buffer to mitigate HRL non-stationarity on sparse robotic tasks.
Problem
Off-policy hierarchical RL with goal-conditioned feudal policies suffers from lower-level reward non-stationarity in the higher-level replay buffer and from infeasible subgoal generation, while sparse rewards make learning hard.
Approach
Replace human preference labels with primitive-in-the-loop preferences derived from environment sparse rewards (with hindsight goal relabeling), learn a higher-level reward model from these preferences, relabel the higher-level buffer with it so the reward is independent of changing lower-level behavior, and regularize subgoal selection with the lower-level value function.
Key results
- PIPER achieves greater than 50% success rates in challenging sparse-reward robotic environments where most baselines fail to make significant progress.
- RAPS outperformed PIPER only in the maze navigation environment, attributed to its hand-designed lower-level primitive.
- SAC-Dense outperforms PIPER on easier tasks (maze, push) but PIPER outperforms SAC-Dense on harder tasks such as pick and place and kitchen, where SAC-Dense fails.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use PIPER instead of vanilla hierarchical SAC (HIER) | Hierarchical SAC · Maze navigation, pick and place, push, hollow, and kitchen | success rate | Helped |
| Use PIPER instead of Hindsight Actor Critic (HAC) | Hierarchical reinforcement learning · Maze navigation, pick and place, push, hollow, and kitchen | success rate | Helped |
| Use hierarchical PIPER instead of flat preference-based RFLAT | Preference-based reinforcement learning · Sparse-reward tasks | success rate | Helped |
| Use PIPER instead of RAPS with hand-designed primitives | Hierarchical reinforcement learning · Maze navigation | success rate | Hurt |
| Use PIPER instead of RAPS with hand-designed primitives | Hierarchical reinforcement learning · Pick and place, push, hollow, and kitchen | success rate | Helped |
| Use PIPER instead of SAC-Dense | Sparse-reward reinforcement learning · Maze navigation and push | success rate | Hurt |
| Use PIPER instead of SAC-Dense | Sparse-reward reinforcement learning · Pick and place and kitchen | success rate | Helped |
| Add primitive-informed value regularization (ablation) | PIPER · Pick and place and push | success rate | Helped |
| Add primitive-informed value regularization (ablation) | PIPER · Maze, hollow, and kitchen | success rate | Helped |
| Vary the primitive regularization weight α (ablation) | PIPER · Maze navigation and robotic manipulation tasks | success rate | Mixed |
| Add hindsight relabeling (ablation) | PIPER · Sparse maze and kitchen | success rate | Helped |
| Add hindsight relabeling (ablation) | PIPER · Sparse pick and place and push | training speed | Helped |
Surprising findings
- PEBBLE with actual human preferences (PEBBLE-Dense) fails to show good performance in any task, even though PEBBLE works in simpler environments.
- Primitive-informed regularization gave only slight gains in maze, hollow and kitchen tasks, versus large gains in pick and place and push.
Limitations
- L2 distance on states as the informative metric may be hard to compute for high-dimensional goals such as images.
- Primitive-in-the-loop preferences may miss information human preferences carry, such as safety.
- Relies on a single human demonstration and an extra imitation objective at the lower level for the harder tasks.
Experimental setup
Datasets: simulated robotic environments (maze navigation, pick and place, push, hollow, franka kitchen)
Benchmarks: maze navigation pick and place push hollow franka kitchen
Metrics: success rate
Baselines: SAC-Dense PEBBLE-Dense RFLAT HIER HAC DAC FLAT SAC RAPS PIPER-No-V
Builds on: PEBBLE Hindsight Experience Replay Soft Actor-Critic HAC (Hierarchical Actor-Critic) RAPS
Closest papers by meaning
- PEAR: Primitive Enabled Adaptive Relabeling for Boosting Hierarchical Reinforcement Learning (ICLR 2025 · similarity 0.91)
- CRISP: Curriculum-Inducing Primitive Informed Subgoal Prediction for Boosting Hierarchical Reinforcement Learning (AAAI 2026 · similarity 0.90)
- Enhanced Meta Reinforcement Learning via Demonstrations in Sparse Reward Environments (NeurIPS 2022 · similarity 0.89)
- Deep Reinforcement Learning from Hierarchical Preference Design (ICML 2025 · similarity 0.89)
- Learning Process Rewards via Visitation Matching for Efficient RL (NeurIPS 2026 · similarity 0.88)
- Hindsight PRIORs for Reward Learning from Human Preferences (ICLR 2024 · similarity 0.87)
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