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HASARD: A Benchmark for Vision-Based Safe Reinforcement Learning in Embodied Agents
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Introduces HASARD, a ViZDoom-based benchmark of six vision-based safe RL environments with three difficulty levels, and evaluates six PPO-based safe RL baselines on it.
Problem
Existing safe RL benchmarks are either 2D toy problems, proprioceptive robotics control, or simple 3D navigation, with few supporting embodied egocentric vision-based safe RL in complex 3D settings.
Approach
Builds lightweight, stochastic ViZDoom environments with reward and cost functions tied to safety-relevant behaviors (e.g., fall damage, collateral harm, lava), with multiple difficulty levels and simplified discrete action spaces, integrated with Sample-Factory for fast training.
Key results
- PPOPID consistently satisfies cost thresholds and most often outperforms other baselines, making it arguably the most effective method on HASARD.
- PPOLag closely adheres to safety thresholds but often yields the lowest rewards.
- Incremental curriculum across difficulty levels gives nearly threefold reward increase in Remedy Rush (18.82 vs 6.65) versus regular Level 3 training at equal timesteps.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use PPOPID rather than unconstrained PPO | HASARD baseline agents · HASARD Level 1 tasks | cost | Helped |
| Train sequentially across difficulty levels rather than directly on Level 3 | PPOPID · Remedy Rush Level 3 | reward: 6.65 -> 18.82 | Helped |
| Train sequentially across difficulty levels rather than directly on Level 3 | PPOPID · Collateral Damage Level 3 | reward: 11.46 -> 15.32 | Helped |
| Use segmented observations instead of raw RGB observations | PPOPID · Armament Burden Level 2 | reward: +21% | Helped |
| Concatenate depth information to the RGB observation | PPO · Precipice Plunge Level 2 | reward: +34% | Helped |
| Tighten the safety cost limit | PPOLag · HASARD Level 1 tasks | reward | Hurt |
Surprising findings
- PPOCost sometimes achieves rewards comparable to or above constrained methods but without guaranteed cost satisfaction, and PPOSauté and P3O exceed cost thresholds in several environments.
- Simply adding depth buffer channel increased PPO reward by 34% in Precipice Plunge Level 2, suggesting depth perception is hard to learn from RGB alone.
Limitations
- ViZDoom does not capture real-world physics and visual realism, limiting direct transfer to real applications.
- Most actions are discrete, simplifying fine control challenges.
- Environments have only a single objective and single safety constraint.
Experimental setup
Benchmarks: HASARD Armament Burden HASARD Volcanic Venture HASARD Remedy Rush HASARD Collateral Damage HASARD Precipice Plunge HASARD Detonator's Dilemma
Metrics: episode return (reward) episode cost
Baselines: PPO PPOCost PPOLag PPOSauté PPOPID P3O
Builds on: PPO PPO-Lagrangian Sauté RL P3O Sample-Factory ViZDoom
Closest papers by meaning
- AGENTSAFE: Benchmarking the Safety of Embodied Agents on Hazardous Instructions (CVPR 2026 · similarity 0.88)
- DrM: Mastering Visual Reinforcement Learning through Dormant Ratio Minimization (ICLR 2024 · similarity 0.87)
- VIKI‑R: Coordinating Embodied Multi-Agent Cooperation via Reinforcement Learning (NeurIPS 2025 · similarity 0.86)
- DMC-VB: A Benchmark for Representation Learning for Control with Visual Distractors (NeurIPS 2024 · similarity 0.86)
- D3D-VLP: Dynamic 3D Vision-Language-Planning Model for Embodied Grounding and Navigation (CVPR 2026 · similarity 0.86)
- METRA: Scalable Unsupervised RL with Metric-Aware Abstraction (ICLR 2024 · similarity 0.86)
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