From Connectivity to Rewards: Dense Reward Learning with Directed State Graphs

📅 2026-09-09
📈 Citations: 0
Influential: 0
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🤖 AI Summary
本文针对准度量环境中状态转移不对称导致的学习问题,通过构建状态连通性模型并转化为密集奖励来指导层次强化学习,提高GCHRL方法的性能。
📝 Abstract
The integration of graphs with Goal-Conditioned Hierarchical Reinforcement Learning (GCHRL) has received increasing attention, as graphs naturally encode task hierarchies for effective subgoal sampling. However, existing methods often overlook intrinsic connectivity information, failing to fully leverage the underlying topology for efficient learning. Most graph-based GCHRL methods use the graph as a stochastic sampling tool rather than as an environmental model that encodes connectivity and state-accessibility information. This limitation is particularly acute in quasimetric environments, where the inherent asymmetry of state transitions poses a fundamental challenge to stable policy learning and robust path planning. In this paper, we address these problems by introducing a state connectivity model designed to predict pairwise state connectivity strength in asymmetric environments. We transform these connectivity strengths into scalar auxiliary dense rewards, providing continuous guidance across multiple hierarchical levels. We demonstrate that our proposed framework, Graph-Guided Quasimetric Dense Reward (G2QDR), can theoretically be integrated into any existing GCHRL architecture, and the state connectivity model is efficiently implemented via a neural network trained on a directed state graph generated during exploration. Empirical results across a wide range of sparse reward environments indicate that, in general, G2QDR can enhance the performance of baseline GCHRL approaches with acceptable computational overhead.
Problem

Research questions and friction points this paper is trying to address.

connectivity information
quasimetric environments
hierarchical reinforcement learning
state graph
dense reward
Innovation

Methods, ideas, or system contributions that make the work stand out.

state connectivity model
dense reward
quasimetric environments
hierarchical reinforcement learning
directed state graph