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Hierarchical Entity-Centric RL (HECRL)

Updated 5 February 2026
  • HECRL is a two-level framework that integrates a low-level value-based agent with a high-level conditional diffusion model to decompose complex tasks.
  • It generates sparse, entity-factored subgoals that simplify long-horizon, multi-entity manipulation tasks and improve reachability.
  • Empirical evaluations demonstrate that HECRL outperforms baseline methods in multi-entity settings and exhibits strong zero-shot generalization.

Hierarchical Entity-Centric Reinforcement Learning (HECRL) is a modular, two-level framework for offline goal-conditioned reinforcement learning (GCRL), designed to address the combinatorial and temporal complexity of long-horizon manipulation tasks in domains populated by multiple interacting entities. HECRL decomposes the global goal into sparse, entity-factorized subgoals and integrates conditional diffusion-based subgoal generation with a value-based GCRL agent, yielding marked performance gains in sparse-reward, high-dimensional domains and enabling robust generalization with respect to increasing numbers and arrangements of entities (Haramati et al., 2 Feb 2026).

1. Two-Level Hierarchical Framework

HECRL employs a compositional structure comprising (1) a low-level value-based GCRL agent and (2) a high-level entity-factored subgoal diffusion generator.

Low-Level GCRL Agent:

The agent operates on the goal-conditioned Markov Decision Process (S,A,μ,p,r)(S, A, \mu, p, r), where the goal space G=S\mathcal{G} = \mathcal{S} and reward is sparse (r(s,g)=1s=g1r(s, g) = 1_{s=g} - 1). Its architecture includes:

  • A Q-network Qϕ(s,a,g)Q_\phi(s,a,g) trained via offline data.
  • An implicit policy π(as,g)\pi(a|s,g) extracted using Deep Deterministic Policy Gradient with Behavioral Cloning (DDPG+BC).
  • A value network Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g). The competence radius RVπR^{V_\pi} defines the maximal subgoal distance the agent can reliably traverse without significant temporal-difference (TD) error accumulation.

High-Level Subgoal Diffuser:

This component uses a conditional diffusion model Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}, which, given the current state and final goal, produces an intermediate subgoal g~\tilde{g} expected to be reachable within KK steps. States and goals are represented in a factored form G=S\mathcal{G} = \mathcal{S}0, G=S\mathcal{G} = \mathcal{S}1, with a set-Transformer architecture employed to denoise individual entity subgoal factors, encouraging subgoals that typically modify only a few entities.

2. Mathematical Formulation and Model Architectures

Factored Spaces and Reward Structure

  • State space: G=S\mathcal{G} = \mathcal{S}2, component-wise structured.
  • Action space: G=S\mathcal{G} = \mathcal{S}3 (e.g., gripper pose changes for robotic manipulation).
  • Goal space and reward: G=S\mathcal{G} = \mathcal{S}4, G=S\mathcal{G} = \mathcal{S}5 if G=S\mathcal{G} = \mathcal{S}6, G=S\mathcal{G} = \mathcal{S}7 otherwise (strictly sparse).

Value and Policy Objectives

G=S\mathcal{G} = \mathcal{S}9

with r(s,g)=1s=g1r(s, g) = 1_{s=g} - 10.

  • Q-Function Loss: Regression to TD targets,

r(s,g)=1s=g1r(s, g) = 1_{s=g} - 11

  • Policy Extraction: DDPG+BC objective,

r(s,g)=1s=g1r(s, g) = 1_{s=g} - 12

Subgoal Diffusion Generation

  • Training Data: Triplets r(s,g)=1s=g1r(s, g) = 1_{s=g} - 13 obtained by sampling r(s,g)=1s=g1r(s, g) = 1_{s=g} - 14, final goal r(s,g)=1s=g1r(s, g) = 1_{s=g} - 15, and intermediate subgoal r(s,g)=1s=g1r(s, g) = 1_{s=g} - 16 from offline trajectories.
  • Diffusion Process: Forward noise process

r(s,g)=1s=g1r(s, g) = 1_{s=g} - 17

for r(s,g)=1s=g1r(s, g) = 1_{s=g} - 18; denoiser r(s,g)=1s=g1r(s, g) = 1_{s=g} - 19 is trained with

Qϕ(s,a,g)Q_\phi(s,a,g)0

  • Generation: At test time, Qϕ(s,a,g)Q_\phi(s,a,g)1 reverse steps yield Qϕ(s,a,g)Q_\phi(s,a,g)2 candidate subgoals per query.

3. Training Procedures and Test-Time Composition

Independent Training of Components

  • RL Agent: Dataset Qϕ(s,a,g)Q_\phi(s,a,g)3 with Qϕ(s,a,g)Q_\phi(s,a,g)4M transitions. Approximated using Adam optimizer (Qϕ(s,a,g)Q_\phi(s,a,g)5 learning rate), batch size Qϕ(s,a,g)Q_\phi(s,a,g)6, Qϕ(s,a,g)Q_\phi(s,a,g)7–Qϕ(s,a,g)Q_\phi(s,a,g)8M updates, Qϕ(s,a,g)Q_\phi(s,a,g)9, expectile π(as,g)\pi(a|s,g)0, DDPG+BC π(as,g)\pi(a|s,g)1.
  • Diffusion Subgoal Generator: Uses same data π(as,g)\pi(a|s,g)2 for π(as,g)\pi(a|s,g)3 examples with π(as,g)\pi(a|s,g)4; 8-layer set-Transformer, hidden dim π(as,g)\pi(a|s,g)5, π(as,g)\pi(a|s,g)6 heads, π(as,g)\pi(a|s,g)7 diffusion steps, π(as,g)\pi(a|s,g)8 optimization steps.

Test-Time Subgoal Selection and Execution

  • On every π(as,g)\pi(a|s,g)9 step interval, Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)0 subgoal candidates are sampled from Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)1. Only those with Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)2 (reachability threshold) are retained. The candidate maximizing Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)3 is selected; if no improvement over Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)4, the agent targets the final goal directly. The low-level policy acts toward the selected subgoal for one step, repeating until the global goal is achieved.

4. Empirical Evaluation and Benchmarks

HECRL is evaluated on a suite of sparse-reward, multi-entity manipulation tasks:

  • PPP-Cube: Pick/place/push with 3 cubes, using state or dual-view RGB observations.
  • Stack-Cube: Block stacking.
  • Scene: Drawer, window, button, and cube entities.
  • Push-Tetris: 2D block pushing to target positions and orientations.

Performance Table (meanVψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)5std, 4 seeds):

Task EC-SGIQL EC-IQL EC-Diffuser HIQL IQL
PPP³-State 82.5±3.1 51.5±4.4 44.8±6.7 48.3±7.3 34.3±4.9
Stack³-State 43.5±1.9 29.0±2.9 43.8±9.2 0.0±0.0 19.3±3.0
PPP³-Image 64.3±4.9 25.0±5.7 0.3±0.5 0.0±0.0 0.0±0.0
Scene-Image 61.5±5.9 53.0±5.5 3.3±2.5 8.3±1.3 17.5±2.7
Push-Tetris (cov) 61.4±3.3 31.6±1.3 7.9±0.5 5.2±0.8 3.4±0.8

Zero-Shot Generalization:

PPP-Cube trained on 3 cubes generalizes to 4/5/6 cubes with EC-SGIQL achieving Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)6 success, compared to EC-IQL's Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)7.

5. Ablation Studies and Analytical Findings

  • Subgoal Selection: Ablations demonstrate both the necessity of value-threshold filtering and value-guided selection for high success rates; diffusion-based sampling outperforms AWR-based deterministic high-levels.
    • Max-Value (no reachability): Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)8
    • Random-Sample (no Vψ(s,g)=maxaQϕ(s,a,g)V_\psi(s,g) = \max_a Q_\phi(s,a,g)9-guidance): RVπR^{V_\pi}0
    • AWR-based: RVπR^{V_\pi}1
  • Factor Sparsity: Entity-centric diffusion results in subgoals modifying an average of RVπR^{V_\pi}2 cubes per step (vs RVπR^{V_\pi}3 in AWR), promoting local reachability and efficient decomposition.
  • Hyperparameter Robustness:
    • RVπR^{V_\pi}4: Robust if RVπR^{V_\pi}5.
    • RVπR^{V_\pi}6: Optimal around RVπR^{V_\pi}7.
    • RVπR^{V_\pi}8: Peak performance for RVπR^{V_\pi}9.

6. Implementation Details and Practical Considerations

Model Architectures:

  • Low-level: 4-layer MLPs (state-based) or 3-layer Entity Interaction Transformer (hidden dim=256, heads=8).
  • Subgoal diffuser: 8-layer set-Transformer, hidden dim=256, heads=8.
  • Vision encoders: DLPv2 (latent particles), VQ-VAE (codebook size 2048, embedding dim=16).

Training Regime:

  • RL: Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}0–Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}1M gradient steps, Adam (Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}2), batch Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}3, on Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}4–Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}5 A100 GPUs (Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}6 hours).
  • Diffusion: Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}7K steps, Adam (Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}8), batch Dθ:(s,g)g~\mathcal{D}_\theta : (s,g) \rightarrow \tilde{g}9 (g~\tilde{g}0 hours).

Compute:

All stages—including encoder pretraining, RL, and diffusion—fit within a single 8-GPU node.

7. Summary of Approach and Ongoing Directions

HECRL's entity-centric, hierarchical architecture enables scalable RL in environments where direct goal-reaching is difficult due to entity combinatorics and sparse rewards. Its factored diffusion subgoal generator, composed modularly with any value-based GCRL agent, empirically achieves over g~\tilde{g}1 higher success on benchmark image-based multi-entity manipulation tasks, demonstrates zero-shot scalability with increasing entity counts, and shows minimal sensitivity to key hyperparameters. Future research directions include automatic inference of optimal subgoal horizon g~\tilde{g}2 or competence threshold g~\tilde{g}3 from data, hybridization of diffusion and value-based guidance for subgoal optimality, and extensions to real-world robotics as structured object-centric video representations mature. All code, datasets, and pretrained models are publicly available (Haramati et al., 2 Feb 2026).

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