Hierarchical Entity-Centric RL (HECRL)
- 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 , where the goal space and reward is sparse (). Its architecture includes:
- A Q-network trained via offline data.
- An implicit policy extracted using Deep Deterministic Policy Gradient with Behavioral Cloning (DDPG+BC).
- A value network . The competence radius 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 , which, given the current state and final goal, produces an intermediate subgoal expected to be reachable within steps. States and goals are represented in a factored form 0, 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: 2, component-wise structured.
- Action space: 3 (e.g., gripper pose changes for robotic manipulation).
- Goal space and reward: 4, 5 if 6, 7 otherwise (strictly sparse).
Value and Policy Objectives
- Value Loss: Expectile regression for 8,
9
with 0.
- Q-Function Loss: Regression to TD targets,
1
- Policy Extraction: DDPG+BC objective,
2
Subgoal Diffusion Generation
- Training Data: Triplets 3 obtained by sampling 4, final goal 5, and intermediate subgoal 6 from offline trajectories.
- Diffusion Process: Forward noise process
7
for 8; denoiser 9 is trained with
0
- Generation: At test time, 1 reverse steps yield 2 candidate subgoals per query.
3. Training Procedures and Test-Time Composition
Independent Training of Components
- RL Agent: Dataset 3 with 4M transitions. Approximated using Adam optimizer (5 learning rate), batch size 6, 7–8M updates, 9, expectile 0, DDPG+BC 1.
- Diffusion Subgoal Generator: Uses same data 2 for 3 examples with 4; 8-layer set-Transformer, hidden dim 5, 6 heads, 7 diffusion steps, 8 optimization steps.
Test-Time Subgoal Selection and Execution
- On every 9 step interval, 0 subgoal candidates are sampled from 1. Only those with 2 (reachability threshold) are retained. The candidate maximizing 3 is selected; if no improvement over 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 (mean5std, 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 6 success, compared to EC-IQL's 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): 8
- Random-Sample (no 9-guidance): 0
- AWR-based: 1
- Factor Sparsity: Entity-centric diffusion results in subgoals modifying an average of 2 cubes per step (vs 3 in AWR), promoting local reachability and efficient decomposition.
- Hyperparameter Robustness:
- 4: Robust if 5.
- 6: Optimal around 7.
- 8: Peak performance for 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: 0–1M gradient steps, Adam (2), batch 3, on 4–5 A100 GPUs (6 hours).
- Diffusion: 7K steps, Adam (8), batch 9 (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 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 2 or competence threshold 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).