Goal Reaching with Eikonal-Constrained Hierarchical Quasimetric Reinforcement Learning¶
Conference: ICLR 2026
OpenReview: https://openreview.net/forum?id=5WhsCB0Vty
Code: TBD (camera-ready promised to be open-sourced)
Area: Reinforcement Learning / Goal-Conditioned RL
Keywords: Goal-Conditioned RL, Quasimetric RL, Eikonal PDE, PINN, Hierarchical RL, Offline RL
TL;DR¶
The discrete per-transition local constraints of Quasimetric RL are reformulated into continuous-time Eikonal Partial Differential Equation (PDE) constraints (where the gradient norm is 1). This makes value learning "trajectory-free," requiring only sampled states and goals. A hierarchical structure is integrated to alleviate failures under complex dynamics, achieving SOTA on OGbench navigation tasks.
Background & Motivation¶
Background: Goal-Conditioned Reinforcement Learning (GCRL) replaces manual reward design with "reaching arbitrary goals." The optimal value function \(V^*(s,g)\) is exactly equal to the shortest feasible path length from status \(s\) to goal \(g\), naturally forming a quasimetric. Quasimetric RL (QRL) utilizes this geometric property to restrict the value function learning within a quasimetric space satisfying the triangle inequality, thereby narrowing the hypothesis space from "any function" to a "structured subset aligned with shortest-path tasks."
Limitations of Prior Work: The local consistency of QRL is enforced through discrete, trajectory-based constraints—it samples real transitions \((s, s')\) from the dataset and penalizes \(\max(d_\theta(s,s')-\text{cost},0)^2\). This leads to two issues: (1) Dependence on transition pairs that actually appear in the dataset, inherently relying on trajectories; (2) Constraints only act along observed transition directions, resulting in weak generalization for Out-of-Distribution (OOD) state-goal pairs, which is particularly challenging in large environments and offline scenarios requiring "stitching."
Key Challenge: While the discrete-time perspective is convenient for implementation, it offers no fundamental advantage for many scenarios—the local consistency of the value function can be characterized by PDEs in continuous time. Historically, the difficulty of solving PDEs limited their application in RL, but Physics-Informed Neural Networks (PINN) are breaking this barrier by incorporating PDE constraints directly into training objectives through automatic differentiation.
Goal: Replace the discrete trajectory constraints of QRL with continuous-time PDE constraints to make value learning "trajectory-free," while obtaining the stability and OOD generalization benefits provided by PDE as an implicit regularization.
Core Idea: [Continuous-time Reconstruction] Derive the HJB PDE from the local constraints of QRL, then simplify it to the Eikonal equation (where the value function gradient norm is constantly 1) under unit-velocity and isotropic dynamics assumptions to obtain Eik-QRL; [Hierarchical Solution] To address the failure of Eikonal assumptions under complex dynamics, embed Eik-QRL into a high/low-level hierarchical architecture, Eik-HiQRL.
Method¶
Overall Architecture¶
The method is advanced in two layers. The first layer, Eik-QRL, is the core theoretical contribution: starting from the discrete local constraints of QRL, it derives the continuous-time HJB inequality via the triangle inequality and first-order Taylor expansion, then collapses it into a clean Eikonal gradient constraint using isotropic dynamics assumptions. This allows training to require only i.i.d. sampled \((s,g)\) pairs. The second layer, Eik-HiQRL, solves a practical problem: high-dimensional, contact-discontinuous dynamics (such as antmaze) break the Lipschitz regularity that Eikonal relies on. Therefore, a hierarchical design is used where a high level runs Eik-QRL in a low-dimensional abstract space to generate subgoals, and a low level follows subgoals using TD recursion, preserving the benefits of quasimetric structures while bypassing their failure domains.
flowchart TD
A["Sample s, g<br/>(Trajectory-free)"] --> B["High-Level Abstract Space S̄<br/>(Agent Coords/Task Variables/Learned Latent Space)"]
B --> C["High-Level Quasimetric Value d_h (IQE)<br/>Eik-QRL Target: grad norm ≈ 1"]
C --> D["High-Level Policy π_h → Output Subgoals"]
D --> E["Low-Level Value V_l + Goal Rep ϕ (MLP)<br/>TD Recursion Training"]
E --> F["Low-Level Policy π_l → Reach Subgoals"]
C -.AWR.-> D
E -.AWR.-> F
Key Designs¶
1. From Discrete Constraints to HJB Inequality: The Continuous-Time Bridge. The starting point is the local constraint of QRL \(\mathbb{E}[\max(d_\theta(s,s')-1,0)^2]\le\epsilon^2\), which essentially requires \(d(s,s')\le c(s,g)\Delta t+o(\Delta t)\). Substituting this into the triangle inequality \(d(s,g)\le d(s,s')+d(s',g)\) and applying a first-order Taylor expansion to \(d(s',g)\) as \(d(s',g)=d(s,g)+\nabla_s d(s,g)^\top f(s,a)\Delta t+o(\Delta t)\), subtracting \(d(s,g)\) from both sides, dividing by \(\Delta t\), and letting \(\Delta t\to 0\) yields the static HJB inequality \(0\le c(s,g)+\nabla_s d(s,g)^\top f(s,a)\). At the optimal solution \(d^*\), taking the infimum over actions tightens this to the HJB-PDE. The significance of this step is that the discrete constraint of "penalizing distance along real transitions" is translated into a differential equation regarding the value function gradient, thus opening a PINN-style training channel.
2. Eikonal Simplification: Decoupling Training from Trajectories. Directly using the HJB residual as a constraint (i.e., HJB-QRL, Equation 7) is difficult to optimize in practice—the inner product \(\nabla_s d_\theta(s,g)^\top(s'-s)\) is ill-posed in high-dimensional state spaces, and it still relies on transition pairs \((s,s')\), failing to truly discard trajectories. The key move in this paper is to impose a unit-velocity, isotropic dynamics assumption \(f(s,a)=a,\ \|a\|\le 1\). In this case, the optimal action \(a^*=-\nabla_s d(s,g)/\|\nabla_s d(s,g)\|\), and the HJB constraint collapses into a pure unit-slope condition. Thus, the Eik-QRL objective is written as: $\(\max_\theta\ \mathbb{E}_{s,g}\big[\zeta(d_\theta(s,g))\big]\quad\text{s.t.}\quad \mathbb{E}_{s\sim P_\text{state},\,g\sim P_\text{goal}}\big[(\|\nabla_s d_\theta(s,g)\|-1)^2\big]\le\epsilon^2.\)$ The constraint only contains \(s\) and \(g\), and \(s'\) no longer appears—this is the source of being "trajectory-free": in navigation, \(s,g\) can be sampled uniformly from free poses in occupancy maps, and in manipulation tasks, goal poses can be sampled from collision-free workspaces. Furthermore, each sampling pair contributes a complete gradient vector \(\nabla_s d_\theta\in\mathbb{R}^k\), coupling all coordinate directions, which promotes global consistency better than QRL which only constrains along observed transition directions.
3. Theoretical Guarantees and its Boundaries. Ours proves that under unit-velocity integrator dynamics + unit running cost, the optimal value \(d^*(\cdot,g)=-V^*(\cdot,g)\) is 1-Lipschitz on the feasible set (Lemma 4.7), which is equivalent to \(\|\nabla_s d^*\|=1\). Thus, \(d^*\) itself satisfies the Eikonal constraint, and a universal quasimetric approximator can recover \(d^*\) (Theorem 4.8, approximate recovery with high probability). However, the authors honestly point out the boundary: in environments like antmaze where contact points are discontinuous and the Lipschitz assumption cannot be verified, pure Eik-QRL will degrade. Fortunately, the shortest-path geometry is preserved under proportional scaling of Lipschitz functions, and policy gradients are insensitive to value scale. Therefore, even if the assumption does not strictly hold, Eik-QRL remains competitive in practice—this constitutes the motivation for introducing hierarchy.
4. Eik-HiQRL: Scoping the Eikonal Assumption within Low-Dimensional Space. Enforcing quasimetric structures directly in complex high-dimensional state spaces is inherently difficult (approximation error grows exponentially with dimension), and isotropic assumptions no longer hold. The hierarchical design solves three things simultaneously: (1) Dimensionality Reduction—The high level perform quasimetric projection only in a low-dimensional abstract space \(\bar S\) (such as agent coordinates, task-related object coordinates, or an end-to-end learned latent space \(\nu(s)\)), making the regularization assumptions of Eik-QRL approximately valid; (2) Eikonal Regularization—The high-level value \(d_h\) is parameterized with IQE and trained according to the Eik-QRL objective, generating better subgoals; (3) SNR Improvement—Directly estimating \(V(s,g)\) in long-range tasks has very low signal-to-noise ratio. The high level producing subgoals and the low level (value \(V_l\) + goal representation \(\phi\), TD training) only needing to follow near-range subgoals alleviates this issue. Both high and low-level policies are trained using Advantage Weighted Regression (AWR). For manipulation tasks, the abstract latent space is learned end-to-end via an MLP \(\nu:S\to Z\), with gradients backpropagated from both global relational loss and Eikonal local constraints, without adding any additional explicit geometric constraint loss.
Key Experimental Results¶
Experiments are all conducted under the Offline GCRL setting (based on OGbench), as fixed datasets are better for evaluating OOD generalization. In addition to success rate \(R\), collision rate \(\kappa\) (percentage of time steps where the agent collides with obstacles) is specifically introduced as a metric.
Main Results: Comparison of Four QRL Variants (Selected from Table 1, R↑ / κ↓)¶
| Area | Dataset/Scale | Eik-HiQRL | Eik-QRL | HJB-QRL | QRL |
|---|---|---|---|---|---|
| pointmaze | navigate-giant | 73 / 14 | 82 / 18 | 83 / 17 | 69 / 60 |
| pointmaze | stitch-giant | 62 / 28 | 73 / 19 | 70 / 19 | 51 / 61 |
| antmaze | navigate-medium | 93 / 18 | 84 / 25 | 31 / 35 | 82 / 25 |
| antmaze | navigate-large | 86 / 25 | 74 / 25 | 28 / 36 | 54 / 38 |
| antmaze | stitch-medium | 94 / 19 | 70 / 32 | 37 / 38 | 66 / 26 |
| antmaze | stitch-large | 81 / 23 | 23 / 31 | 13 / 36 | 15 / 39 |
In the ideally isotropic pointmaze, the three PDE-constrained forms perform similarly, and the collision rate is far lower than QRL (QRL's high success rate is achieved through "wall-sliding," which fails in large environments). In high-dimensional complex dynamics of antmaze, pure quasimetric methods collectively degrade, but Eik-QRL always outperforms HJB-QRL (confirming numerical optimization difficulties of Equation 7), and Eik-HiQRL leads comprehensively.
Comparison with Strong Baselines in Irregular Environments (Selected from Table 2, best eval)¶
| Area | Dataset | Eik-HiQRL | Eik-HIQL | HIQL | QRL | CRL |
|---|---|---|---|---|---|---|
| antsoccer | navigate-arena | 61 | 19 | 60 | 10 | 24 |
| antsoccer | stitch-arena | 32 | 2 | 17 | 2 | 1 |
| cube | single-play | 12 | 25 | 31 | 11 | 32 |
| scene | play | 55 | 52 | 52 | 8 | 35 |
Learning curves for humanoidmaze (Fig. 4) show that Eik-HiQRL has a statistically significant advantage over the strongest baselines in long-range large/giant-stitch tasks (Welch t-test \(t=11.7, p\approx10^{-9}\) and \(t=22, p\approx10^{-14}\)), achieving SOTA on this benchmark according to the authors.
Key Findings¶
- Stitching is the scenario where the Gain from PDE constraints is most obvious: The regularization effect makes the value more accurate for OOD state-goal pairs.
- Collision rate reveals hidden defects in QRL: High success rates might be built on "wall-crashing" strategies, while PDE constraints significantly reduce collisions.
- Gains in manipulation tasks (cube/scene) are unstable: Contact events are often represented by categorical/mode-switching variables, introducing sharp discontinuities in the value function that conflict with smooth PDE topology assumptions; Eik-HiQRL only matches baselines.
Highlights & Insights¶
- Connects "Value Learning in Model-Free RL" with "PINN/PDE Solving": The derivation from HJB → Eikonal turns abstract continuous-time optimal control into an auto-differentiable training constraint, providing a "hybrid" perspective between model-free and model-based.
- "Trajectory-free" is a truly practical property: Sampling state-goal pairs alone is directly applicable to navigation with occupancy maps, manipulation with collision-free workspace sampling, or autonomous driving with lane centerlines.
- Honest analysis of limitations: The authors clearly mark the cost of isotropic assumptions and reasons for failure under contact-discontinuous dynamics, rather than avoiding them.
- Evaluation protocol introduces collision rate: Corrects a blind spot in RL literature which focuses solely on success rate and ignores whether the "process is safe."
Limitations & Future Work¶
- Strong isotropic + unit-velocity assumptions: Restricting the solution space to a specific class of MDPs may not be optimal for all dynamics; the authors list "transcending isotropy while retaining numerical advantages" as future work.
- Limited Gain in contact-rich manipulation tasks: Hybrid/discontinuous dynamics fundamentally conflict with smooth PDE assumptions, requiring PDE constraints specifically designed for contact-rich scenarios.
- Abstract space design remains a heuristic/end-to-end compromise: Navigation relies on coordinates while manipulation relies on learned latent spaces; how to systematically learn representations that "both satisfy PDE regularization and facilitate control" is an open problem.
- Theoretical guarantees rely on hard-to-verify regularity conditions: 1-Lipschitz properties cannot be verified in tasks such as antmaze, and practical effectiveness is primarily supported empirically.
Related Work & Insights¶
- Direct predecessor QRL (Wang et al. 2023): Ours is a continuous-time reformulation, replacing discrete trajectory constraints with PDE constraints.
- PINN / HJB Solving (Raissi et al. 2019; Bansal & Tomlin 2021 DeepReach; Shilova et al. 2023): Provides the technical foundation for placing PDEs into training objectives, but was previously limited to simple/low-dimensional dynamics.
- PDE-Regularized Value Estimation (Lien et al. 2024; Giammarino et al. 2025 Eik-HIQL): Previously used PDE as an "additive regularization term," while Ours upgrades it to a core structural constraint.
- Hierarchical GCRL (HIQL, Park et al. 2024b): Ours introduces quasimetric + Eikonal values at the high level, surpassing single-value designs.
- Insight: When the optimal solution of a learning problem has clear geometric/differential properties (here 1-Lipschitz / Eikonal), rather than "forcing" it out with large amounts of data along observed directions, it is better to inject this property directly as a differentiable constraint into training—this idea of "geometric prior as a constraint" is also applicable to other structured learning problems.
Rating¶
- Novelty: ⭐⭐⭐⭐⭐ Reformulating discrete QRL constraints into Eikonal PDE constraints to achieve trajectory-free learning is a clear original contribution at the intersection of GCRL and PINN, accompanied by theoretical guarantees.
- Experimental Thoroughness: ⭐⭐⭐⭐ Extensive testing across OGbench suites (pointmaze/antmaze/humanoidmaze/antsoccer/cube/scene), 10 seeds, introduction of collision rate metrics, and inclusion of statistical tests and multiple ablation studies; however, the advantage in manipulation tasks is not obvious, and some conclusions lean towards the navigation domain.
- Writing Quality: ⭐⭐⭐⭐⭐ The derivation chain (discrete → HJB → Eikonal) is clear, and assumptions, guarantees, and limitations are honestly addressed. The charts are well-organized.
- Value: ⭐⭐⭐⭐ Achieves SOTA in navigation-type offline GCRL and provides a transferable "PDE constraint + Hierarchy" paradigm; applicability to contact-rich manipulation tasks remains to be resolved in subsequent work.