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Single-Agent Policy Tree Search With Guarantees

Neural Information Processing Systems

We introduce two novel tree search algorithms that use a policy to guide search. The first algorithm is a best-first enumeration that uses a cost function that allows us to provide an upper bound on the number of nodes to be expanded before reaching a goal state. We show that this best-first algorithm is particularly well suited for ``needle-in-a-haystack'' problems. The second algorithm, which is based on sampling, provides an upper bound on the expected number of nodes to be expanded before reaching a set of goal states. We show that this algorithm is better suited for problems where many paths lead to a goal. We validate these tree search algorithms on 1,000 computer-generated levels of Sokoban, where the policy used to guide search comes from a neural network trained using A3C. Our results show that the policy tree search algorithms we introduce are competitive with a state-of-the-art domain-independent planner that uses heuristic search.


Keeping Your Distance: Solving Sparse Reward Tasks Using Self-Balancing Shaped Rewards

Neural Information Processing Systems

While using shaped rewards can be beneficial when solving sparse reward tasks, their successful application often requires careful engineering and is problem specific. For instance, in tasks where the agent must achieve some goal state, simple distance-to-goal reward shaping often fails, as it renders learning vulnerable to local optima. We introduce a simple and effective model-free method to learn from shaped distance-to-goal rewards on tasks where success depends on reaching a goal state. Our method introduces an auxiliary distance-based reward based on pairs of rollouts to encourage diverse exploration. This approach effectively prevents learning dynamics from stabilizing around local optima induced by the naive distance-to-goal reward shaping and enables policies to efficiently solve sparse reward tasks. Our augmented objective does not require any additional reward engineering or domain expertise to implement and converges to the original sparse objective as the agent learns to solve the task. We demonstrate that our method successfully solves a variety of hard-exploration tasks (including maze navigation and 3D construction in a Minecraft environment), where naive distance-based reward shaping otherwise fails, and intrinsic curiosity and reward relabeling strategies exhibit poor performance.


Search on the Replay Buffer: Bridging Planning and Reinforcement Learning

Neural Information Processing Systems

The history of learning for control has been an exciting back and forth between two broad classes of algorithms: planning and reinforcement learning. Planning algorithms effectively reason over long horizons, but assume access to a local policy and distance metric over collision-free paths. Reinforcement learning excels at learning policies and relative values of states, but fails to plan over long horizons. Despite the successes of each method on various tasks, long horizon, sparse reward tasks with high-dimensional observations remain exceedingly challenging for both planning and reinforcement learning algorithms. Frustratingly, these sorts of tasks are potentially the most useful, as they are simple to design (a human only need to provide an example goal state) and avoid injecting bias through reward shaping.


A Formalism for Optimal Search with Dynamic Heuristics (Extended Version)

Christen, Remo, Pommerening, Florian, Büchner, Clemens, Helmert, Malte

arXiv.org Artificial Intelligence

While most heuristics studied in heuristic search depend only on the state, some accumulate information during search and thus also depend on the search history. Various existing approaches use such dynamic heuristics in $\mathrm{A}^*$-like algorithms and appeal to classic results for $\mathrm{A}^*$ to show optimality. However, doing so ignores the complexities of searching with a mutable heuristic. In this paper we formalize the idea of dynamic heuristics and use them in a generic algorithm framework. We study a particular instantiation that models $\mathrm{A}^*$ with dynamic heuristics and show general optimality results. Finally we show how existing approaches from classical planning can be viewed as special cases of this instantiation, making it possible to directly apply our optimality results.


Learning Robot Manipulation from Audio World Models

Zhang, Fan, Gienger, Michael

arXiv.org Artificial Intelligence

World models have demonstrated impressive performance on robotic learning tasks. Many such tasks inherently demand multimodal reasoning; for example, filling a bottle with water will lead to visual information alone being ambiguous or incomplete, thereby requiring reasoning over the temporal evolution of audio, accounting for its underlying physical properties and pitch patterns. In this paper, we propose a generative latent flow matching model to anticipate future audio observations, enabling the system to reason about long-term consequences when integrated into a robot policy. We demonstrate the superior capabilities of our system through two manipulation tasks that require perceiving in-the-wild audio or music signals, compared to methods without future lookahead. We further emphasize that successful robot action learning for these tasks relies not merely on multi-modal input, but critically on the accurate prediction of future audio states that embody intrinsic rhythmic patterns. Research in this domain has primarily concentrated on the following directions: 1) video-based models (Liang et al., 2025; Assran et al., 2025) that predict future visual frames from present observations, encoding the causal dependencies critical for physical interaction.


db-LaCAM: Fast and Scalable Multi-Robot Kinodynamic Motion Planning with Discontinuity-Bounded Search and Lightweight MAPF

Moldagalieva, Akmaral, Okumura, Keisuke, Prorok, Amanda, Hönig, Wolfgang

arXiv.org Artificial Intelligence

State-of-the-art multi-robot kinodynamic motion planners struggle to handle more than a few robots due to high computational burden, which limits their scalability and results in slow planning time. In this work, we combine the scalability and speed of modern multi-agent path finding (MAPF) algorithms with the dynamic-awareness of kinodynamic planners to address these limitations. To this end, we propose discontinuity-Bounded LaCAM (db-LaCAM), a planner that utilizes a precomputed set of motion primitives that respect robot dynamics to generate horizon-length motion sequences, while allowing a user-defined discontinuity between successive motions. The planner db-LaCAM is resolution-complete with respect to motion primitives and supports arbitrary robot dynamics. Extensive experiments demonstrate that db-LaCAM scales efficiently to scenarios with up to 50 robots, achieving up to ten times faster runtime compared to state-of-the-art planners, while maintaining comparable solution quality. The approach is validated in both 2D and 3D environments with dynamics such as the unicycle and 3D double integrator. We demonstrate the safe execution of trajectories planned with db-LaCAM in two distinct physical experiments involving teams of flying robots and car-with-trailer robots.


Hyper-GoalNet: Goal-Conditioned Manipulation Policy Learning with HyperNetworks

Zhou, Pei, Yao, Wanting, Luo, Qian, Zhou, Xunzhe, Yang, Yanchao

arXiv.org Artificial Intelligence

Goal-conditioned policy learning for robotic manipulation presents significant challenges in maintaining performance across diverse objectives and environments. We introduce Hyper-GoalNet, a framework that generates task-specific policy network parameters from goal specifications using hypernetworks. Unlike conventional methods that simply condition fixed networks on goal-state pairs, our approach separates goal interpretation from state processing -- the former determines network parameters while the latter applies these parameters to current observations. To enhance representation quality for effective policy generation, we implement two complementary constraints on the latent space: (1) a forward dynamics model that promotes state transition predictability, and (2) a distance-based constraint ensuring monotonic progression toward goal states. We evaluate our method on a comprehensive suite of manipulation tasks with varying environmental randomization. Results demonstrate significant performance improvements over state-of-the-art methods, particularly in high-variability conditions. Real-world robotic experiments further validate our method's robustness to sensor noise and physical uncertainties. Code is available at: https://github.com/wantingyao/hyper-goalnet.


ManualVLA: A Unified VLA Model for Chain-of-Thought Manual Generation and Robotic Manipulation

Gu, Chenyang, Liu, Jiaming, Chen, Hao, Huang, Runzhong, Wuwu, Qingpo, Liu, Zhuoyang, Li, Xiaoqi, Li, Ying, Zhang, Renrui, Jia, Peng, Heng, Pheng-Ann, Zhang, Shanghang

arXiv.org Artificial Intelligence

Vision-Language-Action (VLA) models have recently emerged, demonstrating strong generalization in robotic scene understanding and manipulation. However, when confronted with long-horizon tasks that require defined goal states, such as LEGO assembly or object rearrangement, existing VLA models still face challenges in coordinating high-level planning with precise manipulation. Therefore, we aim to endow a VLA model with the capability to infer the "how" process from the "what" outcomes, transforming goal states into executable procedures. In this paper, we introduce ManualVLA, a unified VLA framework built upon a Mixture-of-Transformers (MoT) architecture, enabling coherent collaboration between multimodal manual generation and action execution. Unlike prior VLA models that directly map sensory inputs to actions, we first equip ManualVLA with a planning expert that generates intermediate manuals consisting of images, position prompts, and textual instructions. Building upon these multimodal manuals, we design a Manual Chain-of-Thought (ManualCoT) reasoning process that feeds them into the action expert, where each manual step provides explicit control conditions, while its latent representation offers implicit guidance for accurate manipulation. To alleviate the burden of data collection, we develop a high-fidelity digital-twin toolkit based on 3D Gaussian Splatting, which automatically generates manual data for planning expert training. ManualVLA demonstrates strong real-world performance, achieving an average success rate 32% higher than the previous hierarchical SOTA baseline on LEGO assembly and object rearrangement tasks.


On the Limits of Innate Planning in Large Language Models

Schepanowski, Charles, Ling, Charles

arXiv.org Artificial Intelligence

Large language models (LLMs) achieve impressive results on many benchmarks, yet their capacity for planning and stateful reasoning remains unclear. We study these abilities directly, without code execution or other tools, using the 8-puzzle: a classic task that requires state tracking and goal-directed planning while allowing precise, step-by-step evaluation. Four models are tested under common prompting conditions (Zero-Shot, Chain-of-Thought, Algorithm-of-Thought) and with tiered corrective feedback. Feedback improves success rates for some model-prompt combinations, but many successful runs are long, computationally expensive, and indirect. We then examine the models with an external move validator that provides only valid moves. Despite this level of assistance, none of the models solve any puzzles in this setting. Qualitative analysis reveals two dominant deficits across all models: (1) brittle internal state representations, leading to frequent invalid moves, and (2) weak heuristic planning, with models entering loops or selecting actions that do not reduce the distance to the goal state. These findings indicate that, in the absence of external tools such as code interpreters, current LLMs have substantial limitations in planning and that further progress may require mechanisms for maintaining explicit state and performing structured search.


Preprint: Exploring Inevitable Waypoints for Unsolvability Explanation in Hybrid Planning Problems

Sarwar, Mir Md Sajid, Ray, Rajarshi

arXiv.org Artificial Intelligence

Explaining unsolvability of planning problems is of significant research interest in Explainable AI Planning. AI planning literature has reported several research efforts on generating explanations of solutions to planning problems. However, explaining the unsolvability of planning problems remains a largely open and understudied problem. A widely practiced approach to plan generation and automated problem solving, in general, is to decompose tasks into sub-problems that help progressively converge towards the goal. In this paper, we propose to adopt the same philosophy of sub-problem identification as a mechanism for analyzing and explaining unsolvability of planning problems in hybrid systems. In particular, for a given unsolvable planning problem, we propose to identify common waypoints, which are universal obstacles to plan existence; in other words, they appear on every plan from the source to the planning goal. This work envisions such waypoints as sub-problems of the planning problem and the unreachability of any of these waypoints as an explanation for the unsolvability of the original planning problem. We propose a novel method of waypoint identification by casting the problem as an instance of the longest common subsequence problem, a widely popular problem in computer science, typically considered as an illustrative example for the dynamic programming paradigm. Once the waypoints are identified, we perform symbolic reachability analysis on them to identify the earliest unreachable waypoint and report it as the explanation of unsolvability. We present experimental results on unsolvable planning problems in hybrid domains.