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Subgoal Graph-Augmented Planning for LLM-Guided Open-World Reinforcement Learning

arXiv.org Artificial Intelligence

Large language models (LLMs) offer strong high-level planning capabilities for reinforcement learning (RL) by decomposing tasks into subgoals. However, their practical utility is limited by poor planning-execution alignment, which reflects a critical gap between abstract plans and actionable, environment-compatible behaviors. This misalignment arises from two interrelated limitations: (1) LLMs often produce subgoals that are semantically plausible but infeasible or irrelevant in the target environment due to insufficient grounding in environment-specific knowledge, and (2) single-LLM planning conflates generation with self-verification, resulting in overconfident yet unreliable subgoals that frequently fail during execution. To address these challenges, we propose Subgoal Graph-Augmented Actor-Critic-Refiner (SGA-ACR), a framework that integrates an environment-specific subgoal graph and structured entity knowledge with a multi-LLM planning pipeline that explicitly separates generation, critique, and refinement to produce executable and verifiable subgoals. A subgoal tracker further monitors execution progress, provides auxiliary rewards, and adaptively updates the subgoal graph to maintain alignment between plans and actions. Experimental results on 22 diverse tasks in the open-world game "Crafter" demonstrate the effectiveness of our proposed method.


Uras

AAAI Conferences

Search using subgoal graphs is a recent preprocessing-based path-planning algorithm that can find shortest paths on 8-neighbor grids several orders of magnitude faster than A*, while requiring little preprocessing time and memory overhead. In this paper, we first generalize the ideas behind subgoal graphs to a framework that can be specialized to different types of environments (represented as weighted directed graphs) through the choice of a reachability relation. Intuitively, a reachability relation identifies pairs of vertices for which a shortest path can be found quickly. A subgoal graph can then be constructed as an overlay graph that is guaranteed to have edges only between vertices that satisfy the reachability relation, which allows one to find shortest paths on the original graph quickly. In the context of this general framework, subgoal graphs on grids use freespace-reachability (originally called h-reachability) as the reachability relation, which holds for pairs of vertices if and only if their distance on the grid with blocked cells is equal to their distance on the grid without blocked cells (freespace assumption). We apply this framework to state lattices by using variants of freespace-reachability as the reachability relation. We provide preliminary results on (x,y,theta)-state lattices, which shows that subgoal graphs can be used to speed up path planning on state lattices as well, although the speed-up is not as significant as it is on grids.


Combining Subgoal Graphs with Reinforcement Learning to Build a Rational Pathfinder

arXiv.org Artificial Intelligence

In this paper, we present a hierarchical path planning framework called SG-RL (subgoal graphs-reinforcement learning), to plan rational paths for agents maneuvering in continuous and uncertain environments. By "rational", we mean (1) efficient path planning to eliminate first-move lags; (2) collision-free and smooth for agents with kinematic constraints satisfied. SG-RL works in a two-level manner. At the first level, SG-RL uses a geometric path-planning method, i.e., Simple Subgoal Graphs (SSG), to efficiently find optimal abstract paths, also called subgoal sequences. At the second level, SG-RL uses an RL method, i.e., Least-Squares Policy Iteration (LSPI), to learn near-optimal motion-planning policies which can generate kinematically feasible and collision-free trajectories between adjacent subgoals. The first advantage of the proposed method is that SSG can solve the limitations of sparse reward and local minima trap for RL agents; thus, LSPI can be used to generate paths in complex environments. The second advantage is that, when the environment changes slightly (i.e., unexpected obstacles appearing), SG-RL does not need to reconstruct subgoal graphs and replan subgoal sequences using SSG, since LSPI can deal with uncertainties by exploiting its generalization ability to handle changes in environments. Simulation experiments in representative scenarios demonstrate that, compared with existing methods, SG-RL can work well on large-scale maps with relatively low action-switching frequencies and shorter path lengths, and SG-RL can deal with small changes in environments. We further demonstrate that the design of reward functions and the types of training environments are important factors for learning feasible policies.


Fast and Almost Optimal Any-Angle Pathfinding Using the 2k Neighborhoods

AAAI Conferences

Any-angle path finding on grids is an important problem with applications in autonomous robot navigation. In this paper, we show that a well-known pre-processing technique, namely subgoal graphs, originally proposed for (non any-angle) 8-connected grids, can be straightforwardly adapted to the 2 k neighborhoods, a family of neighborhoods that allow an increasing number of movements (and angles) as k is increased. This observation yields a pathfinder that computes 2 k -optimal paths very quickly. Compared to ANYA, an optimal true any-angle planner, over a variety of benchmarks, our planner is one order of magnitude faster while being less than 0.0005% suboptimal. Important to our planner's performance was the development of an iterative 2 k heuristic, linear in k, which is also a contribution of this paper.


Feasibility Study: Subgoal Graphs on State Lattices

AAAI Conferences

Search using subgoal graphs is a recent preprocessing-based path-planning algorithm that can find shortest paths on 8-neighbor grids several orders of magnitude faster than A*, while requiring little preprocessing time and memory overhead. In this paper, we first generalize the ideas behind subgoal graphs to a framework that can be specialized to different types of environments (represented as weighted directed graphs) through the choice of a reachability relation. Intuitively, a reachability relation identifies pairs of vertices for which a shortest path can be found quickly. A subgoal graph can then be constructed as an overlay graph that is guaranteed to have edges only between vertices that satisfy the reachability relation, which allows one to find shortest paths on the original graph quickly. In the context of this general framework, subgoal graphs on grids use freespace-reachability (originally called h-reachability) as the reachability relation, which holds for pairs of vertices if and only if their distance on the grid with blocked cells is equal to their distance on the grid without blocked cells (freespace assumption). We apply this framework to state lattices by using variants of freespace-reachability as the reachability relation. We provide preliminary results on (x,y,theta)-state lattices, which shows that subgoal graphs can be used to speed up path planning on state lattices as well, although the speed-up is not as significant as it is on grids.


The Grid-Based Path Planning Competition: 2014 Entries and Results

AAAI Conferences

The Grid-Based Path Planning Competition has just completed its third iteration. The entriesused in the competition have improved significantly during this time, changing the view ofthe state of the art of grid-based pathfinding. Furthermore, the entries from the competition have beenmade publicly available, improving the ability of researchers to compare their work. Thispaper summarizes the entries to the 2014 competition, presents the 2014 competition results,and talks about what has been learned and where there is room for improvement.


Moving Target Search with Subgoal Graphs

AAAI Conferences

Moving Target Search (MTS) is a dynamic path planning problem, where an agent is trying to reach a moving entity with a minimum path cost. Problems of this nature can be found in video games and dynamic robotics, which require fast processing time (real time). In this work, we introduce a new algorithm for this problem - the Moving Target Search with Subgoal Graphs (MTSub). MTSub is based on environment abstraction and uses Subgoal Graphs to speed up the searches for a minimal cost route to the target. The algorithm is optimal with respect to the knowledge that the agent has during the search. Experimental results show that MTSub can be used in real-time applications (e.g., applications requiring 5 microseconds response time per step). The experiments compared MTSub to G-FRA*, which is the best known dynamic algorithm so far, showing that MTSub is up to 29 times faster in average time per step, and up to 186 times faster in maximum time per step.


An Empirical Comparison of Any-Angle Path-Planning Algorithms

AAAI Conferences

We compare five any-angle path-planning algorithms, Theta*, Block A*, Field D*, ANYA, and Any-Angle Subgoal Graphs in terms of solution quality and runtime. Any-angle path-planning is a fairly new research area, and no direct comparison exists between these algorithms. We implement each algorithm from scratch and use similar implementations to provide a fair comparison.


Identifying Hierarchies for Fast Optimal Search

AAAI Conferences

Search with Subgoal Graphs (Uras, Koenig, and Hernandez 2013) was a non-dominated optimal path-planning algorithm in the Grid-Based Path Planning Competitions 2012 and 2013. During a preprocessing phase, it computes a Simple Subgoal Graph from a given grid, which is analogous to a visibility graph for continuous terrain, and then partitions the vertices into global and local subgoals to obtain a Two-Level Subgoal Graph. During the path-planning phase, it performs an A* search that ignores local subgoals that are not relevant to the search, which significantly reduces the size of the graph being searched. In this paper, we generalize this partitioning process to any undirected graph and show that it can be recursively applied to generate more than two levels, which reduces the size of the graph being searched even further. We distinguish between basic partitioning, which only partitions the vertices into different levels, and advanced partitioning, which can also add new edges.We show that the construction of Simple-Subgoal Graphs from grids and the construction of Two-Level Subgoal Graphs from Simple Subgoal Graphs are instances of generalized partitioning. We then report on experiments on Subgoal Graphs that demonstrate the effects of different types and levels of partitioning. We also report on experiments that demonstrate that our new N-Level Subgoal Graphs achieve a speed up of 1.6 compared to Two-Level Subgoal graphs from (Uras, Koenig, and Hern´andez 2013) on maps from the video games StarCraft and Dragon Age: Origins.


Subgoal Graphs for Optimal Pathfinding in Eight-Neighbor Grids

AAAI Conferences

Grids are often used to represent maps in video games. In this paper, we propose a method for preprocessing eightneighbor grids to generate subgoal graphs and show how subgoal graphs can be used to find shortest paths fast. We place subgoals at the corners of obstacles (similar to visibility graphs) and add those edges between subgoals that are necessary for finding shortest paths, while ensuring that each edge connects only subgoals that are easily reachable from one another. We describe a method for finding shortest paths by first finding high-level paths through subgoals and then shortest low-level paths between consecutive subgoals on the highlevel path. Our method was one of ten entries in the Grid-Based Path Planning Competition 2012. Among all optimal path planners, ours was the fastest to find complete paths and required the least amount of memory.