# Landmark-Guided Subgoal Generation in Hierarchical Reinforcement Learning

arXiv: https://arxiv.org/abs/2110.13625 · HTML: https://mlsanity.com/paper/2110.13625/

## Key facts

- Cited by 47 papers in the map (data through 14 Oct 2026).
- Builds on 41 of its 55 references that are in the map.
- First posted on arXiv 26 Oct 2021.

## Builds on (most cited first, 30 of 41)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Curiosity-driven Exploration by Self-supervised Prediction](https://mlsanity.com/paper/1705.05363/) (2017)
- [Exploration by Random Network Distillation](https://mlsanity.com/paper/1810.12894/) (2018)
- [Deep Reinforcement Learning in a Handful of Trials using Probabilistic Dynamics Models](https://mlsanity.com/paper/1805.12114/) (2018)
- [QT-Opt: Scalable Deep Reinforcement Learning for Vision-Based Robotic Manipulation](https://mlsanity.com/paper/1806.10293/) (2018)
- [Unifying Count-Based Exploration and Intrinsic Motivation](https://mlsanity.com/paper/1606.01868/) (2016)
- [Data-Efficient Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1805.08296/) (2018)
- [Benchmarking Deep Reinforcement Learning for Continuous Control](https://mlsanity.com/paper/1604.06778/) (2016)
- [Planning to Explore via Self-Supervised World Models](https://mlsanity.com/paper/2005.05960/) (2020)
- [FeUdal Networks for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1703.01161/) (2017)
- [#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning](https://mlsanity.com/paper/1611.04717/) (2016)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation](https://mlsanity.com/paper/1604.06057/) (2016)
- [Learning to Adapt in Dynamic, Real-World Environments Through Meta-Reinforcement Learning](https://mlsanity.com/paper/1803.11347/) (2018)
- [Count-Based Exploration with Neural Density Models](https://mlsanity.com/paper/1703.01310/) (2017)
- [Provably Efficient Maximum Entropy Exploration](https://mlsanity.com/paper/1812.02690/) (2018)
- [Semi-parametric Topological Memory for Navigation](https://mlsanity.com/paper/1803.00653/) (2018)
- [Search on the Replay Buffer: Bridging Planning and Reinforcement Learning](https://mlsanity.com/paper/1906.05253/) (2019)
- [Efficient Exploration via State Marginal Matching](https://mlsanity.com/paper/1906.05274/) (2019)
- [Planning with Goal-Conditioned Policies](https://mlsanity.com/paper/1911.08453/) (2019)
- [Stochastic Neural Networks for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1704.03012/) (2017)
- [Near-Optimal Representation Learning for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1810.01257/) (2018)
- [State Entropy Maximization with Random Encoders for Efficient Exploration](https://mlsanity.com/paper/2102.09430/) (2021)
- [Hierarchical Foresight: Self-Supervised Learning of Long-Horizon Tasks via Visual Subgoal Generation](https://mlsanity.com/paper/1909.05829/) (2019)
- [World Model as a Graph: Learning Latent Landmarks for Planning](https://mlsanity.com/paper/2011.12491/) (2020)
- [Generating Adjacency-Constrained Subgoals in Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2006.11485/) (2020)
- [Learning Actionable Representations with Goal-Conditioned Policies](https://mlsanity.com/paper/1811.07819/) (2018)
- [Mapping State Space using Landmarks for Universal Goal Reaching](https://mlsanity.com/paper/1908.05451/) (2019)

## Built on by (most cited first, 30 of 47)

- [OGBench: Benchmarking Offline Goal-Conditioned RL](https://mlsanity.com/paper/2410.20092/) (2024)
- [HIQL: Offline Goal-Conditioned RL with Latent States as Actions](https://mlsanity.com/paper/2307.11949/) (2023)
- [Horizon Reduction Makes RL Scalable](https://mlsanity.com/paper/2506.04168/) (2025)
- [Option-aware Temporally Abstracted Value for Offline Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2505.12737/) (2025)
- [Machine learning and information theory concepts towards an AI Mathematician](https://mlsanity.com/paper/2403.04571/) (2024)
- [DHRL: A Graph-Based Approach for Long-Horizon and Sparse Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2210.05150/) (2022)
- [GHIL-Glue: Hierarchical Control with Filtered Subgoal Images](https://mlsanity.com/paper/2410.20018/) (2024)
- [Imitating Graph-Based Planning with Goal-Conditioned Policies](https://mlsanity.com/paper/2303.11166/) (2023)
- [Goal-Space Planning with Subgoal Models](https://mlsanity.com/paper/2206.02902/) (2022)
- [Graph-Assisted Stitching for Offline Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2506.07744/) (2025)
- [Planning Irregular Object Packing via Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2211.09382/) (2022)
- [Looking Backward: Retrospective Backward Synthesis for Goal-Conditioned GFlowNets](https://mlsanity.com/paper/2406.01150/) (2024)
- [Probabilistic Subgoal Representations for Hierarchical Reinforcement learning](https://mlsanity.com/paper/2406.16707/) (2024)
- [Learning Graph-Enhanced Commander-Executor for Multi-Agent Navigation](https://mlsanity.com/paper/2302.04094/) (2023)
- [Hybrid Search for Efficient Planning with Completeness Guarantees](https://mlsanity.com/paper/2310.12819/) (2023)
- [Hierarchical Reinforcement Learning with Uncertainty-Guided Diffusional Subgoals](https://mlsanity.com/paper/2505.21750/) (2025)
- [Offline Goal-Conditioned Reinforcement Learning with Projective Quasimetric Planning](https://mlsanity.com/paper/2506.18847/) (2025)
- [Consciousness-Inspired Spatio-Temporal Abstractions for Better Generalization in Reinforcement Learning](https://mlsanity.com/paper/2310.00229/) (2023)
- [Goal-conditioned Offline Reinforcement Learning through State Space Partitioning](https://mlsanity.com/paper/2303.09367/) (2023)
- [Incorporating Spatial Information into Goal-Conditioned Hierarchical Reinforcement Learning via Graph Representations](https://mlsanity.com/paper/2511.10872/) (2025)
- [Diffusion Subgoal Planning for Long-Horizon Offline Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2609.34575/) (2026)
- [Guided Cooperation in Hierarchical Reinforcement Learning via Model-based Rollout](https://mlsanity.com/paper/2309.13508/) (2023)
- [Navigation with QPHIL: Quantizing Planner for Hierarchical Implicit Q-Learning](https://mlsanity.com/paper/2411.07760/) (2024)
- [Efficient Hierarchical Implicit Flow Q-learning for Offline Goal-conditioned Reinforcement Learning](https://mlsanity.com/paper/2604.08960/) (2026)
- [Learning user-defined sub-goals using memory editing in reinforcement learning](https://mlsanity.com/paper/2205.00399/) (2022)
- [Generalizing to New Tasks via One-Shot Compositional Subgoals](https://mlsanity.com/paper/2205.07716/) (2022)
- [Handling Long and Richly Constrained Tasks through Constrained Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2302.10639/) (2023)
- [MENTOR: Guiding Hierarchical Reinforcement Learning with Human Feedback and Dynamic Distance Constraint](https://mlsanity.com/paper/2402.14244/) (2024)
- [SEAL: SEmantic-Augmented Imitation Learning via Language Model](https://mlsanity.com/paper/2410.02231/) (2024)
- [HG2P: Hippocampus-inspired High-reward Graph and Model-Free Q-Gradient Penalty for Path Planning and Motion Control](https://mlsanity.com/paper/2410.09505/) (2024)

## Abstract (arXiv)

Goal-conditioned hierarchical reinforcement learning (HRL) has shown promising results for solving complex and long-horizon RL tasks. However, the action space of high-level policy in the goal-conditioned HRL is often large, so it results in poor exploration, leading to inefficiency in training. In this paper, we present HIerarchical reinforcement learning Guided by Landmarks (HIGL), a novel framework for training a high-level policy with a reduced action space guided by landmarks, i.e., promising states to explore. The key component of HIGL is twofold: (a) sampling landmarks that are informative for exploration and (b) encouraging the high-level policy to generate a subgoal towards a selected landmark. For (a), we consider two criteria: coverage of the entire visited state space (i.e., dispersion of states) and novelty of states (i.e., prediction error of a state). For (b), we select a landmark as the very first landmark in the shortest path in a graph whose nodes are landmarks. Our experiments demonstrate that our framework outperforms prior-arts across a variety of control tasks, thanks to efficient exploration guided by landmarks.
