# PushWorld: A benchmark for manipulation planning with tools and movable obstacles

arXiv: https://arxiv.org/abs/2301.10289 · HTML: https://mlsanity.com/paper/2301.10289/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 70 references that are in the map.
- First posted on arXiv 24 Jan 2023.

## Builds on (most cited first, 23 of 23)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks](https://mlsanity.com/paper/1703.03400/) (2017)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Hindsight Experience Replay](https://mlsanity.com/paper/1707.01495/) (2017)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Unifying Count-Based Exploration and Intrinsic Motivation](https://mlsanity.com/paper/1606.01868/) (2016)
- [Curriculum Learning for Reinforcement Learning Domains: A Framework and Survey](https://mlsanity.com/paper/2003.04960/) (2020)
- [Modular Multitask Reinforcement Learning with Policy Sketches](https://mlsanity.com/paper/1611.01796/) (2016)
- [Value Iteration Networks](https://mlsanity.com/paper/1602.02867/) (2016)
- [PDDLStream: Integrating Symbolic Planners and Blackbox Samplers via Optimistic Adaptive Planning](https://mlsanity.com/paper/1802.08705/) (2018)
- [Acme: A Research Framework for Distributed Reinforcement Learning](https://mlsanity.com/paper/2006.00979/) (2020)
- [Stochastic Neural Networks for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1704.03012/) (2017)
- [The LAMA Planner: Guiding Cost-Based Anytime Planning with Landmarks](https://mlsanity.com/paper/1401.3839/) (2014)
- [Hindsight Credit Assignment](https://mlsanity.com/paper/1912.02503/) (2019)
- [An investigation of model-free planning](https://mlsanity.com/paper/1901.03559/) (2019)
- [Diversity-Driven Exploration Strategy for Deep Reinforcement Learning](https://mlsanity.com/paper/1802.04564/) (2018)
- [Counterfactual Credit Assignment in Model-Free Reinforcement Learning](https://mlsanity.com/paper/2011.09464/) (2020)
- [Decoupling Exploration and Exploitation for Meta-Reinforcement Learning without Sacrifices](https://mlsanity.com/paper/2008.02790/) (2020)
- [Schema Networks: Zero-shot Transfer with a Generative Causal Model of Intuitive Physics](https://mlsanity.com/paper/1706.04317/) (2017)
- [On the role of planning in model-based deep reinforcement learning](https://mlsanity.com/paper/2011.04021/) (2020)
- [Sub-policy Adaptation for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1906.05862/) (2019)
- [LISA: Learning Interpretable Skill Abstractions from Language](https://mlsanity.com/paper/2203.00054/) (2022)
- [There Is No Turning Back: A Self-Supervised Approach for Reversibility-Aware Reinforcement Learning](https://mlsanity.com/paper/2106.04480/) (2021)

## Built on by (most cited first, 3 of 3)

- [Learn to Follow: Decentralized Lifelong Multi-agent Pathfinding via Planning and Learning](https://mlsanity.com/paper/2310.01207/) (2023)
- [Graph Learning for Numeric Planning](https://mlsanity.com/paper/2410.24080/) (2024)
- [Learning to Search and Searching to Learn for Generalization in Planning](https://mlsanity.com/paper/2605.25720/) (2026)

## Abstract (arXiv)

While recent advances in artificial intelligence have achieved human-level performance in environments like Starcraft and Go, many physical reasoning tasks remain challenging for modern algorithms. To date, few algorithms have been evaluated on physical tasks that involve manipulating objects when movable obstacles are present and when tools must be used to perform the manipulation. To promote research on such tasks, we introduce PushWorld, an environment with simplistic physics that requires manipulation planning with both movable obstacles and tools. We provide a benchmark of more than 200 PushWorld puzzles in PDDL and in an OpenAI Gym environment. We evaluate state-of-the-art classical planning and reinforcement learning algorithms on this benchmark, and we find that these baseline results are below human-level performance. We then provide a new classical planning heuristic that solves the most puzzles among the baselines, and although it is 40 times faster than the best baseline planner, it remains below human-level performance.
