# Quasimetric Value Functions with Dense Rewards

arXiv: https://arxiv.org/abs/2409.08724 · HTML: https://mlsanity.com/paper/2409.08724/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Placed in Deep RL algorithms and representations, one of 15 directions in Deep reinforcement learning methods.
- Builds on 12 of its 19 references that are in the map.
- First posted on arXiv 13 Sep 2024.

## Placed in

- Deep reinforcement learning methods / [Deep RL algorithms and representations](https://mlsanity.com/deeprl/deep-rl-algorithms-and-representations/)

## Builds on (most cited first, 12 of 12)

- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning](https://mlsanity.com/paper/1611.04717/) (2016)
- [Multi-Goal Reinforcement Learning: Challenging Robotics Environments and Request for Research](https://mlsanity.com/paper/1802.09464/) (2018)
- [Contrastive Learning as Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2206.07568/) (2022)
- [Goal-Conditioned Reinforcement Learning: Problems and Solutions](https://mlsanity.com/paper/2201.08299/) (2022)
- [Optimal Goal-Reaching Reinforcement Learning via Quasimetric Learning](https://mlsanity.com/paper/2304.01203/) (2023)
- [Unpacking Reward Shaping: Understanding the Benefits of Reward Engineering on Sample Complexity](https://mlsanity.com/paper/2210.09579/) (2022)
- [Hybrid Reward Architecture for Reinforcement Learning](https://mlsanity.com/paper/1706.04208/) (2017)
- [Adversarial Intrinsic Motivation for Reinforcement Learning](https://mlsanity.com/paper/2105.13345/) (2021)
- [An Inductive Bias for Distances: Neural Nets that Respect the Triangle Inequality](https://mlsanity.com/paper/2002.05825/) (2020)
- [On the Learning and Learnability of Quasimetrics](https://mlsanity.com/paper/2206.15478/) (2022)
- [Metric Residual Networks for Sample Efficient Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2208.08133/) (2022)

## Built on by (most cited first, 2 of 2)

- [Intention-Conditioned Flow Occupancy Models](https://mlsanity.com/paper/2506.08902/) (2025)
- [Unifying Agent Interaction and World Information for Multi-agent Coordination](https://mlsanity.com/paper/2509.25550/) (2025)

## Abstract (arXiv)

As a generalization of reinforcement learning (RL) to parametrizable goals, goal conditioned RL (GCRL) has a broad range of applications, particularly in challenging tasks in robotics. Recent work has established that the optimal value function of GCRL Q^ast(s,a,g) has a quasimetric structure, leading to targetted neural architectures that respect such structure. However, the relevant analyses assume a sparse reward setting -- a known aggravating factor to sample complexity. We show that the key property underpinning a quasimetric, viz., the triangle inequality, is preserved under a dense reward setting as well. Contrary to earlier findings where dense rewards were shown to be detrimental to GCRL, we identify the key condition necessary for triangle inequality. Dense reward functions that satisfy this condition can only improve, never worsen, sample complexity. This opens up opportunities to train efficient neural architectures with dense rewards, compounding their benefits to sample complexity. We evaluate this proposal in 12 standard benchmark environments in GCRL featuring challenging continuous control tasks. Our empirical results confirm that training a quasimetric value function in our dense reward setting indeed outperforms training with sparse rewards.
