# Graph-Assisted Stitching for Offline Hierarchical Reinforcement Learning

arXiv: https://arxiv.org/abs/2506.07744 · HTML: https://mlsanity.com/paper/2506.07744/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Placed in Offline RL algorithms, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 46 of its 65 references that are in the map.
- First posted on arXiv 9 Jun 2025.

## Placed in

- Offline RL and imitation learning from data / [Offline RL algorithms](https://mlsanity.com/offlinerl/offline-rl-algorithms/)

## Builds on (most cited first, 30 of 46)

- [Layer Normalization](https://mlsanity.com/paper/1607.06450/) (2016)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Gaussian Error Linear Units (GELUs)](https://mlsanity.com/paper/1606.08415/) (2016)
- [Offline Reinforcement Learning: Tutorial, Review, and Perspectives on Open Problems](https://mlsanity.com/paper/2005.01643/) (2020)
- [D4RL: Datasets for Deep Data-Driven Reinforcement Learning](https://mlsanity.com/paper/2004.07219/) (2020)
- [Offline Reinforcement Learning with Implicit Q-Learning](https://mlsanity.com/paper/2110.06169/) (2021)
- [Off-Policy Deep Reinforcement Learning without Exploration](https://mlsanity.com/paper/1812.02900/) (2018)
- [Hindsight Experience Replay](https://mlsanity.com/paper/1707.01495/) (2017)
- [A Minimalist Approach to Offline Reinforcement Learning](https://mlsanity.com/paper/2106.06860/) (2021)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Stabilizing Off-Policy Q-Learning via Bootstrapping Error Reduction](https://mlsanity.com/paper/1906.00949/) (2019)
- [Behavior Regularized Offline Reinforcement Learning](https://mlsanity.com/paper/1911.11361/) (2019)
- [Image Augmentation Is All You Need: Regularizing Deep Reinforcement Learning from Pixels](https://mlsanity.com/paper/2004.13649/) (2020)
- [Data-Efficient Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1805.08296/) (2018)
- [Relay Policy Learning: Solving Long-Horizon Tasks via Imitation and Reinforcement Learning](https://mlsanity.com/paper/1910.11956/) (2019)
- [FeUdal Networks for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1703.01161/) (2017)
- [Learning Latent Plans from Play](https://mlsanity.com/paper/1903.01973/) (2019)
- [Contrastive Learning as Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2206.07568/) (2022)
- [OGBench: Benchmarking Offline Goal-Conditioned RL](https://mlsanity.com/paper/2410.20092/) (2024)
- [Search on the Replay Buffer: Bridging Planning and Reinforcement Learning](https://mlsanity.com/paper/1906.05253/) (2019)
- [Flow Q-Learning](https://mlsanity.com/paper/2502.02538/) (2025)
- [OPAL: Offline Primitive Discovery for Accelerating Offline Reinforcement Learning](https://mlsanity.com/paper/2010.13611/) (2020)
- [HIQL: Offline Goal-Conditioned RL with Latent States as Actions](https://mlsanity.com/paper/2307.11949/) (2023)
- [Optimal Goal-Reaching Reinforcement Learning via Quasimetric Learning](https://mlsanity.com/paper/2304.01203/) (2023)
- [Near-Optimal Representation Learning for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1810.01257/) (2018)
- [Foundation Policies with Hilbert Representations](https://mlsanity.com/paper/2402.15567/) (2024)
- [Is Value Learning Really the Main Bottleneck in Offline RL?](https://mlsanity.com/paper/2406.09329/) (2024)
- [Learning from Reward-Free Offline Data: A Case for Planning with Latent Dynamics Models](https://mlsanity.com/paper/2502.14819/) (2025)
- [PRM-RL: Long-range Robotic Navigation Tasks by Combining Reinforcement Learning and Sampling-based Planning](https://mlsanity.com/paper/1710.03937/) (2017)
- [Latent Space Policies for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1804.02808/) (2018)

## Built on by (most cited first, 12 of 12)

- [Test-Time Graph Search for Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2510.07257/) (2025)
- [SVL: Goal-Conditioned Reinforcement Learning as Survival Learning](https://mlsanity.com/paper/2604.17551/) (2026)
- [Refining Compositional Diffusion for Reliable Long-Horizon Planning](https://mlsanity.com/paper/2605.03075/) (2026)
- [Abstraction for Offline Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2605.22711/) (2026)
- [NFTR: From Provable Mode-Averaging to Geodesic Subgoal Selection in Offline Goal-Conditioned RL](https://mlsanity.com/paper/2607.07855/) (2026)
- [Hitting Time Isomorphism for Multi-Stage Planning with Foundation Policies](https://mlsanity.com/paper/2605.06470/) (2026)
- [Adaptive Coarse-to-Fine Subgoal Refinement for Long-Horizon Offline Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2605.28127/) (2026)
- [GraSP-STL: A Graph-Based Framework for Zero-Shot Signal Temporal Logic Planning via Offline Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2603.29533/) (2026)
- [Plan First, Diffuse Later: Extrinsic Graph Guidance for Long-Horizon Diffusion Planning](https://mlsanity.com/paper/2605.16863/) (2026)
- [ChronoForest: Closed-Loop Multi-Tree Diffusion Planning for Efficient Bridge Search and Route Composition](https://mlsanity.com/paper/2606.06618/) (2026)
- [Metro-WM: Long-Horizon Latent Planning with Realisable Sub-Goals](https://mlsanity.com/paper/2609.31868/) (2026)
- [Learning Goal-Reaching Quasimetric Geometry From Finite-Time Reachability](https://mlsanity.com/paper/2610.00778/) (2026)

## Abstract (arXiv)

Existing offline hierarchical reinforcement learning methods rely on high-level policy learning to generate subgoal sequences. However, their efficiency degrades as task horizons increase, and they lack effective strategies for stitching useful state transitions across different trajectories. We propose Graph-Assisted Stitching (GAS), a novel framework that formulates subgoal selection as a graph search problem rather than learning an explicit high-level policy. By embedding states into a Temporal Distance Representation (TDR) space, GAS clusters semantically similar states from different trajectories into unified graph nodes, enabling efficient transition stitching. A shortest-path algorithm is then applied to select subgoal sequences within the graph, while a low-level policy learns to reach the subgoals. To improve graph quality, we introduce the Temporal Efficiency (TE) metric, which filters out noisy or inefficient transition states, significantly enhancing task performance. GAS outperforms prior offline HRL methods across locomotion, navigation, and manipulation tasks. Notably, in the most stitching-critical task, it achieves a score of 88.3, dramatically surpassing the previous state-of-the-art score of 1.0. Our source code is available at: https://github.com/qortmdgh4141/GAS.
