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# Hierarchical Reinforcement Learning

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  1. arXiv

    Humanoid soccer stops juggling separate controllers: SoccerBot unifies four skills on a human motion prior and transfers zero-shot to a real robot

    Humanoid soccer robots have either covered only a few skills or skipped motion priors entirely and moved unnaturally. SoccerBot distills large-scale human soccer motion-capture data into a structured latent motion prior, letting a single skill-conditioned policy learn moving, dribbling, trapping and kicking in one latent space. On the Unitree G1, the policy transfers zero-shot to hardware, with simulation success rates of 97.04% for kicking and 89.88% for dribbling, while real-robot kicking direction error rises from 4.09 to 10.41 degrees.

  2. arXiv

    A Dirichlet-process-mixture skill prior lets long-horizon robot manipulation exceed 0.8 success within 1.5M steps, while SAC stays below 0.1 after 5M

    The work proposes a Bayesian non-parametric skill prior built on a Dirichlet Process Mixture that models temporally extended skills in a structured latent space, enabling adaptive skill discovery without predefining the number of components; integrated into a hierarchical RL framework, the learned prior guides high-level skill selection while a pretrained decoder generates temporally abstracted actions, and experiments on Franka Kitchen, LIBERO-Long, Meta-World, and a real robot show consistent gains in long-horizon manipulation, achieving over 0.8 success rate within 1.5M steps whereas SAC fails to converge even after 5M steps (below 0.1), with an average improvement of 21.8% over a single-Gaussian prior baseline.

  3. arXiv

    GGSD turns five buttons into playable skills via 1v1 self-play: humans clear Maze and CubePush on Ant, Franka and G1 with no extra training

    The work presents Game-Guided Skill Discovery (GGSD), in which a hierarchical agent self-plays 1v1 competitive games against a pool of past checkpoints, a high-level policy selects among 5 discrete skills (6 for G1) and a skill-conditioned low-level policy outputs motor actions, with a mutual-information reward separating skill semantics; after training a human can replace the high-level policy and use the same discrete skills, composing them on Ant, a Franka arm and a Unitree G1 to solve unseen Maze and CubePush tasks, with human success rates of at least 84%.

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