{"about":{"site":"https://codewithpapers.app","non_affiliation":"Code with Papers and Syntology are not affiliated with, endorsed by, or sponsored by Papers with Code, Meta, or the pwc-archive mirror.","licence":"CC BY-SA 4.0","licence_url":"https://creativecommons.org/licenses/by-sa/4.0/legalcode","attribution":"https://codewithpapers.app/attribution","modified":"archive material modified by Syntology; see the attribution page"},"url":"/paper/hierarchical-width-based-planning-and","title":"Hierarchical Width-Based Planning and Learning","arxiv_id":"2101.06177","date":"2021-01-15","proceeding":null,"authors":["Miquel Junyent","Vicenç Gómez","Anders Jonsson"],"abstract":"Width-based search methods have demonstrated state-of-the-art performance in a wide range of testbeds, from classical planning problems to image-based simulators such as Atari games. These methods scale independently of the size of the state-space, but exponentially in the problem width. In practice, running the algorithm with a width larger than 1 is computationally intractable, prohibiting IW from solving higher width problems. In this paper, we present a hierarchical algorithm that plans at two levels of abstraction. A high-level planner uses abstract features that are incrementally discovered from low-level pruning decisions. We illustrate this algorithm in classical planning PDDL domains as well as in pixel-based simulator domains. In classical planning, we show how IW(1) at two levels of abstraction can solve problems of width 2. For pixel-based domains, we show how in combination with a learned policy and a learned value function, the proposed hierarchical IW can outperform current flat IW-based planners in Atari games with sparse rewards.","url_abs":"https://arxiv.org/abs/2101.06177v3","url_pdf":"https://arxiv.org/pdf/2101.06177v3.pdf","source":{"archive":"pwc-archive (Hugging Face), CC BY-SA 4.0","snapshot":"2025-07-28","licence_url":"https://creativecommons.org/licenses/by-sa/4.0/legalcode","row_kind":"abstracts"},"code_links":[{"paper_slug":"hierarchical-width-based-planning-and","repo_url":"https://github.com/aig-upf/hierarchical-IW","is_official":1,"mentioned_in_paper":1,"mentioned_in_github":1,"framework":"none","reach":null}],"tasks":[{"task_slug":"atari-games","task_name":"Atari Games"}],"methods":[{"method_slug":"pruning","method_name":"Pruning"}],"datasets_introduced":[],"methods_introduced":[],"results":[],"syntology":{"atlas_url":null,"mcp":null,"developers":"https://syntology.ai/developers"},"arxiv_metadata":null,"syntology_extracted_results":null}