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Offline empowerment: Learn where to explore from old data

Empowerment measured from unlabeled data guides online exploration.

Say you have a pile of old data with no rewards or skill labels, and a sparse-reward task to learn online. How can that data tell you where to explore? From the data alone, this paper learns skills that reach futures as different as possible, which gives an estimate of empowerment: roughly how many distinct futures you can reach from a state. A skill here is just a number z from 1 to K (50 in the paper) that goes into a single policy with the state, and nobody decides what each number means. Training does, by pushing different skills toward different futures, and empowerment is how much knowing z then tells you about where you'll go. In the ant maze, it's high at corridor junctions and low in corners. Online, it becomes an exploration bonus. On antmaze-medium with navigate data, it lifts contrastive RL from 0.29 to 0.43 success and also helps RND and SUPE. Across nine task and dataset pairs, it helps contrastive RL on five and ties on four.

Offline empowerment, from logged data to online explorationOffline: from unlabeled OGBench transitions (s, a, s′) with no reward and no skill labels, the method learns skills z, a skill-conditioned policy π(a | s, z) and where each skill leads, V^z(s+ | s), where s+ is a future state. It learns the skills that maximize I(s+; z | s), and Ê(s) estimates that maximum. Ê is high at a junction, where skills reach different futures, and low in a room corner, where the futures overlap. The map read from the paper (Fig. 1b, antmaze-medium) peaks near 1.4 nats at the central junction and falls to 0.6 in the corner of the bottom-left room, where the online agent starts; the other corners read about 0.8 to 1.0. Online: the frozen estimator scores every state of an episode. A bonus network B(s, a) is fit to the maximum of Ê over the whole episode, on online and offline episodes. The actor maximizes Q(s, a, g) + β·B(s, a); the critic Q is contrastive RL (CRL) and gets no bonus, each batch is half online and half offline data (RLPD), and β falls to zero at 50% of training. In SUPE the bonus scores the high-level skill choice instead. Result on antmaze-medium with navigate data (Fig. 4, 5 seeds, smoothed final success): from 0.29 to 0.43 for CRL, from 0.29 to 0.50 for CRL + RND, from 0.81 to 0.95 for SUPE. Across all nine task and dataset pairs, the paper reports that adding Ê helps CRL on five and is on par on four (Sec. 6.3); β is tuned for each pair.1 · unlabeled data(s, a, s′)rewardskill labelOGBench · antmaze-medium-navigate2 · skills → futuresÊ(s) ≈ maxπ I(s+ ; z | s)z = skill (color) · s+ = future statehigh Êlow Êπ(a | s, z)Vz(s+ | s)3 · empowerment mapÊ(s)1.40.6natsread from paper Fig. 1b4 · bonusstartÊ(sk)0kTB, every tBω(st, at)fitmax0 ≤ k ≤ T Ê(sk)5 · explore: CRL + RLPDgonlineoffline data½½batchactorQ(s, a, g)+ β · B(s, a)critic Q: no bonusaβ50%steps6 · antmaze-medium resultCRLCRL + RNDSUPE1.5001M1.5005MB on skill choicesuccessenv stepswithout Êwith Ê↑↑↑↑↑====+ Ê vs CRL5 better · 4 on parβ tuned per pairFig. 4 · navigate data · 5 seeds · Sec. 6.3offline · logged data only, no environmentonline · sparse-reward goalsÊfrozenOffline empowerment, from logged data to online explorationOffline: from unlabeled OGBench transitions (s, a, s′) with no reward and no skill labels, the method learns skills z, a skill-conditioned policy π(a | s, z) and where each skill leads, V^z(s+ | s), where s+ is a future state. It learns the skills that maximize I(s+; z | s), and Ê(s) estimates that maximum. Ê is high at a junction, where skills reach different futures, and low in a room corner, where the futures overlap. The map read from the paper (Fig. 1b, antmaze-medium) peaks near 1.4 nats at the central junction and falls to 0.6 in the corner of the bottom-left room, where the online agent starts; the other corners read about 0.8 to 1.0. Online: the frozen estimator scores every state of an episode. A bonus network B(s, a) is fit to the maximum of Ê over the whole episode, on online and offline episodes. The actor maximizes Q(s, a, g) + β·B(s, a); the critic Q is contrastive RL (CRL) and gets no bonus, each batch is half online and half offline data (RLPD), and β falls to zero at 50% of training. In SUPE the bonus scores the high-level skill choice instead. Result on antmaze-medium with navigate data (Fig. 4, 5 seeds, smoothed final success): from 0.29 to 0.43 for CRL, from 0.29 to 0.50 for CRL + RND, from 0.81 to 0.95 for SUPE. Across all nine task and dataset pairs, the paper reports that adding Ê helps CRL on five and is on par on four (Sec. 6.3); β is tuned for each pair.1 · unlabeled data(s, a, s′)rewardskill labelOGBench · antmaze-medium-navigate2 · skills → futuresÊ(s) ≈ maxπ I(s+ ; z | s)z = skill (color) · s+ = future statehigh Êlow Êπ(a | s, z)Vz(s+ | s)3 · empowerment mapÊ(s)1.40.6natsread from paper Fig. 1b4 · bonusstartÊ(sk)0kTB, every tBω(st, at)fitmax0 ≤ k ≤ T Ê(sk)5 · explore: CRL + RLPDgonlineoffline data½½batchactorQ(s, a, g)+ β · B(s, a)critic Q: no bonusaβ50%steps6 · antmaze-medium resultCRLCRL + RNDSUPE1.5001M1.5005MB on skill choicesuccessenv stepswithout Êwith Ê↑↑↑↑↑====+ Ê vs CRL5 better · 4 on parβ tuned per pairFig. 4 · navigate data · 5 seeds · Sec. 6.3offline · logged data onlyonline · sparse-reward goalsÊfrozen

From a state ss, a policy π\pi can follow any of KK skills zz, and you pick one uniformly at random. Call s+s^+ the discounted future state: a state some random number of steps ahead, about a hundred on average. pz(s+∣s)p^z(s^+ \mid s) is where skill zz's futures land, and pˉ\bar p is their average over skills. Empowerment E(s)E(s) is how much knowing the skill tells you about the future, their mutual information II, under the best policy. With uniform skills, that's the average KL divergence DKLD_{\mathrm{KL}}, a measure of how different two distributions are, between each skill's futures and the average: E(s)=max⁡π I(s+;z∣s)=max⁡π 1K∑z=1KDKL(pz(⋅∣s) ∥ pˉ(⋅∣s))\begin{aligned} E(s) &= \max_{\pi}\, I(s^+; z \mid s) \\ &= \max_{\pi}\, \frac{1}{K}\sum_{z=1}^{K} D_{\mathrm{KL}}\big(p^z(\cdot \mid s)\,\big\|\,\bar p(\cdot \mid s)\big) \end{aligned} It's near zero when no policy can send the skills to different futures. You can't run skills on logged transitions (s,a,s′)(s, a, s') (state, action, next state), so the method learns Vz(s+∣s)V^z(s^+ \mid s), a model of pz(s+∣s)p^z(s^+ \mid s), with temporal differences like a value function, while it trains π(a∣s,z)\pi(a \mid s, z) to push the skills' futures apart. Plugging VzV^z of the trained policy into the KL sum gives an estimate E^(s)\hat E(s), which then stays frozen. Online, contrastive RL's critic Q(s,a,g)Q(s, a, g) scores how well action aa from ss heads toward goal gg. A bonus network BωB_\omega with weights ω\omega learns Bω(st,at)≈max⁡0≤k≤TE^(sk)B_\omega(s_t, a_t) \approx \max_{0 \le k \le T} \hat E(s_k), so every step tt of an episode that runs from step 00 to TT gets the same target: the highest estimate at any step kk of that episode. The actor maximizes Q(s,a,g)+βBω(s,a)Q(s, a, g) + \beta B_\omega(s, a) plus the usual entropy term, where β\beta weights the bonus. A plain empowerment reward can keep the agent parked at junctions. With the max, reaching a junction pays and leaving it to explore costs nothing.

Garg, Myers, Li, Ji, Eysenbach, Levine · arXiv · 17 Oct 2026

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