BVER

BVER · under review as a conference paper at ICLR 2027

Bidirectional Voronoi-biased Exploration Curriculum for Reinforcement Learning

A curriculum for sparse-reward, long-horizon tasks that grows start states outward from the goal and goals outward from the start at the same time, and steers the two toward each other.

Anonymous authors · paper under double-blind review

Three renders. Left: a quadruped robot next to a box, with a blue tree of random walks spreading from the goal on top of the box and a green tree spreading from the robot's start on the ground. Top right: a robot arm moving a ring between two pegs with the same two trees. Bottom right: the quadruped on a scanned rocky terrain.
BVER grows the curriculum from both ends of the task. Intermediate starts si (blue) grow from the target goal g★ and intermediate goals gi (green) from the initial distribution s0 ~ ρ0. One policy trains on both (white arrows), with sparse rewards and no demonstrations. Shown: box climbing (left), ring-on-peg transfer (top right), and a scanned terrain (bottom right).
Climbing onto a 0.4 m box
Climbing onto a 0.7 m box
Ring-on-peg transfer
Freestanding boulder I
Freestanding boulder II
Rocky ascent

Policies trained with BVER in simulation, from sparse rewards and without demonstrations.

Give a reinforcement learning agent a long task and a reward only at the very end, and it will almost never see that reward. A quadruped that is rewarded for standing on top of a box, but not for anything on the way there, has no signal to learn from.

In legged locomotion and manipulation this is usually worked around with reference motions, hand-designed curricula, or shaped rewards. Each of these needs a demonstration or engineering that is specific to one task. Automatic curricula avoid that by generating easier intermediate tasks during training, but existing methods grow from one side only: they propose goals for a fixed start, or start states for a fixed goal. The frontier then has to cover the whole distance to the other end by itself.

BVER takes two ideas from sampling-based motion planning. RRT extends the tree node closest to a uniform random sample, which pushes growth into large unexplored regions (the Voronoi bias). RRT-Connect grows one tree from the start and one from the goal until they meet. BVER applies both to curriculum generation: it grows intermediate start states out of the goal and intermediate goals out of the initial state distribution, biases both toward unexplored parts of the task space, pulls them toward each other, and trains a single goal-conditioned policy on both kinds of episode.

We test it on thirteen simulated tasks: point-mass mazes, quadrupedal locomotion with ANYmal D, and ring-on-peg transfer with a Franka arm. The rewards are sparse on all of them except one terrain built to compare routes, which adds a shaping term. Without a curriculum, PPO rarely or never solves them. BVER learns faster than all the reference-free curricula we compare against, on every task. On box climbing it reaches 95% success on a 0.4 m box in about 65% fewer iterations than the best of them, is the only one of them that learns to climb a 0.7 m box, and yields a policy that keeps working when the start, the goal, or the initial heading changes. Without a demonstration, it comes close to the sample efficiency of the reference-based curricula on the 0.4 m box and on ring-on-peg transfer.


01 Method

Two frontiers, grown by random walks and pulled together

BVER keeps, for each direction, a finite set of states from which the starts or goals of the next training iteration are drawn. The sets grow by random walks, and the policy's own returns decide which states stay.

Diagram of the expansion mechanism. On the left, a blue tree of random walks grows from the target goal g star; Voronoi cells are drawn around its states, and the cells at the edge of the explored region are large. On the right, a green tree grows from the initial distribution rho zero. A dashed line marks the connect step, where a random walk is seeded toward the other tree's solved states. A legend row explains frontier, solved and discarded states, seeds and candidates, and training episodes.

Scroll sideways to see the whole diagram.

BVER's expansion mechanism. Intermediate starts si (blue) grow from the target goal g★ and goals gi (green) from the initial distribution ρ0. Random walks start from the states nearest to uniform task-space samples, favouring states whose Voronoi cell (shaded) reaches into unexplored space, or nearest to the other direction's solved states to connect the two (dashed). Section numbers refer to the paper.
Backwards expansion
As in reverse curriculum generation (RC), training starts from states found by simulating random actions from a known goal state. After each iteration, every start state is scored by the normalised return R of its rollout, the fraction of the episode spent at the goal. States with R ≤ Rmin are too hard for now and are dropped. States with Rmin < R < Rmax form the frontier, and states with R ≥ Rmax are solved. Frontier and solved states are mixed at a fixed ratio, so the training set holds mostly tasks of intermediate difficulty.
Voronoi-biased seeding
To pick where the next random walks start, BVER samples points uniformly from the task space 𝒯 and takes the nearest neighbour of each sample in the mixed set. A state is then chosen with probability proportional to the volume of its Voronoi cell. That volume is largest at the edge of the explored region, so the expansion moves outward, toward the initial distribution, instead of refining what it already covers. Each walk then takes TB random actions, at ~ 𝒩(0, Σ), and Ns states subsampled along it become new candidates.
Forwards expansion
The same mechanism runs with start and goal swapped. The policy starts from s0 ~ ρ0 and is commanded to intermediate goals gi on the forwards frontier. Here the walks are seeded in states the policy can reach. Because a walk has to be reset to a full simulator state, the forwards sets store the final state of each rollout, sorted by the return of its commanded goal. A rollout that reached and held its goal ends within the goal tolerance of it.
Connecting the two frontiers
Following RRT-Connect, some of the seeding samples are drawn from the other direction's solved set instead of from 𝒯: with probability pconnect from the solved set, otherwise uniformly from the task space. Intermediate goals then grow toward states from which g★ is already reachable, and intermediate starts grow toward ρ0. The connect ratio balances this against coverage; pconnect = 0.5 in all experiments.
One policy for both directions
A single goal-conditioned PPO policy πθ(a | s, g) is trained on (s0, gi) and (si, g★) episodes, with the budget split evenly between the two expansions. Nexplore environments train on the new random-walk states, and Nexploit environments keep training on the mixed set, which also replays solved states against forgetting. Exploitation is optional: on the mazes and ring-on-peg transfer, Nexploit = 0 and the mixed set only seeds the random walks.
Algorithm 1 BVER (subroutines in Appendix A.1 of the paper)
Require: initial distribution ρ0, target goal g★ with goal state sg, task space 𝒯, goal-conditioned policy π, environment split Nexplore, Nexploit
  1. ℐfwd ← {s0 ~ ρ0},  ℐbwd ← {sg};  Cd, Fd, Sd ← ∅ for d ∈ {fwd, bwd}
  2. for each iteration do
  3. for (d, d̄) ∈ {(fwd, bwd), (bwd, fwd)} do▹ environments split according to Eq. 4
  4. Cd ← Cd ∪ RandomWalk(ℐd, 𝒯, Sd̄)▹ seeds from Eq. 6; Cd holds at most MC states
  5. Dd ← Rollout(π, Cd, d, Nexplore/2)▹ explore: (s0 ~ ρ0, φ(·)) if fwd, (·, g★) if bwd
  6. Dd ← Dd ∪ Rollout(π, ℐd, d, Nexploit/2)▹ exploit
  7. Fd, Sd ← Threshold(Dd, Fd, Sd, d)▹ append; threshold according to Eq. 5
  8. ℐd ← Mix(Fd, Sd)▹ replay a fraction ν of solved states
  9. π ← Train(π, Dfwd ∪ Dbwd)▹ one shared policy update
Equation numbers refer to the paper: Eq. 4 is the even mixture of the two directions, Eq. 5 the frontier and solved sets, Eq. 6 the connect sampling.

The interactive demo runs this loop on a small 2D grid world. You can draw your own maze, step through one iteration phase by phase, and race forward-only, backward-only and bidirectional expansion against each other. Its Pseudocode tab shows the subroutines RandomWalk, Threshold and Mix as typeset in the paper.

What BVER assumes. Like RC, it needs a simulator that can be reset to arbitrary states and stepped with random actions, samples from the initial distribution, one known state that achieves the goal, and a bounded task space that contains the target task and can be sampled uniformly.


02 Tasks

Thirteen tasks in three domains

Everything runs in Isaac Lab and is trained with PPO. The reward is sparse: +1 in every step at which the goal is within a fixed tolerance, and 0 otherwise. The one exception is the three-route terrain, which adds a shaping term (see training coverage). The task space is a box in position space, (x, y) or (x, y, z), around the point mass, the robot base or the ring. Curves show the mean success rate over five seeds with the standard error shaded.

Point-mass navigationvelocity-controlled point mass
U-shaped maze
U-maze
Serpentine N-shaped maze
N-maze
Large maze with scattered walls
Large maze
Quadrupedal locomotionANYmal D
Quadruped on the ground in front of a box, goal on top
Climb box up (0.4 m and 0.7 m)
Quadruped on top of a box, goal on the ground
Climb box down (0.4 m and 0.7 m)
Terrain with pillars, stairs and a ramp leading to one goal
Three-route terrain
Scanned freestanding boulder
Freestanding boulder I
Second scanned freestanding boulder
Freestanding boulder II
Scanned steep rocky slope
Rocky ascent
Scanned field of small stones
Small stone field
ManipulationFranka Panda arm
Robot arm holding a ring above two pegs
Ring-on-peg transfer: move a rigidly held ring from the bottom of one peg to the bottom of another

In the renders, cyan marks the initial distribution, green the target goal, and the white box the task space.


03 Results

Faster than the other reference-free curricula, and more robust

Sample efficiency

On every task we compare against PPO without a curriculum (vanilla PPO), a random curriculum that samples starts and goals uniformly from the free task space, and reverse curriculum generation (RC). On ring-on-peg transfer and box climbing we also compare against two methods that need a demonstration, reference state initialisation (RSI) and Backplay, marked with ★. Their demonstrations are rollouts of policies trained with BVER. All methods use the same number of environments and simulation steps per iteration. Of BVER's hyperparameters, pconnect and Ns are shared by all tasks; the others are set per domain.

  • Vanilla PPO
  • Random curriculum
  • Reverse curriculum
  • BVER
  • RSI
  • Backplay
Success rate over learning iterations for each method on the selected task.

Radar chart for box climbing on the 0.4 m box with four axes: start heading robustness, start state robustness, goal robustness, and sample efficiency. BVER's polygon is by far the largest on the three robustness axes; Backplay is best on sample efficiency.

Robustness on box climbing

We evaluate the policies trained to climb the 0.4 m box under three variations: initial yaw perturbed by up to ±90°, start positions sampled uniformly from the task space (goal fixed at g★), and goal positions sampled uniformly from the task space (start from ρ0). BVER's policy keeps a high success rate under all three.

RSI and Backplay train on states near the reference trajectory and see few states outside it, which likely explains their lower robustness. RC varies only the start states and always trains on the target goal, so its lower goal robustness is expected. The fourth axis is sample efficiency, measured as time to 90% success relative to the fastest run over all methods and seeds (Backplay, 300 iterations).

  • BVER
  • Reverse curriculum
  • RSI ★
  • Backplay ★
  • Vanilla PPO

Training coverage: three routes to one goal

Because BVER biases its expansion toward unexplored task space, it should train the policy on the whole terrain rather than only on the easiest way to the goal. This terrain puts three different obstacles between the start and the goal: stairs in the middle, pillars on one side and a ramp on the other. The initial distribution spans the full width, so each obstacle is the closest one for about a third of the starts.

Only on this task we add a dense shaping term that rewards progress toward the goal, so that vanilla PPO finds a solution at all. Both methods get the same reward, and BVER's reward band still uses only the sparse term. We roll out each policy in 128 episodes (one seed) and record which obstacle each successful episode crosses.

Vanilla PPO only learns the ramp, the easiest of the three: every successful episode detours to it, even from in front of the stairs or the pillars. BVER's policy crosses all three: the stairs in 64% of successful episodes, the pillars in 21% and the ramp in 15%.

Top-down view of successful trajectories on the three-route terrain. Top, BVER: the trajectories split into three bundles, over the pillars, over the stairs in the middle, and over the ramp. Bottom, vanilla PPO: every trajectory detours to the ramp.

Terrains scanned from real environments

Box climbing has a single, simple obstacle. To test whether its hyperparameters carry over to more complex geometry, we run BVER on four terrains scanned from real environments: two freestanding boulders, a steep rocky slope, and a field of small stones. All PPO and BVER hyperparameters are reused from box climbing without retuning. Only the task space, chosen to roughly cover each terrain, the episode length (10 to 12 s instead of 4 s) and the number of iterations (3000, or 5000 on the rocky ascent) change, and the number of environments is halved for training speed at the same exploit-to-explore ratio. Vanilla PPO does not succeed a single time on any of the four, even with a higher entropy coefficient. Numbers are final success rates, mean ± standard error over five seeds.

TerrainVanilla PPOBVER
Freestanding boulder I0.0%91.0% ± 1.7
Freestanding boulder II0.0%84.4% ± 2.1
Rocky ascent0.0%77.2% ± 2.2
Small stone field0.0%59.8% ± 4.4
Rocky ascent at iteration 150: starts and goals clustered at their roots. Rocky ascent at iteration 500. Rocky ascent at iteration 1000. Rocky ascent at iteration 2000: starts and goals spread over the reachable terrain.
iteration 150
Explored regions on the rocky ascent over training. Dark blue dots are intermediate goals (forwards expansion), orange dots intermediate starts (backwards expansion), cyan is the initial distribution, and the black box is the task space. The sets start at their roots and spread over the reachable terrain as the policy improves. The task space is much larger than the reachable area, yet the random walks find a path to the goal without prior knowledge of the terrain, and the starts and goals cover the terrain rather than a single path.

Ablations

Expansion direction. We run forwards and backwards expansion on their own, each with the full environment budget. The bidirectional version reaches 75% success first on every task, tied only with the backwards expansion when climbing up the 0.7 m box, while each single direction fails to reach 75% on two of the eight tasks. Which single direction works depends on the task. On box climbing, the expansion that starts on top of the box is clearly stronger, likely because gravity lets random walks cross the box edge downwards more easily than upwards: at 0.7 m, the expansion from the ground never reaches 75% when climbing up and needs seven times more iterations than BVER when climbing down. On ring-on-peg transfer neither direction alone reaches 75%; each spreads from its own peg into the space between but rarely reaches the other. In the mazes, BVER needs 1.4 to 2.9 times fewer iterations than the better single direction. Combining both directions removes the need to know in advance which one suits a task.

Connect ratio. On the three mazes, we compare the default pconnect = 0.5 with seeding only from uniform task-space samples (pconnect = 0, no connect) and only from the other direction's solved set (pconnect = 1, greedy). Both extremes are slower on all three mazes. Without connecting, the two frontiers spread evenly over the task space and likely take longer to meet, needing up to 2.1 times more iterations to 75% success. Greedy connecting loses the coverage bias and needs up to 1.9 times more, most visibly in the N-maze, whose walls block the direct way toward the other frontier.

Iterations until the mean success rate over five seeds reaches 75% (lower is better; ∞: not reached; n/a: not evaluated)
U-mazeN-mazeLarge mazeRing-on-pegUp 0.4 mUp 0.7 mDown 0.4 mDown 0.7 m
BVER1608001401206003800300400
Forwards only3801100440∞800∞400600
Backwards only440∞400∞800380017002800
No connect (pconnect = 0)3401000200n/an/an/an/an/a
Greedy (pconnect = 1)2601500240n/an/an/an/an/a
Expansion direction Connect ratio
  • BVER
  • Forwards only
  • Backwards only
  • 75% success
Success rate over learning iterations for the selected ablation.


04 Limitations

What BVER needs, what it costs, and what we have not tested

The random walks run in the same parallel simulator as the policy rollouts and add about 28% to the wall-clock training time in our experiments.

BVER needs a simulator that can be reset to arbitrary states, random-action rollouts, and a bounded task space with a meaningful distance metric. All task spaces here are two- or three-dimensional position boxes with a Euclidean metric. Higher-dimensional or non-Euclidean task spaces are untested; learned distances could help there.

Like RC, the backwards expansion also assumes roughly reversible dynamics. A random walk from the goal reaching a state does not mean the goal can be reached from that state, as gravity on the box edge shows. Such states are only dropped once a rollout has shown them to be unsolvable. Learned dynamics models or rollouts of the current policy could replace the random walks. Finally, all results are in simulation; running the policies on hardware is future work.


05 Citation

BibTeX

@misc{bver2026,
  title  = {Bidirectional {V}oronoi-biased Exploration Curriculum
            for Reinforcement Learning},
  author = {Anonymous},
  year   = {2026},
  note   = {Under review at ICLR 2027}
}