Beyond Success Rates: Trainability and Extractability for Offline GCRL

Jan Malte Töpperwien*,1, Aditya Mohan*,1, Marius Lindauer1,2
1Institute of Artificial Intelligence (LUH|AI), Leibniz University Hannover   2L3S Research Center   *Equal authorship
NeurIPS 2026, Evaluations & Datasets Track

Beyond Success Rates is a study of how hard it is to find hyperparameters that make an offline goal-conditioned RL method work, which a best tuned success rate does not show.

Landscapes of four methods over learning rate and AWR temperature. Each frame shows one training phase, and the shaded area is where a method is within 80% of its best in that phase (see below for how we build these). The shaded areas are smoothed from goal-distance return, and the numbers under them are final-phase success rates from the raw evaluations, so the two may not always agree.

What is a hyperparameter landscape?

RL results can depend heavily on hyperparameters, but papers usually show only the result for the best setting. A hyperparameter landscape shows the other settings too. If we train an agent with a hyperparameter configuration $\lambda$ and measure its performance, we get a single value $f(\lambda)$, and if we do this for many configurations, we get a surface $f$ over the hyperparameter space. This surface is the landscape.

Benchmark tables report the maximum of this surface, $\max_\lambda f(\lambda)$, which says nothing about its shape. The sketch below shows two methods with the same maximum. Method A works only in a small range of hyperparameters, and Method B works in a wide range, so Method B should be much easier to use on a new problem, even though a benchmark table would give them the same score.

A schematic, not real data. The shaded area is where each method is within 80% of its maximum.

Landscapes also change during training, since a learning rate that works well early on may not work as well later. For this reason, we measure a separate landscape $f_t$ at several points during training.

How do we build a landscape?

We want to compare what different offline goal-conditioned RL methods learn, so we use the same policy extraction method for all of them. This method is advantage-weighted regression (AWR), which trains the actor with weighted behavioral cloning, where each transition has weight $w = \min\{e^{\alpha A},\, w_{\max}\}$. The four methods differ in the advantage $A$ that they pass to AWR:

MethodAdvantage $A(s,a,g)$Meaning
GCIQL$Q(s,a,g)-V(s,g)$Action value above the state-goal baseline
GCIVL$V(s',g)-V(s,g)$One-step value progress
QRL$d_\phi(s,g)-d_\phi(s',g)$One-step distance reduction
CRL$f_\theta(s,a,g)-f_\theta^V(s,g)$Action-conditioned reachability increase

We sweep two hyperparameters that all four methods share: the learning rate $\eta$, which affects both value learning and the actor, and the AWR temperature $\alpha$, which controls how selectively the actor imitates high-advantage transitions. The figures below show each step of the process for GCIQL on AntMaze-M in the final phase.

64 unfilled points spread evenly over learning rate and AWR temperature.
1. Sampling
We sample 64 configurations with a scrambled Sobol sequence, which covers the space more evenly than random search and needs far fewer points than a grid.
The same 64 points, colored by measured goal-distance return.
2. Training
We train each configuration with 5 seeds and evaluate it. The color shows goal-distance return, with seeds aggregated by the interquartile mean.
A smooth response surface fit through the 64 points.
3. Response surface
We fit a Gaussian process to these points to draw a smooth surface, and the white line marks 80% of its maximum. We use the surface only for visualization, and we compute all reported metrics from the raw points.
The region of the plane within 80 percent of the best value, drawn as a contour.
4. Near-optimal region
We plot the area inside this line with a kernel density estimate, which is why its shape differs a little from the line. This gives one panel of one frame in the animation at the top of the page.

We repeat this process over four training phases. At the end of each phase, we evaluate all 64 configurations, and the next phase starts from the checkpoint of the best one. This means that only phase 1 trains from scratch, and phases 2 to 4 show how well each configuration fine-tunes a shared checkpoint. Hence, the animation should not be read as the learning curve of a single policy.

In total, this study uses:

What do we find?

Peak success and breadth

On AntMaze-M, GCIQL and GCIVL have similar peak success rates (0.70 and 0.74). However, only 3 of GCIQL's 64 configurations reach a success rate of 0.5, whereas 47 of GCIVL's do. Each dot below is one configuration.

GCIQL peak 0.70, 3 of 64 at 0.5 or above

GCIVL peak 0.74, 47 of 64 at 0.5 or above

Final-phase success rates on antmaze-medium-navigate-v0, from the raw evaluations with no smoothing. This is only one pair of methods on one task. For example, GCIQL has a higher peak than GCIVL on Scene (0.87 and 0.73).
All 64 configurations as a table

Relative and absolute breadth

We report two measures of breadth. $\rho_\varepsilon$ is the fraction of configurations that reach a fraction $\varepsilon$ of the method's best success rate, and $\rho_{\mathrm{abs}}(c)$ is the fraction that reach a success rate of $c$. We need both because a method's best can itself be low. For example, CRL on Scene has $\rho_{0.8}=0.25$, but since its peak is only 0.19, none of its configurations reach a success rate of 0.25.

Breadth for all methods and tasks
Task / methodMaxMean$\rho_{0.9}$$\rho_{0.8}$$\rho_{\mathrm{abs}}(0.25)$$\rho_{\mathrm{abs}}(0.5)$

Diagnostics

Landscapes are expensive to build, so we also compute cheaper diagnostics from trained checkpoints, such as whether the advantage scores a future goal from the same trajectory above random goals. On AntMaze, where goals are positions and future goals line up with physical progress, these diagnostics distinguish the landscape regimes. For GCIQL, the future goal scores below random goals on average (gap $-0.102$ on AntMaze-M), which is consistent with its narrow near-peak landscape.

Cube and Scene behave differently, since a transition can prepare a grasp before the object moves any closer to the goal. On Scene, GCIQL reaches a success rate of 0.87 even though it ranks future goals below random goals (FR-AUC 0.411), and QRL ranks goals well (MRR 0.115) but only reaches 0.22. These are correlations, and we do not claim that they explain the results causally.

Diagnostics for all methods and tasks

FR-AUC is how often the future goal scores above a random goal, Gap is the mean score difference, and MRR is the mean reciprocal rank of the future goal among 256 goals (about 0.024 for a random ranking).

Task / methodFR-AUCGapMRRMax success

Other extractors

Since all of these results use AWR, we also tested other setups. GCIQL's landscape stays narrow near its peak with DDPG+BC, with frozen critics, and with uninterrupted training, and configuration orderings on navigation tasks mostly stay the same when we change action selection or critic settings. However, absolute performance changes, and so do some breadth results: for example, QRL's $\rho_{0.9}$ drops from 0.59 to 0.02 with DDPG+BC. Hence, our claims are specific to the extractor that we measured them with.

AWR and DDPG+BC

Each cell uses 64 configurations and 5 seeds. Budget is the training budget of DDPG+BC relative to AWR. We do not run DDPG+BC with GCIVL, since GCIVL has no action-conditioned critic.

AntMaze-MCube
MethodExtractorMax$\rho_{0.9}$$\rho_{\mathrm{abs}}(0.25)$BudgetMax$\rho_{0.9}$$\rho_{\mathrm{abs}}(0.25)$Budget

What should we report?

We recommend that offline goal-conditioned RL papers report success rates along with relative and absolute breadth, diagnostics of the learned signal, and the extractor used to measure them.

Our study has limitations. Our evidence is correlational, the main study uses a single flat extractor, and we do not cover hierarchical methods such as HIQL, action chunking, test-time planning, or longer-horizon and humanoid tasks. Do the same patterns hold for these methods and tasks? We hope that future work will answer this question, and that our code makes it easier to build landscapes for new methods!

Citation

@inproceedings{toepperwien2026beyond,
  title     = {Beyond Success Rates: Trainability and Extractability for Offline GCRL},
  author    = {T{\"o}pperwien, Jan Malte and Mohan, Aditya and Lindauer, Marius},
  booktitle = {The Fortieth Annual Conference on Neural Information Processing Systems Evaluations and Datasets Track},
  year      = {2026}
}