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Learning to Search and Searching to Learn for Generalization in Planning

This paper proposes a self-improving framework that integrates a Relational Graph Neural Network with WA\mathrm{WA}^\star search to enable deep reinforcement learning agents to achieve strong zero-shot generalization in sparse-reward planning domains, solving significantly larger problem instances without search or expert demonstrations.

Original authors: Michael Aichmüller, Yannik Hesse, Hector Geffner

Published 2026-05-26
📖 5 min read🧠 Deep dive

Original authors: Michael Aichmüller, Yannik Hesse, Hector Geffner

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are trying to teach a robot how to solve a complex puzzle, like a giant game of Sokoban (where you push boxes to specific spots) or Blocksworld (stacking blocks in a certain order).

The big challenge isn't just solving one puzzle; it's teaching the robot to solve any version of that puzzle, even ones it has never seen before, with more boxes, different starting positions, or bigger goals. This is called generalization.

Here is how the paper "Learning to Search and Searching to Learn" tackles this problem, explained simply:

1. The Problem: Getting Lost in the Maze

In standard AI training (Deep Reinforcement Learning), the robot usually learns by taking one step, seeing what happens, and taking another. This is like walking through a dark maze by feeling the wall with your hand.

  • The Issue: In these planning puzzles, "rewards" (finding the solution) are very rare. If the robot just wanders randomly, it might take a million years to find the exit. It gets stuck in dead ends or loops.
  • The Old Way: Some methods try to show the robot the solution first (like a teacher showing the answer key), but that's cheating. Others try to learn by walking from the goal backward, which doesn't always work for these specific types of logic puzzles.

2. The Solution: The "Smart Map" and the "Self-Improving Loop"

The authors propose a new method called GSP (Generalized Search for Planning). Instead of walking blindly, they give the robot two superpowers that help each other:

A. The "Smart Map" (The Heuristic)

Think of the robot having a magic map (a neural network) that looks at the current puzzle and guesses: "If I push this box here, how close will I be to the finish line?"

  • This map doesn't just guess; it learns from experience.
  • Crucially, this map is built using Relational Graph Neural Networks. Imagine the puzzle pieces (blocks, boxes) as characters in a story. The map understands the relationships between them (e.g., "Box A is on top of Box B") rather than just seeing them as pixels. This allows the map to understand the rules even if the puzzle gets huge.

B. The "Smart Search" (The Explorer)

Instead of taking one step at a time, the robot uses a Best-First Search (specifically an algorithm called WA*).

  • The Analogy: Imagine you are looking for a lost dog in a forest.
    • Standard RL (Real-time search): You pick a random path, walk 10 steps, check if the dog is there. If not, you go back and try another random path. You waste a lot of energy.
    • GSP (Best-first search): You look at your Smart Map. It points to the 5 most promising paths. You explore those paths all at once in your mind, checking which one looks best. You only commit to the path that the map says is most likely to lead to the dog.

3. The Magic Loop: "Learning to Search, Searching to Learn"

This is the core innovation. The two parts above feed into each other in a cycle:

  1. Search to Learn: The robot uses its current, imperfect Smart Map to run a Smart Search on a puzzle. It finds a solution (or gets close).
  2. The Data: The search process generates a treasure trove of data: "When I was in this situation, taking that action led to a solution."
  3. Learn to Search: The robot uses this new data to update and improve the Smart Map. The map gets better at guessing which moves are good.
  4. Repeat: Now, with a better map, the robot can search even harder puzzles more efficiently. The search finds better data, which makes the map even smarter.

It's a self-improving cycle: The search teaches the map, and the map guides the search.

4. The Results: Solving the Impossible

The paper tested this on some very tough benchmarks:

  • Blocksworld: The robot was trained on puzzles with fewer than 30 blocks. When tested on a puzzle with 488 blocks (a massive jump in size), it solved it without needing to search at all. It just looked at the map and knew exactly what to do. This is called "zero-shot generalization."
  • Sokoban & The Witness: It solved nearly 100% of these complex puzzles, often finding solutions much faster (with fewer steps) than other top AI methods.
  • PushWorld: It handled new, harder levels it had never seen before, outperforming standard AI that relies on random exploration.

Summary

The paper introduces a system where an AI learns to solve logic puzzles by using a smart, learning-based map to guide a systematic search.

  • Instead of wandering blindly, it uses the map to pick the best paths.
  • Instead of just memorizing one puzzle, it learns the relationships between objects so it can solve puzzles of any size.
  • The search and the learning boost each other, creating a robot that gets better at solving new, unseen problems simply by practicing on old ones.

In short: They taught the AI to stop guessing and start planning, and then taught the planner how to learn from its own planning.

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