One brain, hundreds of tiny steps — the flat agent flails
The quest: grab the key (bottom-left), pass the locked door (middle), open the chest (right room). Reward arrives only at the chest — so a flat learner exploring with primitive moves gets zero signal until it stumbles through the entire sequence by chance. Run it and watch. Then switch to the short task and see the same agent look almost competent.
This is raw exploration with primitive moves under a 300-step budget — exactly what a flat learner must get lucky with before its first reward ever arrives. The shading shows every cell it visited.
Hire a manager: three subgoals turn a maze into a checklist
Same world, same primitive moves — but now a manager issues subgoals one at a time (go to key → go to door → go to chest) and a worker policy handles the step-by-step navigation (with a 12% action-slip, so it's not a perfect robot). The 300-step horizon collapses into three short hops.
The worker is a learned-navigation stand-in (shortest-path with noise); the comparison numbers are all simulated live against the flat agent from EP 01 under the same 300-step budget.
Your turn — you are the manager
Click subgoals and the worker executes them. You never steer a single step — you only decide what to want next. Sequence it right and you'll finish near the optimal step count. Sequence it wrong (try the chest first) and watch your worker waste its life bumping into a locked door.
The worker gives up on a subgoal after 10 futile bumps and reports back — a luxury EP 05's worker won't have.
Wrong abstraction: a manager with useless subgoals
Hierarchy only helps if the subgoals carve the task at its joints. Give the manager a “corner library” — four subgoals that visit the map's corners — and it commands with total confidence while achieving nothing, because no subgoal ever lands on the chest. Run the tournament: flat luck vs task-aligned manager vs corner manager, 20 live episodes each.
Managers here pick randomly from their subgoal library until the 350-step budget runs out — isolating the effect of the library itself.
Deadlock — the manager demands the impossible
The manager says “go to the chest”. The worker has no key. The door is locked. A naive worker never questions orders — it walks to the door and bumps into it, forever, while the step counter climbs. Then run the fixed version: the worker is allowed to report “infeasible”, and the manager replans.
Both runs are live simulations of the same worker — the only difference is whether “this subgoal is impossible right now” can flow back up the hierarchy.