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Reinforcement Learning · Batch/Offline

Matt Landers, Taylor Killian, Tom Hartvigsen, Afsaneh Doryab

Reinforcement learning in combinatorial action spaces requires searching over exponentially many joint actions to simultaneously select multiple sub-actions that form coherent combinations. Existing approaches either simplify policy learning by assuming independence across sub-actions, which often yields incoherent or invalid actions when coordination is required, or attempt to learn action structure and control jointly, which is slow and unstable. We introduce Structured Policy Initialization (SPIN), a two-stage framework that first pre-trains an Action Structure Model (ASM) to capture the manifold of valid actions, then freezes this representation and trains lightweight policy heads for control. On challenging DM Control benchmarks, SPIN improves average return by up to $39\%$ over the state of the art while reducing time to convergence by up to $12.8\times$.

Reinforcement Learning · Batch/Offline

Xuan Thanh Nguyen, Chang Yoo

Diffusion Q-Learning (DQL) has established diffusion policies as a high-performing paradigm for offline reinforcement learning, but its reliance on multi-step denoising for action generation renders both training and inference slow and fragile. Existing efforts to accelerate DQL toward one-step denoising typically rely on auxiliary modules or policy distillation, sacrificing either simplicity or performance. It remains unclear whether a one-step policy can be trained directly without such trade-offs. To this end, we introduce One-Step Flow Q-Learning (OFQL), a novel framework that enables effective one-step action generation during both training and inference, without auxiliary modules or distillation. OFQL reformulates the DQL policy within the Flow Matching (FM) paradigm but departs from conventional FM by learning an average velocity field that directly supports accurate one-step action generation. This design removes the need for multi-step denoising and backpropagation-through-time updates, resulting in substantially faster and more robust learning. Extensive experiments on the D4RL benchmark show that OFQL, despite generating actions in a single step, not only significantly reduces computation during both training and inference but also outperforms multi-step DQL by a large margin. Furthermore, OFQL surpasses all other baselines, achieving state-of-the-art performance in D4RL.

Reinforcement Learning · Batch/Offline

Wenjie Qiu, Guofeng Cui, Shicheng Liu, Yuanlin Duan, He Zhu

Offline reinforcement learning (RL) holds the promise of training effective policies from static datasets without the need for costly online interactions. However, offline RL faces key limitations, most notably the challenge of generalizing to unseen or infrequently encountered state-action pairs. When a value function is learned from limited data in sparse-reward environments, it can become overly optimistic about parts of the space that are poorly represented, leading to unreliable value estimates and degraded policy quality. To address these challenges, we introduce a novel approach based on contrastive preference learning that bypasses direct value function estimation. Our method trains policies by contrasting successful demonstrations with failure behaviors present in the dataset, as well as synthetic behaviors generated outside the support of the dataset distribution. This contrastive formulation mitigates overestimation bias and improves robustness in offline learning. Empirical results on challenging sparse-reward offline RL benchmarks show that our method substantially outperforms existing state-of-the-art baselines in both learning efficiency and final performance.

Reinforcement Learning · Batch/Offline

Perry Dong, Chongyi Zheng, Chelsea Finn, Dorsa Sadigh, Benjamin Eysenbach

While most reinforcement learning methods today flatten the distribution of future returns to a single scalar value, distributional RL methods exploit the return distribution to provide stronger learning signals and to enable applications in exploration and safe RL. While the predominant method for estimating the return distribution is by modeling it as a categorical distribution over discrete bins or estimating a finite number of quantiles, such approaches leave unanswered questions about the fine-grained structure of the return distribution and about how to distinguish states with high return uncertainty for decision-making. The key idea in this paper is to use modern, flexible flow-based models to estimate the full future return distributions and identify those states with high return variance. We do so by formulating a new flow-matching objective that generates probability density paths satisfying the distributional Bellman equation. Building upon the learned flow models, we estimate the return uncertainty of distinct states using a new flow derivative ODE. We additionally use this uncertainty information to prioritize learning a more accurate return estimation on certain transitions. We compare our method (Value Flows) with prior methods in the offline and online-to-online settings. Experiments on $37$ state-based and $25$ image-based benchmark tasks demonstrate that Value Flows achieves a $1.3\times$ improvement on average in success rates.

Reinforcement Learning · Batch/Offline

Aravind Venugopal, Jiayu Chen, Xudong Wu, Chongyi Zheng, Benjamin Eysenbach, Jeff Schneider

The temporal lag between actions and their long-term consequences makes credit assignment a challenge when learning goal-directed behaviors from data. Generative world models capture the distribution of future states an agent may visit, indicating that they have captured temporal information. How can that temporal information be extracted to perform credit assignment? In this paper, we formalize how the temporal information stored in world models encodes the underlying geometry of the world. Leveraging optimal transport, we extract this geometry from a learned model of the occupancy measure into a reward function that captures goal-reaching information. Our resulting method, $\textrm{\textbf{Occupancy Reward Shaping (ORS)}}$, largely mitigates the problem of credit assignment in sparse reward settings. ORS provably does not alter the optimal policy, yet empirically improves performance by $\mathbf{2.2\times}$ across 13 diverse long-horizon locomotion and manipulation tasks. Moreover, we demonstrate the effectiveness of ORS in the real world for controlling nuclear fusion on 3 Tokamak control tasks.

Reinforcement Learning · Batch/Offline

Mingxuan Cui, Duo Zhou, Yuxuan Han, Grani A. Hanasusanto, Qiong Wang, Huan Zhang, Zhengyuan Zhou

Deep reinforcement learning (RL) has achieved remarkable success, yet its deployment in real-world scenarios is often limited by vulnerability to environmental uncertainties. Distributionally robust RL (DR-RL) algorithms have been proposed to resolve this challenge, but existing approaches are largely restricted to value-based methods in tabular settings. In this work, we introduce Distributionally Robust Soft Actor-Critic (DR-SAC), the first actor–critic based DR-RL algorithm for offline learning in continuous action spaces. DR-SAC maximizes the entropy-regularized rewards against the worst possible transition models within an KL-divergence constrained uncertainty set. We derive the distributionally robust version of the soft policy iteration with a convergence guarantee and incorporate a generative modeling approach to estimate the unknown nominal transition models. Experiment results on five continuous RL tasks demonstrate our algorithm achieves up to $9.8\times$ higher average reward than the SAC baseline under common perturbations. Additionally, DR-SAC significantly improves computing efficiency and applicability to large-scale problems compared with existing DR-RL algorithms.

Reinforcement Learning · Batch/Offline

Kwanyoung Park, Seohong Park, Youngwoon Lee, Sergey Levine

In this paper, we study whether model-based reinforcement learning (RL), in particular model-based value expansion, can provide a scalable recipe for tackling complex, long-horizon tasks in offline RL. Model-based value expansion fits an on-policy value function using length-$n$ imaginary rollouts generated by the current policy and a learned dynamics model. While larger $n$ reduces bias in value bootstrapping, it amplifies accumulated model errors over long horizons, degrading future predictions. We address this trade-off with an *action-chunk* model that predicts a future state from a sequence of actions (an "action chunk") instead of a single action, which reduces compounding errors. In addition, instead of directly training a policy to maximize rewards, we employ rejection sampling from an expressive behavioral action-chunk policy, which prevents model exploitation from out-of-distribution actions. We call this recipe **Model-Based RL with Action Chunks (MAC)**. Through experiments on highly challenging tasks with large-scale datasets of up to $100$M transitions, we show that MAC achieves the best performance among offline model-based RL algorithms, especially on challenging long-horizon tasks.

Reinforcement Learning · Batch/Offline

Yifu Yuan, Zhenrui Zheng, Zibin Dong, Jianye Hao

Multi-objective Reinforcement Learning (MORL) seeks to develop policies that simultaneously optimize multiple conflicting objectives, but it requires extensive online interactions. Offline MORL provides a promising solution by training on pre-collected datasets to generalize to any preference upon deployment. However, real-world offline datasets are often conservatively and narrowly distributed, failing to comprehensively cover preferences, leading to the emergence of out-of-distribution (OOD) preference areas. Existing offline MORL algorithms exhibit poor generalization to OOD preferences, resulting in policies that do not align with preferences. Leveraging the excellent expressive and generalization capabilities of diffusion models, we propose MODULI (Multi-objective Diffusion Planner with Sliding Guidance), which employs a preference-conditioned diffusion model as a planner to generate trajectories that align with various preferences and derive action for decision-making. To achieve accurate generation, MODULI introduces two return normalization methods under diverse preferences for refining guidance. To further enhance generalization to OOD preferences, MODULI proposes a novel sliding guidance mechanism, which involves training an additional slider adapter to capture the direction of preference changes. Incorporating the slider, it transitions from in-distribution (ID) preferences to generating OOD preferences, patching, and extending the incomplete Pareto front. Extensive experiments on the D4MORL benchmark demonstrate that our algorithm outperforms state-of-the-art Offline MORL baselines, exhibiting excellent generalization to OOD preferences.

Reinforcement Learning · Batch/Offline

Brahma Pavse, Yudong Chen, Qiaomin Xie, Josiah Hanna

In reinforcement learning, offline value function learning is the procedure of using an offline dataset to estimate the expected discounted return from each state when taking actions according to a fixed target policy. The stability of this procedure, i.e., whether it converges to its fixed-point, critically depends on the representations of the state-action pairs. Poorly learned representations can make value function learning unstable, or even divergent. Therefore, it is critical to stabilize value function learning by explicitly shaping the state-action representations. Recently, the class of bisimulation-based algorithms have shown promise in shaping representations for control. However, it is still unclear if this class of methods can \emph{stabilize} value function learning. In this work, we investigate this question and answer it affirmatively. We introduce a bisimulation-based algorithm called kernel representations for offline policy evaluation (\textsc{krope}). \textsc{krope} uses a kernel to shape state-action representations such that state-action pairs that have similar immediate rewards and lead to similar next state-action pairs under the target policy also have similar representations. We show that \textsc{krope}: 1) learns stable representations and 2) leads to lower value error than baselines. Our analysis provides new theoretical insight into the stability properties of bisimulation-based methods and suggests that practitioners can use these methods to improve the stability and accuracy of offline evaluation of reinforcement learning agents.

Reinforcement Learning · Batch/Offline

Runyu Lu, Yuanheng Zhu, Dongbin Zhao

This paper proposes Constrained Exploitability Descent (CED), a model-free offline reinforcement learning (RL) algorithm for solving adversarial Markov games (MGs). CED combines the game-theoretical approach of Exploitability Descent (ED) with policy constraint methods from offline RL. While policy constraints can perturb the optimal pure-strategy solutions in single-agent scenarios, we find the side effect less detrimental in adversarial games, where the optimal policy can be a mixed-strategy Nash equilibrium. We theoretically prove that, under the uniform coverage assumption on the dataset, CED converges to a stationary point in deterministic two-player zero-sum Markov games. We further prove that the min-player policy at the stationary point follows the property of mixed-strategy Nash equilibrium in MGs. Compared to the model-based ED method that optimizes the max-player policy, our CED method no longer relies on a generalized gradient. Experiments in matrix games, a tree-form game, and an infinite-horizon soccer game verify that CED can find an equilibrium policy for the min-player as long as the offline dataset guarantees uniform coverage. Besides, CED achieves a significantly lower NashConv compared to an existing pessimism-based method and can gradually improve the behavior policy even under non-uniform data coverages. When combined with neural networks, CED also outperforms behavior cloning and offline self-play in a large-scale two-team robotic combat game.

Reinforcement Learning · Batch/Offline

Minting Pan, Yitao Zheng, Jiajian Li, Yunbo Wang, Xiaokang Yang

Offline reinforcement learning (RL) enables policy optimization using static datasets, avoiding the risks and costs of extensive real-world exploration. However, it struggles with suboptimal offline behaviors and inaccurate value estimation due to the lack of environmental interaction. We present Video-Enhanced Offline RL (VeoRL), a model-based method that constructs an interactive world model from diverse, unlabeled video data readily available online. Leveraging model-based behavior guidance, our approach transfers commonsense knowledge of control policy and physical dynamics from natural videos to the RL agent within the target domain. VeoRL achieves substantial performance gains (over 100% in some cases) across visual control tasks in robotic manipulation, autonomous driving, and open-world video games. Project page: https://panmt.github.io/VeoRL.github.io.

Reinforcement Learning · Batch/Offline

Shoukai Xu, ZihaoLian, Mingkui Tan, Liu Liu, Zhong Zhang, Peilin Zhao

Offline reinforcement learning is widely applied in multiple fields due to its advantages in efficiency and risk control. However, a major problem it faces is the distribution shift between offline datasets and online environments. This mismatch leads to out-of-distribution (OOD) state-action pairs that fall outside the scope of the training data. Therefore, existing conservative training policies may not provide reliable decisions when the test environment deviates greatly from the offline dataset. In this paper, we propose Test-time Adapted Reinforcement Learning (TARL) to address this problem. TARL constructs unsupervised test-time optimization objectives for discrete and continuous control tasks, using test data without depending on environmental rewards. In discrete control tasks, it minimizes the entropy of predicted action probabilities to decrease uncertainty and avoid OOD state-action pairs. For continuous control tasks, it represents and minimizes action uncertainty based on the normal distribution of policy network outputs. Moreover, to prevent model bias caused by overfitting and error accumulation during the test-time update process, TARL enforces a KL divergence constraint between the fine-tuned policy and the original policy. For efficiency, TARL only updates the layer normalization layer parameters during testing. Extensive experiments on popular Atari game benchmarks and the D4RL dataset demonstrate the superiority of our method. Our method achieved a significant improvement over CQL, with a 13.6% episode return relative increase on the hopper-expert-v2 task.

Reinforcement Learning · Batch/Offline

Hongling Zheng, Li Shen, Yong Luo, Deheng Ye, Bo Du, Jialie SHEN, Dacheng Tao

The Conditional Sequence Modeling (CSM) paradigm, benefiting from the transformer's powerful distribution modeling capabilities, has demonstrated considerable promise in offline Reinforcement Learning (RL) tasks. Depending on the task's nature, it is crucial to carefully balance the interplay between inherent local features and long-term dependencies in Markov decision trajectories to mitigate potential performance degradation and unnecessary computational overhead. In this paper, we propose Decision Mixer (DM), which addresses the conflict between features of different scales in the modeling process from the perspective of dynamic integration. Drawing inspiration from conditional computation, we design a plug-and-play dynamic token selection mechanism to ensure the model can effectively allocate attention to different features based on task characteristics. Additionally, we employ an auxiliary predictor to alleviate the short-sightedness issue in the autoregressive sampling process. DM achieves state-of-the-art performance on various standard RL benchmarks while requiring significantly fewer computational resources, offering a viable solution for building efficient and scalable RL foundation models. Code is available at here.

Reinforcement Learning · Batch/Offline

Seohong Park, Qiyang Li, Sergey Levine

We present flow Q-learning (FQL), a simple and performant offline reinforcement learning (RL) method that leverages an expressive flow-matching policy to model arbitrarily complex action distributions in data. Training a flow policy with RL is a tricky problem, due to the iterative nature of the action generation process. We address this challenge by training an expressive one-step policy with RL, rather than directly guiding an iterative flow policy to maximize values. This way, we can completely avoid unstable recursive backpropagation, eliminate costly iterative action generation at test time, yet still mostly maintain expressivity. We experimentally show that FQL leads to strong performance across 73 challenging state- and pixel-based OGBench and D4RL tasks in offline RL and offline-to-online RL.

Reinforcement Learning · Batch/Offline

Thomas Schmied, Thomas Adler, Vihang Patil, Maximilian Beck, Korbinian Pöppel, Johannes Brandstetter, Günter Klambauer, Razvan Pascanu, Sepp Hochreiter

In recent years, there has been a trend in the field of Reinforcement Learning (RL) towards large action models trained offline on large-scale datasets via sequence modeling. Existing models are primarily based on the Transformer architecture, which results in powerful agents. However, due to slow inference times, Transformer-based approaches are impractical for real-time applications, such as robotics. Recently, modern recurrent architectures, such as xLSTM and Mamba, have been proposed that exhibit parallelization benefits during training similar to the Transformer architecture while offering fast inference. In this work, we study the aptitude of these modern recurrent architectures for large action models. Consequently, we propose a Large Recurrent Action Model (LRAM) with an xLSTM at its core that comes with linear-time inference complexity and natural sequence length extrapolation abilities. Experiments on 432 tasks from 6 domains show that LRAM compares favorably to Transformers in terms of performance and speed.

Reinforcement Learning · Batch/Offline

Alexander Nikulin, Ilya Zisman, Denis Tarasov, Nikita Lyubaykin, Andrei Polubarov, Igor Kiselev, Vladislav Kurenkov

Recently, latent action learning, pioneered by Latent Action Policies (LAPO), have shown remarkable pre-training efficiency on observation-only data, offering potential for leveraging vast amounts of video available on the web for embodied AI. However, prior work has focused on distractor-free data, where changes between observations are primarily explained by ground-truth actions. Unfortunately, real-world videos contain action-correlated distractors that may hinder latent action learning. Using Distracting Control Suite (DCS) we empirically investigate the effect of distractors on latent action learning and demonstrate that LAPO struggle in such scenario. We propose LAOM, a simple LAPO modification that improves the quality of latent actions by **8x**, as measured by linear probing. Importantly, we show that providing supervision with ground-truth actions, as few as 2.5% of the full dataset, during latent action learning improves downstream performance by **4.2x** on average. Our findings suggest that integrating supervision during Latent Action Models (LAM) training is critical in the presence of distractors, challenging the conventional pipeline of first learning LAM and only then decoding from latent to ground-truth actions.

Reinforcement Learning · Batch/Offline

Seungho Baek, Taegeon Park, Jongchan Park, Seungjun Oh, Yusung Kim

Existing offline hierarchical reinforcement learning methods rely on high-level policy learning to generate subgoal sequences. However, their efficiency degrades as task horizons increase, and they lack effective strategies for stitching useful state transitions across different trajectories. We propose Graph-Assisted Stitching (GAS), a novel framework that formulates subgoal selection as a graph search problem rather than learning an explicit high-level policy. By embedding states into a Temporal Distance Representation (TDR) space, GAS clusters semantically similar states from different trajectories into unified graph nodes, enabling efficient transition stitching. A shortest-path algorithm is then applied to select subgoal sequences within the graph, while a low-level policy learns to reach the subgoals. To improve graph quality, we introduce the Temporal Efficiency (TE) metric, which filters out noisy or inefficient transition states, significantly enhancing task performance. GAS outperforms prior offline HRL methods across locomotion, navigation, and manipulation tasks. Notably, in the most stitching-critical task, it achieves a score of 88.3, dramatically surpassing the previous state-of-the-art score of 1.0. Our source code is available at: https://github.com/qortmdgh4141/GAS.

Reinforcement Learning · Batch/Offline

Zifan LIU, Xinran Li, Jun Zhang

Safe offline reinforcement learning aims to develop policies that maximize cumulative rewards while satisfying safety constraints without the need for risky online interaction. However, existing methods often struggle with the out-of-distribution (OOD) problem, leading to potentially unsafe and suboptimal policies. To address this issue, we first propose Constrained Implicit Q-learning (CIQL), a novel algorithm designed to avoid the OOD problem. In particular, CIQL expands the implicit update of reward value functions to constrained settings and then estimates cost value functions under the same implicit policy. Despite its advantages, the further performance improvement of CIQL is still hindered by the inaccurate discounted approximations of constraints. Thus, we further propose Constraint-Conditioned Implicit Q-learning (C2IQL). Building upon CIQL, C2IQL employs a cost reconstruction model to derive non-discounted cumulative costs from discounted values and incorporates a flexible, constraint-conditioned mechanism to accommodate dynamic safety constraints. Experiment results on DSRL benchmarks demonstrate the superiority of C2IQL compared to baseline methods in achieving higher rewards while guaranteeing safety constraints under different threshold conditions.

Reinforcement Learning · Batch/Offline

Han Wang, Yang Xu, Wenbin Lu, Rui Song

Off-Policy Evaluation (OPE) aims to estimate the value of a target policy using offline data collected from potentially different policies. In real-world applications, however, logged data often suffers from missingness. While OPE has been extensively studied in the literature, a theoretical understanding of how missing data affects OPE results remains unclear. In this paper, we investigate OPE in the presence of monotone missingness and theoretically demonstrate that the value estimates remain unbiased under ignorable missingness but can be biased under nonignorable (informative) missingness. To retain the consistency of value estimation, we propose an inverse probability weighting value estimator and conduct statistical inference to quantify the uncertainty of the estimates. Through a series of numerical experiments, we empirically demonstrate that our proposed estimator yields a more reliable value inference under missing data.

Reinforcement Learning · Batch/Offline

Haofei Lu, Yifei Shen, Dongsheng Li, Junliang Xing, Dongqi Han

Diffusion models have shown great promise in decision-making, also known as diffusion planning. However, the slow inference speeds limit their potential for broader real-world applications. Here, we introduce **Habi**, a general framework that transforms powerful but slow diffusion planning models into fast decision-making models, which mimics the cognitive process in the brain that costly goal-directed behavior gradually transitions to efficient habitual behavior with repetitive practice. Even using a laptop CPU, the habitized model can achieve an average **800+ Hz** decision-making frequency (faster than previous diffusion planners by orders of magnitude) on standard offline reinforcement learning benchmarks D4RL, while maintaining comparable or even higher performance compared to its corresponding diffusion planner. Our work proposes a fresh perspective of leveraging powerful diffusion models for real-world decision-making tasks. We also provide robust evaluations and analysis, offering insights from both biological and engineering perspectives for efficient and effective decision-making.