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Consistency Models as a Rich and Efficient Policy Class for Reinforcement Learning
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Proposes consistency policies (consistency models as RL action generators) with Consistency-BC and Consistency-AC, showing comparable D4RL performance to diffusion policies at much lower computational cost across offline, offline-to-online, and online RL.
Problem
Diffusion policies are expressive for multi-modal action distributions but their iterative sampling is slow and backpropagation through many denoising steps is costly, which limits their use in RL, especially online RL.
Approach
Use a conditional consistency model as the policy representation (state as condition, action as generated variable), so actions are produced in very few denoising steps (N=2 by default), and train it with a consistency BC loss plus a Q-learning policy term in an actor-critic loop, with a k-dependent loss scaling to balance the two terms.
Key results
- Consistency-BC reaches an average of 69.7 on D4RL Gym versus 76.3 for Diffusion-BC, and Diffusion-BC is 1.43x? no; Consistency-BC cuts BC training time by about 43% (42.97% average reduction across 20 tasks).
- Consistency-AC averages 72.1 on offline D4RL tasks versus 80.3 for Diffusion-QL, while using N=2 denoising steps instead of N=5.
- In online RL from scratch Consistency-AC averages 70.4 versus 67.7 for Diffusion-QL, with lower wall-clock time (7.49h vs 8.36h average); offline-to-online averages 88.0 vs 94.2 for Diffusion-QL.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| replace Gaussian policy with consistency policy for behavior cloning | BC on D4RL · D4RL tasks | normalized score: outperforms it on $14/20$ tasks | Helped |
| use consistency policy instead of diffusion policy for behavior cloning | BC on D4RL · D4RL task suite average | training time per epoch: $86.08\pm3.16$ -> $49.09\pm2.34$ | Helped |
| use consistency policy instead of diffusion policy in actor-critic offline RL | Consistency-AC · D4RL total average | normalized score: 80.3 -> 72.1 | Hurt |
| use consistency policy instead of diffusion policy | offline-to-online RL on D4RL Gym · D4RL Gym offline-to-online average | normalized score: 94.2 -> 88.0 | Hurt |
| use consistency policy instead of diffusion policy | online RL on D4RL Gym · D4RL Gym online average | normalized score: 67.7 -> 70.4 | Helped |
| remove loss scaling (ablation) | Consistency-AC · D4RL offline RL tasks | normalized score: by $37.8\%$ on average | Hurt |
| add loss scaling (ablation) | Consistency-AC · D4RL total average | normalized score: 40.1 -> 64.5 | Helped |
| add Q-learning loss and policy regularization to behavior cloning (ablation) | Consistency-AC · D4RL total average | normalized score: 59.7 -> 64.5 | Helped |
| replace MLP with LN-Resnet parameterization (ablation) | Consistency-AC · D4RL tasks | normalized score: 64.5 -> 56.8 | Mixed |
| reduce denoising steps from 5 to 2 and use consistency model | actor-critic on hopper-medium-expert-v2 · hopper-medium-expert-v2 | average normalized score: $108.2\pm5.6$ ($112.3\pm0.2$) -> $102.4\pm3.0$ ($106.2\pm1.6$) | Hurt |
Surprising findings
- Consistency policy with N=2 steps matches Diffusion-QL with N=5 steps in offline performance, and removing the proposed loss scaling drops average Consistency-AC performance substantially.
- Consistency-AC is worse than Diffusion-QL in offline-to-online RL but outperforms it in online RL from scratch, which the authors attribute to diffusion policies being overly explorative.
Limitations
- Consistency-AC performs poorly on AntMaze tasks (average 70.1 vs 78.7 for Diffusion-QL), where sparse rewards make Q-learning the bottleneck.
- Consistency policy is slightly less expressive than diffusion policy in BC, and offline-to-online results are slightly lower than Diffusion-QL.
- Online wall-clock gains are smaller because environment simulation time dominates.
Experimental setup
Datasets: D4RL halfcheetah D4RL hopper D4RL walker2d D4RL AntMaze D4RL Adroit D4RL Kitchen
Benchmarks: D4RL Gym D4RL AntMaze D4RL Adroit D4RL Kitchen
Metrics: normalized score training time per epoch inference time per sample wall-clock time
Baselines: Diffusion-QL Diffusion-BC BC CQL IQL X-QL ARQ IDQL-A AWAC ACA SAC Diffuser
Builds on: consistency models Diffusion-QL TD3+BC Karras noise schedule
Closest papers by meaning
- Generalizing Consistency Policy to Visual RL with Prioritized Proximal Experience Regularization (NeurIPS 2024 · similarity 0.89)
- Score as Action: Fine Tuning Diffusion Generative Models by Continuous-time Reinforcement Learning (ICML 2025 · similarity 0.88)
- Flow-Based Policy for Online Reinforcement Learning (NeurIPS 2025 · similarity 0.87)
- Efficient Online Reinforcement Learning for Diffusion Policy (ICML 2025 · similarity 0.87)
- Prioritized Generative Replay (ICLR 2025 · similarity 0.87)
- Offline-Boosted Actor-Critic: Adaptively Blending Optimal Historical Behaviors in Deep Off-Policy RL (ICML 2024 · similarity 0.87)
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