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When should we prefer Decision Transformers for Offline Reinforcement Learning?
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Empirically compares Conservative Q-Learning, Behavior Cloning, and Decision Transformer offline RL across data quality, trajectory length, random-noise, task complexity, and stochasticity on D4RL, robomimic, and Atari to give guidance on which algorithm to prefer.
Problem
Offline RL practitioners lack guidance on which algorithm (Q-learning, imitation learning, or sequence modeling) is preferable under different data, task, and environment conditions.
Approach
Targeted controlled experiments varying data suboptimality (best/worst X%, trajectory length, injected random data), task complexity (state dimension, horizon), and stochasticity, comparing CQL, BC, and DT under matched settings, plus DT architecture and scaling studies on Atari.
Key results
- On robomimic MG data, DT outperformed CQL by 154% and BC by 51% in dense reward; in sparse reward DT was 88% above CQL on D4RL.
- CQL was most sample-efficient on small amounts of high-quality data (~5% of dataset), while DT needed ~20%; DT never worsened with more data.
- On Atari, scaling data by 5x gave a 2.5x average score improvement for DT.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DT instead of CQL | Offline RL · D4RL, sparse-reward tasks | normalized return: 40.78 ± 7.88 -> 76.6 ± 1 | Helped |
| Use CQL instead of DT | Offline RL · D4RL, dense-reward tasks | normalized return: 77.51 ± 1.12 -> 83.64 ± 0.51 | Helped |
| Redistribute each trajectory's reward to its last timestep | D4RL offline datasets · D4RL | normalized return: CQL's performance ... reduce by half; DT's performance remained unchanged | Mixed |
| Train on the best 5% rather than the best 20% of trajectories | CQL · D4RL dense-reward data | normalized return: CQL ... reaching its highest score at ~5% ... DT required ~20% | Helped |
| Add more, potentially lower-return trajectories | CQL · D4RL medium-replay | normalized return: between 20% and 80% | Hurt |
| Add more trajectories, including suboptimal data | DT · D4RL | normalized return | Helped |
| Use DT instead of CQL on low-quality medium-replay data | Offline RL · D4RL medium replay | learning speed: 33% faster on average | Helped |
| Use BC instead of DT | Offline RL · Robomimic human-generated data | success rate: 91.3 ± 0.9 vs. 83.1 ± 0.8 | Helped |
| Add random-action data to a high-quality human dataset | BC · Robomimic PH | success rate: nearly 100% deterioration on Lift PH | Hurt |
| Add an equal amount of random-action data | DT compared with BC · Offline RL noisy-data setting | evaluation score: less than 10% deterioration | Helped |
| Increase task horizon | BC and DT compared with CQL · Robomimic PH | success rate | Helped |
| Use CQL instead of DT or BC | Offline RL · D4RL medium-replay, high stochasticity (p=0.5, σ=0.5) | evaluation score | Helped |
Surprising findings
- CQL's performance drops by about half on D4RL when identical transitions are given sparse rewards, while DT is unchanged.
- BC outperforms DT and CQL on human-generated robomimic data (PH/MH), reversing the ranking seen on machine-generated data.
Limitations
- Only three algorithms (CQL, BC, DT) studied; IQL, Trajectory Transformer, model-based and diffusion methods excluded due to compute budget.
- Evaluated only on deterministic, fully observed tasks; stochasticity is simulated by injecting Gaussian action noise at evaluation.
- Sparse-reward D4RL construction may break Markovian dynamics.
Experimental setup
Datasets: D4RL robomimic Atari DQN replay dataset humanoid (generated by authors) Adroit Pen-human-v0 Maze2D Antmaze-umaze
Benchmarks: D4RL robomimic Atari Adroit Pen-human-v0 Maze2D Antmaze-umaze Humanoid
Metrics: normalized average return success rate expert-normalized score relative deterioration
Baselines: CQL BC DT
Builds on: Decision Transformer Conservative Q-Learning D4RL robomimic
Closest papers by meaning
- Rethinking Decision Transformer via Hierarchical Reinforcement Learning (ICML 2024 · similarity 0.90)
- Transformers as Decision Makers: Provable In-Context Reinforcement Learning via Supervised Pretraining (ICLR 2024 · similarity 0.90)
- Reinforcement Learning Gradients as Vitamin for Online Finetuning Decision Transformers (NeurIPS 2024 · similarity 0.90)
- Critic-Guided Decision Transformer for Offline Reinforcement Learning (AAAI 2024 · similarity 0.89)
- Is Value Learning Really the Main Bottleneck in Offline RL? (NeurIPS 2024 · similarity 0.89)
- In-Context Reinforcement Learning From Suboptimal Historical Data (ICML 2025 · similarity 0.89)
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