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Q-value Regularized Transformer for Offline Reinforcement Learning

ICML 2024 · Reinforcement learning › Offline RL · approach: Decision Transformer sequence models · 4 citations (OpenAlex)

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Proposes Q-value regularized Transformer (QT), which adds a Q-value maximization term to Decision Transformer-style conditional sequence modeling and uses Q-guided action selection at inference, to improve stitching and long-horizon offline RL on D4RL.

Problem

Conditional sequence modeling (e.g., Decision Transformer) struggles to stitch optimal trajectories from sub-optimal data because sampled return-to-go values are inconsistent with optimal future returns, while Q-learning methods are unstable in long-horizon and sparse-reward settings.

Approach

Combine a Transformer conditional behavior-cloning loss with a Q-value maximization term learned via n-step double-Q targets, and at inference sample actions over multiple candidate return-to-go values and pick the one with highest Q-value.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add n-step Q-value update, training regularization, and Q-value inference to BC (ablation)BC policy · walker2d-medium-replay-v2normalized score: 32.3 $\pm$ 9.8 -> 82.2 $\pm$ 0.5Helped
Add Q-value inference (ablation)Conditional Transformer Policy · walker2d-medium-replay-v2normalized score: 79.4 $\pm$ 2.0 -> 87.6 $\pm$ 1.1Helped
Add Q-value regularization during training (ablation)Conditional Transformer Policy · walker2d-medium-replay-v2normalized score: 79.4 $\pm$ 2.0 -> 97.7 $\pm$ 0.3Helped
Use n-step instead of 1-step Q-value updates (ablation)QT · walker2d-medium-replay-v2normalized score: 85.6 $\pm$ 1.7 -> 98.5 $\pm$ 1.1Helped
Increase η from 0.01 to 2 (ablation)QT · walker2d-medium-replay-v2 dense rewardnormalized score: $88.0 \pm 0.4$ -> $98.5 \pm 1.1$Helped
Increase η from 0.1 to 1 (ablation)QT · walker2d-medium-replay-v2 sparse rewardnormalized score: $72.3 \pm 0.3$ -> $7.0 \pm 4.6$Hurt
Use QT rather than the strongest listed baselineD4RL Gym methods · D4RL Gym averagenormalized score: 81.8 -> 89.8Helped
Use QT rather than the strongest listed baselineD4RL Adroit methods · D4RL Adroit averagenormalized score: 38.9 -> 60.4Helped
Use QT rather than the strongest listed baselineD4RL Kitchen methods · D4RL Kitchen averagenormalized score: 72.3 -> 78.4Helped
Use QT rather than the strongest listed baselineD4RL Maze2D methods · D4RL Maze2D averagenormalized score: 121.5 -> 172.5Helped
Use QT rather than the strongest listed baselineD4RL AntMaze methods · D4RL AntMaze averagenormalized score: 73.7 -> 76.5Helped
Use QT rather than CQLOffline RL methods · 1% DQN-replay Atari averagescore: 107.2 -> 145.7Helped

Surprising findings

Limitations

Experimental setup

Datasets: D4RL Gym D4RL Adroit D4RL Kitchen D4RL Maze2D D4RL AntMaze Atari 1% DQN-replay

Benchmarks: D4RL Gym D4RL Adroit D4RL Kitchen D4RL Maze2D D4RL AntMaze Atari 1% DQN-replay

Metrics: normalized score average return

Baselines: CQL IQL BCQ BEAR TD3+BC MoRel BC Diffuser DD DT StAR GDT

Builds on: Decision Transformer Conservative Q-learning Q-learning with Decision Transformer (QDT) TD3+BC minGPT

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