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Q-value Regularized Transformer for Offline Reinforcement Learning
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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
- QT averages 89.8 on D4RL Gym tasks versus 82.4 for the best listed baseline (CGDT) and 81.8 for DD.
- On Maze2D, QT averages 172.5 versus 121.5 for DD and 57.2 for BEAR; on maze2d-large QT reaches 240.1.
- On walker2d-medium-replay ablation, the full QT reaches 98.5 versus 87.6 for DT with Q-inference only and 79.4 for the CTP baseline without Q-value.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add n-step Q-value update, training regularization, and Q-value inference to BC (ablation) | BC policy · walker2d-medium-replay-v2 | normalized score: 32.3 $\pm$ 9.8 -> 82.2 $\pm$ 0.5 | Helped |
| Add Q-value inference (ablation) | Conditional Transformer Policy · walker2d-medium-replay-v2 | normalized score: 79.4 $\pm$ 2.0 -> 87.6 $\pm$ 1.1 | Helped |
| Add Q-value regularization during training (ablation) | Conditional Transformer Policy · walker2d-medium-replay-v2 | normalized score: 79.4 $\pm$ 2.0 -> 97.7 $\pm$ 0.3 | Helped |
| Use n-step instead of 1-step Q-value updates (ablation) | QT · walker2d-medium-replay-v2 | normalized score: 85.6 $\pm$ 1.7 -> 98.5 $\pm$ 1.1 | Helped |
| Increase η from 0.01 to 2 (ablation) | QT · walker2d-medium-replay-v2 dense reward | normalized 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 reward | normalized score: $72.3 \pm 0.3$ -> $7.0 \pm 4.6$ | Hurt |
| Use QT rather than the strongest listed baseline | D4RL Gym methods · D4RL Gym average | normalized score: 81.8 -> 89.8 | Helped |
| Use QT rather than the strongest listed baseline | D4RL Adroit methods · D4RL Adroit average | normalized score: 38.9 -> 60.4 | Helped |
| Use QT rather than the strongest listed baseline | D4RL Kitchen methods · D4RL Kitchen average | normalized score: 72.3 -> 78.4 | Helped |
| Use QT rather than the strongest listed baseline | D4RL Maze2D methods · D4RL Maze2D average | normalized score: 121.5 -> 172.5 | Helped |
| Use QT rather than the strongest listed baseline | D4RL AntMaze methods · D4RL AntMaze average | normalized score: 73.7 -> 76.5 | Helped |
| Use QT rather than CQL | Offline RL methods · 1% DQN-replay Atari average | score: 107.2 -> 145.7 | Helped |
Surprising findings
- In sparse-reward settings (delayed rewards), the Q-value regularization weight eta must be small; performance drops sharply at eta=1 (7.0) versus 78.5 at eta=0.01 on walker2d-medium-replay sparse.
- QT's advantage over QDT and CQL on delayed-reward MuJoCo tasks shows CQL alone performs poorly (average 7.2) under sparse reward.
Limitations
- Requires explicit reward signals; may be limited on datasets with only state-action pairs such as human demonstrations.
- Sensitive to the Q-value regularization weight eta, which must be tuned per domain and is harmed when Q-value estimation is inaccurate (sparse rewards).
- Can underperform on dense maze2d reward settings where reward structure inflates values of failing trajectories.
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
Closest papers by meaning
- Critic-Guided Decision Transformer for Offline Reinforcement Learning (AAAI 2024 · similarity 0.91)
- From Weak Data to Strong Policy: Q-Targets Enable Provable In-Context Reinforcement Learning (NeurIPS 2026 · similarity 0.90)
- In-Dataset Trajectory Return Regularization for Offline Preference-based Reinforcement Learning (AAAI 2025 · similarity 0.89)
- When should we prefer Decision Transformers for Offline Reinforcement Learning? (ICLR 2024 · similarity 0.89)
- ACT: Empowering Decision Transformer with Dynamic Programming via Advantage Conditioning (AAAI 2024 · similarity 0.89)
- Exploiting Action Impact Regularity and Exogenous State Variables for Offline Reinforcement Learning (Abstract Reprint) (AAAI 2024 · similarity 0.88)
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