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A Perspective of Q-value Estimation on Offline-to-Online Reinforcement Learning
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Studies Q-value estimation as the bottleneck in offline-to-online RL and proposes SO2, which adds target-action noise (perturbed value update) and more Q-value updates per online sample on a Q-ensemble SAC base, improving finetuning on D4RL MuJoCo and Adroit.
Problem
Offline-to-online RL finetuning is slow and unstable because Q-value estimates inherited from offline pretraining are biased and poorly ranked, which yields misleading policy-update signals.
Approach
Two simple techniques on a Q-ensemble SAC base: perturb the target action with clipped Gaussian noise to smooth sharp Q-value peaks, and increase the number of Q-value (and policy) updates per online collected sample (N_upc), improving Q-value accuracy without explicit distribution-shift estimation or balanced replay.
Key results
- SO2 reaches an average normalized return of 98.9 on D4RL MuJoCo after online finetuning, versus 75.9 for OFF2ON and 58.0 for AWAC.
- On Adroit, SO2 reaches 136.8 total after 400k online steps, versus 124.0 for IQL after 1M steps.
- Combining SO2 with OFF2ON raises its 100k-step average from 75.89 to 88.64 on MuJoCo.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| apply SO2 instead of OFF2ON | Offline-to-online RL · D4RL MuJoCo Gym tasks, Average | normalized average return: 48.4 → 75.9; 76.1 → 98.9 | Helped |
| apply SO2 rather than IQL | Offline-to-online RL · D4RL Adroit, Total | normalized average score: 38.1→124.0; 67.9→ 136.8 | Helped |
| add target-action perturbation (σ=0.3) rather than no noise (σ=0.0) (ablation) | SO2 · D4RL MuJoCo, Walker2d, Average | normalized average return: 76.5 ±19.1 → 95.4 ±4.7 | Helped |
| increase target-action perturbation from σ=0.3 to σ=0.45 (ablation) | SO2 · D4RL MuJoCo, Walker2d, Average | normalized average return: 95.4 ±4.7 → 82.5 ± 5.3 | Hurt |
| increase updates per collection from N_upc=1 to N_upc=10 (ablation) | SO2 · D4RL MuJoCo, Walker2d, Average | normalized average return: 81.3 ± 5.8 → 95.4 ± 4.7 | Helped |
| increase updates per collection from N_upc=5 to N_upc=10 (ablation) | SO2 · D4RL MuJoCo, Walker2d, Average | normalized average return: 84.5 ± 8.7 → 95.4 ± 4.7 | Helped |
| combine SO2 with OFF2ON | OFF2ON · MuJoCo environments, 100k online samples | normalized average return: 75.89 ± 14.26 → 88.64 ± 4.33 | Helped |
| combine SO2 with PEX | PEX · MuJoCo environments, 100k online samples | normalized average return: 67.68 ± 8.83 → 74.26 ± 4.26 | Helped |
| use only increased Q-value update frequency (ablation) | SO2 · MuJoCo environments | policy performance | No clear effect |
Surprising findings
- SO2 with only increased Q-value update frequency performs comparably to increasing both Q and policy update frequency.
- SO2 underperforms MBPO on Hopper, which the authors attribute to pessimism in that environment.
Limitations
- Results depend on hand-tuned noise scale sigma and clip c and on N_upc, with variance across sigma settings visible in ablations.
- Baselines are re-run with different starting points, and the paper notes starting performance differences across methods.
- Evaluation limited to MuJoCo and Adroit locomotion/manipulation tasks.
Experimental setup
Datasets: D4RL MuJoCo v2 D4RL Adroit
Benchmarks: D4RL MuJoCo (HalfCheetah, Hopper, Walker2d) D4RL Adroit (pen-human, door-human)
Metrics: normalized average return standard deviation over seeds Kendall's tau coefficient normalized Q-value difference
Baselines: OFF2ON IQL AWAC ODT PEX SAC MBPO CQL TD3-BC EDAC
Builds on: SAC EDAC CQL TD3-BC OFF2ON
Closest papers by meaning
- Exclusively Penalized Q-learning for Offline Reinforcement Learning (NeurIPS 2024 · similarity 0.93)
- Is Value Learning Really the Main Bottleneck in Offline RL? (NeurIPS 2024 · similarity 0.92)
- A Clean Slate for Offline Reinforcement Learning (NeurIPS 2025 · similarity 0.92)
- Optimistic Critic Reconstruction and Constrained Fine-Tuning for General Offline-to-Online RL (NeurIPS 2024 · similarity 0.91)
- Online Pre-Training for Offline-to-Online Reinforcement Learning (ICML 2025 · similarity 0.91)
- Q-Distribution guided Q-learning for offline reinforcement learning: Uncertainty penalized Q-value via consistency model (NeurIPS 2024 · similarity 0.91)
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