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Diffusion-DICE: In-Sample Diffusion Guidance for Offline Reinforcement Learning
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Proposes Diffusion-DICE, which reinterprets DICE as a transformation from behavior to optimal policy distribution, learns the transformation's guidance term with in-sample learning inside a diffusion model, and selects among candidate actions with the DICE critic (guide-then-select).
Problem
Offline RL policy extraction: Gaussian policies limit expressivity of DICE-based methods, and existing diffusion-based offline RL methods query critic values on OOD diffusion-generated actions, causing error exploitation.
Approach
View DICE's optimal stationary distribution ratio as transforming the behavior policy into the optimal policy; decompose the optimal policy score into the behavior score plus a guidance gradient learned in-sample (In-sample Guidance Learning) with a piecewise f-divergence for stability, then select the highest-Q action from a few candidates.
Key results
- Diffusion-DICE reports 60.0 on halfcheetah-medium, 100.2 on hopper-medium, and 98.1 on antmaze-umaze, outperforming baselines on 13 of 15 D4RL tasks in the main table.
- On kitchen-partial and pen-cloned it reaches 78.3 and 83.8, far above Diffusion-QL (60.5, 57.3).
- A guidance-free variant is shown to have higher overestimated Q values and lower normalized return than the full guide-then-select method.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Diffusion-DICE instead of QGPO | D4RL offline RL · halfcheetah-medium | normalized score: 60.0 ±0.6 vs 54.1 ±0.4 | Helped |
| Use Diffusion-DICE instead of QGPO | D4RL offline RL · hopper-medium | normalized score: 100.2 ±3.2 vs 98.0±2.6 | Helped |
| Use Diffusion-DICE instead of Diffusion-QL | D4RL offline RL · walker2d-medium-replay | normalized score: 90.8 ±2.6 vs 95.5 ±1.5 | Hurt |
| Use Diffusion-DICE instead of SfBC | D4RL offline RL · antmaze-umaze-diverse | normalized score: 82.0 ±8.4 vs 85.3 ±3.6 | Hurt |
| Use Diffusion-DICE instead of QGPO | D4RL offline RL · antmaze-medium-play | normalized score: 91.3 ±3.1 vs 83.6±4.4 | Helped |
| Use Diffusion-DICE instead of Diffusion-QL | D4RL offline RL · kitchen-partial | normalized score: 78.3 ±3.4 vs 60.5±6.9 | Helped |
| Use Diffusion-DICE instead of QGPO | D4RL offline RL · pen-human | normalized score: 84.4 ±2.7 vs 73.9 ±4.6 | Helped |
| Add the guide stage before selecting candidate actions (ablation) | Diffusion-DICE · D4RL evaluation | normalized score | Helped |
| Add the guide stage before selecting candidate actions (ablation) | Diffusion-DICE · D4RL evaluation | average Q(s, a) overestimation | Helped |
Limitations
- Diffusion sampling is costly and slow.
- Diffusion model training may suffer in low-data regimes.
Experimental setup
Datasets: D4RL
Benchmarks: D4RL
Metrics: normalized score
Baselines: CQL IQL SQL O-DICE Diffusion-QL SfBC QGPO IDQL
Builds on: DICE Diffusion-QL IDQL QGPO CEP
Closest papers by meaning
- ODICE: Revealing the Mystery of Distribution Correction Estimation via Orthogonal-gradient Update (ICLR 2024 · similarity 0.92)
- Prior-Guided Diffusion Planning for Offline Reinforcement Learning (NeurIPS 2025 · similarity 0.92)
- Score Regularized Policy Optimization through Diffusion Behavior (ICLR 2024 · similarity 0.90)
- Diffusion Policies Creating a Trust Region for Offline Reinforcement Learning (NeurIPS 2024 · similarity 0.90)
- Designing Reinforcement Learning for Diffusion Models: A Unified Path-Space View (NeurIPS 2026 · similarity 0.89)
- Relaxed Stationary Distribution Correction Estimation for Improved Offline Policy Optimization (AAAI 2024 · similarity 0.89)
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