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Diffusion Forcing: Next-token Prediction Meets Full-Sequence Diffusion
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Proposes Diffusion Forcing, training a sequence diffusion model with independent per-token noise levels, instantiated as Causal Diffusion Forcing (RNN) for stable long-horizon video rollout, planning with Monte Carlo Guidance, and imitation learning.
Problem
Next-token prediction models are unstable on continuous data (e.g., video rollouts diverge) and cannot be guided toward objectives, while full-sequence diffusion models are non-causal and fixed-length, limiting variable-length generation and subsequence guidance.
Approach
Train a causal denoiser where each token gets an independent random noise level, so a single shared model can act as next-token predictor, full-sequence diffuser, or both; sampling uses per-token noise schedules (e.g., zig-zag) and enables guidance over future tokens and Monte Carlo Guidance.
Key results
- On D4RL Maze2D/Multi2D, Diffusion Forcing achieves 141.7 single-task and 146.2 multi-task average reward, above Diffuser (119.5 / 129.4).
- Diffusion Forcing achieves 80% success on the real Franka swap-fruit imitation task where diffusion policy fails, and 76% under occlusion/noise versus 48% for next-frame diffusion.
- Diffusion Forcing stably rolls out video up to about 1000 frames beyond training horizon while teacher-forcing and full-sequence diffusion baselines diverge.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add Monte Carlo Guidance (ablation) | Diffusion Forcing · Maze2D Single-task Average | reward: 129.67 -> 141.7 | Helped |
| add Monte Carlo Guidance (ablation) | Diffusion Forcing · Multi2D Multi-task Average | reward: 127.7 -> 146.2 | Helped |
| use Diffusion Forcing instead of Diffuser* | offline planning · Maze2D U-Maze | reward: 113.9 \(\pm\) 3.1 -> 116.7 \(\pm\) 2.0 | Helped |
| use Diffusion Forcing instead of Diffuser* | offline planning · Maze2D Medium | reward: 121.5 \(\pm\) 2.7 -> 149.4 \(\pm\) 7.5 | Helped |
| use Diffusion Forcing instead of Diffuser* | offline planning · Maze2D Large | reward: 123.0 \(\pm\) 6.4 -> 159.0 \(\pm\) 2.7 | Helped |
| use Diffusion Forcing instead of Diffuser* | offline planning · Multi2D U-Maze | reward: 128.9 \(\pm\) 1.8 -> 119.1 \(\pm\) 4.0 | Hurt |
| use Diffusion Forcing instead of Diffuser* | offline planning · Multi2D Medium | reward: 127.2 \(\pm\) 3.4 -> 152.3 \(\pm\) 9.9 | Helped |
| use Diffusion Forcing instead of Diffuser* | offline planning · Multi2D Large | reward: 132.1 \(\pm\) 5.8 -> 167.1 \(\pm\)2.7 | Helped |
| use Diffusion Forcing for imitation learning with memory | robot fruit swapping · Robot fruit swapping | success rate | Helped |
| mark perturbed or missing observations as noisy | Diffusion Forcing · Robot fruit swapping with noisy or missing observations | success rate: 76\% vs. 48\% | Helped |
Surprising findings
- Diffuser's performance collapses (e.g., 8.7 single-task average) when executing its generated actions directly, requiring a hand-crafted PD controller.
Limitations
- Causal implementation is based on a vanilla RNN; transformer scaling not investigated.
- No investigation of scaling to internet-scale datasets or higher-resolution video.
- Diffusion-based video tasks evaluated on relatively small domains (Minecraft, DMLab).
Experimental setup
Datasets: Minecraft gameplay videos DMLab navigation videos D4RL Maze2D Multi2D Franka robot teleoperation dataset multivariate time series forecasting benchmark
Benchmarks: D4RL Maze2D Multi2D Minecraft video rollout DMLab video rollout real robot imitation task multivariate time series forecasting
Metrics: average normalized reward success rate rollout stability
Baselines: MPPI CQL IQL Diffuser next-frame diffusion (teacher forcing) full-sequence diffusion diffusion policy
Builds on: DDPM Diffuser teacher forcing classifier guidance diffusion policy
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