Source-linked AI summary

Temporal Distance-aware Transition Augmentation for Offline Model-based Reinforcement Learning

Dongsu Lee, Minhae Kwon

arXiv:2505.13144v1cs.LGcs.AIcs.RO

TL;DR

Offline MBRL seeks to improve fixed-dataset policy learning while avoiding OOD errors, but existing methods struggle in sparse-reward, long-horizon tasks. TempDATA learns temporal-distance-aware representations and generates transitions in latent space, outperforming prior offline MBRL methods across goal-oriented benchmarks and matching or surpassing related augmentation and goal-conditioned approaches.

  • Problem

    Existing offline MBRL methods struggle with OOD-related errors and sparse-reward, long-horizon goal-reaching tasks.

    Source: §1 · p. 1
  • Method

    TempDATA combines an autoencoder, latent dynamics model, and offline policy to encode temporal distance and augment transitions in latent space.

    Source: §1 · p. 2, §3 · p. 3, §4.1 · p. 5
  • Results

    TempDATA outperforms previous offline MBRL methods and achieves better or comparable performance to prior goal-conditioned methods across AntMaze, Kitchen, CALVIN, and pixel-based Kitchen benchmarks.

    Source: §1 · p. 2, §6 · p. 9
  • Takeaways & Limitations

    Temporal-distance-aware latent augmentation provides an offline MBRL approach for sparse-reward, long-horizon goal-reaching challenges.

    Source: §1 · p. 2, §6 · p. 9

    The conclusion identifies unresolved questions about generalizable, distance-aware control and calls for uncertainty modeling, multi-agent reasoning, asymmetric geometry, and hybrid online–offline adaptation.

    Source: §6 · p. 9

Abstract

from arXiv · show

The goal of offline reinforcement learning (RL) is to extract a high-performance policy from the fixed datasets, minimizing performance degradation due to out-of-distribution (OOD) samples. Offline model-based RL (MBRL) is a promising approach that ameliorates OOD issues by enriching state-action transitions with augmentations synthesized via a learned dynamics model. Unfortunately, seminal offline MBRL methods often struggle in sparse-reward, long-horizon tasks. In this work, we introduce a novel MBRL framework, dubbed Temporal Distance-Aware Transition Augmentation (TempDATA), that generates augmented transitions in a temporally structured latent space rather than in raw state space. To model long-horizon behavior, TempDATA learns a latent abstraction that captures a temporal distance from both trajectory and transition levels of state space. Our experiments confirm that TempDATA outperforms previous offline MBRL methods and achieves matching or surpassing the performance of diffusion-based trajectory augmentation and goal-conditioned RL on the D4RL AntMaze, FrankaKitchen, CALVIN, and pixel-based FrankaKitchen.

1. Introduction

Offline MBRL can mitigate OOD issues by synthesizing transitions, but existing methods struggle with sparse-reward, long-horizon goal-reaching tasks. TempDATA addresses this gap by augmenting transitions in a temporal-distance-aware latent space and outperforms prior baselines across goal-oriented benchmarks.

  • Offline RL must learn from fixed datasets while handling OOD actions that can corrupt state-action value estimation.Source: §1 · p. 1
  • Offline MBRL synthesizes transitions with learned dynamics and behavior policies, but its prior successes are concentrated in dense-reward, short-horizon locomotion tasks.Source: §1 · p. 1
  • Most offline MBRL methods achieve near-zero success on sparse-reward, long-horizon AntMaze tasks, including the simpler umaze variant.Source: Figure 1 · p. 1, §1 · p. 2
  • Existing methods still struggle to synthesize transitions containing temporal information about distance from goals, limiting long-horizon behavior learning.Source: §1 · p. 2
  • TempDATA combines an autoencoder, latent dynamics model, and offline policy to encode temporal distance at trajectory and transition levels and generate latent-space augmentations.Source: §1 · p. 2
  • TempDATA outperforms previous baselines across AntMaze, Kitchen, CALVIN, and pixel-based Kitchen benchmarks, while matching or surpassing prior goal-conditioned MFRL methods.Source: §1 · p. 2

2. Related Works

Related work spans conservative model-free offline RL, model-based transition augmentation, goal-conditioned RL, and learned state abstractions. TempDATA combines temporal-distance state abstraction with latent dynamics and offline policy optimization for goal-reaching tasks.

Offline Reinforcement Learning

  • Offline MFRL regularizes policies or value functions toward the dataset distribution, whereas TempDATA augments the dataset using a learned dynamics model.Source: §2 · p. 2

Offline MBRL

  • Prior offline MBRL learns environment dynamics and generates additional data, but reported methods do not solve goal-reaching tasks with pixel-based states.Source: §2 · p. 2

Goal-conditioned Reinforcement Learning

  • Goal-conditioned RL develops policies for reaching specified or discovered goals through supervised, unsupervised, skill-discovery, hierarchical, contrastive, and distance-based methods.Source: §2 · p. 2
  • TempDATA builds a state abstraction embedding temporal distance to any goal or next state, then optimizes a policy with latent representations and dynamics.Source: §2 · p. 2

Learning State Space Abstractions

  • State abstraction compresses high-dimensional observations and can represent temporal differences, using objectives such as successor features, contrastive learning, metric learning, dynamics modeling, and distance learning.Source: §2 · pp. 2–3
  • Temporal distance can better capture transition difficulty than Euclidean distance in environments with obstacles, varied objects, and image-based information.Source: §2 · p. 3
  • TempDATA learns a geometric autoencoder that extracts temporal distance from raw states and reconstructs states from micro- and macroscopic levels.Source: §2 · p. 3

3. Preliminaries

The paper formulates offline goal-reaching RL over fixed, reward-free trajectories and uses learned dynamics to augment transitions. Its proposed direction is to represent states with temporal-distance-aware latents before generating transitions.

Markov Decision Process (MDP)

  • An MDP is defined by states, actions, transition probabilities, initial-state distribution, rewards, and discounting; this work assumes a deterministic, discrete-time, infinite-horizon setting.Source: §3 · p. 3

Offline RL

  • Offline RL learns policies and value functions from fixed trajectories generated by potentially optimal, suboptimal, or random behavioral policies.Source: §3 · p. 3
  • Value-based offline RL estimates Q(s, a) or V(s) with Bellman optimality and trains neural-network parameters by minimizing temporal-difference error.Source: §3 · p. 3

Offline MBRL

  • Offline MBRL fits a learned transition function by maximum likelihood and uses it to generate augmented transitions for subsequent policy and value learning.Source: §3 · p. 3

Problem Setting

  • The problem setting uses fixed unlabeled reward-free trajectories and goal-conditioned rewards defined by whether the state equals a specified goal.Source: §3 · p. 3
  • To avoid transitions in inaccessible regions, the method represents states with temporal-distance-aware latents and performs augmentation within that representation space.Source: §3 · p. 3

4. TempDATA: Temporal Distance-aware Transition Augmentation

TempDATA augments offline RL with transitions generated in a latent representation that preserves temporal distance at trajectory and transition levels. It combines this abstraction with latent dynamics, iterative policy training, and offline evaluation across goal-reaching and related environments.

4.1. Temporal Distance-aware Representation

  • TempDATA learns a temporal distance-aware representation that captures shortest-path information between states and goals while enforcing local temporal consistency between consecutive transitions.The autoencoder reconstructs states and regularizes representations at both trajectory and transition levels.Source: §4.1 · pp. 4–5

4.2. Latent Dynamic Transition Model

  • The latent dynamic model predicts one-step representation transitions z → z′ by marginalizing the state space, supporting model learning in high-dimensional domains such as pixel-based environments.It is trained with a Gaussian likelihood objective, while reward modeling is omitted because goal-conditioned RL can use intrinsic goal-achieving rewards.Source: §4.2 · p. 5

4.3. Model-based Policy Training

  • TempDATA iteratively rolls out the latent model, decodes synthetic transitions into state space, mixes them with offline data, and extracts a policy using an existing offline RL algorithm.The rollout and policy-extraction phases repeat until convergence or a predefined iteration limit.Source: §4.3 · pp. 5–6, §4.4 · p. 6

4.4. Algorithm Summary

  • The framework comprises autoencoder pretraining, latent dynamics training, and repeated rollout-based policy extraction, with goal labels assigned before network training.The algorithm samples offline and generated data using a preset ratio and supports actor-critic or weighted supervised-learning policy optimization.Source: §4.4 · p. 6, §4.3 · p. 6
  • Table 1 evaluates TempDATA on D4RL AntMaze, listing eight task rows and reporting total scores without ultra of 350.5, 236.2, and 376.5, with best performance highlighted.Source: Table 1 · p. 7, §4.4 · p. 7

5. Experiments

TempDATA is evaluated across goal-achieving, pixel-based, dense-reward, and ablation settings, with results spanning MBRL, GCRL, and trajectory-augmentation baselines. The experiments also examine whether its learned latent distances support arbitrary-goal generalization.

5. Experiments

  • The evaluation covers AntMaze, FrankaKitchen, CALVIN, Visual FrankaKitchen, and dense-reward D4RL tasks using MBRL, GCRL, and diffusion-based trajectory-augmentation baselines.Scores are based on eight random seeds, with normalized average success rates over 50 test trials.Source: §5 · p. 7

5.1. Performance Comparison with MBRL and TARL

  • TempDATA achieves the best score on 8 of 8 D4RL AntMaze tasks, with an approximately 200-point advantage over ROMI and reported gains of 90.79% over MBRL and 14.66% over TARL methods.It also reduces training time by avoiding the ensemble dynamics structure used by prior methods.Source: §5.1 · p. 8

5.2. Performance Comparison with GCRL

  • TempDATA attains the highest overall score on FrankaKitchen and CALVIN multi-goal tasks, rivaling or surpassing the evaluated goal-conditioned RL baselines.Its advantage is consistent across kitchen-mixed, kitchen-partial, and CALVIN settings.Source: §5.2 · p. 8

5.3. Performance on Pixel-based Tasks

  • TempDATA performs comparably to GC-IQL on pixel-based Visual FrankaKitchen, while the RepB-SDE baseline struggles in these settings.The evaluation uses two Visual FrankaKitchen datasets, as summarized in Table 3.Source: §5.3 · p. 8, Table 3 · p. 8

5.4. Generalizability on Dense Reward Tasks

  • TempDATA matches or outperforms MOPO, GTA, and IQL across D4RL HalfCheetah and Walker2D medium-replay and medium-expert datasets.These dense-reward results test applicability beyond the method’s primary long-horizon, sparse-reward focus.Source: §5.4 · p. 8, Figure 7 · p. 8

5.5. Ablation Study

  • Naive model-based rollouts consistently reduce average returns, whereas TempDATA maintains or improves performance across vanilla and skill-based policy variants.TempDATA preserves the gains of skill RL and can restore performance to match or exceed pure MFRL after naive rollouts degrade it.Source: §5.5 · p. 9, Figure 8 · p. 9

5.6. Scalability on Arbitrary Goal

  • Heatmaps across four goal locations show learned latent distances following obstacle-aware shortest-path travel times rather than straight-line Euclidean paths.The consistent contours indicate a reusable temporal metric that supports arbitrary unseen goal locations.Source: §5.6 · p. 9, Figure 9 · p. 9

6. Conclusion

TempDATA augments transitions in a latent space encoding temporal distance at microscopic and macroscopic levels, targeting sparse-reward and long-horizon offline MBRL. The conclusion identifies open questions concerning rollout support, observation quality, multi-agent dynamics, temporal asymmetry, and online adaptation.

  • TempDATA augments transitions in latent rather than raw state space, capturing temporal distance across microscopic and macroscopic levels for goal-reaching policies.Source: §6 · p. 9
  • The framework is positioned as outperforming offline MBRL methods in challenging goal-reaching benchmarks while competing favorably with GCRL and TARL approaches.Source: §6 · p. 9
  • Model-based rollouts may require further study regarding how far they extend beyond empirical support.Source: §6 · p. 9
  • Partial, noisy, or stochastic observations may challenge global distance preservation.Source: §6 · p. 9
  • Extending the approach to environments where other agents drive state transitions remains an open question.Source: §6 · p. 9
  • The conclusion also questions symmetric metrics for temporally asymmetric tasks and strictly offline pre-training.Source: §6 · p. 9
  • Future directions include uncertainty modeling, multi-agent reasoning, asymmetric geometry, and hybrid online–offline adaptation for more generalizable distance-aware control.Source: §6 · p. 9

Impact Statement

TempDATA synthesizes temporal-distance-aware transitions in latent space without extra environment interactions, aiming to support long-horizon goal-reaching policies and improve offline RL efficiency and robustness.

  • TempDATA generates temporal-distance-aware transitions in latent space without extra environment interactions, supporting long-horizon behavior learning.Source: Impact Statement · p. 10
  • The framework is intended to improve sample efficiency and robustness in offline RL applications.Source: Impact Statement · p. 10

A. Training Details

Training uses compressed visual features when needed, goal-conditioned offline RL components, hindsight goal relabeling, test-time skill adaptation, and staged model rollouts. The pipeline delays synthetic data until initial policy training establishes a grounded model understanding.

Convolutional encoder for the pixel-based task

  • For pixel-based tasks, an IMPALA CNN provides 512-dimensional features shared by the autoencoder, dynamics model, and policy, avoiding a raw image decoder.Source: A. Training Details · p. 14

Goal-conditioned Reinforcement Learning

  • Goal-conditioned training samples a latent skill variable and learns π(a|s, w) from reward-free offline data using latent-space skill progress.Source: A. Training Details · p. 14
  • Offline policy training combines IQL with AWR for stable in-sample improvement and does not use a hierarchical policy structure.Source: A. Training Details · p. 14

Policy execution

  • At test time, skill adaptation selects a latent direction toward the goal without additional training and can operate zero-shot.Source: A. Training Details · p. 14

Goal labeling

  • Hindsight goal relabeling assigns randomly selected, future, and completely random states as goals with probabilities 20%, 50%, and 30%, respectively.Source: A. Training Details · p. 14

Model rollout

  • Model rollouts begin after the first 30% of training, then add synthetic samples equal to half the current offline buffer every 10% of the remaining period.Source: A. Training Details · p. 14

B. Proof of Theorem 4.2

The proof uses expectile regression in a Bellman-style distance-learning procedure. As τ approaches 1, the learned distance is driven toward the supremum of feasible returns and converges to the shortest-path or −V* cost under the stated deterministic assumptions.

  • Expectile regression replaces the usual squared Bellman error while learning dθ from dataset or replay-buffer transitions.Source: B. Proof of Theorem 4.2 · p. 15
  • For bounded X, increasing τ toward 1 drives its τ-expectile toward the supremum x*, which transfers to the learned distance dτ.Source: B. Proof of Theorem 4.2 · p. 15
  • Under deterministic dynamics, every path cost is at least the shortest-path cost, providing the lower-bound argument for the learned distance.Source: B. Proof of Theorem 4.2 · p. 15
  • The Bellman-like constraints and expectile objective prevent dθ from collapsing below the maximum relevant cost as τ approaches 1.Source: B. Proof of Theorem 4.2 · p. 15
  • In the limit, matching upper and lower bounds make dθ(s, sgoal) converge to the shortest-path or −V* cost.Source: B. Proof of Theorem 4.2 · p. 15

C. Implementation Details

Experiments evaluate TempDATA across AntMaze, FrankaKitchen, CALVIN, and pixel-based Kitchen environments using offline datasets with long trajectories and sparse subtask or goal rewards.

C. Implementation Details

  • The implementation is based on JaxRL and runs on RTX 3090 GPUs, with experiments capped at 3 hours for state-based and 12 hours for pixel-based environments.These runtime limits apply per experiment.Source: C. Implementation Details · p. 16

C.1. Environments

  • Experiments cover AntMaze, FrankaKitchen, CALVIN, and pixel-based Kitchen settings, with datasets drawn from D4RL or teleoperated demonstrations.AntMaze includes multiple environment scales, while Kitchen and CALVIN contain multi-subtask robotic manipulation trajectories.Source: §C.1 · p. 16
  • AntMaze datasets contain 999 trajectories of 1000 steps, and evaluation assigns reward 1 when the agent reaches the designated goal.AntMaze-ultra is twice the size of AntMaze-large, and evaluation goals modify the first two state dimensions to the target position.Source: §C.1 · p. 16
  • Kitchen episodes contain four subtasks, rewarding each completed subtask; pixel-based experiments render states as 64 × 64 × 3 camera images.The datasets are kitchen-{partial, mixed}-v0 from D4RL, using a camera configuration matching prior work.Source: §C.1 · p. 16
  • CALVIN contains 499 trajectories of 1204 transitions, with four subtasks performed in arbitrary order and reward 1 for each completed subtask.The offline data originate from teleoperated demonstrations introduced in prior work.Source: §C.1 · p. 16

C.2. Hyperparameters

The experiments use fixed optimization settings across tasks, with task-specific latent dimensions, batch sizes, and offline-RL coefficients for state- and pixel-based inputs.

C.2. Hyperparameters

  • Training uses 106 iterations for state-based and 5 × 10^5 for pixel-based experiments, with learning rate 3 × 10−4, Adam, and 50 evaluation episodes.Batch sizes are 512 for AntMaze, 256 for FrankaKitchen, and 128 for CALVIN.Source: §C.2 · p. 16
  • The autoencoder uses latent dimension 32 for AntMaze and 10 for CALVIN and FrankaKitchen, with discount factor 0.99 and task-dependent expectile coefficients.Expectile coefficients are 0.95 for AntMaze, 0.97 for CALVIN and FrankaKitchen, and 0.7 for pixel-based settings.Source: §C.2 · p. 16
  • Dynamic-model, critic, and actor networks each use three hidden layers of width 512, while model-based rollouts use 3 steps.These network dimensions are shared across the listed experiments.Source: §C.2 · p. 16
  • Offline RL uses discount factor 0.99, inverse temperature 10 for AntMaze and 3 for CALVIN and FrankaKitchen, and expectile coefficient 0.9 for state-based versus 0.7 for pixel-based tasks.The expectile coefficient therefore differs by input modality, while inverse temperature differs by task group.Source: §C.2 · p. 16
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