# Boosting Offline Reinforcement Learning with Residual Generative Modeling

arXiv: https://arxiv.org/abs/2106.10411 · HTML: https://mlsanity.com/paper/2106.10411/

## Key facts

- Cited by 7 papers in the map (data through 14 Oct 2026).
- Placed in Offline RL algorithms, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 19 of its 29 references that are in the map.
- First posted on arXiv 19 Jun 2021.

## Placed in

- Offline RL and imitation learning from data / [Offline RL algorithms](https://mlsanity.com/offlinerl/offline-rl-algorithms/)

## Builds on (most cited first, 19 of 19)

- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Offline Reinforcement Learning: Tutorial, Review, and Perspectives on Open Problems](https://mlsanity.com/paper/2005.01643/) (2020)
- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [D4RL: Datasets for Deep Data-Driven Reinforcement Learning](https://mlsanity.com/paper/2004.07219/) (2020)
- [Off-Policy Deep Reinforcement Learning without Exploration](https://mlsanity.com/paper/1812.02900/) (2018)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Stabilizing Off-Policy Q-Learning via Bootstrapping Error Reduction](https://mlsanity.com/paper/1906.00949/) (2019)
- [QT-Opt: Scalable Deep Reinforcement Learning for Vision-Based Robotic Manipulation](https://mlsanity.com/paper/1806.10293/) (2018)
- [Behavior Regularized Offline Reinforcement Learning](https://mlsanity.com/paper/1911.11361/) (2019)
- [Lipschitz regularity of deep neural networks: analysis and efficient estimation](https://mlsanity.com/paper/1805.10965/) (2018)
- [Challenges of Real-World Reinforcement Learning](https://mlsanity.com/paper/1904.12901/) (2019)
- [Mastering Complex Control in MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/1912.09729/) (2019)
- [Towards Playing Full MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/2011.12692/) (2020)
- [Learning Deep ResNet Blocks Sequentially using Boosting Theory](https://mlsanity.com/paper/1706.04964/) (2017)
- [Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings](https://mlsanity.com/paper/2011.12582/) (2020)
- [Are ResNets Provably Better than Linear Predictors?](https://mlsanity.com/paper/1804.06739/) (2018)
- [Which Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree Search](https://mlsanity.com/paper/2012.10171/) (2020)

## Built on by (most cited first, 7 of 7)

- [Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning](https://mlsanity.com/paper/2209.08483/) (2022)
- [Decision Mamba: A Multi-Grained State Space Model with Self-Evolution Regularization for Offline RL](https://mlsanity.com/paper/2406.05427/) (2024)
- [Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks](https://mlsanity.com/paper/2408.10556/) (2024)
- [Learning Diverse Policies in MOBA Games via Macro-Goals](https://mlsanity.com/paper/2110.14221/) (2021)
- [Preferred-Action-Optimized Diffusion Policies for Offline Reinforcement Learning](https://mlsanity.com/paper/2405.18729/) (2024)
- [DR-SAC: Distributionally Robust Soft Actor-Critic for Reinforcement Learning under Uncertainty](https://mlsanity.com/paper/2506.12622/) (2025)
- [Compressive Features in Offline Reinforcement Learning for Recommender Systems](https://mlsanity.com/paper/2111.08817/) (2021)

## Abstract (arXiv)

Offline reinforcement learning (RL) tries to learn the near-optimal policy with recorded offline experience without online exploration. Current offline RL research includes: 1) generative modeling, i.e., approximating a policy using fixed data; and 2) learning the state-action value function. While most research focuses on the state-action function part through reducing the bootstrapping error in value function approximation induced by the distribution shift of training data, the effects of error propagation in generative modeling have been neglected. In this paper, we analyze the error in generative modeling. We propose AQL (action-conditioned Q-learning), a residual generative model to reduce policy approximation error for offline RL. We show that our method can learn more accurate policy approximations in different benchmark datasets. In addition, we show that the proposed offline RL method can learn more competitive AI agents in complex control tasks under the multiplayer online battle arena (MOBA) game Honor of Kings.
