# Policy Optimization with Smooth Guidance Learned from State-Only Demonstrations

arXiv: https://arxiv.org/abs/2401.00162 · HTML: https://mlsanity.com/paper/2401.00162/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 50 of its 68 references that are in the map.
- First posted on arXiv 30 Dec 2023.

## Builds on (most cited first, 30 of 50)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Constrained Policy Optimization](https://mlsanity.com/paper/1705.10528/) (2017)
- [Model-Based Reinforcement Learning for Atari](https://mlsanity.com/paper/1903.00374/) (2019)
- [Benchmarking Deep Reinforcement Learning for Continuous Control](https://mlsanity.com/paper/1604.06778/) (2016)
- [Leveraging Demonstrations for Deep Reinforcement Learning on Robotics Problems with Sparse Rewards](https://mlsanity.com/paper/1707.08817/) (2017)
- [First return, then explore](https://mlsanity.com/paper/2004.12919/) (2020)
- [Never Give Up: Learning Directed Exploration Strategies](https://mlsanity.com/paper/2002.06038/) (2020)
- [A Divergence Minimization Perspective on Imitation Learning Methods](https://mlsanity.com/paper/1911.02256/) (2019)
- [Efficient Exploration via State Marginal Matching](https://mlsanity.com/paper/1906.05274/) (2019)
- [Generative Adversarial Imitation from Observation](https://mlsanity.com/paper/1807.06158/) (2018)
- [RUDDER: Return Decomposition for Delayed Rewards](https://mlsanity.com/paper/1806.07857/) (2018)
- [Meta-Gradient Reinforcement Learning](https://mlsanity.com/paper/1805.09801/) (2018)
- [Neural Episodic Control](https://mlsanity.com/paper/1703.01988/) (2017)
- [Self-Imitation Learning](https://mlsanity.com/paper/1806.05635/) (2018)
- [Stochastic Neural Networks for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1704.03012/) (2017)
- [Model-Free Episodic Control](https://mlsanity.com/paper/1606.04460/) (2016)
- [Hindsight Credit Assignment](https://mlsanity.com/paper/1912.02503/) (2019)
- [State Alignment-based Imitation Learning](https://mlsanity.com/paper/1911.10947/) (2019)
- [Counterfactual Credit Assignment in Model-Free Reinforcement Learning](https://mlsanity.com/paper/2011.09464/) (2020)
- [Optimizing Agent Behavior over Long Time Scales by Transporting Value](https://mlsanity.com/paper/1810.06721/) (2018)
- [Hierarchical Reinforcement Learning By Discovering Intrinsic Options](https://mlsanity.com/paper/2101.06521/) (2021)
- [Reinforcement Learning with Sparse Rewards using Guidance from Offline Demonstration](https://mlsanity.com/paper/2202.04628/) (2022)
- [Making Efficient Use of Demonstrations to Solve Hard Exploration Problems](https://mlsanity.com/paper/1909.01387/) (2019)

## Abstract (arXiv)

The sparsity of reward feedback remains a challenging problem in online deep reinforcement learning (DRL). Previous approaches have utilized offline demonstrations to achieve impressive results in multiple hard tasks. However, these approaches place high demands on demonstration quality, and obtaining expert-like actions is often costly and unrealistic. To tackle these problems, we propose a simple and efficient algorithm called Policy Optimization with Smooth Guidance (POSG), which leverages a small set of state-only demonstrations (where expert action information is not included in demonstrations) to indirectly make approximate and feasible long-term credit assignments and facilitate exploration. Specifically, we first design a trajectory-importance evaluation mechanism to determine the quality of the current trajectory against demonstrations. Then, we introduce a guidance reward computation technology based on trajectory importance to measure the impact of each state-action pair, fusing the demonstrator's state distribution with reward information into the guidance reward. We theoretically analyze the performance improvement caused by smooth guidance rewards and derive a new worst-case lower bound on the performance improvement. Extensive results demonstrate POSG's significant advantages in control performance and convergence speed in four sparse-reward environments, including the grid-world maze, Hopper-v4, HalfCheetah-v4, and Ant maze. Notably, the specific metrics and quantifiable results are investigated to demonstrate the superiority of POSG.
