Discrete Flow Matching for Offline-to-Online Reinforcement Learning
On the map: Diffusion models → Diffusion and flow policies for robotics
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Abstract (arXiv)
Many reinforcement learning (RL) tasks have discrete action spaces, but most generative policy methods based on diffusion and flow matching are designed for continuous control. Meanwhile, generative policies usually rely heavily on offline datasets and offline-to online RL is itself challenging, as the policy must improve from new interaction without losing useful behavior learned from static data. To address those challenges, we introduce DRIFT, an online fine-tuning method that updates an offline pretrained continuous time Markov chain (CTMC) policy with an advantage-weighted discrete flow matching loss. To preserve useful pretrained knowledge, we add a path-space penalty that regularizes the full CTMC trajectory distribution, rather than only the final action distribution. For large discrete action spaces, we introduce a candidate-set approximation that updates the actor over a small subset of actions sampled from reference-policy rollouts and uniform exploration. Our theoretical analysis shows that focusing on a small set of high probability actions can reduce computation while keeping the approximation error small, making our method practical for large action spaces. We evaluate on macro-action MinAtar games where offline-pretrained DRIFT outperforms its online-only counterpart across all five games and achieves the highest mean return on three and on oracle free Jericho, DRIFT achieves a mean normalized score of 7.3% with a lightweight GRU encoder, outperforming the evaluated pretrained language-model baselines. Ablations demonstrate the importance of appropriately weighted path-space regularization and reference-guided candidate construction.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Placed in Diffusion and flow policies for robotics, one of 14 directions in Diffusion models. Builds on 33 of its 48 references that are in the map. First posted on arXiv 12 May 2026.
Builds on
33 of 48 references.
Closest ancestors · 5
Same direction, newest first
- 2026Flow Matching for Offline Reinforcement Learning with Discrete Actions5 Feb
- 2025Flow Matching Policy Gradients28 Jul
- 2025Flow Q-Learning4 Feb
- 2023Contrastive Energy Prediction for Exact Energy-Guided Diffusion Sampling in Offline Reinforcement Learning25 Apr
- 2023IDQL: Implicit Q-Learning as an Actor-Critic Method with Diffusion Policies20 Apr
Other references · 28
- 2022Training language models to follow instructions with human feedbackcited by 15,971
- 2017Proximal Policy Optimization Algorithmscited by 15,215
- 2020Score-Based Generative Modeling through Stochastic Differential Equationscited by 9,122
- 2022Flow Matching for Generative Modelingcited by 5,702
- 2018Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actorcited by 4,885
- 2015Trust Region Policy Optimizationcited by 2,580
- 2018Addressing Function Approximation Error in Actor-Critic Methodscited by 2,417
- 2016Asynchronous Methods for Deep Reinforcement Learningcited by 2,258
- 2019Fine-Tuning Language Models from Human Preferencescited by 2,150
- 2020Offline Reinforcement Learning: Tutorial, Review, and Perspectives on Open Problemscited by 1,920
- 2020Conservative Q-Learning for Offline Reinforcement Learningcited by 1,809
- 2015Deep Reinforcement Learning with Double Q-learningcited by 1,745
16 more
- 2020D4RL: Datasets for Deep Data-Driven Reinforcement Learningcited by 1,427
- 2021Offline Reinforcement Learning with Implicit Q-Learningcited by 1,293
- 2017Rainbow: Combining Improvements in Deep Reinforcement Learningcited by 786
- 2017Reinforcement Learning with Deep Energy-Based Policiescited by 669
- 2024Generative Flows on Discrete State-Spaces: Enabling Multimodal Flows with Applications to Protein Co-Designcited by 305
- 2024Flow Matching Guide and Codecited by 301
- 2022Rectified Flow: A Marginal Preserving Approach to Optimal Transportcited by 283
- 2021Offline-to-Online Reinforcement Learning via Balanced Replay and Pessimistic Q-Ensemblecited by 214
- 2019Interactive Fiction Games: A Colossal Adventurecited by 168
- 2020Keep CALM and Explore: Language Models for Action Generation in Text-based Gamescited by 108
- 2023Policy Expansion for Bridging Offline-to-Online Reinforcement Learningcited by 104
- 2015Deep Reinforcement Learning with a Natural Language Action Spacecited by 88
- 2024Generator Matching: Generative modeling with arbitrary Markov processescited by 86
- 2020Graph Constrained Reinforcement Learning for Natural Language Action Spacescited by 80
- 2024Fine-Tuning Discrete Diffusion Models via Reward Optimization with Applications to DNA and Protein Designcited by 79
- 2022Multi-Stage Episodic Control for Strategic Exploration in Text Gamescited by 22
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