Diffusion models have shown promising capabilities in trajectory generation for planning in offline reinforcement learning (RL). However, conventional diffusion-based planning methods often fail to account for the fact that generating trajectories in RL requires unique consistency between transitions to ensure coherence in real environments. This oversight can result in considerable discrepancies between the generated trajectories and the underlying mechanisms of a real environment. To address this problem, we propose a novel diffusion-based planning method, termed as Diffusion Modulation via Environment Mechanism Modeling (DMEMM). DMEMM modulates diffusion model training by incorporating key RL environment mechanisms, particularly transition dynamics and reward functions. Experimental results demonstrate that DMEMM achieves state-of-the-art performance for planning with offline reinforcement learning.
Figures & tables
Gym Tasks
BC
CQL
IQL
DT
TT
MOReL
Diffuser
HDMI
HD-DA
DMEMM (Ours)
Med-Expert HalfCheetah
55.2
91.6
86.7
86.8
95.0
53.3
88.9 ± 0.3
92.1 ± 1.4
92.5 ± 0.3
94.6 ± 1.2
Med-Expert Hopper
52.5
105.4
91.5
107.6
110.0
108.7
103.3 ± 1.3
113.5 ± 0.9
115.3 ± 1.1
115.9 ± 1.6
Med-Expert Walker2d
107.5
108.8
109.6
108.1
101.9
95.6
106.9 ± 0.2
107.9 ± 1.2
107.1 ± 0.1
111.6 ± 1.1
Medium HalfCheetah
42.6
44.0
47.4
42.6
46.9
42.1
42.8 ± 0.3
48.0 ± 0.9
46.7 ± 0.2
49.2 ± 0.8
Medium Hopper
52.9
58.5
66.3
67.6
61.1
95.4
74.3 ± 1.4
76.4 ± 2.6
99.3 ± 0.3
101.2 ± 1.4
Medium Walker2d
75.3
72.5
78.3
74.0
79.0
77.8
79.6 ± 0.6
79.9 ± 1.8
84.0 ± 0.6
86.5 ± 1.5
Table 1: This table presents the scores on D4RL locomotion suites for various comparison methods. Results are averaged over 5 seeds.
Environment
MPPI
IQL
Diffuser
HDMI
HD-DA
DMEMM (Ours)
Maze2D U-Maze
33.2
47.4
113.9 ± 3.1
120.1 ± 2.5
128.4 ± 3.6
132.4 ± 3.0
Maze2D Medium
10.2
34.9
121.5 ± 2.7
121.8 ± 1.6
135.6 ± 3.0
138.2 ± 2.2
Maze2D Large
5.1
58.6
123.0 ± 6.4
128.6 ± 2.9
155.8 ± 2.5
153.2 ± 3.3
Multi2D U-Maze
41.2
24.8
128.9 ± 1.8
131.3 ± 1.8
144.1 ± 1.2
145.6 ± 2.6
Multi2D Medium
15.4
12.1
127.2 ± 3.4
131.6 ± 1.9
140.2 ± 1.6
140.8 ± 2.2
Multi2D Large
8.0
13.9
132.1 ± 5.8
135.4 ± 2.5
165.5 ± 0.6
159.6 ± 3.8
Table 2: This table presents the scores on Maze2D navigation tasks for various comparison methods. Results are averaged over 5 seeds.
Gym Tasks
DMEMM
DMEMM-w/o-weighting
DMEMM-w/o- λtr
DMEMM-w/o- λrd
DMEMM-w/o-tr-guide
Med-Expert Hopper
115.9 ± 1.6
115.2 ± 0.4
114.4 ± 0.8
115.0 ± 0.4
114.8 ± 0.2
Med-Expert Walker2d
111.6 ± 1.1
110.4 ± 0.8
108.4 ± 1.2
110.4 ± 0.6
109.9 ± 1.0
Medium Hopper
101.2 ± 1.4
100.4 ± 1.2
98.6 ± 1.8
100.1 ± 1.1
99.8 ± 1.6
Medium Walker2d
86.5 ± 1.5
85.6 ± 1.2
82.8 ± 1.4
84.4 ± 0.9
83.0 ± 1.8
Med-Replay Hopper
100.6 ± 0.9
98.8 ± 1.2
97.0 ± 0.9
98.2 ± 0.6
96.2 ± 1.2
Med-Replay Walker2d
85.8 ± 2.6
84.6 ± 2.2
82.2 ± 1.7
83.7 ± 2.5
82.6 ± 3.2
Table 3: This table presents the scores on D4RL locomotion suites for all four ablation variants. Results are averaged over 5 seeds.
Figure 1: Hyperparameter sensitivity analysis of the tradeoff parameters for transition-based diffusion modulation loss ( λtr ) and reward-based diffusion modulation loss ( λrd ) on Hopper-Medium-Expert and Walker2D-Medium-Expert environments.
Diffusion-based planning generates diverse action sequences or trajectories by progressively denoising candidates conditioned on goals, scenes, and constraints.
Diffusion-based trajectory planners have shown strong performance in offline reinforcement learning, but their iterative denoising process often incurs high inference cost. Consistency-based planners reduce the number of sampling steps, yet they typically rely on a two-stage teacher--student distillation pipeline that increases training cost and may introduce instability. We propose Shortcut Trajectory Planning (STP), an offline model-based reinforcement learning framework that incorporates shortcut models as efficient trajectory generators. STP trains a conditional shortcut trajectory model in a single stage, supports adjustable one-step and few-step inference through step-size conditioning, and selects candidate plans using a critic augmented with feasibility-aware correction. Across standard D4RL benchmarks, including locomotion, navigation, manipulation, and dexterous control tasks, STP achieves strong performance while simplifying the training pipeline for fast generative planning.
Guanquan Wang, Yoshimasa Tsuruoka
Department of Information and Communication Engineering · The University of Tokyo
Diffusion-based trajectory planners can synthesize rich, multimodal action sequences for offline reinforcement learning, but their iterative denoising incurs substantial inference-time cost, making closed-loop planning slow under tight compute budgets. We study the problem of achieving diffusion-like trajectory planning behavior with one-step inference, while retaining the ability to sample diverse candidate plans and condition on the current state in a receding-horizon control loop. Our key observation is that conditional trajectory generation fails under naïve distribution-matching objectives when the similarity measure used to align generated trajectories with the dataset is dominated by unconstrained future dimensions. In practice, this causes attraction toward average trajectories, collapses action diversity, and yields near-static behavior. Our key insight is that conditional generative planning requires a conditioning-aware notion of neighborhood: trajectory updates should be computed using distances in a compact key space that reflects the condition, while still applying updates in the full trajectory space. Building on this, we introduce Keyed Drifting Policies (KDP), a one-step trajectory generator trained with a drift-field objective that attracts generated trajectories toward condition-matched dataset windows and repels them from nearby generated samples, using a stop-gradient drifted target to amortize iterative refinement into training. At inference, the resulting policy produces a full trajectory window in a single forward pass. Across standard RL benchmarks and real-time hardware deployments, KDP achieves strong performance with one-step inference and substantially lower planning latency than diffusion sampling. Project website, code and videos: https://keyed-drifting.github.io/
Diffusion-based trajectory planners can synthesize rich, multimodal robot motions, but their iterative denoising makes online planning and control prohibitively slow. Existing accelerations either modify the sampler or compress the network--sacrificing plan quality or requiring retraining without accounting for downstream control risk. We address the problem of making diffusion-based trajectory planners fast enough for real-time robot use without retraining the model or sacrificing trajectory quality, and in a way that works across diverse state-space diffusion architectures. Our key insight is that diffusion trajectory planners expose two signals we can exploit: a cheap probe of how their internal trajectory representation changes across steps, and analytic coefficients that describe how denoiser errors affect the sampler's state update. By calibrating the first signal against the second on offline runs, we obtain a per-step score that upper-bounds how far the final trajectory can deviate when we reuse a cached denoiser output, and we treat this bound as an uncertainty budget that we can spend over the denoising process. Building on this insight, we present Muninn, a training-free caching wrapper that tracks this uncertainty budget during sampling and, at each diffusion step, chooses between reusing a cached denoiser output when the predicted deviation is small and recomputing the denoiser when it is not. Across standard benchmarks Muninn delivers up to 4.6x wall-clock speedups across several trajectory diffusion models by reducing denoiser evaluations, while preserving task performance and safety metrics. Muninn further certifies that cached rollouts remain within a specified distance of their full-compute counterparts, and we validate these gains in real-time closed-loop navigation and manipulation hardware deployments. Project page: https://github.com/gokulp01/Muninn.