Video generation models have been used as a robot policy to predict the future states of executing a task conditioned on task description and observation. Previous works ignore their high computational cost and long inference time. To address this challenge, we propose Draft-and-Target Sampling, a novel diffusion inference paradigm for video generation policy that is training-free and can improve inference efficiency. We introduce a self-play denoising approach by utilizing two complementary denoising trajectories in a single model, draft sampling takes large steps to generate a global trajectory in a fast manner and target sampling takes small steps to verify it. To further speedup generation, we introduce token chunking and progressive acceptance strategy to reduce redundant computation. Experiments on three benchmarks show that our method can achieve up to 2.1x speedup and improve the efficiency of current state-of-the-art methods with minimal compromise to the success rate. Our code is available.
Figures & tables
Figure 1: The Draft-and-Target Sampling Framework. In the first stage of DTS, the draft sampling generates a coarse denoising trajectory by taking large steps in a sequence manner, which provides a fast approximation of the denoising trajectory. Then the target sampling refines this trajectory in parallel by taking small steps, which leads to a more precise denoising trajectory. Finally, in verification stage we compare these two trajectories to determine if tokens are accepted or rejected. If a token is rejected, the draft sampling restarts from this position with its corresponding target token as the new starting point.
Figure 2: Token Chunking. In naive DTS, the draft sampling generates a long sequence in one pass, while token chunking divides the draft trajectory into smaller chunks that are processed chunk by chunk.
Method
Kitchen
Living Room
Bedroom
Bathroom
Overall
Speedup
NFEs
BC-Scratch*
1.7
3.3
1.7
1.7
2.1
/
/
BC-R3M*
0.0
0.0
1.7
0.0
0.4
/
/
AVDC-100*
26.7
23.3
38.3
36.7
31.3
1x
84800
AVDC-100
30
16.7
35
26.7
27.1
1x
84800
AVDC-50
21.7
21.7
25
20
22.1
2.0154x
45950
AVDC-25
26.7
21.7
23.3
18.3
22.5
3.9593x
22525
Table 1: Comparison results on 4 types of rooms in iThor. We reproduce AVDC with 100 denoising steps as in the original paper as our baseline, while AVDC-10 is a faster variant that uses only 10 denoising steps. * denotes the reported results from the original paper.
Figure 3: Meta-World: faucet-close. In this task, the agent is required to rotate the faucet handle and close it. As shown in comparison (d), the trajectory generated by DDIM-10 is markedly different from DDIM-100, with the faucet being rotated in an entirely different direction. As shown in comparison (e), our trajectory closely align with DDIM-100, both successfully closing the faucet.
Task
BC-Scratch*
BC-R3M*
AVDC*
AVDC
AVDC-10
+ Ours
door-open
21.3
1.3
72
72
69.3
69.3
door-close
36
58.7
89.3
97.3
100
97.3
basketball
0.0
0.0
37.3
33.3
16
26.6
shelf-place
0.0
0.0
18.7
21.3
5.3
4
btn-press
34.7
36
60
52
52
45.3
btn-press-top
12
4
24
14.7
4
18.6
Table 2: Comparison results on 11 tasks in Meta-World. We reproduce AVDC with 100 denoising steps as in the original paper as our baseline, while AVDC-10 is a faster variant that uses only 10 denoising steps. Following the original setting, we evaluate each task for 25 trials with 3 camera poses, 825 in total. * denotes the reported results from the original paper.
Task
GCP*
GCP-P
GCP-I
DDIM10
DPM
+Ours
put-red-mug-left
38.4±15.3
45
30
40
30
30
put-red-mug-right
40.8±7.8
40
40
25
40
40
put-white-mug-left
51.2±3.9
55
40
50
45
70
put-Y/W-mug-right
38.4±8.6
30
40
40
35
25
put-choc-left
70.4±12.8
70
50
45
50
65
put-choc-right
79.2±3.9
80
70
85
80
90
Table 3: Comparison results with different solvers on 8 tasks across two different scenes in Libero. GCP* denotes the baseline method goal-conditioned policy and the reported results are directly taken from the original paper. GCP-P and GCP-I represent reproduced results using DDPM and DDIM samplers with 100 denosing steps, respectively. DDIM10 represents DDIM with 10 denosing steps and DPM represents the DPM-Solver with 10 denosing steps. The success rates are in increments of 5% because each task is evaluated over 20 trials, leading to discrete averages.
Task
Chunk-2
Chunk-4
Chunk-6
Chunk-8
Chunk-10
put-red-mug-left
25
25
40
30
35
put-red-mug-right
45
45
50
55
40
put-white-mug-left
40
60
60
45
50
put-Y/W-mug-right
25
25
30
30
15
Overall
33.75
38.75
45
40
35
Time cost(s)
5.5872
4.9862
5.4128
5.6836
6.8004
Table 4: Ablation on 8 tasks across two different scenes in Libero. We evaulate different chunk length.
Appendix figures & tables8 assets
Supplementary material from the paper’s appendix.
Appendix
Method
Kitchen
Living Room
Bedroom
Bathroom
Overall
Speedup
Chunk-2
30
20
31.7
18.3
25
1.934x
Chunk-4
28.3
16.7
31.7
28.3
26.25
2.1107x
Chunk-6
26.7
23.3
38.3
36.7
31.3
2.1445x
Chunk-8
28.3
15
26.7
21.7
22.9
2.0655x
Chunk-10
16.7
30
33.3
31.7
27.9
1.9935x
Appendix
Table 5: Ablation on 4 types of rooms in iThor. We evaulate different chunk length.
Task
Chunk-2
Chunk-4
Chunk-6
Chunk-8
Chunk-10
door-open
60
68
70.7
64
69.3
door-close
97.3
98.7
97.3
100
97.3
basketball
14.7
13.3
21.3
22.7
26.6
shelf-place
1.3
1.3
1.3
0
4
btn-press
53
60
50.7
42.7
45.3
btn-press-top
2.7
8
5.3
0
18.6
Appendix
Table 6: Ablation on 11 tasks in Meta-World. We evaluate different chunk lengths.
Method
Kitchen
Living Room
Bedroom
Bathroom
Overall
Speedup
Thre-4
21.7
23.3
15
23.3
20.8
1.8074x
Thre-6
31.7
20
38.3
23.3
28.3
1.8831x
Thre-8
30
20
36.7
21.7
27.1
1.8962x
Thre-10
30
23.3
33.3
16.7
25.8
1.8691x
Thre-12
25
23.3
33.3
20
25.4
1.889x
Appendix
Table 7: Ablation on 4 types of rooms in iThor. We evaulate different matching threshold.
Task
Thre-4
Thre-6
Thre-8
Thre-10
Thre-12
put-red-mug-left
45
35
30
30
40
put-red-mug-right
45
40
40
40
50
put-white-mug-left
55
35
50
70
60
put-Y/W-mug-right
20
20
20
25
30
put-choc-left
45
70
50
65
70
put-choc-right
60
75
60
90
70
Appendix
Table 8: Ablation on 8 tasks across two different scenes in Libero. We evaulate different matching threshold.
Figure 4: Meta-World: Basketball. In this task, the agent needs to place the basketball into the basket. As shown in comparison (d), although the trajectory generated by DDIM-10 is close to DDIM-100, a ghosting artifact appears in the second-to-last frame where an extra fragment of the robotic arm is generated near the true arm, and in the final frame the basketball is positioned slightly off-center relative to the basket, which leads to fail in this task. In contrast, our trajectory closely aligned with DDIM-100, both successfully placing the basketball directly above the center of the basket.
Figure 5: Meta-World: Button-press-topdown. In this task, the agent is required to press the button from a top-down direction. As shown in comparison (d), although the trajectory generated by DDIM-10 is close to DDIM-100, a ghosting artifact appears in the second-to-last frame where an extra fragment of the robotic arm is generated near the true arm, and in the final framethe button not completely pushed down. In contrast, our trajectory closely aligned with DDIM-100, both successfully press the button all the way down.
Figure 6: Meta-World: Hammer. In this task, the agent is required to use a hammer to drive a nail into the wooden block. As shown in the figure, the trajectory generated by DDIM-10 is different from DDIM-100, losing track of it in the final two frames and failing to drive the nail into the block. In contrast, our trajectory closely match DDIM-100, with both successfully embedding the nail into the block.
Figure 7: iTHOR: desk-lamp. In this task, the agent starts in a bedroom and must find the desk lamp among other furniture. As shown in the figure, both DDIM-10 and DDIM-100 fail to locate the desk lamp. In contrast, our method successfully finds the desk lamp and navigates toward it beyond the final frame.