Retimed Bellman Flows: Escaping the Impossible Triangle of Velocity Bootstrapping
Organizations: Arizona State University
Abstract
Flow critics learn return distributions by transporting Gaussian noise to Bellman endpoints via continuous velocity fields. While velocity bootstrapping stabilizes training by querying a successor teacher, existing methods face a structural dilemma: on straight paths, no residual-free same-time affine mapping can preserve Gaussian initial noise while maintaining an unbiased target. To overcome this limitation, we introduce Retimed Bellman Flows (ReBF). ReBF queries the teacher critic at a dynamically shifted earlier flow time, aligning intermediate student and teacher trajectories. By combining this retimed clock with fresh, decoupled noise generation, ReBF constructs a provably conditionally unbiased velocity target that preserves the Bellman fixed point and contracts under Wasserstein distances. Empirically, ReBF reduces distance to ground-truth return distributions by up to on synthetic MRPs and outperforms existing flow critics across 38 challenging OGBench and D4RL offline reinforcement learning tasks.
Figures & tables
| Method | Source consistency (S) | Affinity (A) | Decoupled generation (D) |
|---|---|---|---|
| Value Flows ( Dong et al., 2026 ) | ✗ | ✓ | ✗ |
| PCBF ( Xu et al., 2026 ) | ✓ at | ✗ contains | ✗ |
| ReBF (ours) | ✓ at | ✓ warped affine | ✓ |
| BCFM | PCBF | PCBF, tuned | floq | Value Flows | ReBF (ours) | ||
|---|---|---|---|---|---|---|---|
| Env | Metric | (same-time, 1, 0) | (same-time, 1, 1) | (same-time, 1, ) | scalar | default | (retimed, 0, 1) |
| bernoulli | 0.0181 .0023 | 0.0493 .0022 | 0.0180 .0022 | 0.184 .001 | 0.122 .004 | 0.0151 .0017 | |
| mean | .55 | .49 | .55 | .35 | .4 | .44 | |
| std. | 1.2 .2 | 7.2 .4 | 1.4 .2 | 13.2 .2 | 3.7 † .3 | 1.7 .3 | |
| solitaire | 0.147 .006 | 0.677 .046 | 0.154 .007 | 1.464 .010 | 1.334 .010 | 0.0878 .0096 | |
| mean | .36 | 1.2 | .42 | .6 | .4 | .46 |
| Domain | IQN | CODAC | FloQ | FQL | IQL | Value Flows | PCBF | ReBF (Ours) |
|---|---|---|---|---|---|---|---|---|
| cube-double-play (5 tasks) | ||||||||
| scene-play (5 tasks) | ||||||||
| puzzle-4x4-play (5 tasks) | ||||||||
| cube-triple-play (5 tasks) | ||||||||
| D4RL adroit (8 tasks) | ||||||||
| visual-antmaze-teleport (5 tasks) | – | – |
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
| Symbol | Meaning |
|---|---|
| Current state–action conditioning; fixed in local derivations. | |
| Observed backup and its actual Bellman multiplier. | |
| Bridge source, independent auxiliary seed, and successor source. | |
| Successor endpoint and successor bridge displacement (the chord). | |
| Query clock. Same-time: . ReBF: Eq. ( 6 ). | |
| Successor interpolant at the query clock, and current Bellman interpolant. |
| Env | Split | (same-time) | (retimed) | Ratio | Verdict | |
|---|---|---|---|---|---|---|
| bernoulli | A B | 0.1 | 1 | 1.06 | 0.455 | powered null |
| bernoulli | B A | 0.02 | 1 | 1.10 | 0.292 | powered null |
| solitaire | A B | 0 | 1 | 1.62 | 0.040 | retimed |
| solitaire | B A | 0.05 | 1 | 1.89 | 0.003 | retimed |
| discrete-mc | A B | 0.3 | 1 | 1.64 | 0.004 | retimed |
| discrete-mc | B A | 0.3 | 1 | 1.66 | 0.0003 | retimed |
| Arm | |||||
|---|---|---|---|---|---|
| ReBF (retimed, , ) | |||||
| 0.097 | 0.155 | 0.123 | 0.119 | 0.134 | |
| PCBF (same-time, , ) | |||||
| 0.709 | 0.427 | 0.250 | 0.140 | 0.126 | |
| uncorrected ( ) | |||||
| 0.162 | 0.156 | 0.155 | 0.112 | 0.112 |
| Backup | Gaussian (any ) | Bernoulli law | Retimed (floor) | |
|---|---|---|---|---|
| 1 | 0.9900 | 0 0.50% | 0 0.45% | |
| 5 | 0.9510 | 0 2.48% | 0 1.84% | |
| 10 | 0.9044 | 0 4.89% | 0 3.50% | |
| 25 | 0.7778 | 11.62% | 0 7.86% | |
| 50 | 0.6050 | 20.86% | 13.22% |
| Algorithms | ||||||||
| Task | IQN | CODAC | FloQ | FQL | IQL | Value Flows | PCBF | ReBF (Ours) |
| cube-double-play-singletask-task1-v0 | ||||||||
| cube-double-play-singletask-task2-v0 ( ) | ||||||||
| cube-double-play-singletask-task3-v0 | ||||||||
| cube-double-play-singletask-task4-v0 | ||||||||
| cube-double-play-singletask-task5-v0 | ||||||||
Reinforcement Learning
Reinforcement learning studies how agents learn sequential decisions from rewards and interaction, balancing exploration, performance, safety, and adaptation.
See all 1,717 papers