In maximum entropy and behavior-constrained reinforcement learning (RL), the optimal policy is given by a Boltzmann distribution. Generating samples from this distribution can be challenging, as it is often complex and multimodal. While flow policies trained with flow matching provide a powerful framework for representing such distributions, they traditionally rely on access to training data, which is generally unavailable in online RL. To address this limitation, we propose fixed-point flow matching (FFM), a data-free procedure for training and fine-tuning flow policies in RL. FFM leverages the target flow identity to formulate the actor update as a fixed-point iteration, utilizing a flow-matching-style regression objective where the critic's action gradients serve as regression targets. We show that the optimal policy is a fixed point of this iteration. Through extensive experiments, we demonstrate that FFM effectively fine-tunes pretrained flow policies in the offline-to-online setting and enables efficient and accurate training of flow policies from scratch in online RL. These results establish fixed-point flow matching as a principled approach for learning expressive flow-based policies without requiring training data.
Figures & tables
Figure 1: The FFM policy-improvement step. FFM repeats: (1) Clean actions X1 are generated from the current policy by integrating Equation 5 (forward only, no gradients); the grey curves are sampling trajectories. (2) Critic action gradients are required for the FFM regression target of Equation 12 . (3) Fresh noise ε and the clean action X1 are used to sample a noised action Xt via Equation 3 . (4) A flow-matching-style regression pulls vθ toward the FFM target. The optimal policy π⋆∝eQ/λ is a fixed point of this loop.
Figure 2: Per-domain aggregated offline-to-online success rate (mean over the five tasks and all seeds). Offline ( ≤1 M) and online ( >1 M) phases are shaded; FFM (ours) is drawn in bold with a ±1 standard-deviation band. Per-task curves and full tables are in Section E.3 .
Figure 3: Maximum Entropy Online RL. We have run FFM on all 20 MJX Playground tasks and on the four MJX humanoid tasks and present the aggregated results over all Playground tasks (left two panels) and the aggregated results over the humanoid tasks (right two panels). We have evaluated all methods on 10 seeds for every single environment (see Figure 4 and Figure 5 for results) and report the IQM with 95% stratified bootstrapped confidence intervals following Agarwal et al. (2021) . FFM performs on par with the baselines on the Playground tasks (left two panels) but converges to the highest return much faster than TRUDI on the high-dimensional humanoid tasks. This result indicates that FFM’s benefits are most pronounced on high-dimensional tasks. Furthermore, we can boost FFM’s performance by leveraging its deterministic mapping properties and incorporating correlated exploration (FFM + OU), which leads to a significantly faster convergence to a similar return value as the best-performing baseline DIME (left two panels) (see Figure 15 ).
Appendix figures & tables22 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 4: Maximum Entropy Online RL: MJX Playground tasks. We plot the IQM per-task learning curves with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) over 10 seeds. On most of the tasks, FFM performs similarly to or on par with baselines. However, we observe that there are some tasks such as AcrobotSwingupSparse, HopperHop, HopperStand , where FFM (and most of the baselines) perform badly, indicating that a more sophisticated exploration strategy is required. On a subset of the tasks, we have therefore run FFM with correlated exploration (FFM + OU), where we show the chosen τou hyperparameter on the respective plot. Please note that correlated exploration is only possible due to FFM’s deterministic mapping ( Section 5 ) Correlated exploration can help improve performance, such as in HopperHop , or even more significantly in the HopperStand task. The aggregated results when using the correlated exploration curves whenever applicable are given in Figure 3 (left two panels).
Figure 5: Maximum Entropy Online RL: MJX Humanoid tasks. We plot the IQM per-task learning curves with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) over 10 seeds. FFM converges faster to a similar performance level as TRUDI and performs significantly better than TRUDI on the T1JoystickRoughTerrain task. The high-dimensional humanoid tasks showcase FFM’s benefits more clearly.
Parameter
FFM (ours)
AMDP
REPPO
DIME
SPO
PPO
FPO
DPPO
Actor Network
Hidden dim.
512
512
512
512
256
256
32
256
Hidden layers
3
3
3
3
3
3
5
3
Activation
GeLU
GeLU
GeLU
GeLU
ELU
ELU
SiLU
Mish
Flow/diff. steps
16
16
N/A
16
N/A
N/A
10
8
Critic Network
Appendix
Table 1: Hyperparameters of FFM and of the online baselines.
Figure 6: Ablation. Geometric versus linear interpolant schedule. As discussed in Section D.4 , FFM is not restricted to a specific interpolation schedule type such as the linear schedule. Motivated by diffusion-based methods, we have compared the performance of a linear schedule to the geometric schedule as described in Section D.4 and report the aggregated results over all 20 MJX Playground tasks (left two panels) and the four humanoid tasks (right two panels), where every single task was run on 10 seeds, and we report the IQM and the stratified bootstrapped 95% confidence intervals ( Agarwal et al., 2021 ) . While the results indicate that there is barely a performance difference in the Playground tasks, a slight improvement on the humanoid tasks can be seen, which is why we have chosen the geometric schedule as default for the online RL tasks. See Figure 7 and Figure 8 for the per-task results.
Figure 7: Ablation. Geometric versus linear interpolant schedule (MJX Playground). We plot the IQM per-task learning curves with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) over 10 seeds on the 20 MJX Playground tasks. The performance between the schedule types is the same for most tasks and differs only for some tasks such as FingerSpin or PendulumSwingup , which, however, lie within the confidence intervals. Therefore, there is no statistically clear result on which interpolant should be used for the Playground tasks.
Figure 8: Ablation. Geometric versus linear interpolant schedule (MJX Humanoid). We plot the IQM per-task learning curves with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) over 10 seeds on the four MJX humanoid tasks. While for the G1JoystickFlatTerrain and for the G1JoystickRoughTerrain tasks there is no difference in performance, it seems that the geometric schedule performs slightly better on the T1 tasks, which is why we have chosen the geometric schedule as default for the online RL experiments.
Figure 9: Ablation. Number of Integration Steps (left two panels) and Action Squashing mapping (right two panels). Number of integration steps (left two panels): We analyze the effect of varying integration steps and report the aggregated results over all four humanoid tasks (left two panels). Every single task was run on 10 seeds, and we report the IQM and the 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) . The results indicate that with an increasing number of integration steps, the performance increases until it plateaus from K=16 onwards, which is why we have chosen K=16 as default in our experiments. Please see Figure 10 for the per-task learning curves. Action Squashing Mapping (right two panels): We analyze the effect of utilizing the tanh and the erf as squashing functions for mapping the generated actions to a defined action bound. We have run experiments on the four MJX humanoid tasks and report the aggregated IQM with 95% stratified bootstrapped confidence intervals ( 10 seeds per task) ( Agarwal et al., 2021 ) in the two right panels. The results show that FFM is not sensitive to the choice of the squashing function. Please see Figure 11 for the per-task learning curves.
Figure 10: Ablation. Number of Integration Steps. We plot the IQM per-task learning curves with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) over 10 seeds on the four MJX humanoid tasks for varying numbers of integration steps K . With increasing number of integration steps, the performance improves. However, the performance plateaus at K=16 steps.
Figure 11: Ablation. Action squashing mapping. We plot the IQM per-task learning curves with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) over 10 seeds on the four MJX humanoid tasks for the tanh and erf squashing functions. The results indicate that FFM is insensitive to the choice of the squashing function.
Figure 12: Ablation. Deterministic evaluation. We compare the effect of evaluating FFM using X0=0 (deterministic) and X0∼N(0,I) (stochastic) on the 20 MJX Playground (left two panels) and four humanoid tasks (right two panels), where every task was run on 10 seeds, and we plot the aggregated IQM with stratified bootstrapped 95% confidence intervals ( Agarwal et al., 2021 ) . While there is almost no performance gap between both variants for the Playground tasks, a significant performance boost follows from the deterministic evaluation on the humanoid tasks. This indicates that deterministic evaluation matters most for high-dimensional tasks. Please see Figure 13 and Figure 14 for the per-task performances of each task suite.
Figure 13: Ablation. Deterministic evaluation (MJX Playground). We plot the IQM per-task learning curves with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) over 10 seeds on each of the 20 MJX Playground tasks for X0=0 (deterministic) and X0∼N(0,I) (stochastic) during evaluation. While most of the results indicate that there are not many differences, for FingerSpin , or WalkerRun , deterministic evaluation seems to improve performance.
Figure 14: Ablation. Deterministic evaluation (MJX Humanoids). We plot the IQM per-task learning curves with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) over 10 seeds on each of the four MJX humanoid tasks for X0=0 (deterministic) and X0∼N(0,I) (stochastic) during evaluation. For all four tasks, deterministic evaluation shows significantly improved performance, indicating that stochasticity can harm performance, in particular for high-dimensional action spaces. We use deterministic evaluation throughout all of our experiments.
Figure 15: Ablation. Correlated Exploration. On a subset of the MJX Playground tasks, we analyze the effect of correlated exploration by varying τou∈{1,2,4,8,16,32} , where we have run every curve on 10 seeds and report the IQM with 95% stratified bootstrapped confidence intervals ( Agarwal et al., 2021 ) . Correlated exploration can significantly boost FFM’s performance for the right choice of τou . For example, the HopperStand task is solved, while FFM without correlated exploration struggles on this task.
Figure 16: The ten evaluation environments (five tasks each). Top: locomotion; bottom: manipulation.
Environment
Type
State
Act
Ep. len
Dataset
Width
AntMaze-Large
locomotion
29
8
1000
1M
512
AntMaze-Giant
locomotion
29
8
1000
10M
1024
HumanoidMaze-Medium
locomotion
69
21
2000
1M
512
HumanoidMaze-Large
locomotion
69
21
2000
1M
512
Cube-Double
manipulation
37
5
500
1M
512
Cube-Triple
manipulation
46
5
1000
10M
1024
Appendix
Table 2: Environment specifications. Network width and layer norm follow the dataset-size convention (1M: width 512 ; 10M/100M: width 1024 with actor layer norm), applied identically to the BC-pretraining and fine-tuning networks.
Optimizer
Adam, learning rate 3×10−4
Batch size
256
MLP
4 hidden layers, width 512 (1M) / 1024 (10M–100M)
Layer norm
critic: yes; actor: 1024 -width domains only
Discount γ
0.995 (HumanoidMaze: 0.999 )
Pessimism ϱ
0.5 (HumanoidMaze: 0.0 )
Target EMA rate
0.005
Appendix
Table 3: Shared hyperparameters (all methods).
Regime A (locomotion)
Regime B (manipulation)
Critic scale 1/λ
30
1
Fisher normalizer
fixed ( Iˉ=1 )
adaptive (EMA)
Behavior anchor
trust region on
trust region off (product tilt only)
Action chunking
no
yes ( h=5 )
Appendix
Table 4: FFM two-regime recipe: the only per-domain choice.
Environment
FFM
TRQAM
QAM
QAM-E
IFQL
FQL
DSRL
CGQL-L
AntMaze-Large
0.89
0.89
0.62
0.86
0.29
0.38
0.53
0.48
AntMaze-Giant
0.26
0.41
0.29
0.06
0.12
0.02
0.01
0.07
HumanoidMaze-Medium
0.99
0.84
0.64
0.59
0.93
0.74
0.53
0.57
HumanoidMaze-Large
0.84
0.36
0.04
0.04
0.30
0.02
0.01
0.06
Cube-Double
0.47
0.81
0.71
0.71
0.09
0.44
0.72
0.55
Cube-Triple
0.25
0.50
0.19
0.11
0.24
0.07
0.34
0.00
Appendix
Table 5: Offline-phase success rate at the end of offline training (1M steps), mean over 5 tasks and seeds per environment. Best per row in bold.
Environment
FFM
TRQAM
QAM
QAM-E
IFQL
FQL
DSRL
CGQL-L
AntMaze-Large
1.00
0.98
0.99
0.96
0.52
1.00
0.95
0.97
AntMaze-Giant
0.98
0.97
0.74
0.97
0.44
0.84
0.90
0.61
HumanoidMaze-Medium
1.00
0.97
0.82
0.78
0.75
0.96
0.82
0.95
HumanoidMaze-Large
0.99
0.76
0.26
0.27
0.12
0.37
0.28
0.74
Cube-Double
0.99
1.00
1.00
1.00
0.72
1.00
0.99
0.99
Cube-Triple
0.99
1.00
0.90
0.98
0.46
0.87
0.90
0.20
Appendix
Table 6: Offline-to-online success rate at the end of online fine-tuning (1.5M total steps), mean over 5 tasks and seeds per environment. Best per row in bold.
Figure 18: Critic scale and integration steps (offline success, mean ± std over three seeds, one manipulation and one locomotion task). Left two panels: fixed, adaptive, and adaptive-shape Fisher normalizer against 1/λ . Right two panels: number of Euler steps.
Figure 19: Behavior anchor. Product tilt prefeQ/λ vs. pure tilt eQ/λ , with the trust region on or off, offline and online (mean ± std over three seeds; the online runs use εTR=8 ).
Figure 20: Trust-region budget sweep. Success against εTR on four tasks (mean ± std over three seeds), offline (left two panels) and online (right two panels), for the pure tilt (first and third panel) and the product tilt (second and fourth panel). With the offline trust region off, the product tilt scores 0.41 , 0.94 , 1.00 , and 0.81 on cube-double , scene , puzzle-3x3 , and antmaze-large .