# diffusion_imitation_from_observation__4a520a3d.pdf Diffusion Imitation from Observation Bo-Ruei Huang Chun-Kai Yang Chun-Mao Lai Dai-Jie Wu Shao-Hua Sun Department of Electrical Engineering, National Taiwan University Learning from observation (Lf O) aims to imitate experts by learning from stateonly demonstrations without requiring action labels. Existing adversarial imitation learning approaches learn a generator agent policy to produce state transitions that are indistinguishable to a discriminator that learns to classify agent and expert state transitions. Despite its simplicity in formulation, these methods are often sensitive to hyperparameters and brittle to train. Motivated by the recent success of diffusion models in generative modeling, we propose to integrate a diffusion model into the adversarial imitation learning from observation framework. Specifically, we employ a diffusion model to capture expert and agent transitions by generating the next state, given the current state. Then, we reformulate the learning objective to train the diffusion model as a binary classifier and use it to provide realness rewards for policy learning. Our proposed framework, Diffusion Imitation from Observation (DIFO), demonstrates superior performance in various continuous control domains, including navigation, locomotion, manipulation, and games. Project page: https://nturobotlearninglab.github.io/DIFO 1 Introduction Learning from demonstration (Lf D) [26, 46, 51, 63, 86] aims to acquire policies that can perform desired skills by imitating expert trajectories represented as sequences of state-action pairs, eliminating the necessity of reward functions. Recent advancements in Lf D have enabled the deployment of reliable and robust learned policies in various domains, such as robot learning [17, 20, 28, 30], strategy games [22, 47, 71], and self-driving [7, 8, 62, 64]. Lf D s dependence on accurately labeled actions remains a substantial limitation, particularly in scenarios where obtaining expert actions is challenging or costly. Moreover, most Lf D methods assume that the demonstrator and imitator share the same embodiment, inherently preventing cross-embodiment imitation. To address these issues, learning from observation (Lf O) methods [66, 76, 85] seek to imitate experts from state-only sequences, thereby removing the need for action labels and allowing learning from experts with different embodiments. Schmidt and Jiang [66], Torabi et al. [75], Yang et al. [82] proposed learning inverse dynamic models (IDMs) that can infer action labels from state sequences and subsequently reformulate Lf O as Lf D. Nevertheless, acquiring sufficiently aligned data with the expert s data distribution to train IDMs remains an unresolved challenge. On the other hand, adversarial imitation learning (AIL) [32, 76, 81] employs a generator policy learning to imitate an expert, while a discriminator differentiates between the data produced by the policy and the actual expert data. Despite its simplicity in formulation, AIL methods can be brittle to learn and are often sensitive to hyperparameters [2, 13]. Recent works have explored leveraging diffusion models ability in generative modeling and achieved encouraging results in imitation learning and planning [29, 31, 44]. For example, diffusion policies [6, 49] learn to denoise actions with injected noises conditioned on states, allowing for modeling multimodal expert behaviors. Moreover, Chen et al. [5] proposed to model expert state-action pairs with a diffusion model and then provide gradients to train a behavioral cloning policy to improve Correspondence to: Shao-Hua Sun 38th Conference on Neural Information Processing Systems (Neur IPS 2024). its generalizability. Nevertheless, these works require action labels, fundamentally limiting their applicability to learning from observation. In this work, we introduce Diffusion Imitation from Observation (DIFO), a novel adversarial imitation learning from observation method that employs a diffusion model as a discriminator to provide rewards for policy learning. Specifically, we design a diffusion model that learns to capture expert and agent state transitions by generating the subsequent state conditioning on the current state. We reformulate the denoising objective of diffusion models as a binary classification task, allowing for the diffusion model to distinguish expert and agent transitions. Then, provided with the realness rewards from the diffusion model, the policy imitates the expert by producing transitions that look indistinguishable from expert transitions. We compare our method DIFO to various existing Lf O methods in various continuous control domains, including navigation, locomotion, manipulation, and games. The experimental results show that DIFO consistently exhibits superior performance. Moreover, DIFO demonstrates better data efficiency. The visualized learned reward function and generated state distributions verify the effectiveness of our proposed learning objective for the diffusion model. 2 Related work Learning from demonstration (Lf D). Lf D approaches imitate experts from collected demonstrations, consisting of state and action sequences. Behavioral cloning (BC) [51, 70] formulates Lf D as a supervised learning problem by learning a state-to-action mapping. Inverse reinforcement learning (IRL) [1, 45, 60] extracts a reward function from demonstrations and uses it to learn a policy through reinforcement learning. In contrast, this work aims to learn from state-only demonstrations, requiring no action label. Learning from observation (Lf O). Lf O [11, 73] learns from state-only demonstrations, i.e., state sequences, making it suitable for scenarios where action labels are unobservable or costly to obtain, and allowing for learning from experts with a different embodiment. To tackle Lf O, one popular direction is to learn an inverse dynamics model (IDM) for an agent that can recover an action for a pair of consecutive states [66, 75, 82]. However, there is no apparent mechanism to efficiently collect tuples of state, next state, and action that align with the expert state sequences, which makes it difficult to learn a good IDM. On the other hand, adversarial imitation learning from observation (AILf O) [23, 37, 54, 76] resemble the idea of generative adversarial networks (GANs) [19], where an agent generator policy is rewarded by a discriminator learning to distinguish the expert state transitions from the agent state transitions. Despite the encouraging results, the AILf O trainings are often brittle and sensitive to hyperparameters [2, 13]. Recent works also use generative models to predict state transitions and use the prediction to guide policy learning using log-likelihood [12], ELBO [84], or conditional entropy [25]. However, these methods depend highly on the accuracy of the generative models. In contrast, our work aims to improve the sample efficiency and robustness of AILf O by employing a diffusion model as a discriminator. Learning from video (Lf V). Extending from Lf O, Lf V specifically considers learning from imagebased states, i.e., videos, by leveraging recent advancements in computer vision, e.g., multi-view learning [69], image and video comprehension and generation [3, 12, 16, 33, 43, 65, 68], foundation models [9, 42], and optical flow and tracking [31, 80]. Yet, these methods are mostly specifically designed for learning from videos, and cannot be trivially adapted for vectorized states. Diffusion models. Diffusion models are state-of-the-art generative models capable of capturing and generating high-dimensional data distributions [27, 72]. Diffusion models have been widely adopted for generating images [56, 61], videos [4], 3D structures [52], and speech [41, 53]. Recent works also have explored using the ability to model multimodal distributions of diffusion models for Lf D [5, 6, 35, 49, 79], where expert demonstrations could exhibit significant variability [39]. Our work aims to employ the capability of diffusion models for improving AIRLf O. 3 Preliminary 3.1 Learning from observation Consider environments represented as a Markov decision process (MDP) defined as a tuple (S, A, r, P, ρ0, γ) of state space S, action space A, reward function r(s, a, s ), transition dynamics P(s |s, a), initial state distribution ρ0 and discounting factor γ. We define a policy π(a|s) that takes actions from state inputs and generates trajectories τ = (s0, a0, s1, . . . , s|τ|). The policy is trained to maximize the sum of discounted rewards E(s0,a0,...,s|τ|) π h P|τ| 1 i=0 γir (si, ai, si+1) i . In imitation learning, the environment rewards cannot be observed. Instead, a set of expert demonstrations τE = {τ0, . . . , τN|τi πE} is given, which generated by unknown expert policy πE. We aim to learn the agent policy πA to generate a similar trajectory distribution with expert demonstrations. Moreover, in the learning from observation (Lf O) setting, where expert action labels are absent, agents learn exclusively from state-only observations represented by sequences τ = (s0, s1, . . . , s|τ|). We use the Lf O setting in this work. Inverse reinforcement learning (IRL). One of the general approaches to imitation learning is IRL. This approach learns a reward function r from transitions, i.e., (s, a) in Lf D or (s, s ) in Lf O, that maximizes the reward of expert transitions and minimizes that of agent transitions. The learned reward function can thereby be used for reinforcement learning to train the policy to imitate expert. 3.2 Denoising Diffusion Probabilistic Models Diffusion models have emerged as state-of-the-art generative models capable of producing highdimensional data and modeling multimodal distributions. Our work leverages the Denoising Diffusion Probabilistic Model (DDPM) [27], a latent variable model that generates data through a denoising process. The training procedure of the diffusion model consists of forward and reverse processes. In the forward process, Gaussian noise is progressively added to the clean data, following a predefined noise schedule. The process is formulated as xt = αtx0 + 1 αtϵ, where x0 is the clean data, ϵ is the Gaussian noise, t denotes the time step within the whole process with step T and αt is the scheduled noise level at the current time step. Conversely, the reverse process, denoted by pϕ(xt 1|xt), is designed to reconstruct the original data by estimating the previously injected noise based on the given noise level. This is achieved by optimizing L = Et T,ϵ N(0,1) h ϵ ϵϕ(xt, t) 2i , where ϕ denotes the diffusion model. We propose Diffusion Imitation from Observation (DIFO), a novel learning from observation framework integrating a diffusion model into the AIL framework, which is illustrated in Figure 1. Specifically, we utilize a diffusion model to model expert and agent state transitions; then, we learn an agent policy to imitate the expert via reinforcement learning by using the diffusion model to provide rewards based on how real agent state transitions are. 4.1 Modeling expert transitions via diffusion model Motivated by the recent success in using diffusion models for generative modeling, we use a conditional diffusion model to model expert state transitions. Specifically, given a state transition (s, s ), the diffusion model conditions on the current state s and generates the next state s . We adopt DDPM [27] and define the reverse process as pϕ(s t 1|s t, s), where t T and ϕ is the diffusion model, which is trained by minimizing the denoising MSE loss: Ld(s, s ) = Et T,ϵ N(0,1) h ϵ ϵϕ(s t, t|s) 2i , (1) where ϵ denotes the noise sampled from a Gaussian distribution and ϵϕ denotes the noise predicted by the diffusion model. Once the diffusion model is trained, we can generate an expert next state conditioned on any given state by going through the diffusion generation process. State-distance reward. To train a policy π to imitate the expert from a given state s, we can first sample an action from the policy and obtain the next state sπ by interacting with the environment. Next, we generate a predicted next state sϕ using the diffusion model. Then, to bring the state distribution of the policy closer to the expert s, we can optimize the policy using reinforcement learning by setting the distance of the two next states d(sπ , sϕ ) as a reward, where d denotes some distance function that evaluates how close two states are. However, a good distance function varies 𝒟!(𝑠, 𝑠 ) 𝒟!(𝑠, 𝑠 ) Reward 𝑟!(𝑠, 𝑠 ) = log(1 𝒟!(𝑠, 𝑠 )) Train Alternately Environment Diffusion Discriminator 𝜙 (a) Learning diffusion discriminator (b) Learning policy with diffusion reward 𝑐 condition Single-step Denoising Loss Diffusion Discriminator 𝜙 Learning Parameters Frozen Parameters Learning Objective Figure 1: Diffusion Imitation from Observation (DIFO). We propose Diffusion Imitation from Observation (DIFO), a novel adversarial imitation learning from observation framework employing a conditional diffusion model. (a) Learning diffusion discriminator. In the discriminator step the diffusion model learns to model a state transition (s, s ) by conditioning on the current state s and generates the next state s . With the additional condition on binary expert and agent labels (c E/c A), we construct the diffusion discriminator to distinguish expert and agent transitions by leveraging the single-step denoising loss as a likelihood approximation. (b) Learning policy with diffusion reward. In the policy step, we optimize the policy with reinforcement learning according to rewards calculated based on the diffusion discriminator s output log(1 Dϕ(s, s )). from one domain to another. Moreover, predicting the diffusion model next state sϕ can be very time-consuming since it requires T denoising steps. Denoising reward. We aim to provide rewards for policy learning while avoiding choosing distance function and going through the diffusion generation process. To this end, we take inspiration from Li et al. [38], which shows that the denoising loss approximates the evidence lower bound (ELBO) of the likelihood. Our key insight is to leverage the denoising loss calculated from a state and the policy next state Ld(s, sπ ), or Ld in short, as an indicator of how well the policy next state fits the expert distribution. That said, a low Ld means that the policy produces a next state close to the expert next state, while a high Ld means that the diffusion model does not recognize this policy next state. Hence, we can use Ld as reward to learn a policy to imitate the expert by taking actions to produce next states that can be recognized by the diffusion model. Note that this denoising reward can be computed using a single denoising step. 4.2 Diffusion model as a discriminator The previous section describes how we can use the denoising loss as a reward for policy learning via reinforcement learning. However, the policy can learn to exploit a frozen diffusion model by discovering states that lead to a low denoising loss while being drastically different from expert states. To mitigate this issue, we incorporate principles from the AIL framework by training the diffusion model to recognize both the transitions from the expert and agent. To this end, we additionally condition the model on a binary label c {c E, c A}, where c E represents the expert label and c A represents the agent label, both implemented as one-hot encoding, resulting in the following denoising losses given a state transition (s, s ): LE d (s, s ) = Et T,ϵ N(0,1) h ϵ ϵϕ(s t, t|s, c E) 2i , (2) LA d (s, s ) = Et T,ϵ N(0,1) h ϵ ϵϕ(s t, t|s, c A) 2i . (3) With this formulation and an optimized diffusion model, an expert transition should yield a low LE d and a high LA d , while an agent transition should yield a high LE d and a low LA d . Thus, we construct a diffusion discriminator that can determine if a transition is close to expert as follows: Dϕ(s, s ) = σ(λσ(LA d (s, s ) LE d (s, s ))), (4) where σ is the sigmoid function for normalization and λσ is a hyperparameter to control the sensitivity. To turn this diffusion discriminator as a binary classifier to classify agent and expert transitions, we train it to optimize the binary cross entropy (BCE): LBCE = E(s,s ) τE [log(1 Dϕ(s, s ))] + E(s,s ) πA [log(Dϕ(s, s ))] . (5) By optimizing LBCE, online interactions with the agent are leveraged as negative samples. Given expert transitions, the model should minimize LE d and maximize LA d , resulting in a higher score closer to 1. Conversely, when the input is sampled from the agent, the model aims to maximize LE d and minimize LA d , outputting a lower score closer to 0. The higher the score is, the more likely a transition is expert. Hence, we can learn a policy to imitate the expert using Dϕ as rewards. In contrast to MLP binary discriminators used in existing AIL works like GAIL, which maps high-dimensional inputs to a one-dimensional logit, our diffusion discriminator learns to predict high-dimensional noise patterns. This is inherently more challenging to overfit, addressing one of the key instabilities in GAIL. 4.3 Diffusion Imitation from Observation We present Diffusion Imitation from Observation (DIFO) an adversarial imitation learning from observation framework that trains a policy and a discriminator in turns. In the discriminator step, the discriminator learns to classify expert and agent transition by optimizing LBCE. Furthermore, to ensure the diffusion loss of expert data is optimized so that it approximates the ELBO, the diffusion model also optimizes LE d by sampling from expert demonstrations. 1 LMSE = Et T,ϵ N(0,1),(s,s ) τE h ϵ ϵϕ(s t, t|s, c E) 2i , (6) resulting in the overall objective: LD = λMSELMSE + λBCELBCE, (7) where λMSE and λBCE are hyperparameters adjusting the importance of each term. In the policy step, to provide the policy rewards based on the realness Dϕ of the agent transitions, we adopt the GAIL reward function [24]: rϕ(s, s ) = log(1 Dϕ(s, s )), (8) where Dϕ is computed with a single denoising step. We justify the feasibility of sampling only one denoising step in Section 5.8. We can optimize the policy using any RL algorithm. The DIFO framework is illustrated in Figure 1 and the algorithm is presented in Appendix A. 5 Experiments 5.1 Environments In this section, we introduce environments, tasks, and how expert demonstrations are collected. All environment trajectories, except CARRACING, are fixed-horizon to prevent biased information about success [32]. Further details can be found in Appendix B. POINTMAZE: A navigation task for a 2-Do F agent with the medium maze, see Figure 2a. A point agent is trained to navigate from an initial position to a goal. The goal and initial position of the agent are randomly sampled. The agent observes its position, velocity, and goal position. The agent applies linear forces in the x and y directions to navigate the maze and reach the goal. We collect 60 demonstrations (36 000 transitions) using a controller from Fu et al. [14]. ANTMAZE: A task containing both locomotion and navigation, which presents a significantly more challenging variant of the POINTMAZE, as shown in Figure 2b. The quadruped ant learns to navigate from an initial position to a goal by controlling the torque of its legs, where both the goal and initial position of the ball are also randomly sampled. Notice that this environment serves as a high-dimensional state space task with 29-dimension state space. We use 100 demonstrations (7000 transitions) from Minari [50]. 1We experiment with optimizing LMSE with agent data (LA d ), leading to unstable training (see Appendix C). (a) POINTMAZE (b) ANTMAZE (c) FETCHPUSH (d) ADROITDOOR (f) OPENMICROWAVE (g) CARRACING (h) CLOSEDRAWER Figure 2: Environments & tasks. (a) POINTMAZE: A point agent (green) is trained to navigate to the goal (red). (b) ANTMAZE: A high-dimensional locomotion navigation task for an 8-Do F quadruped ant to navigate to the goal (red). (c) FETCHPUSH: A manipulation task to move a block (yellow) to the target (red). (d) ADROITDOOR: A high-dimension manipulation task to undo the latch and swing the door open. (e) WALKER: A locomotion task for a 6-Do F hopper to maintain at the highest speed while keeping balance. (f) OPENMICROWAVE: A manipulation task to control the robot arm to open the microwave with joint space control. (g) CARRACING: An image-based task to control the car to complete the track in the shortest time. (h) CLOSEDRAWER: An image-based manipulation task to control the robot arm to close the drawer. FETCHPUSH: The goal is to control a 7-Do F Fetch robot arm to push a block to a target position on a table, see Figure 2c. Both the block and target positions are randomly sampled. The robot is controlled by small displacements of the gripper in XYZ coordinates, which has a 28-dimension state space and a 4-dimension action space. We generate 50 demonstrations (2500 transitions) using an expert policy trained by SAC [21]. ADROITDOOR: A manipulation task to undo the latch and swing the door open, see Figure 2d. The position of the door is randomly placed. It is based on the Adroit manipulation platform [34], with 39-dimension state space and 28-dimension action space containing all the joints. It serves as a high-dimensional state and action space task. We use 50 demonstrations (10 000 transitions) from the dataset released by Fu et al. [14]. WALKER: A locomotion task of a 6-Do F Walker2D in Mu Jo Co [74], as shown in Figure 2e. The goal is to walk forward by applying torques on the six hinges. Initial joint states are added with uniform noise. We generate 1000 transitions using an expert policy trained by SAC [21]. OPENMICROWAVE: A manipulation task to control a 9-Do F Franka robot arm to open the microwave door, as shown in Figure 2f. The environment has a 59-dimension state space and a 9-dimension continuous action space to control the angular velocity of each joint. It serves as a high-dimensional state and action space task. We use 5 demonstrations (300 transitions) from the dataset released by Fu et al. [14]. CARRACING: An image-based control task aimed at directing a car to complete a track as quickly as possible. Observations consist of top-down frames, as shown in Figure 2g. Tracks are generated randomly in every episode. The car has continuous action space to control the throttle, steering, and breaking. We generate 340 transitions using an expert policy trained by PPO [67]. CLOSEDRAWER: An image-based manipulation task from Meta-World [83] requires the agent to control a Sawyer robot arm to close a drawer. Observations consist of fixed perspective frames, as shown in Figure 2h. The robot has continuous action space to control the gripper in XYZ coordinates, and the initial poses of the robot and the drawer are randomized in every episode. We generate 100 transitions using a scripted policy. AIRLf O BCO WAILf O GAIf O DIFO-NA DIFO-Uncond DIFO (Ours) IQ-Learn BC Expert De PO OT 0 200k 400k 600k 800k 1M Environment Steps Success Rate (%) (a) POINTMAZE 0 1M 2M 3M Environment Steps Success Rate (%) (b) ANTMAZE 0 250k 500k 750k 1M 1.25M 1.5M Environment Steps Success Rate (%) (c) FETCHPUSH 0 2M 4M 6M 8M 10M Environment Steps Success Rate (%) (d) ADROITDOOR 0 1M 2M 3M 4M 5M Environment Steps 0 1M 2M 3M 4M 5M Environment Steps Success Rate (%) (f) OPENMICROWAVE 0 1M 2M 3M Environment Steps (g) CARRACING 0 100k 200k 300k 400k 500k Environment Steps Success Rate (%) (h) CLOSEDRAWER Figure 3: Learning performance and efficiency. We evaluate all the methods with five random seeds and report their success rates in POINTMAZE, ANTMAZE, FETCHPUSH, ADROITDOOR, OPENMICROWAVE, and CLOSEDRAWER, and their returns in WALKER, and CARRACING. The standard deviation is shown as the shaded area. Our proposed method, DIFO, demonstrates more stable and faster learning performance compared to the baselines. 5.2 Baselines and variants We compare our method DIFO with the following baselines: Behavioral Cloning (BC) [51] learns a state-to-action mapping using supervised learning without any interaction with the environment. Note that BC is the only baseline having privileged access to ground truth action labels. Behavioral Cloning from Observation (BCO) [75] first learns an inverse dynamic model through self-supervised exploration, and uses it to reconstruct action from state-only observation. BCO then uses these action labels to perform behavioral cloning. Generative Adversarial Imitation from Observation (GAIf O) [76], trains a GAIL MLP discriminator taking state transitions (s, s ) as input, instead of state-action pairs (s, a). Wasserstein Adversarial Imitation from Observation (WAIf O) is a Lf O variant of WAIL [81], taking (s, s ) as input. WAIL replaces the learning objective of the discriminator from Jensen Shannon divergence (GAIL) to Wasserstein distance. Adverserial Inverse Reinforcement Learning from Observation (AIRLf O) is a Lf O variant of AIRL [13]. AIRL modifies the discriminator output to disentangle task-relevant information from transition dynamics. Similarly to GAIf O, AIRLf O takes (s, s ) as input instead of (s, a). Decoupled Policy Optimization (De PO) [40] decouples the policy into a high-level state planner and an inverse dynamics model, utilizing embedded decoupled policy gradient and generative adversarial training. Inverse soft-Q Learning for Imitation (IQ-Learn) [15] directly learns a policy in Q-space from demonstrations without explicit reward construction. We use the state-only setting for Lf O. Optimal Transport (OT) [48] derives a proxy reward function for RL by measuring the distance between probability distributions. We use the state-only setting for Lf O. In addition to the existing methods, we also compare DIFO with its variants: DIFO-Non-Adversarial (DIFO-NA) follows the method introduced in Section 4.1, which first pretrains a conditional diffusion model on expert demonstrations, and simply takes the denoising reward Ld(s, s ) for policy training. AIRLf O BCO WAILf O GAIf O DIFO-NA DIFO-Uncond DIFO (Ours) IQ-Learn BC Expert De PO OT 0 1M 2M 3M Environment Steps Success Rate (%) (a) 200 Trajectories 0 1M 2M 3M Environment Steps Success Rate (%) (b) 100 Trajectories 0 1M 2M 3M Environment Steps Success Rate (%) (c) 50 Trajectories 0 1M 2M 3M Environment Steps Success Rate (%) (d) 25 Trajectories Figure 4: Data efficiency. We vary the amount of available expert demonstrations in ANTMAZE. Our proposed method DIFO consistently outperforms other methods when the number of expert demonstrations decreases, highlighting the data efficiency of DIFO. DIFO-Unconditioned (DIFO-Uncond) removes the condition on s, and denoises both s and s . It is optimized only with LBCE. Namely, replacing the MLP discriminator with a diffusion discriminator from GAIf O. It serves as a baseline showing the effect of network architecture. 5.3 Experimental results We report the success rates in POINTMAZE, ANTMAZE, FETCHPUSH, and ADROITDOOR, and return in WALKER and CARRACING of all the methods in Figure 3. Each method is reported with the mean value and standard deviation with five random seeds for all the tasks. BC s performance is shown as horizontal lines since BC does not leverage environmental interactions. The expert s performance (gray horizontal lines) in goal-directed tasks, i.e., POINTMAZE, ANTMAZE, FETCHPUSH, ADROITDOOR, is 100%. More details of training and evaluation can be found in Appendix G. Our proposed method DIFO consistently outperforms or matches the performance of the bestperforming baseline in all the tasks, highlighting the effectiveness of integrating a conditional diffusion model into the AIL framework. In ANTMAZE, ADROITDOOR, and CARRACING, DIFO outperforms the baselines and converges significantly faster, indicating its efficiency in modeling expert behavior and providing effective rewards even in high-dimensional state and action spaces. Moreover, DIFO presents more stable training results, with relatively low variance compared to other AIL methods. Notably, although BC has access to action labels, it still fails in most tasks with more randomness. This is because BC relies solely on learning from the observed expert dataset, unlike the Lf O methods that utilize online interaction with environments, BC is susceptible to covariate shifts [36, 58, 59] and requires a substantial amount of expert data to achieve coverage of the dataset. The result indicates the significance of online interactions. OT only successfully learns in environments like ADROITDOOR, WALKER, and CLOSEDRAWER, where trajectory variety is limited. OT computes distances at the trajectory level rather than the transition level, which requires monotonic trajectories, making it struggle in tasks with diverse trajectories. In contrast, our method generates rewards at the transition level, allowing us to identify transition similarities even when facing substantial trajectory variability. Variants of DIFO, i.e., DIFO-Uncond, and DIFO-NA, perform poorly in most tasks. DIFO-NA learns poorly in most of the tasks except CLOSEDRAWER, underscoring diffusion loss could be a reasonable metric for the discriminator while it is still necessary to model agent online interaction data to prevent the diffusion model from being exploited by the policy. On the other hand, DIFO-Uncond performs comparably to other AIL baselines but shows instability across different tasks, this highlighting the importance of modeling transitions using a diffusion model. We also verify DIFO s capability to model stochastic distribution in Appendix D. 5.4 Data efficiency To investigate the data efficiency, i.e., how much expert data is required for learning, we vary the number of expert trajectories in ANTMAZE and report the performance of all the methods in Figure 4. Specifically, we use 200, 100, 50, and 25 expert trajectories, each containing 14 000, 7000, 3500, and 1750 transitions, respectively. (a) Expert (s, s ) (b) Generated (s, bs ) (c) GAIf O reward (d) DIFO reward Figure 6: Reward function visualization and generated distribution on SINE. (a) The expert state transition distribution. (b) The state transition distribution generated by the DIFO diffusion model. (c-d) The visualized reward functions learned by GAIf O and DIFO, respectively. DIFO produces smoother rewards outside of the expert distribution, allowing for facilitating policy learning. The results demonstrate that DIFO learns faster compared to all the baselines with various amounts of demonstrations, highlighting its sample efficiency. Specifically, as the number of demonstrations decreases from 200 to 50, DIFO s performance drops modestly from an 80% success rate to 70%, whereas WAILf O, the best-performing baseline when given 200 expert trajectories, experiences a substantial decline to a 20% success rate. Furthermore, when the number of demonstrations is reduced to 25, all other baselines fail to learn, with success rates nearing zero. In contrast, DIFO maintains a success rate of around 20%, underscoring its superior data efficiency. This data efficiency highlights DIFO s potential for real-world applications, where collecting expert demonstrations can be costly. 5.5 Generating data using diffusion models Figure 5: Generated trajectories under POINTMAZE. The green point marks the initial state. The red point marks the goal. The blue trace represents the generated trajectory and the orange trace represents the corresponding expert trajectory. To investigate whether the DIFO diffusion model can closely capture the expert distribution, we generate trajectories with the diffusion model in POINTMAZE. Specifically, we take a trained diffusion discriminator of DIFO and autoregressively generate a sequence of next states starting from an initial state sampled in the expert dataset. We visualize four pairs of expert trajectories and the corresponding generated trajectories in Figure 5. The results show that our diffusion model can accurately generate trajectories similar to those of the expert. It is worth noting that the diffusion model can generate trajectories that differ from the expert trajectories while still completing the task, such as the example on the bottom right of Figure 5, where the diffusion model produces even shorter trajectories than the scripted expert policy. Additional expert trajectories and the corresponding generated trajectories are presented in Appendix E. 5.6 Visualized learned reward functions We aim to visualize and analyze the reward functions learned by DIFO. To this end, we introduce a toy environment SINE in which both the state and action space are 1-dimension with range [0, 1]. We generate expert state-only demonstrations by sampling from the distribution s = sin 6πs + s + N(0, 0.052). The sampled expert state transitions are plotted in Figure 6a. Reconstructed distribution. Given the expert state distribution, we generate a distribution of next states using the diffusion model of DIFO and visualize the distribution in Figure 6b. The generated distribution closely resembles the expert distribution, which again verifies the modeling capability of the conditional diffusion model. Visualized learned reward functions. We visualize the reward functions learned by GAIf O and DIFO in SINE in Figure 6c and Figure 6d, respectively. The result shows that the reward function (1,0) (λMSE, λBCE) (1,10 3) (1,10 2) (1,10 1) (0,1) OT Number of Samples 10 5 2 1 (1,1) 0 200k 400k 600k 800k 1M Environment Steps Success Rate (%) (a) POINTMAZE 0 1M 2M 3M 4M 5M Environment Steps Figure 7: The effect of λMSE and λBCE. We vary the values of λMSE and λBCE in POINTMAZE and WALKER, showcasing DIFO s robustness to hyperparameters and emphasizing the importance of both LBCE and LMSE. 0 200k 400k 600k 800k 1M Environment Steps Success Rate (%) (a) POINTMAZE 0 1M 2M 3M 4M 5M Environment Steps Figure 8: Different numbers of denoising step samples for reward computation. We vary the number of denoising step samples to compute rewards. The result indicates the number of samples does not significantly affect the performance. learned by GAIf O drops dramatically once it deviates from expert distribution, while that of DIFO presents a smoother contour to the region outside the distribution, which allows for bringing a learning agent closer to the expert even when agent s behaviors are far from the expert behavior. 5.7 Ablation study on λMSE and λBCE We hypothesize that both LMSE and LBCE are important for efficiency learning. To examine the effect of LMSE and LBCE and verify the hypothesis, we vary the ratio of λMSE and λBCE in POINTMAZE and WALKER, including LBCE only and LMSE only, i.e., λMSE = 0 and λBCE = 0. As shown in Figure 7, the results emphasize the significance of introducing both LMSE and LBCE, since they enable the model to simultaneously model expert behavior (LMSE) and perform binary classification (LBCE). Without LMSE, the performance slightly decreases as it does not modeling expert behaviors. Without LBCE, the model fails to learn as it does not utilize negative samples, i.e., agent data. Moreover, when we vary the ratio of λMSE and λBCE, DIFO maintains stable performance, demonstrating DIFO is relatively insensitive to hyperparameter variations. 5.8 Ablation study on the number of samples for reward computation To investigate the robustness of our rewards, we conducted experiments with varying numbers of denoising step samples in POINTMAZE and WALKER. We take the mean of losses computed from different numbers of samples, i.e., multiple t, to compute rewards. As presented in the Figure 8, the performance of DIFO is stable under different numbers of samples. As a result, we use a single denoising step sample to compute the reward for the best efficiency. We also investigate the stability of rewards under different numbers of samples in Appendix F. 6 Conclusion We present Diffusion Imitation from Observation (DIFO), a novel adversarial imitation learning from observation framework. DIFO leverages a conditional diffusion model as a discriminator to distinguish expert state transitions from those of the agent, while the agent policy learns to produce state transitions that are indistinguishable from the expert s for the diffusion discriminator. Experimental results demonstrate that DIFO outperforms existing learning from observation methods, including BCO, GAIf O, WAIf O, AIRLf O, De PO, OT, and IQ-Learn, across continuous control tasks in various domains, including navigation, manipulation, locomotion, and image-based games. The visualization of the reward function learned by DIFO shows that it can generalize well to states unseen from expert state transitions by utilizing agent data. 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In Neural Information Processing Systems, 2020. [86] Brian D. Ziebart, Andrew L. Maas, J. Andrew Bagnell, and Anind K. Dey. Maximum entropy inverse reinforcement learning. In Association for the Advancement of Artificial Intelligence, 2008. A Pseudocode of DIFO Algorithm 1 Diffusion Imitation from Observation (DIFO) 1: Input: Expert demonstrations τE πE, policy πA and diffusion model Dϕ 2: while πA not converges do 3: Sample agent transitions τi πA by interacting with the environment 4: Calculate discriminator loss LD with Eq. 7 5: Update discriminator parameters ϕ with LD 6: Calculate IRL reward rϕ(s, s ) with Eq. 8 7: Update πA with respect to rϕ with any RL algorithm 8: end while B Environment & task details The environments we used for our experiments in Section 5 are from Gymnasium [10, 77]. We list names, version numbers, dimensions of state and action spaces in Table 1. All environments we used are continuous action spaces. Table 1: Enviroments. Detailed setting of each Task. Task ID Observation space Action space Fixed horizon POINTMAZE Point Maze_Medium-v3 8 2 True ANTMAZE Ant Maze_UMaze-v4 31 8 True FETCHPUSH Fetch Push-v2 31 4 True ADROITDOOR Adroit Hand Door Custom-v1 39 28 True WALKER Walker2d-v4 17 6 True OPENMICROWAVE Franka Kitchen-v1 59 9 True CARRACING Car Racing-v2 96 96 3 3 False CLOSEDRAWER N/A 64 64 3 4 True Notably, we fix the horizon to prevent biased information about termination [32] in all environments except CARRACING since the goal of CARRACING is to complete the track as fast as possible instead of goal completion. Notice that though the objective of WALKER is also not goal completion, the termination signal provides additional information about tumbling. Preprocessing. In CARRACING, we preprocess the observation state by applying frame skipping with a factor of 2, resizing, and converting the image to grayscale, resulting in a 64 64 matrix. Finally, we stack 2 frames to form the input state. We list the details of the expert demonstration datasets we used in Section 5 and how we collect them in Table 2. All of our expert data incorporates stochasticity to enhance diversity in trajectories. We add a small amount of noise to the experts actions, providing stochasticity and multimodality in expert behaviors. Table 2: Expert observations. Detailed information on collected expert observations in each Task. Task # of trajectories # of transitions Algorithm or Retrieved Source POINTMAZE 60 36 000 D4RL [14] ANTMAZE 100 7000 Minari [50] FETCHPUSH 50 2500 Own SAC expert ADROITDOOR 50 10 000 D4RL [14] WALKER 1 1000 Own SAC expert OPENMICROWAVE 5 300 D4RL [14] CARRACING 1 340 Own PPO expert CLOSEDRAWER 1 100 Own Script expert In Section 5.6, we introduce a toy environment SINE. We generate 25 000 state-only transition (s, s ), with transition function: s = sin 6πs + s + N(0, 0.052) (9) where N(µ, σ2) is a normal distribution noise with the mean value µ = 0 and the standard deviation σ = 0.05. C Optimizing LMSE with agent data Our method optimizes LMSE (Eq. 6) to approximate the ELBO only using expert demonstrations. To investigate the effect of optimizing this MSE loss using agent data, we experiment with optimizing LMSE with and without agent data on all tasks. The results are reported in Figure 9. We found that optimizing LMSE with agent data can lead to slower and unstable convergence, especially in tasks with larger state and action spaces, e.g., ADROITDOOR, where optimizing LMSE leads to a 0% success rate. We hypothesize that optimizing LMSE leads to unstable training because, during the early stage of training, the agent policy changes frequently and generates diverse transitions. This diversity leads to a consistent distribution shift for the diffusion model, making the diffusion model unstable to learn. As a result, the overall performance can be less stable. Hence, our method is designed to only optimize LMSE using expert demonstrations. 0 200k 400k 600k 800k 1M Environment Steps Success Rate (%) LMSE w/o agent data (Ours) LMSE w/ agent data (a) POINTMAZE 0 1M 2M 3M Environment Steps Success Rate (%) (b) ANTMAZE 0 250k 500k 750k 1M 1.25M 1.5M Environment Steps Success Rate (%) (c) FETCHPUSH 0 2M 4M 6M 8M 10M Environment Steps Success Rate (%) (d) ADROITDOOR 0 1M 2M 3M 4M 5M Environment Steps 0 1M 2M 3M 4M 5M Environment Steps Success Rate (%) (f) OPENMICROWAVE 0 1M 2M 3M Environment Steps (g) CARRACING 0 100k 200k 300k 400k 500k Environment Steps Success Rate (%) (h) CLOSEDRAWER Figure 9: Optimizing LMSE with and without agent data. We evaluate optimizing LMSE with and without agent data in all tasks. The results show that optimizing LMSE with agent data (red) leads to slower convergence and less stable performance. D Stochastic environment 0 500k 1M 1.5M 2M 2.5M 3M Environment Steps Success Rate (%) Stochastic Deterministic Figure 10: Stochastic environment. We apply addition Gaussian noises to actions to create a stochastic ANTMAZE. Our method DIFO maintains robust performance under large stochasticity. We create a stochastic version of ANTMAZE environment where Gaussian noise is added to the agent s actions before they are applied in the environment. The magnitude of the noise is 0.5, resulting in the actual action taken in the environment would be action = action + 0.5N(0, 1). Given the action space of this environment is [ 1, 1], this represents a high level of stochasticity. Figure 10 shows that the performance of our method remains robust even under such high stochasticity, indicating our model s ability to adapt to stochastic environments effectively. E Full trajectories generations of POINTMAZE More results of the POINTMAZE trajectory generation experiment in Section 5.5 can be found in Figure 11. Figure 11: Full result of generated trajectories under POINTMAZE. The blue trace represents the generated trajectory and the orange trace represents the corresponding expert trajectory. DIFO can accurately model expert behavior and generate successful trajectories. F The stability of rewards To further verify the stability of the rewards under different numbers of denoising step samples, we present the standard deviation to mean ratio of the rewards from 500 computations results in Table 3. The values are averaged from a batch of 4096 transitions. The result shows that sampling a single denoising step is enough to produce a stable reward. Table 3: Reward ratio. Standard deviation to mean rewards ratio over 500 computations, averaged from 4096 transitions. n is the number of denoising step samples to compute the reward. Learning Progress n = 1 n = 2 n = 5 n = 10 20% 0.323 0.237 0.294 0.246 40% 0.234 0.199 0.206 0.230 60% 0.201 0.175 0.157 0.206 80% 0.157 0.152 0.150 0.190 100% 0.142 0.133 0.145 0.161 G Training details Our codebase inherits from Imitation [18], an open-source imitation learning framework based on Stable Baselines3 [55]. We then describe the implementation of each baseline: GAIf O, AIRLf O, and BC follow the original implementation of Imitation. IQ-Learn and OT are modified from SAC in Stable Baselines3 with the loss function borrow from the official implementations [15, 48]. We implemented our own BCO, WAIf O, and De PO. Table 4: Hyperparameters. The overview of the hyperparameters used for all the methods in every task. We abbreviate "Discriminator" as "Disc." in this table. Method Hyperparameter POINTMAZE ANTMAZE FETCHPUSH ADROITDOOR WALKER CARRACING RL Algorithm SAC SAC SAC SAC PPO PPO Batch Size 128 128 128 128 128 128 Learning Rate 0.0003 0.0003 0.0003 0.0001 0.0003 0.0003 L2 Weight 0.0001 0.0001 0.0001 0.0001 0.0001 0.0001 Training Steps 100 000 500 000 500 000 500 000 500 000 500 000 Batch Size 128 128 128 128 128 128 Learning Rate 0.0003 0.0003 0.0003 0.0001 0.0003 0.0001 L2 Weight 0.001 0.001 0.001 0.001 0.001 0.001 Entropy Weight 0.0001 0.0001 0.0001 0.0001 0.0001 0.0001 α 0.01 0.2 1.0 5.0 1.0 5.0 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 Batch Size 64 64 64 64 64 64 Disc. Learning Rate 0.0001 0.0001 0.0001 0.0001 0.00001 0.0001 Disc. Hidden Dimensions 128 128 128 128 128 128 Disc. Hidden Layers 5 5 5 4 5 5 Disc. Buffer Size 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 Batch Size 64 64 64 64 64 64 Disc. Learning Rate 0.0001 0.0001 0.0001 0.0001 0.00001 0.0001 Disc. Buffer Size 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 Disc. Hidden Dimensions 128 128 128 128 128 128 Disc. Hidden Layers 5 5 5 4 5 5 Regularize Epsilon 0.001 0.001 0.001 0.001 0.001 0.001 Regularize Function L2 L2 L2 L2 L2 L2 Gradient Clipping 1 1 1 1 1 1 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 Batch Size 64 64 64 64 64 64 Disc. Learning Rate 0.0001 0.0001 0.0001 0.00001 0.0001 0.00001 Disc. Buffer Size 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 Disc. Hidden Dimensions 128 128 128 128 128 128 Disc. Hidden Layers 5 5 5 4 5 5 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 Batch Size 64 64 64 64 64 64 IDM. Batch Size 256 256 256 256 256 256 IDM. Learning Rate 0.0003 0.0003 0.0003 0.0003 0.0003 0.0003 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 Batch Size 256 256 256 256 256 256 Actor Learning Rate 3 10 5 3 10 5 3 10 5 3 10 5 3 10 5 3 10 5 Critic Learning Rate 3 10 4 3 10 4 3 10 4 3 10 4 3 10 4 3 10 4 Entropy Coefficient 0.01 0.01 0.01 0.01 0.01 0.01 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 Batch Size 256 256 256 256 256 256 Reward Scale 100 100 100 100 100 100 # Expert Samples 10 10 10 10 10 10 Learning Rate 0.0003 0.0003 0.0003 0.0003 0.0003 0.0003 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 DIFO (Ours) Batch Size 64 64 64 64 64 64 Disc. Learning Rate 0.0001 0.0001 0.0001 0.0001 0.0001 0.0001 Disc. Buffer Size 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 BCE Weight λBCE 0.1 0.01 0.01 0.001 0.01 0.1 MSE Weight λMSE 1 1 1 1 1 1 λσ 10 10 10 10 10 10 U-Net Units (256, 256, 256) (256, 256, 256) (256, 256, 256) (256, 256, 256) (256, 256, 256) (256, 256, 256) Embedding Dimension 128 128 128 128 32 128 Denoising Sample Range (250, 750) (250, 750) (250, 750) (250, 750) (250, 750) (250, 750) Denoising Timestep 1000 1000 1000 1000 1000 1000 Logit Scale 10 10 10 10 10 10 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 DIFO-Uncond Batch Size 64 64 64 64 64 64 Disc. Learning Rate 0.0001 0.0001 0.0001 0.0001 0.0001 0.0001 Disc. Buffer Size 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 BCE Weight λBCE 0 0 0 0 0 0 MSE Weight λMSE 1 1 1 1 1 1 λσ 10 10 10 10 10 10 U-Net Units (256, 256, 256) (256, 256, 256) (256, 256, 256) (256, 256, 256) (256, 256, 256) (256, 256, 256) Embedding Dimension 128 128 128 128 128 128 Denoising Sample Range (250, 750) (250, 750) (250, 750) (250, 750) (250, 750) (250, 750) Denoising Timestep 1000 1000 1000 1000 1000 1000 Logit Scale 1 1 1 1 1 1 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 Batch Size 64 64 64 64 64 64 Disc. Learning Rate 0.0001 0.0001 0.0001 0.0001 0.0001 0.0001 Disc. Buffer Size 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 1 000 000 BCE Weight λBCE 0.01 0.01 0.01 0.01 0.01 0.01 MSE Weight λMSE 1 1 1 1 1 1 λσ 10 10 10 10 10 10 U-Net Units (512, 512, 512, 512) (512, 512, 512, 512) (512, 512, 512, 512) (512, 512, 512, 512) (512, 512, 512, 512) (256, 256, 256) Embedding Dimension 128 256 256 256 256 128 Denoising Sample Range (250, 750) (250, 750) (250, 750) (250, 750) (250, 750) (250, 750) Denoising Timestep 1000 1000 1000 1000 1000 1000 Logit Scale 10 10 10 10 10 10 # Environment Steps 1 000 000 3 000 000 1 500 000 10 000 000 5 000 000 3 000 000 G.1 Model architectures Vector-based observation space. For tasks with 1D vectorized state space, we implement a U-Net with MLP layers as our backbone of the diffusion model. The conditions are applied on every layer. Image-based observation space. For tasks with image observations, we implemented a 2D U-Net as the backbone of the diffusion model with the diffusers package provided by von Platen et al. [78], which originally proposed by Ronneberger et al. [57]. The model contains 3 down-sampling blocks and 3 up-sampling blocks. Each block consists of 2 convolution residual layers, with group normalization applied using 4 groups. The conditions are applied on every layer. G.2 Hyperparameters The hyperparameters of the policies and discriminators employed for all methods across all tasks are listed in Table 4 and 5. We use Adam as the optimizer for all the experiments. Table 5: SAC & PPO training parameters. Method Hyperparameter h SAC Learning Rate 0.0003 Batch Size 256 Discount Factor γ 0.99 Learning Rate 0.0001 Batch Size 128 Discount Factor γ 0.99 Clip 0.001 GAE λ 0.95 Value Function Coefficient 0.5 Entropy Coefficient 0 Maximum gradient norm 0.6 # Epochs 5 H Computational resources We used the workstations listed in Table 6. Our method takes approximately 3 hours for each task. The shortest task is POINTMAZE which takes around 1 hour. The longest task is CARRACING which takes around 6 hours. As for reproducing all results including the baselines, it takes about 2000 GPU hours to run in series. Table 6: Computational resources. Workstation CPU GPU RAM Workstation 1 Intel Xeon w7-2475X NVIDIA Ge Force RTX 4090 x 2 125 Gi B Workstation 2 Intel Xeon w5-2455X NVIDIA RTX A6000 x 2 125 Gi B Workstation 3 Intel Xeon W-2255 NVIDIA Ge Force RTX 4070 Ti x 2 125 Gi B Workstation 4 Intel Xeon W-2255 NVIDIA Ge Force RTX 4070 Ti x 2 125 Gi B I Limitations This work presents a novel learning from observation framework, DIFO, integrating a diffusion model into the AIL framework. Despite that DIFO achieves encouraging results in various domains, there are still some limitations. Firstly, our method takes state-only transitions (s, s ) as the reward function, while the underlying optimal reward function could be in the form r(s, a, s ), where dynamics is involved. This may lead to sub-optimal performance in tasks with delayed effects on actions. Secondly, our method assumes the state spaces of the agent and expert are identical as they share the same model, which limits cross-embodiment applications to some extent. Thirdly, our method highly relies on expert demonstrations, the presence of sub-optimal demonstrations may adversely impact the performance. Finally, due to the learning nature focused on discrimination, DIFO may not incorporate well with environmental rewards even if they are accessible. J Broader impact Experimental results demonstrate that DIFO exhibits data efficiency, generalizability, and resistance to noisy environments, thereby enhancing its suitability for real-world applications. Learning from observation enables its deployment in scenarios where action data is costly or inaccessible. However, our method inherits the nature of Adversarial Imitation Learning. One significant concern is the potential negative impact on safety when deployed in real-world settings, as the exploration process may lead to unsafe actions. Additionally, imitation learning may capture and reinforce bias present in expert demonstrations, causing trapping in sub-optimal behaviors. These issues highlight the necessity of further research focused on reducing these negative impacts. Neur IPS paper checklist Question: Do the main claims made in the abstract and introduction accurately reflect the paper s contributions and scope? Answer: [Yes] Justification: Our abstract and introduction reflect our paper s contributions and scope. We clearly claim that our novel adversarial imitation learning method, DIFO, integrates a diffusion model into the learning from observation framework. We acknowledge the limitations of existing methods and how DIFO addresses these challenges, aligning well with our paper s contributions and findings. 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