Decision Transformer: Reinforcement Learning via Sequence Modeling

Lili ChenKevin LuAravind RajeswaranKimin LeeAditya GroverMichael LaskinPieter AbbeelAravind SrinivasIgor Mordatch

article2021NeurIPS2,498 citations

Introduces Decision Transformer, a sequence modeling approach to offline reinforcement learning that generates actions by conditioning an autoregressive Transformer on desired returns, matching or surpassing standard baselines without using dynamic programming or policy gradients.

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The article addresses challenges in offline reinforcement learning, where agents must learn effective policies from fixed datasets of past experiences without further interaction. Traditional methods relying on temporal difference learning often suffer from error propagation, value overestimation, and difficulties with sparse or delayed rewards, limiting their reliability in complex sequential decision tasks.

The article set out to evaluate whether framing reinforcement learning as a conditional sequence modeling problem, using a Transformer architecture, could produce policies that match or exceed dedicated offline RL algorithms without relying on value functions or policy gradients.

The approach involved training a causally masked GPT-style model on trajectories represented as sequences of desired returns-to-go, states, and actions drawn from offline datasets. Experiments covered discrete control in four Atari games using 1% of DQN replay data, continuous control in OpenAI Gym locomotion and reacher tasks across medium, medium-replay, and medium-expert datasets, and a Key-to-Door task requiring long-term credit assignment, with comparisons to methods such as Conservative Q-Learning, REM, and behavior cloning.

Key findings indicate that the resulting Decision Transformer model performed comparably or better than state-of-the-art baselines on most tasks, achieving gamer-normalized scores competitive with or above CQL on three of four Atari games and the highest average normalized scores across Gym settings. It excelled in sparse-reward and long-horizon credit assignment scenarios, where temporal difference methods collapsed, and demonstrated the ability to generate trajectories closely matching specified target returns, including some extrapolation beyond dataset maxima. Longer context lengths improved performance, and the model avoided the need for explicit value pessimism or behavior regularization.

These results suggest that sequence modeling can serve as a simpler, scalable alternative to conventional RL algorithms by directly leveraging advances from language modeling, potentially reducing sensitivity to reward density and improving robustness in data-limited regimes. The approach may lower barriers to applying large-scale Transformer techniques in decision-making domains while highlighting opportunities to bypass some instabilities of bootstrapped value estimation.

Actionable next steps supported by the work include integrating the model into online RL pipelines as a behavior generator alongside exploration methods, applying self-supervised pretraining on larger datasets, and testing more sophisticated embeddings for stochastic settings. Further investigation is needed to characterize failure modes in Markov decision processes and assess risks from biases in training data before broader deployment.

Limitations include evaluation on a restricted set of benchmarks and dataset sizes, with performance in very low-data regimes or real-world MDPs remaining uncertain; confidence is moderate for the reported domains given consistent multi-seed results but should be tempered for generalization beyond the tested environments.

arXiv: 2106.01345kzl/decision-transformer
Cover for Decision Transformer: Reinforcement Learning via Sequence Modeling

Abstract

We introduce a framework that abstracts Reinforcement Learning (RL) as a sequence modeling problem. This allows us to draw upon the simplicity and scalability of the Transformer architecture, and associated advances in language modeling such as GPT-x and BERT. In particular, we present Decision Transformer, an architecture that casts the problem of RL as conditional sequence modeling. Unlike prior approaches to RL that fit value functions or compute policy gradients, Decision Transformer simply outputs the optimal actions by leveraging a causally masked Transformer. By conditioning an autoregressive model on the desired return (reward), past states, and actions, our Decision Transformer model can generate future actions that achieve the desired return. Despite its simplicity, Decision Transformer matches or exceeds the performance of state-of-the-art model-free offline RL baselines on Atari, OpenAI Gym, and Key-to-Door tasks.

Table of Contents

  • 1 Introduction
  • 2 Preliminaries
  • 2.1 Offline reinforcement learning
  • 2.2 Transformers
  • 3 Method
  • 4 Evaluations on Offline RL Benchmarks
  • 4.1 Atari
  • 4.2 OpenAI Gym
  • 5 Discussion
  • 5.1 Does Decision Transformer perform behavior cloning on a subset of the data?
  • 5.2 How well does Decision Transformer model the distribution of returns?
  • 5.3 What is the benefit of using a longer context length?
  • 5.4 Does Decision Transformer perform effective long-term credit assignment?
  • 5.5 Can transformers be accurate critics in sparse reward settings?
  • 5.6 Does Decision Transformer perform well in sparse reward settings?
  • 5.7 Why does Decision Transformer avoid the need for value pessimism or behavior regularization?
  • 5.8 How can Decision Transformer benefit online RL regimes?
  • 6 Related Work
  • 6.1 Offline reinforcement learning
  • 6.2 Supervised learning in reinforcement learning settings
  • 6.3 Credit assignment
  • 6.4 Conditional language generation
  • 6.5 Attention and transformer models
  • 7 Conclusion
  • References
  • A Experimental Details
  • A.1 Atari
  • A.2 OpenAI Gym
  • A.2.1 Decision Transformer
  • A.2.2 Behavior Cloning
  • A.3 Graph Shortest Path
  • B Atari Task Scores

Knowls

  1. Knowl 1 — Decision Transformer Architecture and Trajectory Representation

    model/method

    The Decision Transformer frames reinforcement learning as conditional autoregressive sequence modeling. Rather than using conventional temporal difference methods or policy gradients, the model processes trajectory rollouts containing return-to-go, state, and action tokens using a causal transformer architecture (specifically GPT).

    An environment trajectory of length TT is represented as an interleaved sequence of returns-to-go R^t\hat{R}_t, states sts_t, and actions ata_t: τ=(R^1,s1,a1,R^2,s2,a2,,R^T,sT,aT)\tau = \left( \hat{R}_1, s_1, a_1, \hat{R}_2, s_2, a_2, \dots, \hat{R}_T, s_T, a_T \right) where the return-to-go at timestep tt represents the undiscounted sum of future rewards: R^t=t=tTrt\hat{R}_t = \sum_{t'=t}^T r_{t'}

    Each modality is projected into a shared embedding space of dimension dd using modality-specific encoders:

    • Continuous states stRdss_t \in \mathbb{R}^{d_s} and continuous actions atRdaa_t \in \mathbb{R}^{d_a} (or discrete action tokens) are mapped via linear layers followed by Layer Normalization. For visual inputs, states are processed using a convolutional encoder.
    • Returns-to-go R^tR\hat{R}_t \in \mathbb{R} are mapped via a linear layer followed by Layer Normalization.
    • A learned episodic timestep embedding etRde_t \in \mathbb{R}^d is added to all three tokens corresponding to timestep tt (i.e., R^t,st,at\hat{R}_t, s_t, a_t share the same temporal position encoding ete_t).

    The embedded token sequence of the last KK timesteps (3K3K total tokens) is fed into a causally masked transformer. Standard causal self-attention over tokens with representations xix_i computes output hidden states ziz_i as: zi=j=1isoftmax({qi,kjdk}j=1i)jvjz_i = \sum_{j=1}^i \mathrm{softmax}\left( \left\{ \frac{\langle q_i, k_{j'} \rangle}{\sqrt{d_k}} \right\}_{j'=1}^i \right)_j v_j where qi,kj,vjq_i, k_j, v_j are linear query, key, and value projections. A linear prediction head placed on top of the hidden state corresponding to token sts_t autoregressively predicts action ata_t.

  2. Knowl 2 — Decision Transformer Training and Autoregressive Rollout Procedure

    algorithm

    Decision Transformer optimizes a sequence prediction loss over offline trajectory data and autoregressively generates actions at test time conditioned on target performance.

    Input: Offline dataset of trajectories D, context length K, training epochs E
    Output: Trained Decision Transformer model parameters theta
    Procedure Train(D, K, theta):
        for each epoch in 1 to E do
            for each sampled minibatch of sequences (R_t:t+K-1, s_t:t+K-1, a_t:t+K-1) from D do
                Compute token embeddings for R, s, a with learned timestep positional embeddings
                Pass interleaved tokens (R_1, s_1, a_1, ..., R_K, s_K) through causal Transformer
                Extract action predictions a_hat_t:t+K-1 from hidden states corresponding to s_t:t+K-1
                Compute action loss:
                    For continuous actions: L = mean((a_hat - a)^2)
                    For discrete actions: L = CrossEntropy(a_hat, a)
                Update theta via gradient descent on L
            end for
        end for
        return theta
    Procedure Rollout(theta, target_return, initial_state, K):
        R_seq <- [target_return]
        s_seq <- [initial_state]
        a_seq <- []
        t_seq <- [1]
        while episode is not done do
            Extract last K timesteps of sequences R_seq, s_seq, a_seq, t_seq
            Predict action a_t from DecisionTransformer(R_seq, s_seq, a_seq, t_seq)
            Execute a_t in environment; observe next state s_next and reward r_t
            R_next <- R_seq[end] - r_t
            Append R_next to R_seq, s_next to s_seq, a_t to a_seq, and length(R_seq) to t_seq
        end while

    During training, minibatches of length KK timesteps (3K3K tokens) are sampled from offline datasets. At evaluation time, the model is initialized with an initial state s1s_1 and a desired target return R^1\hat{R}_1. The predicted action ata_t is executed in the environment, and the return-to-go for the subsequent step is decremented by the received reward: R^t+1=R^trt\hat{R}_{t+1} = \hat{R}_t - r_t.

  3. Knowl 3 — Offline Continuous Control Performance on D4RL Benchmarks

    data/table

    Decision Transformer was evaluated across continuous control environments from the D4RL benchmark (HalfCheetah, Hopper, Walker2d) along with a 2D Reacher environment. The datasets encompass Medium-Expert (1M medium transitions concatenated with 1M expert transitions), Medium (1M transitions generated by a medium-level policy), and Medium-Replay (the replay buffer from training a policy to medium quality). Scores are normalized so that 100 represents expert policy return and 0 represents random policy return.

    Dataset Environment DT (Ours) CQL BEAR BRAC-v AWR BC
    Medium-Expert HalfCheetah 86.8 1.3 62.4 53.4 41.9 52.7 59.9
    Medium-Expert Hopper 107.6 1.8 111.0 96.3 0.8 27.1 79.6
    Medium-Expert Walker 108.1 0.2 98.7 40.1 81.6 53.8 36.6
    Medium-Expert Reacher 89.1 1.3 30.6 - - - 73.3
    Medium HalfCheetah 42.6 0.1 44.4 41.7 46.3 37.4 43.1
    Medium Hopper 67.6 1.0 58.0 52.1 31.1 35.9 63.9
    Medium Walker 74.0 1.4 79.2 59.1 81.1 17.4 77.3
    Medium Reacher 51.2 3.4 26.0 - - - 48.9
    Medium-Replay HalfCheetah 36.6 0.8 46.2 38.6 47.7 40.3 4.3
    Medium-Replay Hopper 82.7 7.0 48.6 33.7 0.6 28.4 27.6
    Medium-Replay Walker 66.6 3.0 26.7 19.2 0.9 15.5 36.9
    Medium-Replay Reacher 18.0 2.4 19.0 - - - 5.4
    Average (Without Reacher) 74.7 63.9 48.2 36.9 34.3 46.4
    Average (All Settings) 69.2 54.2 - - - 47.7

    Decision Transformer achieves higher average performance across the standard locomotion benchmarks (74.7 normalized score) than Conservative Q-Learning (CQL, 63.9), BEAR (48.2), BRAC-v (36.9), AWR (34.3), and Behavior Cloning (BC, 46.4), matching or exceeding baseline models across most subsets without dynamic programming or explicit value estimation.

  4. Knowl 4 — Offline Discrete Control Performance on Atari Benchmarks

    data/table

    Decision Transformer was evaluated on four Atari games (Breakout, Qbert, Pong, Seaquest) using a low-data regime comprising 1% of the DQN replay buffer (500k observed transitions out of 50 million). Scores are gamer-normalized, where 100 corresponds to professional human performance and 0 corresponds to a random policy.

    Game DT (Ours) CQL QR-DQN REM BC
    Breakout 267.5 97.5 211.1 17.1 8.9 138.9 61.7
    Qbert 15.4 11.4 104.2 0.0 0.0 17.3 14.7
    Pong 106.1 8.1 111.9 18.0 0.5 85.2 20.0
    Seaquest 2.5 0.4 1.7 0.4 0.7 2.1 0.3

    Using a context length of K=30K=30 (K=50K=50 for Pong), Decision Transformer matches or exceeds CQL in 3 of 4 games and outperforms QR-DQN, REM, and Behavior Cloning across the benchmark.

  5. Knowl 5 — Long-Term Credit Assignment in the Key-to-Door Environment

    empirical result

    In the Key-to-Door environment, an agent navigates three sequential rooms: (1) a room with a key, (2) an empty distractor room, and (3) a room with a door. A binary reward (+1+1) is granted only upon reaching the door in phase 3 if the key was picked up in phase 1. The task tests whether credit can be propagated across long horizons over intermediate distractor steps without learning a critic or Bellman updates.

    Models were trained exclusively on datasets generated by random actions, using the full episode length as context for Decision Transformer.

    Dataset DT (Ours) CQL BC %BC Random
    1K Random Trajectories 71.8% 13.1% 1.4% 69.9% 3.1%
    10K Random Trajectories 94.6% 13.3% 1.6% 95.1% 3.1%

    Temporal difference learning (CQL) fails to propagate value functions across the distractor room (13.1%13.1\% and 13.3%13.3\% success). Decision Transformer achieves 71.8%71.8\% (1k trajectories) and 94.6%94.6\% (10k trajectories), matching hindsight conditioning behavior cloning (%BC trained on success episodes). Analysis of attention weights shows that the self-attention mechanism directly links door-reaching tokens to key-pickup tokens, performing direct credit assignment.

  6. Knowl 6 — Decision Transformer Robustness to Delayed and Sparse Rewards

    empirical result

    To evaluate resilience to sparse reward signals, continuous control benchmarks on Hopper were modified to a delayed reward setting where the agent receives zero reward at intermediate timesteps and the full cumulative return t=1Trt\sum_{t=1}^T r_t at the final timestep TT.

    Delayed (Sparse) Agnostic Original (Dense)
    Dataset Environment DT (Ours) CQL BC %BC DT (Ours) CQL
    Medium-Expert Hopper 107.3 3.5 9.0 59.9 102.6 107.6 111.0
    Medium Hopper 60.7 4.5 5.2 63.9 65.9 67.6 58.0
    Medium-Replay Hopper 78.5 3.7 2.0 27.6 70.6 82.7 48.6

    While temporal difference learning with value conservatism (CQL) collapses under delayed rewards (performance dropping to 9.09.0, 5.25.2, and 2.02.0), Decision Transformer performance remains virtually unaffected (107.3107.3, 60.760.7, and 78.578.5) because trajectory returns-to-go remain identical at t=1t=1, and self-attention models temporal dependencies directly without relying on dense per-step Bellman backups.

  7. Knowl 7 — Return-Target Controllability and Return Extrapolation

    empirical result

    When evaluated across continuous control (HalfCheetah, Hopper, Walker, Reacher) and discrete control (Breakout, Qbert, Pong, Seaquest), the average return accumulated during evaluation exhibits a near-linear correlation with the specified conditioning target R^1\hat{R}_1.

    In environments such as Pong, HalfCheetah, and Walker, the realized evaluation returns closely follow the oracle identity line across the full range of queried returns. Furthermore, on certain environments like Seaquest, conditioning Decision Transformer on return prompts higher than the maximum trajectory return present in the training dataset results in higher performance than the best trajectory in the dataset, demonstrating capacity for out-of-distribution return extrapolation.

  8. Knowl 8 — Impact of Context Window Length on Decision Transformer Performance

    empirical result

    Ablating the context length KK demonstrates that multi-step trajectory history is critical for Decision Transformer, even in environments where individual frames are stacked.

    Game DT (Context K=30K=30 or 5050) DT with no context (K=1K=1)
    Breakout 267.5 97.5 73.9 10
    Qbert 15.1 11.4 13.6 11.3
    Pong 106.1 8.1 2.5 0.2
    Seaquest 2.5 0.4 0.6 0.1

    Performance degrades substantially across all evaluated Atari games when context is restricted to K=1K=1. Conditioning on historical states, actions, and returns allows the transformer to identify the underlying policy distribution that generated previous transitions in mixed-quality offline data, aiding action selection and training dynamics.

  9. Knowl 9 — Percentile Behavior Cloning

    model/method

    Percentile Behavior Cloning (%BC) is an imitation learning baseline where standard supervised behavior cloning is trained exclusively on the top X%X\% of timesteps in an offline dataset, sorted by total trajectory return. Setting X=100%X = 100\% corresponds to standard behavior cloning on the full dataset, while X0%X \to 0\% clones only the single highest-performing trajectory.

    %BC balances data efficiency against policy quality: smaller XX filters out suboptimal demonstrations but reduces sample size, harming generalization. In data-rich environments (such as D4RL), %BC at optimal XX matches or outperforms model-free offline RL algorithms (achieving up to 56.756.7 average score across D4RL subsets). However, choosing the optimal XX requires environment rollout evaluations, whereas Decision Transformer trains on 100%100\% of trajectories and conditions on target returns at test time, matching or exceeding optimal %BC without hyperparameter sweeps over dataset subsets and significantly outperforming %BC in low-data regimes (e.g., 1% Atari replay).

  10. Knowl 10 — Dynamic-Programming-Free Policy Improvement via Subpath Stitching on Graphs

    empirical result

    On a directed graph navigation MDP (20 nodes, edge sparsity coefficient 0.1, reward 0 at goal and -1 per step elsewhere), Decision Transformer was trained on 1,000 random walk trajectories of length T=10T=10 with no expert demonstrations. At test time, actions and return tokens were sampled using a generation prior favoring shorter path lengths: Pprior(R^=k)T+1kP_{\mathrm{prior}}(\hat{R}=k) \propto T + 1 - k, modifying the return logits via: P(R^ts0:t,a0:t1,R^0:t1)PGPT(R^ts0:t,a0:t1,R^0:t1)×(Pprior(R^t))10P(\hat{R}_t \mid s_{0:t}, a_{0:t-1}, \hat{R}_{0:t-1}) \propto P_{\mathrm{GPT}}(\hat{R}_t \mid s_{0:t}, a_{0:t-1}, \hat{R}_{0:t-1}) \times \left( P_{\mathrm{prior}}(\hat{R}_t) \right)^{10}

    The model generates near-optimal shortest paths to the goal node. In 15.8%15.8\% of generated paths, the resulting optimal trajectory was not present as a contiguous sequence anywhere in the training data, demonstrating that sequence modeling combined with hindsight return conditioning can stitch together suboptimal segments to produce policy improvement without dynamic programming.

Coverage note — None was omitted; all primary architectural components, algorithmic workflows, benchmark evaluations (D4RL continuous control, Atari discrete control, Key-to-Door credit assignment), sparse reward studies, context length ablations, return controllability analyses, and graph illustrative experiments were captured.

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Citation

MLA
Chen, L., et al. “Decision Transformer: Reinforcement Learning via Sequence Modeling”. arXiv, 2021, https://doi.org/10.48550/arxiv.2106.01345.
APA
Chen, L., Lu, K., Rajeswaran, A., Lee, K., Grover, A., Laskin, M., Abbeel, P., Srinivas, A., & Mordatch, I. (2021). Decision Transformer: Reinforcement Learning via Sequence Modeling. arXiv. https://doi.org/10.48550/arxiv.2106.01345
Chicago
Chen, L., K. Lu, A. Rajeswaran, et al. 2021. “Decision Transformer: Reinforcement Learning via Sequence Modeling”. Preprint, ArXiv. https://doi.org/10.48550/arxiv.2106.01345.
Harvard
Chen, L. et al. (2021) “Decision Transformer: Reinforcement Learning via Sequence Modeling”. arXiv. Available at: https://doi.org/10.48550/arxiv.2106.01345.
Vancouver
1. Chen L, Lu K, Rajeswaran A, Lee K, Grover A, Laskin M, Abbeel P, Srinivas A, Mordatch I (2021) Decision Transformer: Reinforcement Learning via Sequence Modeling. https://doi.org/10.48550/arxiv.2106.01345

BibTeX

@misc{https://doi.org/10.48550/arxiv.2106.01345,
  doi = {10.48550/ARXIV.2106.01345},
  url = {https://arxiv.org/abs/2106.01345},
  author = {Chen, Lili and Lu, Kevin and Rajeswaran, Aravind and Lee, Kimin and Grover, Aditya and Laskin, Michael and Abbeel, Pieter and Srinivas, Aravind and Mordatch, Igor},
  keywords = {Machine Learning (cs.LG), Artificial Intelligence (cs.AI), FOS: Computer and information sciences, FOS: Computer and information sciences},
  title = {Decision Transformer: Reinforcement Learning via Sequence Modeling},
  publisher = {arXiv},
  year = {2021},
  copyright = {arXiv.org perpetual, non-exclusive license}
}
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