Summary
This paper introduces DIAMOND (DIffusion As a Model Of eNvironment Dreams), a novel RL agent trained within a diffusion-based world model. DIAMOND's world model is a diffusion model that, conditioned on past observations and actions, generates an observation at the next time step. This approach diverges from previous methods that rely on discrete latent variables, and offers a promising alternative that leverages the strengths of diffusion models, such as the ability to model multi-modal distributions. The training process is iterative, involving three key steps: data collection in the real environment, world model training on this collected data, and RL agent training with rollouts using the learned world model. The authors analyze design choices for the diffusion world model, and demonstrate that the EDM formulation is superior to DDPM for their use case through visualization of generated trajectories. They also conduct qualitative experiments to determine the optimal number of denoising steps for sampling from the world model. Finally, DIAMOND's evaluation on the Atari 100k benchmark reveals superior performance compared to other world model-based RL agents, achieving a new state-of-the-art mean human-normalized score of 1.46.
Strengths
This paper introduces a new new diffusion-based approach to world modeling in reinforcement learning, and show that it is a promising alternative to prior approaches based on discrete latent variable methods. The proposed method achieves state-of-the-art results on the Atari 100k benchmark and surpasses other world model-based RL agents. The paper also provides a thorough qualitative analysis of the design choices involved in creating an effective diffusion world model, including the choice of diffusion framework (EDM over DDPM) and the number of denoising steps. Overall, the paper is well-written and explains the concepts in a clear manner.
Weaknesses
One minor concern is the lack of quantitative analysis for the design choices. While qualitative experiments and the results on the Atari-100k benchmark effectively motivate the design choices, a more thorough quantitative analysis across the different tasks would provide stronger evidence for these choices. Such a quantitative analysis would be potentially important for applications in real-world environments.
Questions
- The performance on a few tasks (BankHeist, Frostbite, UpNDown) are considerably worse than the baselines. Have you investigated why this is the case?
- Is the diffusion model retrained from scratch in each epoch of the training loop? Also, is the training data in a given epoch just what is collected in the current epoch or the union of data collected in all epochs so far?
- Have you investigated how the diffusion world model evolves as the agent used for collecting the training data improves?
Limitations
The authors have included a dedicated section that discusses the limitations of the work.