Visual reinforcement learning is appealing for robotics but expensive. Off-policy methods are sample-efficient yet slow while on-policy methods parallelize well but waste samples. Recent work has shown that off-policy methods can train faster than on-policy methods in wall-clock time for state-based control. Extending this to vision remains challenging, where high-dimensional input images complicate training dynamics and introduce substantial storage and encoding overhead. To address these challenges, we introduce Squint, a visual Soft Actor Critic method that achieves faster wall-clock training than prior visual off-policy and on-policy methods. Squint achieves this via parallel simulation, a distributional critic, resolution squinting, layer normalization, a tuned update-to-data ratio, and an optimized implementation. We evaluate on the SO-101 Task Set, a new suite of eight manipulation tasks in ManiSkill3 with heavy domain randomization, and demonstrate sim-to-real transfer to a real SO-101 robot. We train policies for 15 minutes on a single RTX 3090 GPU, with most tasks converging in under 6 minutes.
Figures & tables
Figure 1Figure 2Figure 3Figure 4Figure 5
Squint (Ours)
Visual DAgger
Total
73/80
53/80
Average
91.3%
66.3%
TABLE III: Real World Success - Compared with Visual DAgger.
Visual reinforcement learning trains agents to perceive images and learn actions through interaction, enabling control when states are not directly observed.
We present the stochastic decoupled policy gradient (SDPG), a lightweight visual reinforcement learning (RL) method that trains diverse visuomotor control policies end-to-end within a few hours on a single NVIDIA RTX 4080 GPU. SDPG estimates policy gradients via random perturbations of trajectory rollouts, requiring orders of magnitude fewer batch-rendered environments and substantially reducing compute and memory overhead. On visual MuJoCo benchmarks, SDPG consistently outperforms baseline methods in training time, memory usage, and rewards. Finally, to support future research, we introduce a suite of realistic visual robotics benchmarks spanning dexterous manipulation, challenging locomotion, and demonstrate effective sim-to-real transfer on physical hardware.
Haoxiang You, Yilang Liu, Davis Zong +5
Yale University, Department of Mechanical Engineering. · Yale University, Department of Computer Science. · Shanghai Jiao Tong University, School of Computer Science. +1
In real-world reinforcement learning (RL), the choice of action space can play a key role in shaping motion smoothness, safety, and overall task performance. In this study, we evaluate pose increment, pose velocity, joint position increment, and joint velocity across two vision-based manipulation tasks: object picking and pushing. We train policies in simulation and deploy them to the real world using sim-to-real transfer. We find that action-space representation indeed significantly affects sim-to-real performance. In particular, we find that the joint velocity action space is best for the vision-based picking and pushing tasks in terms of smoothness and final task performance. We also provide practical guidance for RL practitioners in choosing action spaces for both simulation and real-world experiments.
Department of Computing Science, University of Alberta · National Research Council Canada · School of Electrical Engineering and Computer Science, University of Ottawa +3
Improving sample efficiency remains a core challenge in reinforcement learning (RL), especially in real-world settings like robotics, where data collection is costly. This challenge is pronounced in visual RL, where high-dimensional inputs often obscure learning signals. While prior work in visual RL has focused on algorithmic solutions, such as better dynamics models or exploration strategies, recent advances in state-based RL show that architectural design alone can lead to significant gains in sample efficiency. This raises an important question: Can these architectural principles transfer to visual RL? In response, we introduce V-Simba, a simple yet effective visual RL architecture inspired by the Simba architecture from state-based RL. Built on top of Soft Actor-Critic (SAC) with data augmentation, V-Simba modifies the architecture by adding normalization layers to stabilize training and using pointwise convolutions to reduce computation. Despite its simplicity, V-Simba matches or outperforms the state-of-the-art methods across the DMC, Adroit, and Meta-World benchmarks, while being more computationally efficient than DrQ-v2. We make our code publicly available at https://github.com/DAVIAN-Robotics/V-Simba.
Donghu Kim, Youngdo Lee, Hojoon Lee +6
KAIST · Mila – Québec AI Institute · Université de Montréal +2