cs.LGJul 14, 2026

TerraZero: Procedural Driving Simulation for Zero-Demonstration Self-Play at Scale

Authors: Zhouchonghao WuAkshay RangeshWeixin LiWei-Jer ChangZachary LeeTim WangWei Zhan

Organizations: 1Applied Intuition · University of California, Berkeley

Abstract

Training robust autonomous driving agents requires a simulator that is fast enough for reinforcement learning at scale, realistic enough to ground behavior in real-world map structure, and diverse enough to cover the safety-critical long tail that logged data rarely contains. We present TerraZero, a procedural driving simulator and self-play training stack. A configurable C engine runs simulation on the CPU and policy inference on the GPU over a zero-copy path, sustaining 1.3M agent-steps per second on a single server-grade GPU, far faster than existing object-level simulators, while keeping fidelity lighter single-agent systems omit: heterogeneous agents, multiple dynamics models, and full traffic-rule enforcement. TerraZero treats logged data only as a source of real-world map geometry, populating each map with randomized rule-based road users and signal controllers and randomizing agent dynamics, rewards, and sizes per episode, so a map yields an unbounded set of scenarios. Every reported policy trains from scratch by reinforcement learning alone on a compute-efficient self-play recipe across GPUs, with zero human demonstrations and no fallback planner at inference. Policies generalize zero-shot across cities and datasets, including emergent left-hand-traffic driving without explicit supervision. As an ego policy, TerraZero is the first fully learned policy to top the InterPlan long-tail benchmark, ahead of larger learned planners; on routine-driving val14 it ranks among the best approaches and is the safest, posting the best collision and time-to-collision scores. On Waymo Open Sim Agents realism the same recipe outperforms other demonstration-free methods and is competitive with the strongest reference-anchored self-play method. One stack serves both roles: driving policies across dynamics for cars and trucks, and sim agents that jointly control vehicles, pedestrians, and cyclists.

Explore similar work

Jun 11, 2026cs.LG

Human-like autonomy emerges from self-play and a pinch of human data

Self-play reinforcement learning has recently emerged as a way to train driving policies without any human data. It uses cheap, large-scale simulations to substitute expensive, large-scale human driving demonstrations. A key limitation of this approach is that policies trained through pure self-play can learn effective but alien driving conventions incompatible with people. Previous works attempt to mitigate such behavioral misalignments through extensive reward engineering and domain randomization, which are brittle and labor-intensive. Instead of completely discarding human demonstrations, our method treats them as a regularization objective on top of a minimal safe goal-reaching reward. Like the spice in a good stew, we find that a little human data goes a long way: our method uses only 30 minutes of human demonstrations, 2500x fewer than comparable imitation learning approaches. Resulting policies coordinate with held-out human trajectories and complete training in 15 hours on a single consumer-grade GPU. Videos and full source code are available at https://spiced-self-play.com/.
Daphne Cornelisse, Julian Hunt, Zixu Zhang +4
Jul 28, 2026cs.CV

Pictura: Perspective-View Self-Play at Scale for Driving

Self-play in simulation produces robust driving policies at scale. Demonstrations of such behavior have been made using privileged vectorized observations such as exact poses and velocities, even for occluded agents. This assumes that perception is solved and introduces a representation gap with the partial observation of a deployed agent driving from the perspective view of egocentric cameras. A common fix, distilling the privileged policy into a camera-input student, leaves the student imitating decisions its own view cannot justify. Instead, we establish perspective-view self-play as a practical training regime. We introduce Pictura, a GPU-accelerated multi-agent driving simulator that renders each agent's egocentric view at every step, mitigating the representation gap at its source. Pictura sustains up to 500K agent-steps/s (2M images/s) on a single H100. Using Pictura, we train Alberti by self-play with plain PPO. It is the first large-scale driving self-play policy trained directly from perspective images, without privileged observations. Training spans 50B agent steps for ~35M km of driving. It approaches the driving performance of its privileged vectorized counterpart, and transfers zero-shot to Waymo Open Motion Dataset layouts re-rendered in Pictura, where it outperforms privileged vectorized agents. Project page: https://valeoai.github.io/Pictura/
Yuan Yin, Elias Ramzi, Marc Lafon +8
Jun 17, 2026cs.RO

Scaling Self-Play for End-to-End Driving

End-to-end autonomous driving models are typically trained on offline human-demonstration datasets that provide limited state coverage and often no closed-loop feedback, making them prone to compounding errors when deployed in closed-loop and brittle to long-tail agent interactions. To overcome these limitations, we propose an alternative strategy for training end-to-end driving models: large-scale self-play directly from pixels in simulation. While prior self-play approaches have shown promising transfer to real-world driving, they typically assume vectorized Bird's-Eye-View (BEV) observations that are incompatible with end-to-end policies operating directly on sensor observations. To this end, we introduce Gigapixel, a high-throughput batched driving simulator with perspective rendering, enabling scalable self-play directly from pixel observations. Rather than targeting compute-costly photorealistic sensor simulation, Gigapixel renders a simplified bounding-box world that preserves essential scene structure while achieving throughput at 50k agent steps per second. Since direct pixel-space self-play RL is prohibitively sample-inefficient at end-to-end model scale, we propose self-play DAgger training: we train pixel-based policies in self-play via on-policy distillation from a privileged RL teacher. To bridge the sim-to-real gap, we subsequently transfer the self-play trained policies to real-world sensor data through lightweight perception adaptation. Policies trained in Gigapixel and adapted to real-world sensor data achieve competitive performance on the HUGSIM and NAVSIM-v2 benchmarks without human trajectory supervision. Moreover, scaling self-play training yields proportional gains in policy performance, establishing self-play as a practical and scalable strategy for training end-to-end models.
Luke Rowe, Roger Girgis, Rodrigue de Schaetzen +6