GPU-Accelerated RL
RL: Reinforcement Learning
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15 papers5 papers in the last four weeks, up 67% on the four weeks before. 0.0% of all new papers.
Reinforcement learning (RL) enables adaptive and autonomous decision-making in embedded, edge, and heterogeneous computing systems. Field-programmable gate arrays (FPGAs) and integrated circuits (ICs) offer low latency, energy efficiency, and architectural flexibility for RL deployment, while introducing challenges in resource constraints, implementation complexity, and hardware-algorithm co-design. This review surveys more than 100 studies on RL implementations across FPGA and IC platforms, emphasizing architectures, implementation strategies, performance evaluation, and applications. The literature is organized by RL family, including model-based Markov decision processes, classical value-based methods, deep RL, actor-critic, policy-gradient, and multi-agent approaches. We further classify studies by abstraction level, hardware realization strategy, and application domain, examining how RL algorithms map onto reconfigurable and fixed hardware. Unlike surveys restricted to particular algorithms or platforms, this work provides a unified analysis of FPGA and IC implementations, covering acceleration, reconfigurable architectures, energy-aware control, and system-level optimization. Comparative assessments consider resource utilization, latency, throughput, power consumption, and reported performance gains. Finally, we identify recurring architectural patterns, practical limitations, open challenges, and research directions for efficient RL-driven hardware systems. The survey offers a consolidated reference for researchers developing and evaluating RL solutions on specialized hardware.
JAXtari: High-Throughput and Easy-to-Modify Arcade Learning Environment
The Arcade Learning Environment (ALE) has been a cornerstone of Deep Reinforcement Learning research, providing a standardized benchmark for evaluating general agents. However, its lack of native support for object-extraction and environment modification restricts research into evaluating whether agents learn robust causal models or rely on brittle visual heuristics. Furthermore, the ALE's dependence on CPU-based emulation creates a significant bottleneck in modern GPU-accelerated training pipelines, limiting both experimental scale and iteration frequency. In this work, we introduce JAXtari, an open-source, high-performance reimplementation of Atari 2600 environments. By leveraging massive GPU parallelization, JAXtari allows PPO agents to finish training on 100M environment steps on a single A100-GPU in under an hour. Beyond speed, it provides object-centric observations and a flexible modification system, allowing researchers to, e.g. develop neuro-symbolic methods or discover novel shortcuts and subsequently train and adapt their agents rapidly, sometimes in only minutes.
Massively Parallel Reinforcement Learning with a Chaotic Reconfigurable Clockless Chip
Hardware accelerators based on physical dynamical systems offer an attractive route toward energy-efficient reinforcement learning applications. However, their scalability is challenging because it requires many statistically independent entropy sources. Here, we introduce a quasi-analog decision-making architecture based on asynchronous Boolean networks (or lattices) implemented on a clockless reconfigurable chip. Each node in the network consists of a single logic element that acts as an autonomous entropy source. This architecture gives rise to distributed Boolean chaos, in which a spatially coupled network generates parallel streams of chaotic Boolean transitions with very low statistical dependence between nodes. We experimentally demonstrate parallel decision-making on a 1024-armed bandit problem, which is beyond the scale of previous hardware implementations, while significantly improving power-law scaling performance. Separately, we scale the proposed entropy source to 5120 parallel channels, yielding an aggregate sample generation rate of 2.14 TS/s. Our solution is implemented on a commercial reconfigurable CMOS chip and offers high integration density and ease of programmability. Our results pave the way for using distributed Boolean chaos as a valuable hardware substrate for large-scale reinforcement learning and for the development of fully integrated, high-throughput decision-making accelerators.
PEARL: Adaptive Prefill-Decode Execution with Elasticity for Agentic Reinforcement Learning
Multi-turn rollout dominates the cost of agentic reinforcement learning (RL). Asynchronous execution and elastic GPU resources can accelerate this stage, but adding rollout replicas yields diminishing returns while training GPUs remain idle between updates. We observe that effective resource use also depends on the prefill--decode (PD) configuration. Both the choice between colocation and disaggregation and the optimal PD ratio vary with the workload, making resource scaling and PD configuration interdependent. Exploiting this opportunity requires selecting effective configurations and realizing their benefits within transient resource-availability windows despite reconfiguration costs. We present PEARL, an asynchronous agentic RL system that coordinates external resource elasticity, temporary reuse of idle training GPUs, and adaptive PD execution. PEARL maintains a unified GPU--worker--role state and uses runtime profiles to predict rollout batch completion time, accounting for environment-induced reductions in decode concurrency. It selects the PD mode and ratio under the current GPU budget and translates each decision into an incremental transition plan that minimizes worker and role changes. Cost-aware switching and borrowing policies suppress transitions with insufficient expected benefit while ensuring timely return of training GPUs. Our evaluation show that PEARL achieves -- the throughput of fixed-resource ROLL across different LLMs. Compared with RLBoost+, throughput improves by up to approximately 26.9% for Qwen3-8B and 36.3% for Qwen3-30B-A3B.
Nereus: Adaptive Parallelism for LLM Post-Training
Reinforcement learning (RL) post-training for large language models (LLMs) coordinates multiple models across generation, inference, and training on GPU clusters. Several factors may change during a run, including resource availability, sequence length, memory pressure, and stage bottlenecks. As a consequence, an execution plan that was initially suitable can then become slow or even infeasible over time. However, adapting a job whose models share GPUs entails significant challenges: deciding whether a new plan is worth the transition cost, reusing the job's distributed state, and coordinating GPU transfers across models and stages. Nereus targets these challenges as a cost-aware runtime that adapts RL post-training jobs into efficient execution plans. Its low-overhead controller selects a memory-feasible global plan and admits the transition using a cost model calibrated against the running job. To estimate and execute a transition, Nereus represents the distributed state of each replica of a model-stage (one model in one stage) as an Elastic Model Unit. It then employs a global transition graph to order the transformations and GPU transfers of these units. In a trace built from real data, online TP/PP adaptation reduces average step latency by 27.7% relative to the initial fixed TP/PP layout with DP scaling. In a 1,000-step run reaching 1,024 GPUs, six transitions consume 0.079% of total run time. Nereus improves end-to-end 8B PPO throughput by 2.14--7.27 over OpenRLHF and by 1.10--1.47 over Verl across diverse clusters.
QwenGyre: An Elastic Reinforcement Learning Framework for Training xLong-Horizon Agents
Large language model (LLM) agents increasingly undertake extreme-long (xlong) horizon tasks, where a single execution can span hours, hundreds of model--environment interactions, and nearly 1M tokens per rollout. Applying online reinforcement learning (RL) to such executions poses two fundamental challenges: (1) severe execution variance and prolonged rollout delays cause massive GPU idling; and (2) complex non-linear branching generates massive trajectory redundancy, crippling training efficiency. To address these, we presents QwenGyre, an end-to-end framework for xlong-horizon online RL. QwenGyre elastically reallocates GPUs between rollout and training without interrupting live executions, while its trajectory processor reconstructs branching histories, scores partial progress, and deduplicates redundant paths to bound training costs. Scaled to our flagship model, Qwen~3.8 2.4T, with 700K tokens per rollout, QwenGyre yields a 6.0% absolute gain on NL2RepoBench (52.5% 58.5%) in 48 steps. Across our evaluations on diverse domains of training datasets, QwenGyre delivers up to and speedups over Colocate and Async, respectively.
HiLoRe: What to Store, Compress, or Recompute for Efficient GRPO Training
Group-relative policy optimization (GRPO) makes learner-side activations a major memory-computation bottleneck: gradient checkpointing reduces activation memory through recomputation, but fixed schedules can leave roughly 18 GB unused on a 48-GB GPU despite substantial recomputation overhead. Existing activation-management methods set state fidelity from execution cost, tensor properties, or generic compression sensitivity, without explicitly incorporating GRPO's analytic update structure into state-fidelity allocation. We formalize this dependence as policy-update exposure, linking the current GRPO loss coefficients to state-level approximation sensitivity. These coefficients are available before backward without an additional backward pass. We introduce HiLoRe, which allocates graph-attributed recovery units among high-precision storage, low-precision compression, and deterministic recomputation using measured recovery utility and update-conditioned approximation risk. It combines high-precision storage and deterministic recomputation with low-precision recovery under a calibrated risk budget. Across five model-task settings with 2K responses and memory < 1.10 times GC's per-GPU actor-update peak, HiLoRe's actor-update throughput gains reach 13.5% over GC and 7.9% over the fastest evaluated baseline, with paired mean downstream-score differences below 0.6 percentage points.
InstantMimic: A High Performance System for Learning Physics-based Skills in Seconds
Physics-based character control is a long-standing challenge in computer graphics and robotics, requiring policies that satisfy complex dynamics while producing realistic motion. Recent Deep RL approaches, particularly imitation learning methods such as DeepMimic, have had broad impact beyond animation, influencing robotics by enabling agile and expressive behaviors. While these approaches achieve impressive results, they remain computationally inefficient to train in practice. Despite GPU-accelerated simulation, we find that end-to-end pipelines often underutilize hardware due to overheads outside the physics solver, caused by fragmented GPU kernels and CPU memory access in the critical path. We present InstantMimic, a system that addresses these inefficiencies by making the entire training loop GPU-native. Built on a GPU-native physics backend, our unified pipeline integrates simulation, environment computation, policy inference, and policy updates within a single execution flow. As a result, InstantMimic reduces training time for diverse physics-based skills to a few seconds and makes LLM-agent-driven hyperparameter search practical.
rl-triton: High-Performance Triton GPU Kernels for Reinforcement Learning Credit Assignment
We present rl-triton, an open-source library of high-performance GPU kernels for reinforcement learning credit assignment, implemented in Triton. The core contribution is a unified associative scan framework that recasts seven distinct RL estimation algorithms - Generalized Advantage Estimation (GAE), V-Trace, Retrace(), TD() returns, discounted returns, eligibility traces, and episodic prefix sums - as instances of a single first-order linear recurrence solved in parallel steps. All algorithms share the same associative scan operator, with algorithm-specific fused Triton kernels constructing their recurrence coefficients on-chip. We verify the associative operator algebraically and define the treatment of terminated and truncated episodes explicitly. Benchmarks show a 1.6-5.70 full-call speedup over a vectorized torch-compile baseline in the massively parallel simulation regime (thousands of environments, short rollouts). The reported range covers all seven algorithms on both GPUs, both with and without per-step truncation handling. For most algorithms, speedups increase at longer sequence lengths, as the baseline requires more scan stages as grows, each adding an intermediate HBM round-trip. The library is available at https://github.com/simonsays1980/rl-triton.
CRAX: Fast Safe Reinforcement Learning Benchmarking
Safety is a core concern for deploying reinforcement learning (RL) agents in real-world domains such as robotics and autonomous driving. While benchmarks have been central to progress in RL, existing 3D physics-based safety benchmarks remain computationally slow, limiting large-scale experimentation and rapid prototyping. To address this gap, we propose CRAX (Constrained RL Accelerated with JAX). Built on top of the MuJoCo XLA (MJX) physics engine, CRAX leverages vectorized operations and hardware acceleration, yielding up to 200x faster training over comparable CPU-based safety benchmarks. The benchmark features eight tasks spanning three difficulty levels and multiple agent morphologies. Evaluating seven popular safe RL methods, we find that none dominates across tasks, and that learning safe policies from pixels remains largely unsolved.
FlashNav: Training Deployable Robot Navigation Policies in Seconds
Training Deep Reinforcement Learning (DRL) navigation policies for different robot configurations remains time-consuming. We present FlashNav, a GPU-based framework that trains robot-specific navigation policies within tens of seconds. A unified robot specification configures a lightweight simulator for batched motion updates, range sensing, and footprint collision checking over a shared occupancy map. The framework supports nonconvex footprints, different sensor configurations and drive types. Blockwise ray queries and selective observation recomputation after resets reduce simulation overhead, while GPU-resident replay and overlapping experience collection and learner updates support efficient off-policy training. Experiments covered five robot configurations and three computing platforms. With FastDSAC on a single RTX 5090 GPU, FlashNav can train a deployable navigation policy in under 30 seconds. FlashNav achieved the highest success rate and score in the benchmark comparison. The selected policies were deployed on wheeled, quadrupedal, humanoid, and irregularly shaped robots without additional policy training.
TensorHub: Scalable and Elastic Weight Transfer for LLM RL Training
Modern LLM reinforcement learning (RL) workloads require a high-performance weight transfer system to scale training across heterogeneous compute resources. However, efficiently transferring terabyte-scale model weights across thousands of GPUs remains challenging because the system must accommodate clusters that dynamically scale up and down while keeping coordination, data movement, and storage overhead low. We introduce Reference-Oriented Storage (ROS), a new storage abstraction for RL weight transfer that exploits highly replicated model weights in place. ROS presents the illusion that certain versions of the model weights are stored and can be fetched on demand. Underneath, ROS does not physically store any copies of the weights; instead, it tracks the workers that hold these weights on GPUs for inference. Upon request, ROS directly uses them to serve reads. We build TensorHub, a production-quality system that instantiates the ROS idea with topology-aware transfer, model-parallel consistency, and fault tolerance. Evaluation shows that TensorHub saturates RDMA bandwidth and adapts to three distinct rollout workloads with minimal engineering effort. Specifically, TensorHub reduces total GPU stall time by up to 6.7x for standalone rollouts, accelerates weight updates for elastic rollouts by up to 4.8x, and cuts cross-datacenter rollout stall time by up to 19x. TensorHub has been deployed in ByteDance production to support cutting-edge RL training.
MO-Playground: Massively Parallelized Multi-Objective Reinforcement Learning for Robotics
Multi-objective reinforcement learning (MORL) is a powerful tool to learn Pareto-optimal policy families across conflicting objectives. However, unlike traditional RL algorithms, existing MORL algorithms do not effectively leverage large-scale parallelization to concurrently simulate thousands of environments, resulting in vastly increased computation time. Ultimately, this has limited MORL's application towards complex multi-objective robotics problems. To address these challenges, we present 1) MORLAX, a new GPU-native, fast MORL algorithm, and 2) MO-Playground, a pip-installable playground of GPU-accelerated multi-objective environments. Together, MORLAX and MO-Playground approximate Pareto sets within minutes, offering 25-270x speed-ups compared to legacy CPU-based approaches whilst achieving superior Pareto front hypervolumes. We demonstrate the versatility of our approach by implementing a custom BRUCE humanoid robot environment using MO-Playground and learning Pareto-optimal locomotion policies across 6 realistic objectives for BRUCE, such as smoothness, efficiency and arm swinging.
Octax: Accelerated CHIP-8 Arcade Environments for Reinforcement Learning in JAX
Reinforcement learning (RL) research requires diverse, challenging environments that are both tractable and scalable. While modern video games may offer rich dynamics, they are computationally expensive and poorly suited for large-scale experimentation due to their CPU-bound execution. We introduce Octax, a high-performance suite of classic arcade game environments implemented in JAX, based on CHIP-8 emulation, a predecessor to Atari, which is widely adopted as a benchmark in RL research. Octax provides the JAX community with a long-awaited end-to-end GPU alternative to Atari games, offering image-based environments, spanning puzzle, action, and strategy genres, all executable at massive scale on modern GPUs. Our JAX-based implementation achieves orders-of-magnitude speedups over traditional CPU emulators. We demonstrate Octax's capabilities by training RL agents across multiple games, showing significant improvements in training speed and scalability compared to existing solutions. The environment's modular design enables researchers to easily extend the suite with new games or generate novel environments using large language models, making it an ideal platform for large-scale RL experimentation. Our open-source framework is available at https://github.com/riiswa/octax/.
JaxMARL: Multi-Agent RL Environments and Algorithms in JAX
Benchmarks are crucial in the development of machine learning algorithms, with available environments significantly influencing reinforcement learning (RL) research. Traditionally, RL environments run on the CPU, which limits their scalability with typical academic compute. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, Python-based library that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is around 14 times faster than existing approaches, and up to 12500x when multiple training runs are vectorized. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a JAX-based approximate reimplementation of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl.