Simulation-Based RL
RL: Reinforcement Learning
Latest papers
21 papers5 papers in the last four weeks, against 2 the four weeks before. 0.0% of all new papers.
Crowd barriers are widely used to regulate pedestrian movement during large public events such as pilgrimages. However, fixed barrier layouts often create unnecessary stopping and local congestion even when they successfully control the overall crowd flow. Finding better barrier configurations is difficult because there is no dataset that provides the best barrier placement for a given crowd scene. We address this challenge by introducing a simulation-driven reinforcement learning framework that learns barrier configurations without requiring labelled training data. Starting from a segmented crowd scene, we construct a realistic simulation environment that reproduces the observed pedestrian distribution. This environment is then used to train a Soft Actor-Critic (SAC) agent that continuously adjusts barrier positions to improve pedestrian movement. Unlike supervised approaches the proposed framework allows the agent to explore barrier configurations that have never been observed in real data. We evaluate the learned policy under unseen numbers of pedestrians. The learned policy consistently outperforms the existing manually designed barrier configuration by reducing pedestrian stops while maintaining effective flow regulation. These results demonstrate that combining computer vision crowd simulation and reinforcement learning provides an effective framework for optimizing crowd control infrastructure.
Regularised RL improves sim-to-real transfer
Regularised reinforcement learning (RL) has provable robustness guarantees that should ease the transfer of policies from simulation to robots, known as sim-to-real. Yet, weakly regularised algorithms like Proximal Policy Optimisation (PPO) remain the de facto choice in sim-to-real pipelines, while the practical benefits of regularisation for transfer remain poorly characterised. In this work, we study the sim-to-real performance of commonly used RL algorithms, with the aim of characterising the effects of regularisation on robotic performance. To that end, we derive Soft MellowMax Actor-Critic (SMM-AC), a novel regularised RL algorithm based on the soft mellowmax value function, which carries strong robustness guarantees. On MuJoCo continuous control benchmarks, SMM-AC is competitive with baselines like Soft Actor-Critic (SAC). On real robots, SMM-AC achieves higher return, while exhibiting greater robustness to perturbations in observations, the environment, and dynamics than baselines. Together, these results demonstrate that regularised RL improves real-world policy deployment through better robustness to the sim-to-real gap, and changing real-world conditions.
Active Generative Simulation: Meta-Learning What to Simulate for Sim-and-Real Policy Co-Training
Sim-and-real co-training is an effective way to scale robot learning by augmenting limited real-world demonstrations with simulation data. However, existing approaches typically treat simulators as fixed data sources, relying on uniform generation, offline retrieval, or manual parameter alignment by domain experts. We formulate Active Generative Simulation: optimizing a simulator's data-generation distribution to maximize downstream real-world performance. To solve this problem, we propose MetaGenSim, a meta-learning framework that trains an auxiliary rater network via meta-gradients to automatically discover high-utility data-generation distributions within a user-specified simulation parameter space, without manual parameter alignment. Across simulation and real-world manipulation tasks, MetaGenSim outperforms uniform generation and retrieval baselines, achieves a 150% relative improvement in real-world full-task success over uniform generation, and matches expert manual alignment. We further show that distributions curated with a lightweight proxy policy transfer to VLA fine-tuning, and that MetaGenSim can exploit partial alignment through atomic skill stitching and object-receptacle composition when exact sim-and-real task alignment is unavailable. Project website: https://meta-gensim.github.io
A Balanced Data Diet: Addressing the Exploration Bottleneck in Mega-Scale RL for Robot Control
General-purpose robots must perform a wide range of tasks from agile locomotion to dexterous manipulation. While sim-to-real reinforcement learning (RL) has proven to be a useful tool for this goal, current RL pipelines depend on engineering-heavy, per-task structural priors such as shaped rewards and demonstrations. Recent work has shown that diverse simulator resets, combined with massively parallel simulation, can alleviate much of this engineering burden on several manipulation problems. However, we find that naively scaling this paradigm to more precise or dynamic problems remains non-trivial. While simulator resets can help with exploration, uniformly sampling over this distribution wastes a growing fraction of learning experience on task configurations the policy has already mastered or cannot yet attempt. This makes it challenging to see the expected benefits of scaling parallel environments for RL, since much of the learning signal in a batch is wasted during learning. To mitigate this, we introduce Success Guided Sampling (SGS), a simple adaptive sampler that concentrates RL training on task configurations around the frontier of the policy's capabilities. Doing so allows large-scale simulated RL to make the most out of the experience in a batch, enabling much more effective scaling to large-scale parallel simulation. Across experiments using up to (over one million) parallel environments, SGS enables RL to solve challenging multi-terrain quadruped locomotion and contact-rich assembly tasks that prior methods fail to solve. Finally, we distill the learned manipulation policies into RGB-based policies and demonstrate zero-shot transfer to several challenging assembly tasks on real hardware. Project website: https://sgs-rl.github.io/.
Exact Fast Batch Simulation for Tabular Reinforcement Learning
Simulation is a fundamental computational primitive in reinforcement learning (RL), yet conventional simulation explicitly generates individual trajectories even when downstream procedures use only aggregate statistics. To address this, we develop an exact fast-simulation framework for finite-horizon tabular Markov decision processes. Our framework has two complementary modes. In direct batch simulation, a batch is represented by its aggregate Markov flow. With sufficient parallel simulation resources, this flow can be obtained by trajectory aggregation; when such simulation is unavailable or costly but the initial state and transition distributions are directly accessible, we instead generate an identically distributed flow through forward Markov-flow sampling without materializing individual trajectories. The latter reduces the simulator-side computational dependence on batch size from to . In adaptive batch simulation, when batch length is determined by a data-dependent condition, exact multivariate-hypergeometric splitting recursively refines a candidate Markov flow while preserving the conditional law, reducing the cost dependence on from to . Together, these modes accelerate simulation by keeping trajectories aggregated whenever possible and refining flows only when required to locate data-dependent boundaries. The framework applies broadly across simulator-based, offline, and online batch or stage-based RL, as illustrated with representative algorithms from each setting.
WTF?! Simulation-Free Reinforcement Learning with Wasserstein-Tilted Flow Maps
Reward fine-tuning aims to update a pre-trained flow-based generative model to improve the downstream reward of its generated samples. Existing methods typically formulate this problem as sampling from a reward-tilted distribution, the solution to a KL-regularized reward-maximization problem. Here, we introduce an optimal transport regularizer built directly from the pre-trained drift. Unlike KL reward tilting, the resulting objective transports individual samples toward higher reward rather than reweighting the base distribution. We show that the resulting problem is equivalent to a deterministic optimal control problem on the flow. Given a pre-trained flow map, this equivalence yields a simulation-free reinforcement learning algorithm for fine-tuning generative flows. We call the resulting framework Wasserstein-Tilted Flow Maps (WTF), the first end-to-end fine-tuning recipe native to flow maps. The output is a fine-tuned flow map that retains strong reward-aligned performance at few-step inference budgets without post-hoc distillation. Experiments on ImageNet-256 and text-to-image show that WTF achieves higher reward with comparable or higher diversity than baselines, while requiring up to less training compute. More broadly, we argue that accelerated samplers such as flow maps are essential infrastructure for efficient post-training, and that the dominant KL-regularized formulation is only one of many choices worth revisiting.
Provably Safe Sim-to-Real Transfer
We address safe sim-to-real transfer, in which an agent leverages an imperfect simulator and limited real-world interaction while ensuring safety throughout data collection in the real system. This problem arises in applications such as robotics and healthcare: simulators provide cheap data, but sim-to-real mismatch makes direct transfer unreliable, and collecting real-world data to correct this mismatch must itself be safe. Moreover, deployment objectives may vary across tasks, making it costly to collect new data for each reward function. We therefore formulate safe sim-to-real transfer as a reward-free safe reinforcement learning (RL) problem, in which data are collected once and reused to plan for arbitrary reward functions. We develop a computationally efficient algorithm that identifies where the simulator and real dynamics differ, uses certified simulator transitions where they are reliable, and estimates mismatched transitions from safely collected data. With high probability, every policy deployed during learning is feasible, and the collected data support the computation of a feasible and near-optimal policy for any reward function. When the simulator is uninformative, our algorithm recovers online reward-free safe RL while improving the best-known sample complexity by a factor of , where is the safety margin of a baseline policy. When the simulator is accurate on most transitions, this improvement grows to , where denotes the size of the sim-to-real mismatch region.
Beyond the Need for Speed: Energy-Aware Code Generation via Simulation-Guided Reinforcement Learning
Code models strictly prioritize functional correctness, leaving software energy efficiency as an unoptimized byproduct. Training models to generate energy-efficient code requires reproducible feedback at scale, which physical hardware measurement cannot reliably provide due to variance. In this paper, we replace hardware profiling with a deterministic architectural simulation harness to build Green Tea, a corpus of million evaluations across C++ problems. We train an energy-aware code model via supervised fine-tuning on energy-contrastive pairs, followed by closed-loop reinforcement learning (GRPO) using simulation-in-the-loop feedback. To rigorously evaluate deployment readiness, we introduce the Correctness-Adjusted Reduction in Energy Total (CARET), a metric that explicitly penalizes code that sacrifices functionality for efficiency. On held-out problems, our simulation-in-the-loop pipeline achieves CARET, nearly tripling the gain of fine-tuning alone, and successfully beats the energy efficiency of human-expert references on of its valid outputs. Furthermore, our analysis exposes the IPC trap: standard throughput proxies like Instructions-Per-Cycle (IPC) actively misrank true energy efficiency on of problems, proving the absolute necessity of direct energy simulation. By releasing our dataset and infrastructure, we bypass the CPU-hours required for reproduction, structurally empowering the community to deploy inherently energy-efficient code generation models.
Position: RL Researchers Need to Distinguish Between Solving Simulators and Using Simulators as a Proxy
One goal in reinforcement learning (RL) research is to understand general-purpose sequential decision-making, using benchmark simulators as a proxy for learning in deployment settings. When running experiments, however, the goal of achieving high performance in the simulator can mutate into focusing exclusively on solving the simulator. To achieve high scores, researchers may adopt solutions exclusively meant for solving simulators, rather than learning while the agent is deployed outside a simulator. Solving simulators is also worthy of investigation, but it is a fundamentally different RL research question. In this paper, we argue that RL researchers need to distinguish between two use cases of simulators: solving simulators and using simulators as a proxy for learning in deployment. We first discuss how these two use-cases are importantly different, in terms of constraints on how the agent can use the simulator, which algorithms are appropriate, and which evaluation metrics are appropriate. We then highlight several issues and misleading conclusions that can occur by not making the distinction between these two settings clear, supported with examples and simple experiments. This work is a call to the community to begin clearly distinguishing how they are using simulators in their work, hopefully sparking further discussion on which empirical practices work best in each setting.
Support-Constrained RL Enables Real-World Policy Improvement without Real-World Experience
Robots trained on real world data tend to be imprecise, slow, and brittle to perturbations. Improving these policies with reinforcement learning (RL) is an appealing alternative, but this process often requires expensive training in the real world. Performing policy improvement in simulation instead provides a far cheaper alternative, but unconstrained RL in simulation can exploit contact and dynamics mismatches, resulting in unsafe behaviors that do not transfer to hardware. Common forms of regularization can furthermore limit improvement by overconstraining to an imperfect behavior prior. In this work, we propose Support-Constrained Off-Domain REinforcement (SCORE), a real-to-sim-to-real framework that constrains RL in simulation to the support of a generative policy pretrained on real data. We instantiate this constraint through flow steering, restricting SCORE to actions the base policy can already produce, which ensures transferable behaviors while maximizing policy improvement. Improving a policy with SCORE requires minimal effort: it learns from sparse rewards, avoids distillation, and leaves the base policy untouched. Across eight real-world dexterous multi-fingered robotic manipulation tasks, SCORE improves average success rate from 37.8% to 89.9%, compared to 59.5% for the best baseline, and reaches success in 36.8% fewer steps than the base policy. Ultimately, through extensive experiments and ablations, we show that simulation can substantially improve real-world manipulation policies when policy optimization is appropriately constrained, introducing a new paradigm for real-to-sim-to-real policy improvement. Videos and code are available at https://weirdlabuw.github.io/score/.
HARBOR: A Harness Framework for Agentic Robot Reinforcement Learning
Reinforcement learning (RL) has become a powerful paradigm for robot learning, particularly in sim-to-real settings, but its broader adoption remains limited by the engineering pipeline surrounding the algorithms. Building tasks, shaping rewards, and tuning hyperparameters require substantial expert effort, making RL workflows costly and difficult to scale. We introduce HARBOR, an agentic framework that frames robot RL automation as a harness-engineering problem: given a simulator codebase and a task specification, it automates the workflow from environment setup to policy training in simulation. HARBOR decomposes such high-level objectives into bounded stages executed by specialized agents through standardized commands, persistent artifacts, executable gates, and reusable knowledge, and scales iteration via decentralized parallel trials and experience learning across runs. We evaluate HARBOR across 6 benchmarks and 16 tasks in total, spanning manipulation, locomotion, and bimanual dexterous control. We demonstrate that HARBOR automates the simulation RL workflow end-to-end, designs rewards, tunes algorithms to match or improve over default configurations, and reduces engineering effort at practical token and wall-clock cost; the resulting policies can also be transferred to real robots.
Theoretical Foundations and Effective Algorithms for Policy-Aware Simulator Learning
Model-based reinforcement learning (MBRL) agents typically learn world models by minimizing predictive loss. However, powerful RL optimizers inevitably exploit minor model inaccuracies, leading to simulator exploitation and a reality gap where policies succeed in simulation but fail in the real world. We propose that the objective for learning simulators should be strategic robustness rather than predictive accuracy, and formulate this as a zero-sum minimax game between a model player and an adversarial policy player. We provide a comprehensive theoretical analysis: (1) an online learning guarantee showing the game is learnable with sublinear regret bounds; (2) a tractable critic-based simplification bounding the global policy-value gap by the local critic's loss; and (3) an Error-MDP duality, proving that finding the worst-case policy is formally dual to a standard RL problem where the reward is the one-step critic error. This duality yields a provably convergent active data selection algorithm. Experiments on continuous control tasks demonstrate that our approach reduces prediction error in strategically important regions by - and enables policies trained purely in simulation to match near-optimal real-world performance.
Accelerating Reinforcement Learning Training Using Simulation Surrogate Models
High-fidelity simulation models are widely used to analyze complex stochastic systems, but their high computational cost motivates the development of cheaper surrogate models that approximate the simulation model's input-output relationship. In parallel, reinforcement learning (RL) has emerged as a powerful framework for making online decisions in stochastic environments, with increasing attention being given to the use of simulation models as training environments for RL models. We investigate a class of surrogate models suitable for accelerating RL training in settings where the reward structure, model parameters, or system dynamics change over time and explore their interactions with simulation models and RL models. Through numerical experiments on a stochastic service system modeled via discrete-event simulation, we demonstrate that leveraging surrogate models can substantially accelerate RL training and re-training.
HydroAgent: Closing the Gap Between Frontier LLMs and Human Experts in Hydrologic Model Calibration via Simulator-Grounded RL
Calibrating distributed hydrologic models is a critical bottleneck across operational water resources management - streamflow prediction, reservoir operation, drought monitoring, infrastructure design, and flood forecasting all depend on it. Each basin demands an expert to translate hydrograph signatures into adjustments of a high-dimensional parameter vector, and the resulting workflow does not transfer between watersheds. We ask: can frontier large language model (LLM) agents replace the human hydrologic modeler, and if not, what would it take? We benchmark nine frontier LLM agents - Claude Opus 4.6/4.7, Sonnet 4.6, GPT-5/5.4/5.4-pro, and Gemini 2.5-pro/3.1-pro/3-flash - on the operational CREST distributed hydrologic model used by the U.S. National Weather Service for flash-flood forecasting. Best-of-twenty-rounds Nash-Sutcliffe Efficiency (NSE) across four held-out gauges spanning 329-40,792 km2 ranges from -0.16 (GPT-5.4) to 0.75 (Sonnet 4.6); the ceiling reproduces across all three vendors and capability tiers, with the strongest models concentrating in the 0.65-0.75 band, and no model reaches the human-expert reference except Opus-4.7 on one gauge. We argue this gap is not a parameter-count problem but a domain-grounding problem. We then propose HYDROAGENT, fine-tuning open-weight Qwen3-4B with supervised fine-tuning on 2,576 expert calibration trajectories and Group-Relative Policy Optimization using NSE as a verifiable reward from online CREST simulations - reinforcement learning with simulation feedback (RLSF). For Earth system science, a small domain-tuned policy with simulator-in-the-loop RL is a more compute-efficient and physically faithful path than scaling generic frontier models, and the multi-modal richness of Earth data - remote sensing, in-situ time series, and forecaster narrative - makes domain agents a leveraged direction for AI in physical science.
On Training in Imagination
State-of-the-art model-based reinforcement learning methods train policies on imagined rollouts. These rollouts are trajectories generated by a learned dynamics model and are scored by a learned reward model, but without querying the true environment during policy updates. We study this training paradigm by quantifying how errors in learned dynamics and reward models affect returns and policy optimization. First, we extend the analysis of Asadi et al. (2018) to MDPs with learned reward models, and derive the optimal sample allocation--the ratio of dynamics samples to reward samples that minimizes a bound on return error under power-law scaling assumptions. We identify lower Lipschitz constants of the learned dynamics, reward, and policy as a representation desideratum that tightens this bound, and we connect this perspective to the temporal-straightening objective of Wang et al. (2026). Second, we examine how policy optimization with REINFORCE tolerates noisy rewards, which are often cheaper to obtain. We show that zero-mean reward noise leaves the gradient estimator unbiased and adds at most a variance term that decreases with the number of rollouts. This introduces a practical tradeoff: given a fixed budget, should one buy more rollouts with cheaper but noisier rewards, or fewer rollouts with more expensive but less noisy rewards? We reduce this choice to a one-dimensional optimization problem and characterize the optimum.
Discovering Reinforcement Learning Interfaces with Large Language Models
Reinforcement learning systems rely on environment interfaces that specify observations and reward functions, yet constructing these interfaces for new tasks often requires substantial manual effort. While recent work has automated reward design using large language models (LLMs), these approaches assume fixed observations and do not address the broader challenge of synthesizing complete task interfaces. We study RL task interface discovery from raw simulator state, where both observation mappings and reward functions must be generated. We propose LIMEN (Code available at https://github.com/Lossfunk/LIMEN), a LLM guided evolutionary framework that produces candidate interfaces as executable programs and iteratively refines them using policy training feedback. Across novel discrete gridworld tasks and continuous control domains spanning locomotion and manipulation, joint evolution of observations and rewards discovers effective interfaces given only a trajectory-level success metric, while optimizing either component alone fails on at least one domain. These results demonstrate that automatic construction of RL interfaces from raw state can substantially reduce manual engineering and that observation and reward components often benefit from co-design, as single-component optimization fails catastrophically on at least one domain in our evaluation suite.
Democratizing Tool Learning with Environments Fully Simulated by a Free 8B Language Model
Reinforcement learning has become a prevalent paradigm for training tool calling agents, which typically requires online interactive environments. Existing approaches either rely on training data with ground truth annotations or require advanced proprietary language models (LMs) to synthesize environments that remain fixed once created. In this work, we propose TRUSTEE, a cost-friendly method for training tool calling agents with dynamic environments fully simulated by open-source LMs that can be as small as 8B, including task generation, user simulation, tool simulation, and trajectory evaluation, paired with an adaptive curriculum learning mechanism that controls task difficulty dynamically. Our empirical results show that TRUSTEE outperforms baselines which require extra external resources in most cases. These confirm that, with a sufficiently sophisticated design, even simulated environments with a local 8B LM as the backbone could set a strong baseline for tool learning. We hope our proposed paradigm could democratize tool learning and inspire future research on environment scaling with limited resources.
Abstract Sim2Real through Approximate Information States
In recent years, reinforcement learning (RL) has shown remarkable success in robotics when a fast and accurate simulator is available for a given task. When using RL and simulation, more simulator realism is generally beneficial but becomes harder to obtain as robots are deployed in increasingly complex and widescale domains. In such settings, simulators will likely fail to model all relevant details of a given target task and this observation motivates the study of sim2real with simulators that leave out key task details. In this paper, we formalize and study the abstract sim2real problem: given an abstract simulator that models a target task at a coarse level of abstraction, how can we train a policy with RL in the abstract simulator and successfully transfer it to the real-world? Our first contribution is to formalize this problem using the language of state abstraction from the RL literature. This framing shows that an abstract simulator can be grounded to match the target task if the grounded abstract dynamics take the history of states into account. Based on the formalism, we then introduce a method that uses real-world task data to correct the dynamics of the abstract simulator. We then show that this method enables successful policy transfer both in sim2sim and sim2real evaluation.
Automatic Generation of High-Performance RL Environments
Translating complex reinforcement learning (RL) environments into high-performance implementations has traditionally required months of specialized engineering. We present a closed-loop methodology that produces equivalent high-performance environments for minimal compute cost. Our method uses a generic prompt template, hierarchical verification (property, interaction, and rollout tests), iterative repair, and cross-backend policy transfer to verify no sim-to-sim gap. We demonstrate three distinct workflows across five environments: (1) Direct translation (no prior performance implementation exists) from Game Boy emulator PyBoy to our EmuRust (via Rust IPC) and from Pokemon Showdown to our PokeJAX (via JAX); (2) Translation verified against existing performance implementations via throughput parity with Puffer Pong, MJX and Brax at matched GPU batch sizes; and (3) New environment creation: TCGJax, the first Pokemon TCG Pocket environment, created from a web-extracted specification. At 200M parameters, the environment overhead drops below 4% of training time. Our closed-loop methodology confirms equivalence for all five environments. TCGJax, synthesized from a private reference absent from public repositories, serves as a contamination control for agent pretraining data concerns.
Phys4D: Fine-Grained Physics-Consistent 4D Modeling from Video Diffusion
Recent video diffusion models have achieved impressive capabilities as large-scale generative world models. However, these models often struggle with fine-grained physical consistency, exhibiting physically implausible dynamics over time. In this work, we present Phys4D, a pipeline for learning physics-consistent 4D world representations from video diffusion models. Phys4D adopts a three-stage training paradigm that progressively lifts appearance-driven video diffusion models into physics-consistent 4D world representations. We first bootstrap robust geometry and motion representations through large-scale pseudo-supervised pretraining, establishing a foundation for 4D scene modeling. We then perform physics-grounded supervised fine-tuning using simulation-generated data, enforcing temporally consistent 4D dynamics. Finally, we apply simulation-grounded reinforcement learning to correct residual physical violations that are difficult to capture through explicit supervision. To evaluate fine-grained physical consistency beyond appearance-based metrics, we introduce a set of 4D world consistency evaluation that probe geometric coherence, motion stability, and long-horizon physical plausibility. Experimental results demonstrate that Phys4D substantially improves fine-grained spatiotemporal and physical consistency compared to appearance-driven baselines, while maintaining strong generative performance. Our project page is available at https://sensational-brioche-7657e7.netlify.app/
An Real-Sim-Real (RSR) Loop Framework for Generalizable Robotic Policy Transfer
The sim-to-real gap remains a critical challenge in robotics, hindering the deployment of algorithms trained in simulation to real-world systems. We propose a flexible Real-to-Sim-to-Real (RSR) framework whose central contribution is an information-theoretic cost function that explicitly accounts for sim-to-real discrepancies. This cost balances two objectives, completing the task and steering the policy to collect real-world samples that are maximally informative for improving transfer. It can be integrated seamlessly into existing reinforcement learning algorithms (e.g., PPO, SAC) and ensures a balanced exploration of critical regions in the real domain. The framework treats differentiable simulation as optional: when a differentiable simulator is available, the collected informative data can also be used to tune simulator parameters. We implement the framework with the MuJoCo MJX platform and demonstrate its generality by evaluating on both manipulation tasks with a 6-DOF robotic arm and locomotion tasks on a legged robot. Empirical results show that our RSR loop yields more efficient data acquisition and substantially improves task performance in real-world that achieves a smoother sim-to-real transfer.