ROLGSep 19, 2025

End-to-end RL Improves Dexterous Grasping Policies

arXiv:2509.16434v14 citationsh-index: 20
Originality Incremental advance
AI Analysis

This work addresses a bottleneck in scaling end-to-end RL for robotic grasping, offering incremental improvements in training efficiency and real-world deployment.

The paper tackles the memory inefficiency of vision-based reinforcement learning for dexterous grasping by proposing a disaggregated simulation method that separates simulator and RL training onto different GPUs, doubling environment counts and improving real-world performance over previous state-of-the-art vision-based results.

This work explores techniques to scale up image-based end-to-end learning for dexterous grasping with an arm + hand system. Unlike state-based RL, vision-based RL is much more memory inefficient, resulting in relatively low batch sizes, which is not amenable for algorithms like PPO. Nevertheless, it is still an attractive method as unlike the more commonly used techniques which distill state-based policies into vision networks, end-to-end RL can allow for emergent active vision behaviors. We identify a key bottleneck in training these policies is the way most existing simulators scale to multiple GPUs using traditional data parallelism techniques. We propose a new method where we disaggregate the simulator and RL (both training and experience buffers) onto separate GPUs. On a node with four GPUs, we have the simulator running on three of them, and PPO running on the fourth. We are able to show that with the same number of GPUs, we can double the number of existing environments compared to the previous baseline of standard data parallelism. This allows us to train vision-based environments, end-to-end with depth, which were previously performing far worse with the baseline. We train and distill both depth and state-based policies into stereo RGB networks and show that depth distillation leads to better results, both in simulation and reality. This improvement is likely due to the observability gap between state and vision policies which does not exist when distilling depth policies into stereo RGB. We further show that the increased batch size brought about by disaggregated simulation also improves real world performance. When deploying in the real world, we improve upon the previous state-of-the-art vision-based results using our end-to-end policies.

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