# Benchmarking Population-Based Reinforcement Learning across Robotic Tasks with GPU-Accelerated Simulation

arXiv: https://arxiv.org/abs/2404.03336 · HTML: https://mlsanity.com/paper/2404.03336/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in Deep RL algorithms and representations, one of 15 directions in Deep reinforcement learning methods.
- Builds on 27 of its 41 references that are in the map.
- First posted on arXiv 4 Apr 2024.

## Placed in

- Deep reinforcement learning methods / [Deep RL algorithms and representations](https://mlsanity.com/deeprl/deep-rl-algorithms-and-representations/)

## Builds on (most cited first, 27 of 27)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Mask R-CNN](https://mlsanity.com/paper/1703.06870/) (2017)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [Solving Rubik's Cube with a Robot Hand](https://mlsanity.com/paper/1910.07113/) (2019)
- [Learning Dexterous In-Hand Manipulation](https://mlsanity.com/paper/1808.00177/) (2018)
- [Learning to Walk in Minutes Using Massively Parallel Deep Reinforcement Learning](https://mlsanity.com/paper/2109.11978/) (2021)
- [Learning agile and dynamic motor skills for legged robots](https://mlsanity.com/paper/1901.08652/) (2019)
- [Learning robust perceptive locomotion for quadrupedal robots in the wild](https://mlsanity.com/paper/2201.08117/) (2022)
- [Population Based Training of Neural Networks](https://mlsanity.com/paper/1711.09846/) (2017)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Closing the Sim-to-Real Loop: Adapting Simulation Randomization with Real World Experience](https://mlsanity.com/paper/1810.05687/) (2018)
- [Rapid Locomotion via Reinforcement Learning](https://mlsanity.com/paper/2205.02824/) (2022)
- [DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality](https://mlsanity.com/paper/2210.13702/) (2022)
- [Accelerated Policy Learning with Parallel Differentiable Simulation](https://mlsanity.com/paper/2204.07137/) (2022)
- [GPU-Accelerated Robotic Simulation for Distributed Reinforcement Learning](https://mlsanity.com/paper/1810.05762/) (2018)
- [Self-supervised Deep Reinforcement Learning with Generalized Computation Graphs for Robot Navigation](https://mlsanity.com/paper/1709.10489/) (2017)
- [Provably Efficient Online Hyperparameter Optimization with Population-Based Bandits](https://mlsanity.com/paper/2002.02518/) (2020)
- [Factory: Fast Contact for Robotic Assembly](https://mlsanity.com/paper/2205.03532/) (2022)
- [IndustReal: Transferring Contact-Rich Assembly Tasks from Simulation to Reality](https://mlsanity.com/paper/2305.17110/) (2023)
- [Transferring Dexterous Manipulation from GPU Simulation to a Remote Real-World TriFinger](https://mlsanity.com/paper/2108.09779/) (2021)
- [Iterative Residual Policy: for Goal-Conditioned Dynamic Manipulation of Deformable Objects](https://mlsanity.com/paper/2203.00663/) (2022)
- [DexPBT: Scaling up Dexterous Manipulation for Hand-Arm Systems with Population Based Training](https://mlsanity.com/paper/2305.12127/) (2023)
- [Faster Improvement Rate Population Based Training](https://mlsanity.com/paper/2109.13800/) (2021)
- [Fast Population-Based Reinforcement Learning on a Single Machine](https://mlsanity.com/paper/2206.08888/) (2022)

## Built on by (most cited first, 1 of 1)

- [Simultaneous Training of First- and Second-Order Optimizers in Population-Based Reinforcement Learning](https://mlsanity.com/paper/2408.15421/) (2024)

## Abstract (arXiv)

In recent years, deep reinforcement learning (RL) has shown its effectiveness in solving complex continuous control tasks. However, this comes at the cost of an enormous amount of experience required for training, exacerbated by the sensitivity of learning efficiency and the policy performance to hyperparameter selection, which often requires numerous trials of time-consuming experiments. This work leverages a Population-Based Reinforcement Learning (PBRL) approach and a GPU-accelerated physics simulator to enhance the exploration capabilities of RL by concurrently training multiple policies in parallel. The PBRL framework is benchmarked against three state-of-the-art RL algorithms -- PPO, SAC, and DDPG -- dynamically adjusting hyperparameters based on the performance of learning agents. The experiments are performed on four challenging tasks in Isaac Gym -- Anymal Terrain, Shadow Hand, Humanoid, Franka Nut Pick -- by analyzing the effect of population size and mutation mechanisms for hyperparameters. The results show that PBRL agents achieve superior performance, in terms of cumulative reward, compared to non-evolutionary baseline agents. Moreover, the trained agents are finally deployed in the real world for a Franka Nut Pick task. To our knowledge, this is the first sim-to-real attempt for deploying PBRL agents on real hardware. Code and videos of the learned policies are available on our project website (https://sites.google.com/view/pbrl).
