mlsanityData to 14 Oct 2026

End-to-end RL Improves Dexterous Grasping Policies

arXiv 2509.16434 ↗First posted 19 Sep 2025cs.RO cs.LGcited by 5

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Abstract (arXiv)

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.

Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). Builds on 26 of its 28 references that are in the map. First posted on arXiv 19 Sep 2025.

Builds on

26 of 28 references.

References · 26

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14 more
  1. 2023Orbit: A Unified Simulation Framework for Interactive Robot Learning Environmentscited by 295
  2. 2024ManiSkill3: GPU Parallelized Robotics Simulation and Rendering for Generalizable Embodied AIcited by 229
  3. 2018Sim-to-Real via Sim-to-Sim: Data-efficient Robotic Grasping via Randomized-to-Canonical Adaptation Networkscited by 174
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  9. 2017Transferring End-to-End Visuomotor Control from Simulation to Real World for a Multi-Stage Taskcited by 66
  10. 2025Sim-to-Real Reinforcement Learning for Vision-Based Dexterous Manipulation on Humanoidscited by 48
  11. 2024DextrAH-RGB: Visuomotor Policies to Grasp Anything with Dexterous Handscited by 45
  12. 2024DextrAH-G: Pixels-to-Action Dexterous Arm-Hand Grasping with Geometric Fabricscited by 42
  13. 2025RobustDexGrasp: Robust Dexterous Grasping of General Objectscited by 19
  14. 2025Distilling Realizable Students from Unrealizable Teacherscited by 2

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2026: 5.

5 papers.