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EBRL introduces a novel asynchronous training framework that resolves hardware inefficiencies in embodied reinforcement learning by dynamically pooling CPU and GPU resources across heterogeneous workloads. By eliminating synchronization stalls between simulation, generation, and model update stages, the system significantly boosts throughput and convergence speed compared to current state-of-the-art methods. This advancement is critical for scaling complex AI agents that require massive parallel environment simulations without wasting computational capacity.
EBRL: Asynchronous Embodied RL by Multi-Grained Resource Management
arXiv:2609.27547v1 Announce Type: new Abstract: Embodied reinforcement learning (RL) improves model capabilities with a pipeline of environment simulation, action generation, and model updates. These stages show heterogeneous CPU and GPU demands, making efficient resource utilization difficult. Recent systems overlap rollout (simulation and generation) with training for efficiency, but exclusive GPU allocation and synchronized barrier in rollout still leave substantial hardware resource waste. In this paper, we present EBRL, an asynchronous embodied RL training system with two core techniques. The asynchronous pipelined scheduler overlaps rollout and training, pipelines simulation and generation across environment groups, and carries out each environment independently, eliminating synchronization stalls. The fine-grained resource manager pools CPU cores and GPU streaming multiprocessors, and uses stage profiles and runtime feedback to adjust resource quotas and batch sizes to meet the shifting demands among stages. We implement EBRL on RLinf and evaluate it with four embodied policies and four simulation benchmarks across heterogeneous GPU testbeds. Experiments show that EBRL achieves 1.30-3.47 times the end-to-end rollout throughput and 2.5 times of training convergency compared to the SOTA embodied RL systems.
Abstract:Embodied reinforcement learning (RL) improves model capabilities with a pipeline of environment simulation, action generation, and model updates. These stages show heterogeneous CPU and GPU demands, making efficient resource utilization difficult. Recent systems overlap rollout (simulation and generation) with training for efficiency, but exclusive GPU allocation and synchronized barrier in rollout still leave substantial hardware resource waste. In this paper, we present EBRL, an asynchronous embodied RL training system with two core techniques. The asynchronous pipelined scheduler overlaps rollout and training, pipelines simulation and generation across environment groups, and carries out each environment independently, eliminating synchronization stalls. The fine-grained resource manager pools CPU cores and GPU streaming multiprocessors, and uses stage profiles and runtime feedback to adjust resource quotas and batch sizes to meet the shifting demands among stages. We implement EBRL on RLinf and evaluate it with four embodied policies and four simulation benchmarks across heterogeneous GPU testbeds. Experiments show that EBRL achieves 1.30-3.47 times the end-to-end rollout throughput and 2.5 times of training convergency compared to the SOTA embodied RL systems.
Machine Learning (cs.LG); Distributed, Parallel, and Cluster Computing (cs.DC)
arXiv:2609.27547 [cs.LG]
(or arXiv:2609.27547v1 [cs.LG] for this version)
https://doi.org/10.48550/arXiv.2609.27547 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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