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版本更新 · v3arXiv:2602.13977

WoVR: World Models as Reliable Simulators for Post-Training VLA Policies with RL

Zhennan Jiang, Shangqing Zhou, Yutong Jiang, Zefang Huang, Mingjie Wei, Yuhui Chen, Tianxing Zhou, Zhen Guo 等 14 位作者

原文摘要

Reinforcement learning (RL) promises to unlock capabilities beyond imitation learning for Vision--Language--Action (VLA) models, but its requirement for massive real-world interaction prevents direct deployment on physical robots. Recent work attempts to use learned world models as simulators for policy optimization, yet closed-loop imagined rollouts inevitably suffer from hallucination and long-horizon error accumulation. Such errors not only degrade visual fidelity, but also mislead policy optimization by providing unreliable learning signals. We propose WoVR, a reliable world-model-based RL framework for post-training VLA policies. Instead of assuming a faithful world model, WoVR explicitly regulates how RL interacts with imperfect imagined dynamics. It improves rollout stability through a controllable action-conditioned video world model, reshapes imagined interaction to reduce effective error depth via Keyframe-Initialized Rollouts, and maintains policy--simulator alignment through World Model-Policy co-evolution. Extensive experiments demonstrate that WoVR enables stable long-horizon imagined rollouts and effective policy optimization, achieving superior LIBERO performance and consistent real-world gains across multiple robotic platforms. These results show that world models can serve as practical simulators for RL when hallucination is explicitly controlled. Additional visualization results are available at https://wovr-rlinf.github.io.

cs.RO · cs.AI

新论文 · v1arXiv:2611.02705

Rose: Efficient Embodied RL through Graph Optimization and GPU Compute Resource Control

Wen Zeng, Ke Hong, Xu Fu, Zixiao Huang, Zehao Wang, Zhuoran Zhu, Yuanqing Wang, Bo Dai 等 17 位作者

原文摘要

Embodied reinforcement learning (RL) coordinates policy inference, simulation, and model training with highly heterogeneous resource demands. Although individual components frequently underutilize GPU compute during execution, existing systems only overlap work at coarse component boundaries (e.g., pipelining inference and simulation across simulator groups), leaving substantial low-activity GPU windows within subcomponent phases and nested loops. Exploiting these fine-grained windows manually requires tedious dependency analysis and workload-specific coordination. Furthermore, even when independent work is scheduled concurrently, cross-process GPU time slicing and streaming multiprocessor (SM) contention can negate the benefits of overlap. We present Rose, a runtime-aware system that automates fine-grained overlap and GPU resource management for embodied RL while preserving synchronous training semantics. Through a lightweight programmable interface that exposes execution hierarchy and state accesses, Rose tracks runtime data readiness and GPU activity to perform a two-stage optimization. First, a window-guided graph optimizer identifies low-activity windows and applies graph transformations to overlap complementary work across components and loop levels. Second, leveraging NVIDIA Multi-Process Service (MPS) for cross-process GPU concurrency, a slack-aware resource manager tunes process-level SM quotas by exploiting branch synchronization slack to mitigate interference on the critical path. Both stages combine local profiling with end-to-end iteration validation to guarantee throughput gains with minimal tuning overhead. Across diverse policies, simulators, RL algorithms, and GPU platforms, Rose achieves 1.20--1.92$\times$ training throughput improvement and increases average SM activity by 23.8--39.3\% compared with the state-of-the-art systems.

cs.DC