Reinforcement Learning
Reinforcement Learning (RL) is a machine learning paradigm where an agent learns to make decisions by interacting with an environment and receiving rewards. Unlike supervised learning, the agent isn’t told the correct action — it discovers good behavior through trial and error.
The RL Framework
┌───────────────────────────────┐ │ Environment │ │ (Robot + World Simulation) │ └──────────┬──────────┬─────────┘ │ │ State │ │ Reward ▼ ▼ ┌───────────────────────────────┐ │ Agent │ │ (Neural Network Policy) │ └──────────────┬────────────────┘ │ Action ▼ EnvironmentKey components:
- State (s): What the agent observes (sensor readings, joint positions)
- Action (a): What the agent can do (motor commands, gripper open/close)
- Reward (r): Scalar feedback signal (positive = good, negative = bad)
- Policy (π): Mapping from states to actions (what we’re learning)
Why RL for Robotics?
RL shines when:
- Optimal behavior is unknown — Can’t manually program dexterous manipulation
- Environment is complex — Physics interactions are hard to model exactly
- Adaptation is needed — Robot should improve with experience
Classic successes:
- Quadruped locomotion (ANYmal, Spot)
- Dexterous manipulation (OpenAI Rubik’s cube)
- Drone racing (beating human champions)
Core Algorithms
Value-Based Methods
Learn the value of being in a state (or taking an action).
Q-Learning / DQN:
Q(s, a) = expected total reward from taking action a in state sPick action with highest Q-value:
action = argmax(Q(state, all_actions))Limitations: Only works with discrete actions.
Policy Gradient Methods
Directly learn the policy — a probability distribution over actions.
REINFORCE:
∇J(θ) = E[∇log π(a|s) · R]Increase probability of actions that led to high rewards.
Actor-Critic:
- Actor: Policy network (what action to take)
- Critic: Value network (how good is this state)
Popular Algorithms
| Algorithm | Type | Best For |
|---|---|---|
| PPO | Policy gradient | General purpose, stable |
| SAC | Actor-critic | Sample efficient, continuous control |
| TD3 | Actor-critic | Continuous control, less hyperparameter sensitive |
| DrQ-v2 | Image-based | Learning from pixels |
Sim-to-Real Transfer
Training RL in the real world is slow and dangerous. Solution: train in simulation, deploy on real robot.
The Sim-to-Real Gap
Simulations don’t perfectly match reality:
- Physics approximations
- Sensor noise differences
- Actuator dynamics
Domain Randomization
Randomize simulation parameters so policy becomes robust:
# Randomize during trainingfriction = uniform(0.5, 1.5)mass = uniform(0.8, 1.2) * nominal_massobservation_noise = normal(0, 0.01)The policy learns to handle variation, transfers better to real world.
NVIDIA Isaac Sim 5.1 + Isaac Lab 2.3
# Train locomotion policy with RSL-RLpython source/standalone/workflows/rsl_rl/train.py \ --task Isaac-Velocity-Flat-Anymal-D-v0 \ --num_envs 4096Or use the Python API:
from omni.isaac.lab.envs import ManagerBasedRLEnv
env = ManagerBasedRLEnv( cfg=robot_cfg, num_envs=4096, # Massive parallelism on GPU)Benefits:
- 4096+ environments in parallel on single GPU (~90,000 FPS training)
- Photorealistic rendering for vision-based RL
- Domain randomization built-in with ADR (Automatic Domain Randomization)
- PBT (Population-Based Training) support
Reward Engineering
The reward function shapes what the robot learns. This is critical and often the hardest part.
Sparse vs Dense Rewards
Sparse: Reward only at goal (task complete = +1, else 0)
- Hard to learn — random exploration rarely finds goal
- Clear signal — no reward hacking
Dense: Continuous feedback (distance to goal, velocity toward target)
- Easier to learn — gradient toward goal
- Risk of reward hacking — robot finds unintended shortcuts
Reward Shaping Example
def compute_reward(state, action, next_state): # Goal: reach target position distance = np.linalg.norm(next_state.position - target)
# Dense reward: closer is better reward = -distance
# Bonus for reaching goal if distance < 0.05: reward += 100
# Penalty for excessive force reward -= 0.01 * np.sum(action**2)
return rewardPractical Tips
What Works
- PPO — Most reliable starting point
- Simulation — Always start in sim, even for simple tasks
- Curriculum — Start easy, increase difficulty
- Reward normalization — Keep rewards in reasonable range
Common Pitfalls
- Reward hacking — Robot finds unintended way to maximize reward
- Hyperparameter sensitivity — RL algorithms are notoriously finicky
- Sample inefficiency — May need millions of steps
- Sim-to-real gap — Works in sim, fails on real robot
State of the Art (2026)
- Isaac Lab 2.3 — NVIDIA’s framework for GPU-accelerated robot learning with DexSuite for dexterous manipulation
- Isaac Lab-Arena — Policy evaluation framework for generalist robot policies
- Foundation policies — Pre-trained on diverse tasks, fine-tune for specific robot
- Real-world RL — Becoming more practical with better sim-to-real and safer exploration
Related Terms
- Neural Networks — Policy representations
- Isaac Sim — Simulation for RL
- Motion Planning — Classical alternative to learned policies
Sources
- Isaac Lab 2.3 Release — Version and feature information
- Isaac Lab Documentation — Framework capabilities and supported robots
- Isaac Lab RL Frameworks — Supported RL libraries
- Isaac Lab-Arena Blog — Policy evaluation framework