on Real-World Problems is Hard
Reinforcement learning looks straightforward in controlled settings: well-defined states, dense rewards, stationary dynamics, unlimited simulation. Most benchmark results are produced under those assumptions.
Observations are partial and noisy, rewards are delayed or ambiguous, environments drift over time, data collection is slow and expensive, and mistakes carry real cost. Policies must operate under safety constraints, limited exploration, and non-stationary distributions. Off-policy data accumulates bias. Debugging is opaque. Small modeling errors compound into unstable behavior.
Again, reinforcement learning on real world problems is really hard.
Outside of controlled simulators like Atari which live in academia, there may be very little practical guidance on learn how to design, train, or debug. Remove the assumptions that make benchmarks tractable and what stays is an issue space that seems near unattainable to truly solve.
But, then you will have these examples, and also you regain hope:
- OpenAI Five defeated the reigning world champions in Dota 2 in full 5v5 matches.
- DeepMind’s AlphaStar achieved Grandmaster rank in StarCraft II, surpassing 99.8% of human players and consistently defeating skilled competitors.
- Boston Dynamic’s Atlas trains a 450M parameter Diffusion Transformer-based architecture using a mixture of real world and simulated data.
In this text, I’m going to introduce practical, real-world approaches for training reinforcement learning agents with parallelism, employing many, if not the very same, techniques that power today’s superhuman AI systems. It is a deliberate choice of academic techniques + hard-won experience gained from constructing agents which work on stochastic, nonstationary domains.
In the event you intend on approaching a real-world problem by simply applying an untuned benchmark from an RL library on a single machine, you’ll fail.
One must understand the next:
- Reframing the issue in order that it suits throughout the framework of RL theory
- The techniques for policy optimization which actually perform outside of academia
- The nuances of “scale” with regard to reinforcement learning
Let’s begin.
Prerequisites
If you will have never approached reinforcement learning before, attempting to construct a superhuman AI—or perhaps a halfway decent agent—is like attempting to teach a cat to juggle flaming torches: it mostly ignores you, occasionally sets something on fire, and one way or the other you’re still expected to call it “progress.” You have to be well versed in the next subjects:
- Markov Decision Processes (MDPs) and Partially Observable Markov Decision Processes (POMDPs): these provide the mathematical foundation for a way modern AI agents interact with the world
- Policy Optimization (otherwise often known as Mirror Learning) Details as to how a neural network approximates an optimal policy using gradient ascent
- Follow as much as 2) Actor Critic Methods and Proximal Policy Optimization (PPO), that are two widely used methods for policy optimization
Each of those requires a while to totally understand and digest. Unfortunately, RL is a difficult problem space, enough in order that simply scaling up is not going to solve fundamental misunderstandings or misapplications of the prerequisite steps as is typically the case in traditional deep learning.
An actual-world reinforcement learning problem
To supply a coherent real-world example, we use a simplified self-driving simulation because the optimization task. I say “simplified” as the precise details are less vital to the article’s purpose. Nevertheless, for real world RL, be certain that you will have a full understanding of the environment, inputs, outputs and the way the reward is definitely generated. This understanding will enable you to frame your real world problem into the space of MDPs.
Our simulator procedurally generates stochastic driving scenarios, including pedestrians, other vehicles, and ranging terrain and road conditions which have been modeled from recorded driving data. Each scenario is segmented right into a variable-length episode.
Although many real-world problems usually are not true Markov Decision Processes, they’re typically augmented in order that the effective state is roughly Markov, allowing standard RL convergence guarantees to carry roughly in practice.
States
The agent observes camera and LiDAR inputs together with signals similar to vehicle speed and orientation. Additional features may include the positions of nearby vehicles and pedestrians. These observations are encoded as a number of tensors, optionally stacked over time to supply short-term history.
Actions
The motion space consists of continuous vehicle controls (steering, throttle, brake) and optional discrete controls (e.g., gear selection, turn signals). Each motion is represented as a multidimensional vector specifying the control commands applied at each timestep.
Rewards
The reward encourages protected, efficient, and goal-directed driving. It combines multiple objectives Oi, including positive terms for progress toward the destination and penalties for collisions, traffic violations, or unstable maneuvers. The per-timestep reward is a weighted sum:

We’ve built our simulation environment to suit throughout the 4 tuple interface popularized by OpenAI Gym
env = DrivingEnv()
agent = Agent()
for episode in range(N):
# obs is a multidimensional tensor representing the state
obs = env.reset()
done = false
while not done:
# act is the applying of our current policy π
# π(obs) returns a multidimensional motion
motion = agent.act(obs)
# we send the motion to the environment to receive
# the following step and reward until complete
next_obs, reward, done, info = env.step(motion)
obs = next_obs
The environment itself must be easily parallelized, such that one among many actors can concurrently apply their very own copy of the policy without the necessity for complex interactions or synchronizations between agents. This API, developed by OpenAI and utilized in their gym environments has develop into the defacto standard.
In the event you are constructing your individual environment, it might be worthwhile to construct to this interface, because it simplifies many things.
Agent
We use a deep actor–critic agent, following the approach popularized in DeepMind’s A3C paper (Mnih et al., 2016). Pseudocode for our agent is below:
class Agent:
def __init__(self, state_dim, action_dim):
# --- Actor ---
self.actor = Sequential(
Linear(state_dim, 128),
ReLU(),
Linear(128, 128),
ReLU(),
Linear(128, action_dim)
)
# --- Critic ---
self.critic = Sequential(
Linear(state_dim, 128),
ReLU(),
Linear(128, 128),
ReLU(),
Linear(128, 1)
)
def _dist(self, state):
logits = self.actor(state)
return Categorical(logits=logits)
def act(self, state):
"""
Returns:
motion
log_prob (behavior policy)
value
"""
dist = self._dist(state)
motion = dist.sample()
log_prob = dist.log_prob(motion)
value = self.critic(state)
return motion, log_prob, value
def log_prob(self, states, actions):
dist = self._dist(states)
return dist.log_prob(actions)
def entropy(self, states):
return self._dist(states).entropy()
def value(self, state):
return self.critic(state)
def update(self, state_dict):
self.actor.load_state_dict(state_dict['actor'])
self.critic.load_state_dict(state_dict['critic'])
Chances are you’ll be a bit puzzled by the extra methods. More explanation to follow.
Very vital note: Poorly chosen architectures can easily derail training. Make certain you understand the motion space and confirm that your network’s input, hidden, and output layers are appropriately sized and use suitable activations.
Policy Optimization
To be able to update the agent, we follow the Proximal Policy Optimization (PPO) framework (Schulman et al., 2017), which uses the clipped surrogate objective to update the actor in a stable manner while concurrently updating the critic. This permits the agent to enhance its policy step by step based on its collected experience while keeping updates inside a trust region, stopping large, destabilizing policy changes.
Note: PPO is probably the most widely used policy optimization methods, used to develop each OpenAI Five, Alphastar and lots of other real world robotic control systems
The agent first interacts with the environment, recording its actions, the rewards it receives, and its own value estimates. This sequence of experience is often called a rollout or, within the literature, a trajectory. The experience might be collected to the tip of the episode, or more commonly, before the episode ends for a set variety of steps. This is particularly useful in infinite horizon problems with no predefined start or finish, because it allows for equivalent sized experience batches from each actor.
Here’s a sample rollout buffer. Nevertheless you select to design your buffer, It’s very vital that this rollout buffer be serializable in order that it may be sent over the network.
class Rollout:
def __init__(self):
self.states = []
self.actions = []
# store logprob of motion!
self.logprobs = []
self.rewards = []
self.values = []
self.dones = []
# Add a single timestep's experience
def add(self, state, motion, logprob, reward, value, done):
self.states.append(state)
self.actions.append(motion)
self.logprobs.append(logprob)
self.rewards.append(reward)
self.values.append(value)
self.dones.append(done)
# Clear buffer after updates
def reset(self):
self.states = []
self.actions = []
self.logprobs = []
self.rewards = []
self.values = []
self.dones = []
During this rollout, the agent records states, actions, rewards, and next states over a sequence of timesteps. Once the rollout is complete, this experience is used to compute the loss functions for each the actor and the critic.
Here, we augment the agent environment interaction loop with our rollout buffer
env = DrivingEnv()
agent = Agent()
buffer = Rollout()
trainer = Trainer(agent)
rollout_steps = 256
for episode in range(N):
# obs is a multidimensional tensor representing the state
obs = env.reset()
done = false
steps = 0
while not done:
steps += 1
# act is the applying of our current policy π
# π(obs) returns a multidimensional motion
motion, logprob, value = agent.act(obs)
# we send the motion to the environment to receive
# the following step and reward until complete
next_obs, reward, done, info = env.step(motion)
# add the experience to the buffer
buffer.add(state=obs, motion=motion, logprob=logprob, reward=reward,
value=value, done=done)
if steps % rollout_steps == 0:
# we'll add more detail here
state_dict = trainer.train(buffer)
agent.update(state_dict)
obs = next_obs
I’m going to introduce the target function as utilized in PPO, nonetheless, I do recommend reading the paper to get a full understanding of the nuances.
For the actor, we optimize a surrogate objective based on the advantage function, which measures how a lot better an motion performed in comparison with the expected value predicted by the critic.
The surrogate objective used to update the actor network:

Note that the advantage, A, might be estimated in various ways, similar to Generalized Advantage Estimation (GAE), or just using the 1-step temporal-difference error, depending on the specified trade-off between bias and variance (Schulman et al., 2017).
The critic is updated by minimizing the mean-squared error between its predicted value V(s_t) and the observed return R_t at each timestep. This trains the critic to accurately estimate the expected return of every state, which is then used to compute the advantage for the actor update.

In PPO, the loss also includes an entropy component, which rewards policies which have higher entropy. The rationale is that a policy with higher entropy is more random, encouraging the agent to explore a wider range of actions moderately than prematurely converging to a deterministic behavior. The entropy term is often scaled by a coefficient, β, which controls the trade-off between exploration and exploitation.

The entire loss for PPO, then becomes:

Again, in practice, simply using the default parameters set forth within the baselines will leave you disgruntled and possibly psychotic after months of tedious hyperparameter tuning. To be able to prevent costly trips to the psychiatrist, please watch this very informative lecture by the creator of PPO, John Schulman. In it, he describes very vital details, similar to value function normalization, KL penalties, advantage normalization, and the way commonly used techniques, like dropout and weight decay will poison your project.
These details on this lecture, which usually are not laid out in any paper, are critical to constructing a functional agent. Again, as a cautious warning: for those who simply try to make use of the defaults without understanding what is definitely happening with policy optimization, you’ll either fail or waste tremendous time.
Our agent can now be updated. Note that, since our optimizer is minimizing an objective, the signs from the PPO objective as described within the paper should be flipped.
Also note, that is where our agent’s functions will turn out to be useful.
def compute_advantages(rewards, values, gamma, lambda):
# calc benefits as you need
def compute_returns(rewards, gamma):
# calc returns as you need
def get_batches(buffer):
# randomize and return tuples
yield batch
class Trainer:
def __init__(self, agent, config):
self.agent = agent # ActorCriticAgent instance
self.lr = config.get("lr", 3e-4)
self.num_epochs = config.get("num_epochs", 4)
self.eps = config.get("clip_epsilon", 0.2)
self.entropy_coeff = config.get("entropy_coeff", 0.01)
self.value_loss_coeff = config.get("value_loss_coeff", 0.5)
self.gamma = config.get("gamma", 0.99)
self.lambda_gae = config.get("lambda", 0.95)
# Single optimizer updating each actor and critic
self.optimizer = Optimizer(params=list(agent.actor.parameters()) +
list(agent.critic.parameters()),
lr=self.lr)
def train(self, buffer):
# --- 1. Compute benefits and returns ---
benefits = compute_advantages(buffer.rewards, buffer.values, self.gamma, self.lambda_gae)
returns = compute_returns(buffer.rewards, self.gamma)
# --- 2. PPO updates ---
for epoch in range(self.num_epochs):
for batch in get_batches(buffer):
states, actions, adv, ret = batch
# --- Probability ratio ---
ratio = actor_prob(states, actions) / actor_prob_old(states, actions)
# --- Actor loss (clipped surrogate) ---
surrogate1 = ratio * adv
surrogate2 = clip(ratio, 1 - self.eps, 1 + self.eps) * adv
actor_loss = -mean(min(surrogate1, surrogate2))
# --- Entropy bonus ---
entropy = mean(policy_entropy(states))
actor_loss -= self.entropy_coeff * entropy
# --- Critic loss ---
critic_loss = mean((critic_value(states) - ret) ** 2)
# --- Total PPO loss ---
total_loss = actor_loss + self.value_loss_coeff * critic_loss
# --- Apply gradients ---
self.optimizer.zero_grad()
total_loss.backward()
self.optimizer.step()
return self.agent.state_dict()
The three steps, defining the environment, defining our agent and its model, in addition to defining our policy optimization procedure are complete and might now be used to construct an agent with a single machine.
Nothing described above will get you to “superhuman.”
Let’s wait for two months on your Macbook Pro with the overpriced M4 chip to begin showing a 1% improvement in performance (not kidding).
The Distributed Actor-Learner Architecture
The actor–learner architecture separates environment interaction from policy optimization. Each actor operates independently, interacting with its own environment using an area copy of the policy, which is mirrored across all actors. The learner doesn’t interact with the environment directly; as an alternative, it serves as a centralized hub that updates the policy and value networks in accordance with the optimization objective and distributes the updated models back to the actors.
This separation allows multiple actors to interact with the environment in parallel, improving sample efficiency and stabilizing training by decorrelating updates. This architecture was popularized by DeepMind’s A3C paper (Mnih et al., 2016), which demonstrated that asynchronous actor–learner setups could train large-scale reinforcement learning agents efficiently.

Actor
The actor is the component of the system that directly interacts with the environment. Its responsibilities include:
- Receiving a replica of the present policy and value networks from the learner.
- Sampling actions in accordance with the policy for the present state of the environment.
- Collecting experience over a sequence of timesteps
- Sending the collected experience to the learner asynchronously.
Learner
The learner is the centralized component chargeable for updating the model parameters. Its responsibilities include:
- Receiving experience from multiple actors, either in full rollouts or in mini-batches.
- Computing loss functions
- Applying gradient updates to the policy and value networks.
- Distributing the updated model back to actors, closing the loop.
This actor–learner separation will not be included in standard baselines similar to OpenAI Baselines or Stable Baselines. While distributed actor–learner implementations do exist, for real-world problems the customization required may make the technical debt of adapting these frameworks outweigh the advantages of use.
Now things are starting to get interesting.
With actors running asynchronously, whether on different parts of the identical episode or entirely separate episodes our policy optimization gains a wealth of diverse experiences. On a single machine, this also means we are able to speed up experience collection dramatically, cutting training time proportionally to the variety of actors running in parallel.
Nevertheless, even the actor–learner architecture is not going to get us to the size we’d like resulting from a serious problem: synchronization.
To ensure that the actors to start processing the following batch of experience, all of them have to wait on the centralized learner to complete the policy optimization step in order that the algorithm stays “on policy.” This implies each actor is idle while the learner updates the model using the previous batch of experience, making a bottleneck that limits throughput and prevents fully parallelized data collection.
Why not only use old batches from a policy that was updated multiple step ago?
Using off-policy data to update the model has proven to be destructive. In practice, even small policy lag introduces bias within the gradient estimate, and with function approximation this bias can accumulate and cause instability or outright divergence. This issue was observed early in off-policy temporal-difference learning, where bootstrapping plus function approximation caused value estimates to diverge as an alternative of converge, making naïve reuse of stale experience unreliable at scale.
Luckily, there’s an answer to this problem.
IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures
Invented at DeepMind, IMPALA (and it’s predecessor, SEED-RL) introduced an idea called V-Trace, which allows us to update on policy algorithms with rollouts which were generated off policy.
Which means the utilization of all the system stays constant, as an alternative of getting synchronization wait blocks (the actors have to wait for the most recent model update as is the case in A3C). Nevertheless, this comes at a price: because actors use barely stale parameters, trajectories are generated by older policies, not the present learner policy. Naively applying on-policy methods (e.g., standard policy gradient or A2C) becomes biased and unstable.
To correct for this, we introduce V-Trace. V-Trace uses an importance-sampling–based correction that adjusts returns to account for the mismatch between the behavior policy (actor) and goal policy (learner).
In on-policy methods, the starting ratio (initially of every mini-epoch as is the case in PPO) is ~ 1. This implies the behavior policy is the same as the goal policy.
In IMPALA, nonetheless, actors repeatedly generate experience using barely stale parameters, so trajectories are sampled from a behavior policy μ which will differ nontrivially from the learner’s current policy π. Simply put, the starting ratio != 1. This importance weight, allows us to approximate how stale the policy which generated the experience is.
We only need yet one more calculation to correct for this off-policy drift, which is to calculate the ratio of the behavior policy μ, in comparison with the present policy, π firstly of the policy update. We will then recalculate the policy loss and value targets using a clipped versions of those importance weights — rho for the policy and c for the worth targets.

We then recalculate our td-error (delta):

Then, use this value to calculate our importance weighted values.

Now that we have now sample corrected values, we’d like to recalculate our benefits.

Intuitively, V-trace compares how probable each sampled motion is under the present policy versus the old policy that generated it.
If the motion continues to be likely under the brand new policy, the ratio is near one and the sample is trusted.
If the motion is now unlikely, the ratio is small and its influence is reduced.
Since the ratio is clipped at one, samples can never be upweighted — only downweighted — so stale or mismatched trajectories step by step lose impact while near-on-policy rollouts dominate the training signal.
This very vital set of methods allows us to extract the entire horsepower from our training infrastructure and completely removes the bottleneck from synchronization. We not have to wait for all of the actors to complete their rollouts, wasting costly GPU + CPU time.
Given this method, We’d like to make some modifications to our actor learner architecture to make the most.
Massively Distributed Actor-Learner Architecture
As described above, we are able to still use our Distributed Actor-Learner architecture, nonetheless, we’d like so as to add a couple of components and use some techniques from NVIDIA to permit for trajectories and weights to be received with none need for synchronization primitives or a central manager.

Key-Value (KV) Database
Here, we add an easy KV database like Redis to store trajectories. The addition requires us to serialize each trajectory after an actor completes gathering experience, then each actor can simply add it to a Redis list. Redis is thread protected, so we don’t have to worry about synchronization for every actor.
When the learner is prepared for a brand new update, it may simply pop the most recent trajectories off of this list, merge them, and perform the policy optimization procedure.
# modifying our actor steps
r = redis.Redis(...)Py
...
if steps % rollout_steps == 0:
# as an alternative of coaching, just serialize and send to a buffer
buffer_data = pickle.dumps(buffer)
r.rpush("trajectories", buffer_data)
The learner can simply grab trajectories in a batch as needed from this list,
which updates the weights.
# on the learner
trajectories = []
while len(trajectories) <= trajectory_batch_size:
trajectory = pickle.loads(r.lpop("trajectories"))
trajectories.append(trajectory)
# we are able to merge these right into a single buffer for the needs of coaching
buffer = merge_trajectories(trajectories)
# proceed training
Multiple Learners (optional)
When you will have lots of of employees, a single GPU on the learner can develop into a bottleneck. This could cause the trajectories to be very off-policy, which degrades learning performance. Nevertheless, so long as each learner runs the identical code (same backward passes), they'll each process completely different trajectories independently.
Under the hood, for those who are using PyTorch, NVIDIA’s NCCL library handles the all-reduce operations required to synchronize gradients. This ensures that model weights remain consistent across all learners. You'll be able to launch each learner process using torchrun, which manages the distributed execution and coordination of the gradient updates routinely.
import torch.distributed as dist
r = redis.Redis(..)
def setup(rank, world_size):
# Initialize the default process group
dist.init_process_group(
backend="nccl",
init_method=os.environ["MASTER_ADDR"], # will set in launch command
rank=rank,
world_size=world_size
)
torch.cuda.set_device(rank % torch.cuda.device_count())
# apply training as above
...
total_loss = actor_loss + self.value_loss_coeff * critic_loss
# applying our training step above
self.optimizer.zero_grad()
total_loss.backward()
# we'd like to make use of a dist operatiom
for p in agent.parameters():
dist.all_reduce(p.grad.data)
p.grad.data /= world_size
optimizer.step()
if rank == 0:
# update params from the master
r.rpush("params", agent.get_state_dict())
I’m dramatically oversimplifying the applying of NCCL. Read the PyTorch documentation regarding distributed training
Assuming we use 2 nodes, each with 2 learners —
On node 1:
MASTER_ADDR={use your ip}
MASTER_PORT={pick an unused port}
WORLD_SIZE=4
RANK=0
torchrun --nnodes=2 --nproc_per_node=2
--rdzv_backend=c10d --rdzv_endpoint={your ADDR}:{your port} learner.py
and on node 2:
MASTER_ADDR={use your ip}
MASTER_PORT={pick an unused port}
WORLD_SIZE=4
RANK=2
torchrun --nnodes=2 --nproc_per_node=2
--rdzv_backend=c10d --rdzv_endpoint={your ADDR}:{your port} learner.py
Wrapping up
In summary, scaling reinforcement learning from single-node experiments to distributed, multi-machine setups will not be only a performance optimization—it’s a necessity for tackling complex, real-world tasks.
We covered:
- The way to refactor problem spaces into an MDP
- Agent architecture
- Policy optimization methods that truly work
- Scaling up distributed data collection and policy optimization
By combining multiple actors to gather diverse trajectories, rigorously synchronizing learners with techniques like V-trace and all-reduce, and efficiently coordinating computation across GPUs and nodes, we are able to train agents that approach or surpass human-level performance in environments far tougher than classic benchmarks.
Mastering these strategies bridges the gap between research on “toy” problems and constructing RL systems able to operating in wealthy, dynamic domains, from advanced games to robotics and autonomous systems.
References
- Vinyals, O., Babuschkin, I., Czarnecki, W. M., Mathieu, M., Dudzik, A., Chung, J., … & Silver, D. (2019). . Nature.
- Berner, C., Brockman, G., Chan, B., Cheung, V., Dębiak, P., Dennison, C., … & Salimans, T. (2019). . arXiv:1912.06680
- Mnih, V., Kavukcuoglu, K., Silver, D., Rusu, A.A., Veness, J., Bellemare, M.G., … & Hassabis, D. (2015). . Nature, 518(7540), 529–533.
- Schulman, J., Levine, S., Moritz, P., Jordan, M., & Abbeel, P. (2015). . ICML 2015.
- Schulman, J., Wolski, F., Dhariwal, P., Radford, A., & Klimov, O. (2017). . arXiv:1707.06347.
- Espeholt, L., Soyer, H., Munos, R., Simonyan, K., Mnih, V., Ward, T., … & Kavukcuoglu, K. (2018). . ICML 2018.
- Espeholt, L., Stooke, A., Ibarz, J., Leibo, J.Z., Zambaldi, V., Song, F., … & Silver, D. (2020). . arXiv:1910.06591.
