The work gives the first algorithms for general robust Markov games with linear function approximation whose sample complexity breaks the curse of multiagency for large state spaces in both generative and online settings.
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Solving Rubik's Cube with a Robot Hand
Canonical reference. 78% of citing Pith papers cite this work as background.
abstract
We demonstrate that models trained only in simulation can be used to solve a manipulation problem of unprecedented complexity on a real robot. This is made possible by two key components: a novel algorithm, which we call automatic domain randomization (ADR) and a robot platform built for machine learning. ADR automatically generates a distribution over randomized environments of ever-increasing difficulty. Control policies and vision state estimators trained with ADR exhibit vastly improved sim2real transfer. For control policies, memory-augmented models trained on an ADR-generated distribution of environments show clear signs of emergent meta-learning at test time. The combination of ADR with our custom robot platform allows us to solve a Rubik's cube with a humanoid robot hand, which involves both control and state estimation problems. Videos summarizing our results are available: https://openai.com/blog/solving-rubiks-cube/
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representative citing papers
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citing papers explorer
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Taming the Curses of Multiagency in Robust Markov Games with Large State Space through Linear Function Approximation
The work gives the first algorithms for general robust Markov games with linear function approximation whose sample complexity breaks the curse of multiagency for large state spaces in both generative and online settings.
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Distributionally Robust Multi-Task Reinforcement Learning via Adaptive Task Sampling
DRATS derives a minimax objective from a feasibility formulation of MTRL to adaptively sample tasks with the largest return gaps, leading to better worst-task performance on MetaWorld benchmarks.
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Dota 2 with Large Scale Deep Reinforcement Learning
OpenAI Five achieved superhuman performance in Dota 2 by defeating the world champions using scaled self-play reinforcement learning.
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Zero-Shot Sim-to-Real Robot Learning: A Dexterous Manipulation Study on Reactive Catching
DRIS improves zero-shot sim-to-real transfer for reactive catching by maintaining and acting on sets of randomized dynamics instances instead of single instances per episode.
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GS-Playground: A High-Throughput Photorealistic Simulator for Vision-Informed Robot Learning
GS-Playground delivers a high-throughput photorealistic simulator for vision-informed robot learning via parallel physics integrated with batch 3D Gaussian Splatting at 10^4 FPS and an automated Real2Sim workflow for consistent environments.
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Learning Dexterous Grasping from Sparse Taxonomy Guidance
GRIT learns dexterous grasping from sparse taxonomy guidance, achieving 87.9% success and better generalization to novel objects via a two-stage prediction-plus-policy approach.
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Isaac Lab: A GPU-Accelerated Simulation Framework for Multi-Modal Robot Learning
Isaac Lab is a unified GPU-native platform combining high-fidelity physics, photorealistic rendering, multi-frequency sensors, domain randomization, and learning pipelines for scalable multi-modal robot policy training.
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Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning
Isaac Gym achieves 2-3 orders of magnitude faster robot policy training by keeping physics simulation and PyTorch-based RL entirely on GPU with direct buffer sharing.