Arrow Research search

Author name cluster

Aleksei Petrenko

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

6 papers
1 author row

Possible papers

6

ICML Conference 2025 Conference Paper

Robust Autonomy Emerges from Self-Play

  • Marco F. Cusumano-Towner
  • David Hafner
  • Alexander Hertzberg
  • Brody Huval
  • Aleksei Petrenko
  • Eugene Vinitsky
  • Erik Wijmans
  • Taylor W. Killian

Self-play has powered breakthroughs in two-player and multi-player games. Here we show that self-play is a surprisingly effective strategy in another domain. We show that robust and naturalistic driving emerges entirely from self-play in simulation at unprecedented scale – 1. 6 billion km of driving. This is enabled by Gigaflow, a batched simulator that can synthesize and train on 42 years of subjective driving experience per hour on a single 8-GPU node. The resulting policy achieves state-of-the-art performance on three independent autonomous driving benchmarks. The policy outperforms the prior state of the art when tested on recorded real-world scenarios, amidst human drivers, without ever seeing human data during training. The policy is realistic when assessed against human references and achieves unprecedented robustness, averaging 17. 5 years of continuous driving between incidents in simulation.

ICLR Conference 2024 Conference Paper

Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learning

  • Sumeet Batra
  • Bryon Tjanaka
  • Matthew C. Fontaine
  • Aleksei Petrenko
  • Stefanos Nikolaidis
  • Gaurav S. Sukhatme

Training generally capable agents that thoroughly explore their environment and learn new and diverse skills is a long-term goal of robot learning. Quality Diversity Reinforcement Learning (QD-RL) is an emerging research area that blends the best aspects of both fields – Quality Diversity (QD) provides a principled form of exploration and produces collections of behaviorally diverse agents, while Reinforcement Learning (RL) provides a powerful performance improvement operator enabling generalization across tasks and dynamic environments. Existing QD-RL approaches have been constrained to sample efficient, deterministic off- policy RL algorithms and/or evolution strategies and struggle with highly stochastic environments. In this work, we, for the first time, adapt on-policy RL, specifically Proximal Policy Optimization (PPO), to the Differentiable Quality Diversity (DQD) framework and propose several changes that enable efficient optimization and discovery of novel skills on high-dimensional, stochastic robotics tasks. Our new algorithm, Proximal Policy Gradient Arborescence (PPGA), achieves state-of- the-art results, including a 4x improvement in best reward over baselines on the challenging humanoid domain.

ICRA Conference 2023 Conference Paper

DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality

  • Ankur Handa
  • Arthur Allshire
  • Viktor Makoviychuk
  • Aleksei Petrenko
  • Ritvik Singh
  • Jingzhou Liu
  • Denys Makoviichuk
  • Karl Van Wyk

Recent work has demonstrated the ability of deep reinforcement learning (RL) algorithms to learn complex robotic behaviours in simulation, including in the domain of multi-fingered manipulation. However, such models can be challenging to transfer to the real world due to the gap between simulation and reality. In this paper, we present our techniques to train a) a policy that can perform robust dexterous manipulation on an anthropomorphic robot hand and b) a robust pose estimator suitable for providing reliable real-time information on the state of the object being manipulated. Our policies are trained to adapt to a wide range of conditions in simulation. Consequently, our vision-based policies significantly outperform the best vision policies in the literature on the same reorientation task and are competitive with policies that are given privileged state information via motion capture systems. Our work reaffirms the possibilities of sim-to-real transfer for dexterous manipulation in diverse kinds of hardware and simulator setups, and in our case, with the Allegro Hand and Isaac Gym GPU-based simulation. Furthermore, it opens up possibilities for researchers to achieve such results with commonly-available, affordable robot hands and cameras. Videos of the resulting policy and supplementary information, including experiments and demos, can be found on the website.

ICLR Conference 2021 Conference Paper

Large Batch Simulation for Deep Reinforcement Learning

  • Brennan Shacklett
  • Erik Wijmans
  • Aleksei Petrenko
  • Manolis Savva
  • Dhruv Batra
  • Vladlen Koltun
  • Kayvon Fatahalian

We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work, realizing end-to-end training speeds of over 19,000 frames of experience per second on a single GPU and up to 72,000 frames per second on a single eight-GPU machine. The key idea of our approach is to design a 3D renderer and embodied navigation simulator around the principle of “batch simulation”: accepting and executing large batches of requests simultaneously. Beyond exposing large amounts of work at once, batch simulation allows implementations to amortize in-memory storage of scene assets, rendering work, data loading, and synchronization costs across many simulation requests, dramatically improving the number of simulated agents per GPU and overall simulation throughput. To balance DNN inference and training costs with faster simulation, we also build a computationally efficient policy DNN that maintains high task performance, and modify training algorithms to maintain sample efficiency when training with large mini-batches. By combining batch simulation and DNN performance optimizations, we demonstrate that PointGoal navigation agents can be trained in complex 3D environments on a single GPU in 1.5 days to 97% of the accuracy of agents trained on a prior state-of-the-art system using a 64-GPU cluster over three days. We provide open-source reference implementations of our batch 3D renderer and simulator to facilitate incorporation of these ideas into RL systems.

ICML Conference 2021 Conference Paper

Megaverse: Simulating Embodied Agents at One Million Experiences per Second

  • Aleksei Petrenko
  • Erik Wijmans
  • Brennan Shacklett
  • Vladlen Koltun

We present Megaverse, a new 3D simulation platform for reinforcement learning and embodied AI research. The efficient design of our engine enables physics-based simulation with high-dimensional egocentric observations at more than 1, 000, 000 actions per second on a single 8-GPU node. Megaverse is up to 70x faster than DeepMind Lab in fully-shaded 3D scenes with interactive objects. We achieve this high simulation performance by leveraging batched simulation, thereby taking full advantage of the massive parallelism of modern GPUs. We use Megaverse to build a new benchmark that consists of several single-agent and multi-agent tasks covering a variety of cognitive challenges. We evaluate model-free RL on this benchmark to provide baselines and facilitate future research.

ICML Conference 2020 Conference Paper

Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning

  • Aleksei Petrenko
  • Zhehui Huang
  • Tushar Kumar
  • Gaurav S. Sukhatme
  • Vladlen Koltun

Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput training system optimized for a single-machine setting. Our architecture combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing us to achieve throughput higher than $10^5$ environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency. We extend Sample Factory to support self-play and population-based training and apply these techniques to train highly capable agents for a multiplayer first-person shooter game. Github: https: //github. com/alex-petrenko/sample-factory

v2026.09.13