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Rapidly Adapting Policies to the Real-World via Simulation-Guided Fine-Tuning
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Proposes Simulation-Guided Fine-Tuning (SGFT), which reshapes real-world RL fine-tuning with a frozen simulation-learned value function as a potential for dense rewards and short H-step horizons, instantiated with SAC and TD-MPC2 on five real Franka manipulation tasks.
Problem
Sim-to-real policy fine-tuning is sample-inefficient because standard RL fine-tuning uses unstructured exploration, and simulators are misspecified so zero-shot transfer fails on contact-rich dexterous manipulation.
Approach
Use a value function learned in simulation as a potential function for potential-based reward shaping and optimize only short H-step returns in the real world, so the simulator supplies where-to-go guidance while real data determines how-to-get-there; the frozen V_sim prevents catastrophic forgetting and keeps model-based rollouts short.
Key results
- SGFT reaches 100% success on hammering and pushing within an hour of real-world fine-tuning and 70% success on inserting within two hours.
- SGFT is reported to require up to an order of magnitude fewer real-world samples than baseline fine-tuning methods, and succeeds on tasks where prior approaches fail entirely.
- Zero-shot sim-to-real transfer performs poorly on all five tasks, and direct sim-to-real methods (domain randomization, ASID, DROPO, DOREAMON) also perform poorly.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use SGFT fine-tuning instead of standard fine-tuning methods | Simulation-pretrained policies · Real-world manipulation tasks | fine-tuning efficiency and asymptotic performance | Helped |
| Combine short model rollouts with value-driven reward shaping | Real-world fine-tuning · Real-world manipulation tasks | fine-tuning performance | Helped |
| Increase horizon H (ablation) | SGFT · Walker and Peg-in-Hole | performance | Mixed |
| Use SGFT instead of zero-shot sim-to-real transfer | Simulation-pretrained policies · Five real-world manipulation tasks | task success | Helped |
Surprising findings
- Simulation-data co-training during real-world fine-tuning did not help in the authors' settings and was dropped.
Limitations
- Dense reward computation relies on object state estimates (color thresholding or ArUco markers), so the method does not yet work directly from perceptual inputs.
- Tuning baselines and the method for real-world performance was time-consuming.
- Sample-efficiency gains rely on existing RL algorithms; new low-data adaptation algorithms may be needed.
Experimental setup
Datasets: simulation rollouts (random actions and SAC training) real-world fine-tuning rollouts on Franka FR3
Benchmarks: real-world hammering real-world insertion real-world puck pushing real-world deformable object pushing (towel, squishy ball) sim-to-sim Walker Walk sim-to-sim Cheetah Run sim-to-sim Rope Peg-in-Hole
Metrics: task success rate sample efficiency (real-world samples)
Baselines: SAC TDMPC-2 IQL PBRS RLPD Domain Randomization Recurrent Policy + Domain Randomization Asymmetric Actor-Critic DOREAMON ASID DROPO
Builds on: Potential-Based Reward Shaping SAC TD-MPC2 MPPI RLPD
Closest papers by meaning
- Overcoming the Sim-to-Real Gap: Leveraging Simulation to Learn to Explore for Real-World RL (NeurIPS 2024 · similarity 0.89)
- ASID: Active Exploration for System Identification in Robotic Manipulation (ICLR 2024 · similarity 0.89)
- Generalizable Domain Adaptation for Sim-and-Real Policy Co-Training (NeurIPS 2025 · similarity 0.89)
- Diffusion Policy Policy Optimization (ICLR 2025 · similarity 0.88)
- Self-Improving Embodied Foundation Models (NeurIPS 2025 · similarity 0.87)
- DexScale: Automating Data Scaling for Sim2Real Generalizable Robot Control (ICML 2025 · similarity 0.87)
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