MuJoCoUni Paper

UniLab: A Heterogeneous Architecture for Robot RL Beyond GPU-Dominant Paradigms

Yufei Jia1*, Zhanxiang Cao2,3*, Mingrui Yu1*, Heng Zhang4*, Shenyu Chen5*, Dixuan Jiang6*, Meng Li7, Xiaofan Li7, Yiyang Liu1, Junzhe Wu1, Zheng Li11, XiLin Fang8, Ting-Yu Tsui1, Shengcheng Fu9,3, Haoyang Li2,3, Anqi Wang10, Zifan Wang11, Dongjie Zhu1, Chenyu Cao12, Zhenbiao Huang13, Ziang Zheng1, Jie Lu14, Xin Ma15, Zhengyang Wei15, Xiang Zhao4, Tianyue Zhan2,3, Ye He16, Yuxiang Chen17, Yizhou Jiang1, Yue Li10, Haizhou Ge1, Yuhang Dong18, Fan Jia19, Ziheng Zhang19, Meng Zhang19, Xiwa Deng4, Zhixing Chen1, Hanyang Shao10, Chenxin Dong19, Yixuan Li6, Yizhi Chen9,3, Bokui Chen1, Kaifeng Zhang20, Hanqing Cui4, Yusen Qin21, Ruqi Huang1, Lei Han10†, Tiancai Wang19†, Xiang Li1†, Yue Gao2,3†, Guyue Zhou1†
1THU, 2SJTU, 3SII, 4Motphys, 5HITSZ, 6BIT, 7NEU, 8SUSTech, 9TJU, 10DISCOVER Robotics, 11HKUST(GZ), 12Galbot, 13NUS, 14WTU, 15HBUT, 16AMD, 17NJU, 18ZJU, 19Dexmal, 20Sharpa, 21D-Robotics
* Core contributors. † Advising. Correspondence: Yufei Jia <jyf23@mails.tsinghua.edu.cn>

Keywords: Robot Reinforcement Learning, Systems, Heterogeneous Training

UniLab teaser: representative robot-control tasks
Figure 1: Representative robot-control tasks in UniLab; "Uni" means unified cross-platform training. Teaser image rendered with MotrixSim.

#Abstract

Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop.

We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, FastSAC, FlashSAC, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by $3\text{--}10\times$ under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends.

These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://unilabsim.github.io.

#1. Introduction

Training infrastructure has become a first-order factor in simulation-based robot RL: faster training reduces the wall-clock cost of a single experiment, shortens system and algorithm iteration cycles, and expands the range of tasks that can be studied under practical hardware budgets. The dominant answer in recent years has been clear: place physics simulation, rollout collection, and learning on a GPU-centric execution path; Isaac Gym, Isaac Lab, MuJoCo Playground, mjlab, ManiSkill3, and Genesis show that large-scale GPU-resident environment parallelism can greatly accelerate robot control training. This success has shaped the current community default that efficient training should be organized around GPU-resident physics, tying high-throughput experimentation to a narrower set of GPU-resident software environments.

Robot RL training, however, is a closed-loop system coupling data generation, policy updates, and synchronization constraints, not a simulator benchmark alone. In simulation-dominated tasks, end-to-end efficiency depends on simulation throughput, learner utilization, collector–learner synchronization, data movement and buffering overhead, and whether hardware is allocated to the stage that actually limits wall-clock time: the learner may wait for rollouts, collectors may wait for new parameters, and data movement or buffering may erase parallel gains. Whether physics runs on the GPU is therefore one design choice within a broader systems organization problem.

High-throughput environment execution is also possible outside GPU-resident physics. General RL systems have long used CPU-side vectorized or batched environments, and robot RL has precedents for CPU-distributed or CPU-parallel simulation, including OpenAI's Rubik's-cube hand system and recent RaiSim-based locomotion work. Algorithmic data dependencies further shape this organization: PPO preserves the strongest rollout/update synchronization constraint; APPO allows collection and learning to overlap while remaining close to the on-policy setting; and off-policy methods such as FastSAC and FlashSAC further relax the dependence of each update on trajectories from the latest policy. This ordering lets us study algorithms as synchronization regimes: PPO tests whether CPU simulation can sustain strictly synchronized training, APPO tests collector–learner overlap once synchronization is relaxed, and FastSAC/FlashSAC test the replay-based producer–consumer path. This motivates the systems question studied here: can CPU-side batched rigid-body simulation, GPU-side policy learning, and the runtime path between them form an efficient end-to-end training loop?

This paper asks whether efficient simulation-based robot control training must rely on GPU-resident simulation. Our thesis is that simulation-dominated robot control training requires high-throughput, well-coordinated simulation-learning execution, rather than GPU-resident simulation itself. We focus on representative robot control tasks in simulation, leaving real-world RL and vision-dominated settings outside the scope of this paper.

We present UniLab, a heterogeneous CPU-simulation / GPU-learning training architecture. CPU-side MuJoCoUni and MotrixSim backends perform batched rigid-body simulation and data generation, GPU resources perform policy and value learning, and a unified runtime coordinates data movement, buffering, and synchronization. UniLab is a training-system organization rather than a new policy optimization algorithm; it is implemented as a complete and extensible training system with unified training and evaluation entrypoints and explicit task/backend interfaces, while supporting PPO, FastSAC, FlashSAC, and APPO in one framework.

Across representative simulated robot-control benchmarks, UniLab improves end-to-end training efficiency by $3\text{--}10\times$ on the same single-GPU/single-CPU workstation, while reducing dependence on the NVIDIA CUDA-based software stack and supporting execution on Apple macOS, AMD ROCm, and Intel XPU backends. Our contributions are threefold:

#2. Related Work

#2.1 GPU-Resident Robot Learning

Table 1: Representative robot RL training systems.
SystemPhysicsBatchCoupling
IsaacGymPhysXGPU-CGPU-sync
IsaacLabPhysXGPU-CGPU-sync
GenesisTaichiGPU-C/M/RGPU-sync
MJPMJXGPU-CGPU-sync
MjLabMJWarpGPU-CGPU-sync
UniLabMJU/MtxCPUH-async/sync

Note. GPU-C/M/R: GPU batched physics on CUDA/Metal/ROCm. GPU-sync: synchronized GPU simulation–learning; H-async/sync: CPU simulation with GPU learning. MJU/Mtx/MJP: MuJoCoUni/MotrixSim/MuJoCo_playground.

The dominant systems path for efficient robot RL training has been to place physics simulation, rollout collection, and learning on a GPU-centric execution path. MuJoCo provides a widely used foundation for robot control simulation, while Isaac Gym, Isaac Lab, MuJoCo Playground, mjlab, ManiSkill3, and Genesis have made large-scale GPU-resident environment parallelism a standard practice for robot learning.

#2.2 Systems Lesson from GPU Simulation

The central lesson from GPU-resident systems is the integration of fast physics execution with tightly coupled rollout collection and learner updates. For on-policy methods such as PPO, this organization fits synchronized batched rollout/update cycles and has proven effective across robot-control workloads. We adopt this systems lesson but separate the training-system principle from one hardware path: efficient training requires low-overhead data generation, learning, and synchronization, while GPU kernels are most effective for regular, dense, and statically shaped execution; dynamic active contact sets, sparse interactions, collision handling, contact solving, closed-chain or other constraint handling, and contact-rich manipulation all stress this execution model.

#2.3 CPU-Parallel Environment Execution

High-throughput environment execution also has a history outside GPU-resident physics. In general RL, EnvPool, RLlib, Tianshou, and PufferLib use CPU-side vectorized, batched, or parallel rollout collection as core system components. Robot RL also has CPU-distributed or CPU-parallel precedents, including OpenAI's Rubik's-cube hand system and recent RaiSim-based locomotion work. These examples show that CPU-side environment parallelism is viable; UniLab asks whether, under the same hardware setting, modern CPU-batched simulation and a GPU learner can form an efficient end-to-end training path through a low-overhead runtime rather than only at extreme worker-cluster scale.

#2.4 Replay-Based Robot-Control Acceleration

Algorithmic data dependencies further shape the system organization. PPO is the practical default in many large-scale robot-training workloads, but its on-policy updates preserve strong synchronization between rollout generation and learner updates. Replay-based methods such as SAC and TD3 can reuse past experience and relax this dependence, while FastTD3, FastSAC, and FlashSAC show that this direction can accelerate high-dimensional robot control. UniLab studies the complementary systems question: when data dependencies are relaxed, how can CPU simulation and GPU learning be coordinated to improve end-to-end wall-clock efficiency?

#3. UniLab Architecture

This section describes UniLab as an end-to-end training loop that combines CPU-side batched rigid-body simulation, GPU-side policy and value learning, and a unified runtime for coordinating the data path between them.

UniLab system architecture
Figure 2: UniLab system architecture. The figure shows the data, scheduling, and parameter-synchronization paths between CPU-side batched physics backends, the unified runtime, and the GPU learner.

#3.1 Design Objective and Requirements

The design objective is to improve the efficiency of the full simulation-learning loop without requiring GPU-resident simulation. UniLab follows hardware roles: CPUs generate large-scale simulation data, GPUs perform dense learning updates, and the runtime minimizes coordination cost. This objective induces three requirements:

CPU-side simulation throughput. CPU-side batched rigid-body simulation must sustain enough throughput to continuously generate data for the workloads studied here.

Non-blocking GPU learning. The GPU learner should consume buffered experience rather than idling behind rollout generation.

Controlled runtime overhead. Data movement, buffering, and parameter synchronization must remain low-overhead so that the heterogeneous split does not degenerate into blocking handoffs.

#3.2 Execution Architecture

The system organization consists of: CPU workers that generate trajectories or transitions, a GPU learner that performs policy and value updates, and a unified runtime that coordinates data movement, buffering, scheduling, and parameter synchronization.

Collection–update timing and overlap. UniLab supports both synchronized and loosely coupled collection–update timing. Standard PPO uses a synchronized rollout/update cycle. APPO follows an asynchronous on-policy formulation: the collector writes fixed-horizon rollouts into a shared ring buffer while continuing on the CPU; the learner drains available rollouts and performs V-trace correction and PPO-style updates on the GPU. CPU collection and GPU learning therefore overlap in wall-clock time. FastSAC and FlashSAC use replay-based timing: collectors insert transition batches into a shared replay buffer, while the learner performs multiple updates from device batches.

Collection-update timing and overlap
Figure 3: Collection–update timing and overlap.

Runtime abstraction. The unified runtime lets synchronized and loosely coupled execution share one system stack, connecting robot assets, task configurations, simulation backends, and learning algorithms through explicit interfaces.

#3.3 CPU Physics Backends and Task Interface

Batched CPU physics. UniLab realizes CPU-side throughput through backend-native batched environment execution: CPU workers advance environments at batch granularity and generate trajectories or transitions for the downstream learner.

Backend contract. The current system connects two practical CPU-side simulation backends under a shared runtime contract. MuJoCoUni provides a CPU-batched MuJoCo runtime backend; the MotrixSim backend maps the same task and runtime contract onto the MotrixSim physics and rendering stack.

Task and randomization interface. This contract covers task state, actions, observation-related data, reset and interval randomization hooks, terrain context, and playback capabilities. This design separates physics semantics from training throughput; the same learner binding can also target macOS, ROCm, and XPU.

#4. Experiments

We evaluate three questions: whether CPU simulation provides enough throughput, whether heterogeneous CPU-simulation / GPU-learning improves end-to-end wall-clock efficiency, and whether the result is robust across task families and algorithms.

#4.1 Experimental Setup

Controlled comparisons use the same default Linux hardware: one NVIDIA RTX 4090 GPU, one AMD Ryzen 9 9950X3D CPU, and 64 GB of 4800 MT/s memory. The task set spans locomotion, motion tracking, manipulation, and manipulation-locomotion across quadruped, wheeled-quadruped, humanoid, and dexterous-hand embodiments. Algorithms are organized by synchronization constraints: PPO (strictly synchronized), APPO (near-on-policy with overlap), and FastSAC/FlashSAC (replay-based producer–consumer).

#4.2 Can CPU Simulation Provide Enough Throughput?

In common robot-RL training settings, CPU physics does not necessarily provide lower throughput than GPU-based simulation; its relative advantage is more pronounced in workloads with complex contact and dexterous manipulation. Batched CPU simulation provides the simulator-side capacity required by the heterogeneous execution model.

CPU simulation throughput
Figure 4: CPU simulation throughput across representative robot control scenes. The figure establishes the simulator-side capacity that underlies the end-to-end training results.
Table 2: CPU env-step throughput ($10^3$ steps/s) by task and chip.
Chip Go2 G1 Hand
MJMotrix MJMotrix MJMotrix
A18 Pro55.7122.928.418.1183.9134.1
M5 Max288.0797.8178.8127.71118.4982.9
R9-8945HX246.2704.2154.6113.6434.1542.2
TR-9980X915.92662.7517.9410.41991.52622.6
i7-11800H82.1162.034.723.8176.8151.6
Xeon 85581002.4847.2424.6379.52566.3397.7

Note. Values are $10^3$ env steps/s; MJ = MuJoCoUni backend.

#4.3 Can CPU-Sim / GPU-Learn Improve End-to-End Efficiency?

Given sufficient CPU-side throughput for strictly synchronized PPO, the next question is whether heterogeneous organization translates into end-to-end gains as data dependencies become looser. Once the runtime decouples the learner from the collector, these more loosely coupled settings obtain $3\text{--}10\times$ improvements in end-to-end training efficiency across multiple robot control tasks.

End-to-end training efficiency
Figure 5: End-to-end training efficiency on representative robot control tasks. Representative speedups: $3.3\times$ on G1 Flip, $8.4\times$ on G1 Walk Flat, and $11.0\times$ on G1 Motion Tracking.
Training-cycle placement ablation
Figure 6: Training-cycle placement ablation. Holosoma is the FastSAC codebase used here, and MjWarp is its MuJoCo Warp backend. The figure compares where simulation collection and learning are placed during one learner cycle.
To-real experiment overview
Figure 7: To-real experiment overview across six real-robot tasks.

#4.4 Dexterous In-Hand Rotation as a Systems Stress Test

SharpaWaveHand in-hand rotation adds contact-rich evidence beyond locomotion and motion tracking. In this task, the CPU MuJoCo version trains better, and UniLab reaches stronger HORA teacher policies within a shorter wall-clock budget. The task uses a 22-DOF tactile hand to rotate a randomized free object and shows that UniLab supports dense simulation, stable learning, and different synchronization constraints in dexterous teacher training.

#4.5 Cross-Platform Evidence

Finally, we report Apple macOS, AMD ROCm, and Intel XPU results to show practical trainability outside a single CUDA-centric setup, without claiming absolute throughput parity with the main Linux/CUDA workstation. Cross-platform execution is a practical consequence of the UniLab interface design.

Cross-platform training
Figure 8: Cross-platform training overview on representative devices. The figure shows training curves and final performance on different platforms.
Table 3: Wall-clock training time (min.).
DeviceFastSAC / G1 WBTFastSAC / G1 WalkFlashSAC / Go2 Joy.PPO / G1 Flip
RTX 4090 (Baseline)58.818.36.0109.0
RTX 4090 + AMD 9950X3D18.53.01.116.4
AMD 8060S + AMD AI MAX 39533.69.44.219.6
M5 Max75.018.84.516.8

#5. Conclusion

This paper presented UniLab, a heterogeneous CPU-simulation / GPU-learning architecture for robot RL. By coordinating data movement, buffering, and synchronization through a unified runtime, UniLab improves end-to-end training efficiency by $3\text{--}10\times$ across multiple robot embodiments, control workloads, and practical algorithms, while reducing dependence on the NVIDIA CUDA-based software stack and supporting Apple macOS, AMD ROCm, and Intel XPU backends. These results show that efficient training depends on high-throughput, well-coordinated simulation-learning execution, rather than requiring physics to reside on the GPU; UniLab therefore provides a systems counterexample showing that the design space for efficient training is broader than the current GPU-centric default suggests.

#6. Discussion

Our claim is not that GPU-resident simulation is obsolete. GPU simulation may remain preferable when simulator throughput is no longer the bottleneck or when larger accelerator-rich configurations are a better fit. UniLab broadens the design space for simulation-dominated robot control.

The speed of a GPU-centric stack comes from two coupled designs: simulation, rollout collection, and learning share a low-overhead execution path, while the physics backend is organized as GPU-friendly parallel computation. The former is a training-system organization principle; the latter is one hardware path for realizing it. This path is effective for regular, dense, and statically shaped computation, but dynamic contacts, sparse interactions, collision handling, and constraint solving can increase backend engineering pressure. Thus, this paper does not challenge the value of GPU simulators; it challenges the necessity claim that efficient robot RL training must use GPU-resident physics.

#7. Limitations

The main limitations follow from three assumptions. First, UniLab is most advantageous when training is simulation-dominated and simulation can be meaningfully decoupled from learning; on strictly synchronized pipelines or vision-based workloads, CPU/GPU decoupling may yield smaller gains. Second, our claim concerns end-to-end training efficiency in a controlled single-CPU/single-GPU setting, not absolute peak throughput at extreme scale. Third, the current implementation focuses on rigid-body robot control rather than deformable objects, soft bodies, or fluids. Future work should extend the same runtime analysis to vision-dominated tasks, larger systems, and non-rigid physics.

#Acknowledgments

We thank Apple and AMD for providing hardware platforms for development and evaluation, and for assisting with platform adaptation. We are also sincerely grateful to the mjlab team for open-sourcing their excellent work, whose engineering practices provided valuable reference for this project. We also thank early users of UniLab and the students in Tsinghua University's Spring 2026 Deep Reinforcement Learning course for their use and feedback.

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#Citation

UniLab
@article{jia2026unilab,
  title         = {UniLab: A Heterogeneous Architecture for Robot RL Beyond GPU-Dominant Paradigms},
  author        = {Yufei Jia and Zhanxiang Cao and Mingrui Yu and Heng Zhang and Shenyu Chen and Dixuan Jiang and Meng Li and Xiaofan Li and Yiyang Liu and Junzhe Wu and Zheng Li and XiLin Fang and Ting-Yu Tsui and Shengcheng Fu and Haoyang Li and Anqi Wang and Zifan Wang and Dongjie Zhu and Chenyu Cao and Zhenbiao Huang and Ziang Zheng and Jie Lu and Xin Ma and Zhengyang Wei and Xiang Zhao and Tianyue Zhan and Ye He and Yuxiang Chen and Yizhou Jiang and Yue Li and Haizhou Ge and Yuhang Dong and Fan Jia and Ziheng Zhang and Meng Zhang and Xiwa Deng and Zhixing Chen and Hanyang Shao and Chenxin Dong and Yixuan Li and Yizhi Chen and Bokui Chen and Kaifeng Zhang and Hanqing Cui and Yusen Qin and Ruqi Huang and Lei Han and Tiancai Wang and Xiang Li and Yue Gao and Guyue Zhou},
  journal       = {arXiv preprint arXiv:2605.30313},
  year          = {2026},
  url           = {https://arxiv.org/abs/2605.30313}
}