Reinforcement learning for LLMs, agents, robots, and games: GRPO, durable agentic RL, humanoid locomotion, model-written rewards, and self-play.

Reinforcement learning

Reinforcement learning trains a policy from rewards instead of labels: the policy acts, a reward scores what it did, and an update moves the policy toward what scored well. The loop is the same everywhere, but where the time and the risk go is not. These tutorials cover very different shapes of it.

Tutorial Policy What makes it hard What Union contributes
RL for LLMs with GRPO and LoRA An LLM, fine-tuned with a LoRA adapter Generation, scoring, and training need different hardware in a tight loop A warm pool of vLLM generators, a GPU trainer, and CPU reward workers, with checkpoints
Teach a humanoid to run A Unitree G1 humanoid in MuJoCo Hundreds of millions of simulation steps 8,192 simulated robots on one GPU, a live video report, and a published policy
Reward design with Claude and sandboxes PPO on MountainCar, with rewards written by Claude Every candidate reward is untrusted code and a training run A sandbox per training run, a warm CPU pool for the fan-out, and traced LLM calls
Self-play league for Connect Four A Connect Four agent trained against its past selves Measuring progress when the opponent keeps changing A warm GPU learner, match fan-out on CPUs, Elo, and an app to play the champion
Durable agentic RL with SkyRL and Harbor An LLM agent acting in a sandboxed world over many turns Long, failure-prone trials and LLM judges that are expensive to re-run Durable trials, a memoized judge, exactly-once training steps, and re-scoring by caching
  • Reinforcement learning in the user guide: environments, rewards, rollouts, the training loop, and evaluation.