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Why RL Won Locomotion but Not Manipulation

The MDP simulability gap: contact-rich manipulation resists the simulation that made walking routine.

Last reviewed
Reading time
7 min
Citations
7

In 2021, Rudin and colleagues trained an ANYmal quadruped to walk on flat ground in under four minutes, and on uneven terrain in twenty minutes, on a single workstation GPU Rudin 2021. Policies trained this way are now the default production approach for quadruped locomotion and, increasingly, for bipedal humanoids. General manipulation went the other direction: the field's strongest systems are trained by imitation on real, teleoperated demonstrations. In 2026 there is still no manipulation equivalent of the four-minute walking run.

The reason sits in the contact, and it is measurable. Drag the contact-model error slider below from its default 2 mm: the peg insertion is already jammed at that value while the quadruped notices nothing, and locomotion only fails past 20 mm, forty times the error that kills the insertion.

Scenario
Contacts: 4Patch: r ≤ 5 mm, near-pointTolerance: ±20 mm
tolerance ±20 mmground modeled 2.0 mm too high

Locomotion: ε = 2.0 mm -> stable: all 4 feet loaded

Locomotion at 2.0 mm of injected contact-model error stays stable with all 4 feet loaded inside the 20 mm dashed tolerance band; the near-point contacts remain recoverable with 18.0 mm of margin left inside that gait-scale band.

Current contact-model error
scenario
Locomotion
error
2.0 mm
tolerance
20 mm
contacts
4
outcome
stable: all 4 feet loaded

Quadruped stance: four near-point foot-ground contacts on a rigid substrate. Contact counts and patch radii are illustrative renderings of the asymmetry, not one simulator's solver output. The tolerances are representative physical scales: a gait absorbs centimeter-scale contact error through feedback, while a 0.5 mm insertion clearance makes the same error fatal.

< 4 min
Flat-terrain walk
sim RL training, one workstation GPU
20 min
Uneven terrain
ANYmal, game-inspired curriculum
32-92%
GR2 multi-finger tasks
success spread, Gemini Robotics 2
none
Manipulation equivalent
no four-minute number exists in 2026

The asymmetry is in the MDP, not the algorithm

The tempting explanation is that RL is somehow bad at manipulation. The reality-gap survey, the field's authoritative 2026 statement on sim-to-real, points somewhere else: the manipulation MDP is not cheaply simulatable Aljalbout 2025. The asymmetry is in the problem, not in the machinery, and the RL for Robotics module covers that machinery side: what a sample budget buys, why robotics defaulted to PPO anyway, and where off-policy methods pay off. Locomotion asks the simulator for proprioception, a terrain heightfield, and a decent actuator model, all of which physics engines handle well. Manipulation asks for per-object geometry, friction, compliance, and deformation, resolved to millimeter-accurate multi-point contact, plus a visual pipeline good enough to stand in for object state. Each of those is a known hard problem; a single task needs all of them at once.

This one fact explains why the two literatures read so differently. The locomotion literature is "PPO, domain randomization, curriculum." The manipulation literature is "collect a hundred thousand demonstrations and train a diffusion transformer," because real demonstration data sidesteps the simulability problem entirely: a real trajectory needs no contact model at all (the behavior cloning module covers what that choice costs elsewhere).

Six properties of the two MDPs

The asymmetry decomposes into six specific properties. Each row is a place where the locomotion MDP is cheap to simulate faithfully and the manipulation MDP is not.

MDP propertyLocomotionManipulation
Observation sufficiencyProprioception (joint positions and velocities, IMU) plus an optional terrain heightscan is nearly sufficient; body state is directly measured.Object pose, geometry, mass, friction, and deformability are not measured; they must be inferred from pixels.
Contact structureA small number of near-point foot-ground contacts, mostly against a rigid, high-friction substrate.Many simultaneous, geometrically intricate contacts between non-convex parts at tight tolerance.
Sensitivity to contact-model errorHigh-bandwidth feedback (50-1000 Hz) and a stable gait attractor absorb modeling error.Insertion and assembly failures are irreversible on a millimeter scale; the policy cannot recover into an attractor.
Reward densityDense: track a commanded body velocity.Sparse: did the connector seat?
Environment authoring costTerrain is procedurally generated heightfields, essentially free.Every task needs new assets with correct physics parameters; "SimReady asset" pipelines exist as a commercial category for this reason.
Episode resetFree in simulation, cheap on hardware.Real resets need a human or a second robot.

The Isaac Lab v1 paper says dexterous manipulation with multi-fingered hands "remains challenging compared to standard parallel-jaw grasping due to the high-dimensional action space and fine-grained control required". Its discussion names accurate contact modeling, vision and proprioception, domain randomization, and tiled rendering as support for this work NVIDIA 2025. The humanoid sim-to-real RL literature is blunter. Lin and colleagues note that previous successes in dexterous manipulation involve "much more laborious real-to-sim engineering efforts" that are task-specific or hardware-specific, unlike the locomotion successes Lin 2025.

Contact geometry is where the gap lives

Row two of the table deserves its own look, because contact is the property that breaks simulators first. The figure at the top of this module injects a contact-model error, the simulator's idea of where a surface is being off by epsilon, into two scenes: a quadruped stance and a peg insertion.

Three things to take from it. First, contact count: four near-point foot contacts versus fourteen simultaneous distributed contacts, each one a place where a solver approximation becomes a wrong force. Second, patch character: a foot presses a near-point patch into a rigid substrate, while a peg slides through continuous wall contact that simple point-contact models do not represent. Third, irreversibility: the quadruped's gait is an attractor that high-bandwidth feedback pulls it back into, so a wrong contact force is corrected on the next step. A jammed peg has no next step.

It is a tendency, not a law

Sim-to-real RL has produced real dexterous results, and honesty requires listing them. In OpenAI’s 2019 paper, a policy trained in simulation with automatic domain randomization controlled a modified five-fingered Shadow Dexterous Hand. For one fixed fair-scramble sequence, its best policy completed all 43 subgoals in two of ten real trials using vision for cube pose and the sensor-equipped Giiker cube for face angles. The condition using vision for face angles completed the full sequence in zero of ten trials. These tests started from a solved cube and applied a fixed scramble, rather than sampling every possible scramble; a separate solver supplied the subgoal sequence OpenAI 2019.

Isaac Lab v1 describes DextrAH-RGB's privileged-state RL teacher distilled into a stereo-RGB student for a KUKA arm with an Allegro hand NVIDIA 2025. See the sim-to-real explanation.

Play2Perfect trains CAD-derived sparse-reward assembly tasks and transfers zero-shot, including 60% success on insertions with 0.5 mm clearance Lum 2026. What these results share is per-task engineering. The Rubik’s-cube system used customized hand hardware, manually tuned motor-torque limits, and a hand simulation calibrated against recorded physical joint trajectories. ADR started from a calibrated environment and adjusted randomization ranges automatically using performance thresholds; the ranges were not all hand-tuned OpenAI 2019. Play2Perfect's clearance number comes from a pipeline built around its task family.

The honest snapshot comes from the imitation side

The sharpest 2026 evidence that manipulation remains the bottleneck is not an RL result at all. Gemini Robotics 2, the strongest frontier system with published task-level numbers, reports multi-finger household tasks spanning 32% (dustpan) to 92% (unscrewing a bulb), 89.6% on gripper-based precise insertion, and whole-body pick success of 68.4% from a table, 45.7% from the floor, and 76.3% from a shelf Parada 2026. A 32% task on the frontier's best system is what an unsolved MDP looks like.

How to read this module

The interactive's contact counts, patch radii, and scene geometry are illustrative renderings of the asymmetry, not measurements from a specific simulator. The sourced numbers are the Rudin wall-clock figures (under four minutes and twenty minutes), the Gemini Robotics 2 success rates, and the Play2Perfect clearance result. The tolerance values (20 mm absorbable gait error versus 0.5 mm insertion clearance) are representative physical scales, consistent with the cited systems, not a benchmark.

See also

  • Massively Parallel Sim RL

    Isaac Lab, Newton, MJX, and Brax: GPU-parallel environments and the wall-clock economics of training.

  • Sim-to-Real Transfer

    Domain randomization, teacher-student distillation, system identification, and real-to-sim correction.

  • Legged Locomotion Lineage

    From ANYmal to Unitree and the MIT humanoid line: how learned gaits became the default.

  • Grasp Planning

    Contact mechanics, grasp quality metrics, and force closure.

Linked from

  • RL for Robotics

    Sample efficiency decides which reinforcement learning algorithms a robot can actually be trained with, from PPO in simulation to offline learning on a fixed dataset.

  • Massively Parallel Sim RL

    Isaac Lab, Newton, MJX, and Brax: GPU-parallel environments and the wall-clock economics of training.

  • Sim-to-Real Transfer

    Domain randomization, teacher-student distillation, system identification, and real-to-sim correction.

  • Legged Locomotion Lineage

    From ANYmal to Unitree and the MIT humanoid line: how learned gaits became the default.

  • Reward Design and the MPC Debate

    LLM-written rewards and curricula; where classical trajectory optimization still wins.

  • Grasp Planning

    Contact mechanics, grasp quality metrics, and force closure.

  • Autonomous Vehicles

    The AV stack as a robotics problem: perception, prediction, planning, and the long tail.

  • Drones and Aerial Robotics

    Autonomous flight, aggressive maneuvers, and swarm coordination.

References

  1. Nikita Rudin, David Hoeller, Philipp Reist, Marco Hutter, CoRL 2021.

    https://arxiv.org/abs/2109.11978

  2. Elie Aljalbout, Jiaxu Xing, Angel Romero, Iretiayo Akinola, Caelan Reed Garrett, Eric Heiden, Abhishek Gupta, Tucker Hermans, and 4 more, Annual Review of Control, Robotics, and Autonomous Systems 2026 (accepted), 2025.

    https://arxiv.org/abs/2510.20808

  3. NVIDIA, Mayank Mittal, Yunrong Guo, Pascal Roth, David Hoeller, James Tigue, Antoine Richard, Octi Zhang, and 98 more, 2025.

    https://arxiv.org/abs/2511.04831

  4. Toru Lin, Kartik Sachdev, Linxi Fan, Jitendra Malik, Yuke Zhu, CoRL 2025.

    https://arxiv.org/abs/2502.20396v1

  5. OpenAI, Ilge Akkaya, Marcin Andrychowicz, Maciek Chociej, Mateusz Litwin, Bob McGrew, Arthur Petron, Alex Paino, and 11 more, 2019.

    https://arxiv.org/abs/1910.07113

  6. Tyler Ga Wei Lum, Kushal Kedia, C. Karen Liu, Jeannette Bohg, 2026.

    https://arxiv.org/abs/2606.26428

  7. Carolina Parada, 2026.

    https://deepmind.google/blog/gemini-robotics-2-brings-whole-body-intelligence-to-robots/

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