SCORE
Support-Constrained RL Enables Real-World Policy Improvement without Real-World Experience
The Problem
The same simulation that improves a policy can break it.
A policy learned from a handful of demonstrations can be fragile: it may grasp imprecisely, act slowly, and fail as soon as the object is disturbed. Improving policies in the real world is slow and expensive, which makes simulation an appealing alternative. However, naively optimizing freely in simulation allows the policy to take advantage of any inaccuracy in the simulator to maximize reward, producing grasps that fail or damage the real hardware. A distributional constraint is often used to combat this, but regularizing the policy too closely to the real-world demonstrations makes it inherit their failures. SCORE instead constrains improvement to the support of the real-world prior, moving the policy only toward behaviors that are realizable in the real world.
Policy improvement in simulation should be constrained to the support of the real-world base policy.
Method
Steer through the support, don’t escape it.



Beyond the Benchmark
SCORE handles more than the eight tasks.
Continuous operation
Running continuously, the policy picks up cubes one by one and drops them into the basket. The base policy misses most of them and leaves the basket nearly empty, while SCORE grasps reliably and fills it.
Fast to iterate on new tasks
Adding a new task is fast: under half a day from collecting demonstrations to deploying a steered policy. In both examples below, the base policy cannot recover once a grasp fails, while SCORE retries until it succeeds.
Why You Shouldn’t Optimize Freely in Simulation
It looks great in sim, then breaks on hardware.
With unconstrained RL, the policy maximizes reward by exploiting the simulator. The resulting grasps are contorted and high-force: they achieve high reward in simulation but become erratic or dangerous on the real robot. Each pair below shows one such unconstrained-RL policy in simulation, then the same behavior on hardware.
Repeated at this force, these grasps eventually broke one of our hand’s fingers.
The Distributional Constraint Tradeoff
Constraining a policy toward the base trades improvement for transferability.
A common way to keep a simulation policy deployable is to regularize it toward the base policy with a behavior-cloning (BC) loss, then tune the strength of that regularization. Across every coefficient we tried, the same tradeoff appeared. Weak regularization lets the policy drift into dangerous, non-transferable behavior, while strong regularization drags it back into the base policy’s failures. Nothing in between recovers SCORE’s performance. In our paper, we show that this is a provable limitation of algorithms that limit deviation from the base policy’s distribution, such as BC-PPO or residual RL.
Too loose to learn anything: the policy collapses in simulation.
The same tension on hardware
The same thing happens on real hardware: even with the BC constraint in place, the policy settles on behavior that is unsafe or unreliable once deployed.
How Far Can Steering Go?
Steering goes a long way, as long as the behavior already lives in the prior.
One policy across tasks
One steered policy trained on three tasks: credit card, cube, and bottle. It picks the right grasp for each object, and even reuses behaviors across them.
The same cube is grasped two different ways depending on where it sits. Each behavior already lives inside the policy’s support.
For each object, the steered policy reaches with the right grasp. The base policy mixes them up, using one object’s grasp on another.
Steering to a new object: bottle → carrot
We take a frozen bottle-grasp policy and steer it in simulation onto a carrot, an object it never trained on. A carrot is much thinner and demands a precise pinch, a behavior that appears only rarely under the bottle prior. Steering still recovers that pinch: on hardware the carrot-steered policy reaches 67%, far above the same policy steered to a bottle (22%).
Where it runs thin
The same bottle policy was trained with no distractor objects in the scene. When we add two distractor cubes and steer the policy to grasp around them, it recovers a working grasp on hardware (56%, up from 0% base), but only when the bottle sits on one side of the workspace. Even though SCORE trains with the distractors in simulation, exploration gets harder the farther the scene drifts from where the base policy was trained, so a robust grasp is harder to discover through steering.
What limits steering is the prior itself. The broader its coverage, the further steering can go.
Takeaway
Improve the policy you already have.
Overall, SCORE shows that simulation does not have to mean training a new policy from scratch. It can also be used to improve an existing real-world policy, so long as that improvement stays within the support of the real-world prior. With sparse rewards and a simple training pipeline, SCORE reaches robust, fast, and precise manipulation with minimal effort. A new task takes under half a day to add, from data collection to training to deployment, with large gains over the base policy. However, its reach is still bounded by coverage, since improvement falls off in scenes that drift far from the prior. A natural next step is to build broader behavior priors and datasets designed for steering, where coverage is measured by what simulation can later improve.
BibTeX
@misc{yu2026score,
title = {SCORE: Support-Constrained RL Enables Real-World Policy Improvement without Real-World Experience},
author = {Yu, Raymond and Huey, William and Mukadam, Mustafa and Nagabandi, Anusha and Gupta, Abhishek},
year = {2026}
}