RLHF & RL Training Infrastructure

Parent: LLM Models and APIs · researched 2026-05-31T23:56:25.692Z· 22 sources · 10 concepts · skill rlhf-infrastructure

The systems stack that post-training reinforcement learning runs on — RLHF, RLVR, reasoning-RL, and agentic-RL all share it. This is deliberately not the RL algorithm (PPO/GRPO/DPO — those live in the

RLHF & RL Training Infrastructure for LLMs

Scope boundary (read first)

1. The actor–rollout–learner architecture (the three engines)

2. Co-located / hybrid vs disaggregated GPU placement

3. The generation / rollout bottleneck (inference-engine-in-the-loop)

4. The train → infer weight resync (weight transfer)

5. Async / off-policy RL systems (staleness, streaming rollout)

6. The framework landscape (2024–2026)

7. Reward-model serving + verifier / code sandboxes in the loop

8. Scaling the trainer (FSDP/Megatron) alongside the rollout engine (TP)

9. RL-specific throughput & GPU under-utilization (the "bubble")

10a. Train/inference logprob mismatch — the headline systems bug

10b. Weight-sync bugs

10c. Reward over-optimization / hacking at scale (systems symptoms)

Practical patterns

Anti-patterns

Troubleshooting

References (primary sources)

Children

Frontier under this node: Actor-rollout-learner architecture (three engines + experience buffer; 4-model PPO vs critic-free GRPO topology), Async / off-policy RL systems (AReaL fully-async streaming + staleness <=8 steps; one-step-off; APRIL partial-rollout recycling), Co-located/hybrid vs disaggregated GPU placement (veRL 3D-HybridEngine, OpenRLHF Ray placement groups, single- vs multi-controller), RL GPU under-utilization bubble + OPPO intra/inter-step overlap + Ray-vs-Slurm orchestration, RL-systems failure modes (train/inference logprob mismatch -> TIS, vLLM temperature logprob gotcha, MoE Keep-Routing gap, weight-sync desync, reward over-optimization), Reward-model serving + verifier/code-execution sandboxes in the loop, Scaling the trainer (FSDP/Megatron) alongside the rollout engine (smaller-TP + high-DP), The RL framework landscape (veRL, OpenRLHF, NeMo-Aligner/NeMo-RL, TRL, slime, AReaL, ROLL, SkyRL, TorchForge), The generation/rollout bottleneck (60-90%+ of step time, <40% actor GPU util, long-tail stragglers, vLLM/SGLang in-the-loop), Train->infer weight resync (NCCL packed broadcast / CUDA-IPC / delta-sync; resharding across mismatched layouts via sharding managers; vLLM sleep-wake)

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