SparseRL-Sync: Lossless Weight Synchronization with ~100x Less Communication
- URL: http://arxiv.org/abs/2605.07330v1
- Date: Fri, 08 May 2026 06:34:51 GMT
- Title: SparseRL-Sync: Lossless Weight Synchronization with ~100x Less Communication
- Abstract summary: We propose and implement SparseRL-Sync, which replaces full-weight transfers with a sparse update payload.<n>SparseRL-Sync significantly improves scalability and end-to-end efficiency in bandwidth-limited and highly asynchronous RL settings.
- Score: 0.6775438671102701
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: In large-scale reinforcement learning (RL) systems with decoupled Trainer-Rollout execution, the Trainer must regularly synchronize policy weights to the Rollout side to limit policy staleness. When inter-node bandwidth is abundant, such synchronization is usually only a small fraction of end-to-end cost. As model size grows, however, the communication demand rises rapidly. In bandwidth-constrained or network-variable deployments -- for example, cross-datacenter or cross-cluster settings, heterogeneous resource pools, and online RL -- weight synchronization can become a dominant bottleneck for throughput and tail latency. We observe that, in mainstream large-model RL training, the locations where parameters actually change are highly sparse at the element level (often 99%+ sparsity). Building on this observation, we propose and implement SparseRL-Sync, which replaces full-weight transfers with a lossless sparse update payload (indices and values) that can be exactly reconstructed on the inference side, thereby preserving 100% fidelity. Under a simplified cost model, sparse synchronization reduces the per-update communication volume from S to approximately S/X; with 99% sparsity (X ~ 100), this yields about a 100x reduction in transmitted data. Combined with appropriate bucketing, SparseRL-Sync also reduces launch and control-plane overhead, significantly improving scalability and end-to-end efficiency in bandwidth-limited and highly asynchronous RL settings.
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