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The Robot Data Problem: Why Training Robots Is So Hard

Language models learned from an internet of text. Robots have no internet of physical experience, so every example has to be produced. Where that experience comes from, what it costs, and how to tell which kind your robot is short on.

The Robot Data Problem: Why Training Robots Is So Hard

A robot might open one drawer reliably, then miss the handle on another. It could reach a third handle and lose its grip as it starts to pull. More recordings of the first drawer may do little to explain the other failures.

The difficulty is collecting experience that helps a robot handle something beyond the setup it already knows.

Why can't robots just learn like ChatGPT did?

Language models had an enormous collection of text to learn from. A robot needs information that ordinary text and images rarely contain: what its cameras saw, what its motors did, and what happened after contact. The physical equivalent would be a labeled record of every grasp, push, and pull a person makes, with the forces and outcomes attached. That record does not exist and cannot be scraped. Three properties make physical experience uniquely expensive to collect:

Recording each attempt takes equipment, operator time, and repeated resets.

One research direction that may narrow the gap is gaining momentum in 2026: world models. NVIDIA's research builds robot policies on a video model that predicts how a scene will evolve, so that more kinds of interaction footage can serve as training signals.

  • It is embodied. A demonstration is only directly useful to a robot with a similar body. Watching a person yank a stuck drawer does not transfer cleanly to a two-finger gripper.
  • It is consequential. A language model can predict a wrong word harmlessly. A robot exploring by trial and error snaps handles, over-pulls drawers off their rails, and wears out hardware. Mistakes cost real money.
  • It is slow. The real world runs at one second per second. A robot practicing physically gathers a bounded number of attempts per day, and the rare failure cases (the drawer that sticks, the handle that is slippery) show up the rarest of all.

What do three data sources contribute to the same drawer task?

The task stays the same: open a drawer, including styles the robot was never trained on. Each source offers different information.

SourceWhat it contributes to the drawer taskWhat it cannot give
TeleoperationCamera observations and robot actions from real attempts. Force or touch measurements depend on the hardware.New drawer types and conditions take time to stage and record.
Human videoFootage of people opening every kind of drawer: kitchen, filing cabinet, toolbox. This supplies visual and semantic variety, what drawers look like, where handles sit, how people approach them.Usually lacks robot motor commands and measured contact forces.
SimulationRepeated trials with varied handles, resistance, and conditions, potentially in parallel. This supplies physical-interaction evidence and volume.Incorrect joints, collisions, or physical properties produce misleading experience. The sim-to-real gap starts with the asset.
One drawer, three kinds of evidence

Teleoperation knows this robot's motion but few drawers. Video knows every drawer but no forces. Simulation knows the physics, but only of the drawers someone built.

Simulation is the only one of the three where the drawer itself is something you build. Here is what that object has to be: not a picture of a drawer unit but a working one, with every drawer a separate body on its own joint.

Drag to orbit · scroll to zoom
Loading
34 parts · 5 joints · 4 materials
How to interact
Drag on the model to orbit, scroll or pinch to zoom.Each slider drives one prismatic joint directly; 0.47 m is the authored travel limit.Replay runs the authored assembly again. Reset closes every drawer.
Simulation-ready drawer unit

Interactive. The drawer unit from the sections above as a working asset: it assembles from its parts, then each drawer runs on its own prismatic joint with its authored travel limit. This shows articulation only; contact, friction, and controller behaviour are validated separately in simulation.

What does each source actually cost?

The cost drivers differ by source, and the numbers only mean something with their task and collection conditions attached.

  • Teleoperation: paid human time per robot-hour. It costs operator time, equipment, resets, and recording review. Collection speed depends on the task and setup. For scale, the public DROID dataset holds 350 hours of robot interaction, which took 50 data collectors at 13 institutions about 12 months to gather.
  • Human video: cheap to gather, expensive to use. It may be easier to obtain, but filtering, labeling, and adapting it for robot control take work. Acquisition cost alone says little about its eventual usefulness.
  • Simulation: cheap per attempt, but not free. It can reduce the cost of repeated attempts once a usable scene exists. Building and validating assets, integrating the controller, and running the compute remain part of the bill, so simulation shifts cost toward building and maintaining the world rather than removing it.

How the sources stack up: the data pyramid

NVIDIA describes the training mix for its GR00T N1 humanoid model as a pyramid, with data quantity decreasing and embodiment specificity increasing from base to peak:

The proportions vary by project. NVIDIA reports generating over 750,000 synthetic trajectories in 11 hours in its GR00T N1 pipeline, which it equates to about nine months of human demonstration data. It also reports a 40% performance gain from combining synthetic and real data, compared with real data alone. These results are specific to its model and experiments; the generation time excludes the work of preparing the pipeline.

  • Base (largest): internet-scale web data and human video, providing broad visual and linguistic information, but no robot motor signals.
  • Middle: synthetic data generated in simulation, subject to differences between simulated and real behavior.
  • Peak (smallest): real robot data collected by teleoperation, the most faithful and the most costly per example.
The data pyramid

The robot-data pyramid, after NVIDIA GR00T N1. Quantity falls and embodiment-specificity rises from base to peak.

So what is your robot actually missing?

A failure does not identify its cause on its own. A consistently misplaced grasp may come from camera calibration, while a drawer that jams in simulation may have an incorrect joint. Before collecting more data, run conditional checks: calibration (camera and frame transforms), control (command tracking and timing), and asset (collision openings, joint limits, mass and inertia). The table and diagnostic below describe possibilities to investigate, not a diagnosis.

The sources overlap. More visual variety may help one failure while leaving another untouched. NVIDIA's RoboLab benchmark makes a similar split, tagging each task by visual, procedural, and relational competency rather than reporting one blended score.

If the robot...It is short on...Options to explore
misses unfamiliar handlesvisual and semantic varietyvaried video, scenes, or demonstrations
fumbles the approach, grip, or pullaction demonstrations for this embodimentteleoperation on the actual robot
finds the handle but struggles with contactphysical-interaction evidencesimulation with accurate physics, or real measurement
Diagnostic tree

A team burning teleoperation budget to fix what is really a visual-variety problem is spending in the wrong place. Check camera calibration, controller behavior, and asset validity before assigning a cause. Read the failure first, then buy the matching kind of experience.

Why is simulation's share growing?

Simulation supports repeated training attempts and evaluation across varied scenarios. NVIDIA's RoboLab work calls it "the natural place to run large-scale robot evaluations."

That usefulness depends partly on the objects. The drawer unit you drove above only works as training data because each drawer is a real joint with a real limit; a handle likewise needs collision geometry that supports grasping. Preparing those assets takes work before training can begin, and it is where most of the sim-to-real risk hides. A viewer can show authored articulation and travel, but it does not guarantee physics, contact, friction, or controller validity.

Palatial helps turn objects into assets with these properties for robot simulation. Our guide to objects with moving parts explains what that involves.

What the robot practices on

A policy trained on the left mug learns a world where the handle cannot be grasped and the cup weighs nothing. Its box collider fills the handle opening, and uncalibrated mass and inertia make contact behavior wrong. A convex-hull collision that preserves the opening, plus measured mass, inertia, and center of mass, gives the right starting point. Those claims still need validation: render checks alone can let inadequate assets escape. The error shows up later as a failed grasp on real hardware.

What are the remaining limitations?

Simulation fidelity is never perfect, and video does not directly measure contact forces. Real demonstrations also cover only the conditions recorded. No source covers every task or deployment condition.

Reported gains are model-and-task specific, and a success rate is only as trustworthy as the number of trials behind it. NVIDIA's RoboLab work gives a concrete example: the same observed 90% success rate means very different things at 70 rollouts and at 1,030.

Estimating one policy's reliability is also a different question from comparing two policies, which needs more trials than most published benchmarks run. Held-out scenarios and real-world validation remain necessary before deployment.

The same 90%, two claims

Roughly fifteen times more trials shrink the interval from approximately ±7.7 points at 70 rollouts to approximately ±2 points at 1,030 (a 15.4-point spread down to 3.8). That is an argument for cheap, repeatable simulated evaluation. The intervals describe one observed policy, not a comparison between policies.

FAQ

Frequently asked questions

How much data does it take to train a robot?
It depends on the task, the range of conditions, and what the starting model already knows. Adapting an existing model and training from scratch are very different collection problems.
What is the sim-to-real gap?
The mismatch between simulated and physical behavior. Geometry, physics, sensing, and control can all contribute. Better calibration and varied training conditions can help reduce it.
Is synthetic data "real" data?
Simulated experience records actions and outcomes within a model of the world. Its usefulness depends on how relevant and accurate that model is for the task.
Is simulation data cheaper than real robot data?
Per attempt, usually yes, once a usable scene exists. But the cost moves rather than disappears: building and validating the assets, integrating the controller, and running the compute are all real. Simulation is cheapest when you need many varied attempts against objects that are already modeled well; it is not free, and a badly modeled object makes every one of those cheap attempts worthless.
Why does asset quality matter so much for simulation data?
Because the policy learns whatever the simulated object teaches it. A drawer that does not slide, a mug with uncalibrated mass or inertia, or a handle whose convex-hull collision fills the opening will train confident behavior for a world that does not exist. Render-only validation can let those inadequate assets escape. The failure is invisible in a superficial simulation and appears later on real hardware. Asset quality is the floor under all simulated experience.
How can a team choose between teleoperation, video, and simulation?
Start from the likely cause of the failure, using the table above, then weigh what recordings already exist and what it costs to collect and validate more.
References

Sources

  1. NVIDIA Technical BlogAccelerate Generalist Humanoid Robot Development with NVIDIA Isaac GR00T N1Data-pyramid framing; the 750,000-trajectory, 11-hour, and 40% figures.
  2. NVIDIA Technical BlogBeyond VLAs: How World Action Models Reshape Robot ManipulationThe world-model note.
  3. NVIDIA Technical BlogHow to Evaluate General-Purpose Robot Policies for Real-World DeploymentSimulation as the evaluation venue; the visual, procedural, and relational competencies; the rollout confidence-interval figures.
  4. Khazatsky et al., RSS 2024DROID: A Large-Scale In-the-Wild Robot Manipulation DatasetThe dataset's scale and collection effort.