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SubscribeTrace and Pace: Controllable Pedestrian Animation via Guided Trajectory Diffusion
We introduce a method for generating realistic pedestrian trajectories and full-body animations that can be controlled to meet user-defined goals. We draw on recent advances in guided diffusion modeling to achieve test-time controllability of trajectories, which is normally only associated with rule-based systems. Our guided diffusion model allows users to constrain trajectories through target waypoints, speed, and specified social groups while accounting for the surrounding environment context. This trajectory diffusion model is integrated with a novel physics-based humanoid controller to form a closed-loop, full-body pedestrian animation system capable of placing large crowds in a simulated environment with varying terrains. We further propose utilizing the value function learned during RL training of the animation controller to guide diffusion to produce trajectories better suited for particular scenarios such as collision avoidance and traversing uneven terrain. Video results are available on the project page at https://nv-tlabs.github.io/trace-pace .
Universal Humanoid Motion Representations for Physics-Based Control
We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.
KungfuBot: Physics-Based Humanoid Whole-Body Control for Learning Highly-Dynamic Skills
Humanoid robots are promising to acquire various skills by imitating human behaviors. However, existing algorithms are only capable of tracking smooth, low-speed human motions, even with delicate reward and curriculum design. This paper presents a physics-based humanoid control framework, aiming to master highly-dynamic human behaviors such as Kungfu and dancing through multi-steps motion processing and adaptive motion tracking. For motion processing, we design a pipeline to extract, filter out, correct, and retarget motions, while ensuring compliance with physical constraints to the maximum extent. For motion imitation, we formulate a bi-level optimization problem to dynamically adjust the tracking accuracy tolerance based on the current tracking error, creating an adaptive curriculum mechanism. We further construct an asymmetric actor-critic framework for policy training. In experiments, we train whole-body control policies to imitate a set of highly-dynamic motions. Our method achieves significantly lower tracking errors than existing approaches and is successfully deployed on the Unitree G1 robot, demonstrating stable and expressive behaviors. The project page is https://kungfu-bot.github.io.
JAEGER: Dual-Level Humanoid Whole-Body Controller
This paper presents JAEGER, a dual-level whole-body controller for humanoid robots that addresses the challenges of training a more robust and versatile policy. Unlike traditional single-controller approaches, JAEGER separates the control of the upper and lower bodies into two independent controllers, so that they can better focus on their distinct tasks. This separation alleviates the dimensionality curse and improves fault tolerance. JAEGER supports both root velocity tracking (coarse-grained control) and local joint angle tracking (fine-grained control), enabling versatile and stable movements. To train the controller, we utilize a human motion dataset (AMASS), retargeting human poses to humanoid poses through an efficient retargeting network, and employ a curriculum learning approach. This method performs supervised learning for initialization, followed by reinforcement learning for further exploration. We conduct our experiments on two humanoid platforms and demonstrate the superiority of our approach against state-of-the-art methods in both simulation and real environments.
Grasping Diverse Objects with Simulated Humanoids
We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse object and trajectories. For training, we do not need dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.
Berkeley Humanoid: A Research Platform for Learning-based Control
We introduce Berkeley Humanoid, a reliable and low-cost mid-scale humanoid research platform for learning-based control. Our lightweight, in-house-built robot is designed specifically for learning algorithms with low simulation complexity, anthropomorphic motion, and high reliability against falls. The robot's narrow sim-to-real gap enables agile and robust locomotion across various terrains in outdoor environments, achieved with a simple reinforcement learning controller using light domain randomization. Furthermore, we demonstrate the robot traversing for hundreds of meters, walking on a steep unpaved trail, and hopping with single and double legs as a testimony to its high performance in dynamical walking. Capable of omnidirectional locomotion and withstanding large perturbations with a compact setup, our system aims for scalable, sim-to-real deployment of learning-based humanoid systems. Please check http://berkeley-humanoid.com for more details.
HOVER: Versatile Neural Whole-Body Controller for Humanoid Robots
Humanoid whole-body control requires adapting to diverse tasks such as navigation, loco-manipulation, and tabletop manipulation, each demanding a different mode of control. For example, navigation relies on root velocity tracking, while tabletop manipulation prioritizes upper-body joint angle tracking. Existing approaches typically train individual policies tailored to a specific command space, limiting their transferability across modes. We present the key insight that full-body kinematic motion imitation can serve as a common abstraction for all these tasks and provide general-purpose motor skills for learning multiple modes of whole-body control. Building on this, we propose HOVER (Humanoid Versatile Controller), a multi-mode policy distillation framework that consolidates diverse control modes into a unified policy. HOVER enables seamless transitions between control modes while preserving the distinct advantages of each, offering a robust and scalable solution for humanoid control across a wide range of modes. By eliminating the need for policy retraining for each control mode, our approach improves efficiency and flexibility for future humanoid applications.
Hierarchical World Models as Visual Whole-Body Humanoid Controllers
Whole-body control for humanoids is challenging due to the high-dimensional nature of the problem, coupled with the inherent instability of a bipedal morphology. Learning from visual observations further exacerbates this difficulty. In this work, we explore highly data-driven approaches to visual whole-body humanoid control based on reinforcement learning, without any simplifying assumptions, reward design, or skill primitives. Specifically, we propose a hierarchical world model in which a high-level agent generates commands based on visual observations for a low-level agent to execute, both of which are trained with rewards. Our approach produces highly performant control policies in 8 tasks with a simulated 56-DoF humanoid, while synthesizing motions that are broadly preferred by humans. Code and videos: https://nicklashansen.com/rlpuppeteer
Learning Humanoid Standing-up Control across Diverse Postures
Standing-up control is crucial for humanoid robots, with the potential for integration into current locomotion and loco-manipulation systems, such as fall recovery. Existing approaches are either limited to simulations that overlook hardware constraints or rely on predefined ground-specific motion trajectories, failing to enable standing up across postures in real-world scenes. To bridge this gap, we present HoST (Humanoid Standing-up Control), a reinforcement learning framework that learns standing-up control from scratch, enabling robust sim-to-real transfer across diverse postures. HoST effectively learns posture-adaptive motions by leveraging a multi-critic architecture and curriculum-based training on diverse simulated terrains. To ensure successful real-world deployment, we constrain the motion with smoothness regularization and implicit motion speed bound to alleviate oscillatory and violent motions on physical hardware, respectively. After simulation-based training, the learned control policies are directly deployed on the Unitree G1 humanoid robot. Our experimental results demonstrate that the controllers achieve smooth, stable, and robust standing-up motions across a wide range of laboratory and outdoor environments. Videos and code are available at https://taohuang13.github.io/humanoid-standingup.github.io/.
Learning Getting-Up Policies for Real-World Humanoid Robots
Automatic fall recovery is a crucial prerequisite before humanoid robots can be reliably deployed. Hand-designing controllers for getting up is difficult because of the varied configurations a humanoid can end up in after a fall and the challenging terrains humanoid robots are expected to operate on. This paper develops a learning framework to produce controllers that enable humanoid robots to get up from varying configurations on varying terrains. Unlike previous successful applications of humanoid locomotion learning, the getting-up task involves complex contact patterns, which necessitates accurately modeling the collision geometry and sparser rewards. We address these challenges through a two-phase approach that follows a curriculum. The first stage focuses on discovering a good getting-up trajectory under minimal constraints on smoothness or speed / torque limits. The second stage then refines the discovered motions into deployable (i.e. smooth and slow) motions that are robust to variations in initial configuration and terrains. We find these innovations enable a real-world G1 humanoid robot to get up from two main situations that we considered: a) lying face up and b) lying face down, both tested on flat, deformable, slippery surfaces and slopes (e.g., sloppy grass and snowfield). To the best of our knowledge, this is the first successful demonstration of learned getting-up policies for human-sized humanoid robots in the real world. Project page: https://humanoid-getup.github.io/
DualTHOR: A Dual-Arm Humanoid Simulation Platform for Contingency-Aware Planning
Developing embodied agents capable of performing complex interactive tasks in real-world scenarios remains a fundamental challenge in embodied AI. Although recent advances in simulation platforms have greatly enhanced task diversity to train embodied Vision Language Models (VLMs), most platforms rely on simplified robot morphologies and bypass the stochastic nature of low-level execution, which limits their transferability to real-world robots. To address these issues, we present a physics-based simulation platform DualTHOR for complex dual-arm humanoid robots, built upon an extended version of AI2-THOR. Our simulator includes real-world robot assets, a task suite for dual-arm collaboration, and inverse kinematics solvers for humanoid robots. We also introduce a contingency mechanism that incorporates potential failures through physics-based low-level execution, bridging the gap to real-world scenarios. Our simulator enables a more comprehensive evaluation of the robustness and generalization of VLMs in household environments. Extensive evaluations reveal that current VLMs struggle with dual-arm coordination and exhibit limited robustness in realistic environments with contingencies, highlighting the importance of using our simulator to develop more capable VLMs for embodied tasks. The code is available at https://github.com/ds199895/DualTHOR.git.
MoCapAct: A Multi-Task Dataset for Simulated Humanoid Control
Simulated humanoids are an appealing research domain due to their physical capabilities. Nonetheless, they are also challenging to control, as a policy must drive an unstable, discontinuous, and high-dimensional physical system. One widely studied approach is to utilize motion capture (MoCap) data to teach the humanoid agent low-level skills (e.g., standing, walking, and running) that can then be re-used to synthesize high-level behaviors. However, even with MoCap data, controlling simulated humanoids remains very hard, as MoCap data offers only kinematic information. Finding physical control inputs to realize the demonstrated motions requires computationally intensive methods like reinforcement learning. Thus, despite the publicly available MoCap data, its utility has been limited to institutions with large-scale compute. In this work, we dramatically lower the barrier for productive research on this topic by training and releasing high-quality agents that can track over three hours of MoCap data for a simulated humanoid in the dm_control physics-based environment. We release MoCapAct (Motion Capture with Actions), a dataset of these expert agents and their rollouts, which contain proprioceptive observations and actions. We demonstrate the utility of MoCapAct by using it to train a single hierarchical policy capable of tracking the entire MoCap dataset within dm_control and show the learned low-level component can be re-used to efficiently learn downstream high-level tasks. Finally, we use MoCapAct to train an autoregressive GPT model and show that it can control a simulated humanoid to perform natural motion completion given a motion prompt. Videos of the results and links to the code and dataset are available at https://microsoft.github.io/MoCapAct.
Deep Imitation Learning for Humanoid Loco-manipulation through Human Teleoperation
We tackle the problem of developing humanoid loco-manipulation skills with deep imitation learning. The difficulty of collecting task demonstrations and training policies for humanoids with a high degree of freedom presents substantial challenges. We introduce TRILL, a data-efficient framework for training humanoid loco-manipulation policies from human demonstrations. In this framework, we collect human demonstration data through an intuitive Virtual Reality (VR) interface. We employ the whole-body control formulation to transform task-space commands by human operators into the robot's joint-torque actuation while stabilizing its dynamics. By employing high-level action abstractions tailored for humanoid loco-manipulation, our method can efficiently learn complex sensorimotor skills. We demonstrate the effectiveness of TRILL in simulation and on a real-world robot for performing various loco-manipulation tasks. Videos and additional materials can be found on the project page: https://ut-austin-rpl.github.io/TRILL.
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting
Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.
SkillBlender: Towards Versatile Humanoid Whole-Body Loco-Manipulation via Skill Blending
Humanoid robots hold significant potential in accomplishing daily tasks across diverse environments thanks to their flexibility and human-like morphology. Recent works have made significant progress in humanoid whole-body control and loco-manipulation leveraging optimal control or reinforcement learning. However, these methods require tedious task-specific tuning for each task to achieve satisfactory behaviors, limiting their versatility and scalability to diverse tasks in daily scenarios. To that end, we introduce SkillBlender, a novel hierarchical reinforcement learning framework for versatile humanoid loco-manipulation. SkillBlender first pretrains goal-conditioned task-agnostic primitive skills, and then dynamically blends these skills to accomplish complex loco-manipulation tasks with minimal task-specific reward engineering. We also introduce SkillBench, a parallel, cross-embodiment, and diverse simulated benchmark containing three embodiments, four primitive skills, and eight challenging loco-manipulation tasks, accompanied by a set of scientific evaluation metrics balancing accuracy and feasibility. Extensive simulated experiments show that our method significantly outperforms all baselines, while naturally regularizing behaviors to avoid reward hacking, resulting in more accurate and feasible movements for diverse loco-manipulation tasks in our daily scenarios. Our code and benchmark will be open-sourced to the community to facilitate future research. Project page: https://usc-gvl.github.io/SkillBlender-web/.
RHINO: Learning Real-Time Humanoid-Human-Object Interaction from Human Demonstrations
Humanoid robots have shown success in locomotion and manipulation. Despite these basic abilities, humanoids are still required to quickly understand human instructions and react based on human interaction signals to become valuable assistants in human daily life. Unfortunately, most existing works only focus on multi-stage interactions, treating each task separately, and neglecting real-time feedback. In this work, we aim to empower humanoid robots with real-time reaction abilities to achieve various tasks, allowing human to interrupt robots at any time, and making robots respond to humans immediately. To support such abilities, we propose a general humanoid-human-object interaction framework, named RHINO, i.e., Real-time Humanoid-human Interaction and Object manipulation. RHINO provides a unified view of reactive motion, instruction-based manipulation, and safety concerns, over multiple human signal modalities, such as languages, images, and motions. RHINO is a hierarchical learning framework, enabling humanoids to learn reaction skills from human-human-object demonstrations and teleoperation data. In particular, it decouples the interaction process into two levels: 1) a high-level planner inferring human intentions from real-time human behaviors; and 2) a low-level controller achieving reactive motion behaviors and object manipulation skills based on the predicted intentions. We evaluate the proposed framework on a real humanoid robot and demonstrate its effectiveness, flexibility, and safety in various scenarios.
Learning Humanoid Locomotion over Challenging Terrain
Humanoid robots can, in principle, use their legs to go almost anywhere. Developing controllers capable of traversing diverse terrains, however, remains a considerable challenge. Classical controllers are hard to generalize broadly while the learning-based methods have primarily focused on gentle terrains. Here, we present a learning-based approach for blind humanoid locomotion capable of traversing challenging natural and man-made terrain. Our method uses a transformer model to predict the next action based on the history of proprioceptive observations and actions. The model is first pre-trained on a dataset of flat-ground trajectories with sequence modeling, and then fine-tuned on uneven terrain using reinforcement learning. We evaluate our model on a real humanoid robot across a variety of terrains, including rough, deformable, and sloped surfaces. The model demonstrates robust performance, in-context adaptation, and emergent terrain representations. In real-world case studies, our humanoid robot successfully traversed over 4 miles of hiking trails in Berkeley and climbed some of the steepest streets in San Francisco.
SMAP: Self-supervised Motion Adaptation for Physically Plausible Humanoid Whole-body Control
This paper presents a novel framework that enables real-world humanoid robots to maintain stability while performing human-like motion. Current methods train a policy which allows humanoid robots to follow human body using the massive retargeted human data via reinforcement learning. However, due to the heterogeneity between human and humanoid robot motion, directly using retargeted human motion reduces training efficiency and stability. To this end, we introduce SMAP, a novel whole-body tracking framework that bridges the gap between human and humanoid action spaces, enabling accurate motion mimicry by humanoid robots. The core idea is to use a vector-quantized periodic autoencoder to capture generic atomic behaviors and adapt human motion into physically plausible humanoid motion. This adaptation accelerates training convergence and improves stability when handling novel or challenging motions. We then employ a privileged teacher to distill precise mimicry skills into the student policy with a proposed decoupled reward. We conduct experiments in simulation and real world to demonstrate the superiority stability and performance of SMAP over SOTA methods, offering practical guidelines for advancing whole-body control in humanoid robots.
Learning from Massive Human Videos for Universal Humanoid Pose Control
Scalable learning of humanoid robots is crucial for their deployment in real-world applications. While traditional approaches primarily rely on reinforcement learning or teleoperation to achieve whole-body control, they are often limited by the diversity of simulated environments and the high costs of demonstration collection. In contrast, human videos are ubiquitous and present an untapped source of semantic and motion information that could significantly enhance the generalization capabilities of humanoid robots. This paper introduces Humanoid-X, a large-scale dataset of over 20 million humanoid robot poses with corresponding text-based motion descriptions, designed to leverage this abundant data. Humanoid-X is curated through a comprehensive pipeline: data mining from the Internet, video caption generation, motion retargeting of humans to humanoid robots, and policy learning for real-world deployment. With Humanoid-X, we further train a large humanoid model, UH-1, which takes text instructions as input and outputs corresponding actions to control a humanoid robot. Extensive simulated and real-world experiments validate that our scalable training approach leads to superior generalization in text-based humanoid control, marking a significant step toward adaptable, real-world-ready humanoid robots.
Bi-Level Motion Imitation for Humanoid Robots
Imitation learning from human motion capture (MoCap) data provides a promising way to train humanoid robots. However, due to differences in morphology, such as varying degrees of joint freedom and force limits, exact replication of human behaviors may not be feasible for humanoid robots. Consequently, incorporating physically infeasible MoCap data in training datasets can adversely affect the performance of the robot policy. To address this issue, we propose a bi-level optimization-based imitation learning framework that alternates between optimizing both the robot policy and the target MoCap data. Specifically, we first develop a generative latent dynamics model using a novel self-consistent auto-encoder, which learns sparse and structured motion representations while capturing desired motion patterns in the dataset. The dynamics model is then utilized to generate reference motions while the latent representation regularizes the bi-level motion imitation process. Simulations conducted with a realistic model of a humanoid robot demonstrate that our method enhances the robot policy by modifying reference motions to be physically consistent.
HOMIE: Humanoid Loco-Manipulation with Isomorphic Exoskeleton Cockpit
Generalizable humanoid loco-manipulation poses significant challenges, requiring coordinated whole-body control and precise, contact-rich object manipulation. To address this, this paper introduces HOMIE, a semi-autonomous teleoperation system that combines a reinforcement learning policy for body control mapped to a pedal, an isomorphic exoskeleton arm for arm control, and motion-sensing gloves for hand control, forming a unified cockpit to freely operate humanoids and establish a data flywheel. The policy incorporates novel designs, including an upper-body pose curriculum, a height-tracking reward, and symmetry utilization. These features enable the system to perform walking and squatting to specific heights while seamlessly adapting to arbitrary upper-body poses. The exoskeleton, by eliminating the reliance on inverse dynamics, delivers faster and more precise arm control. The gloves utilize Hall sensors instead of servos, allowing even compact devices to achieve 15 or more degrees of freedom and freely adapt to any model of dexterous hands. Compared to previous teleoperation systems, HOMIE stands out for its exceptional efficiency, completing tasks in half the time; its expanded working range, allowing users to freely reach high and low areas as well as interact with any objects; and its affordability, with a price of just $500. The system is fully open-source, demos and code can be found in our https://homietele.github.io/.
Complex Locomotion Skill Learning via Differentiable Physics
Differentiable physics enables efficient gradient-based optimizations of neural network (NN) controllers. However, existing work typically only delivers NN controllers with limited capability and generalizability. We present a practical learning framework that outputs unified NN controllers capable of tasks with significantly improved complexity and diversity. To systematically improve training robustness and efficiency, we investigated a suite of improvements over the baseline approach, including periodic activation functions, and tailored loss functions. In addition, we find our adoption of batching and an Adam optimizer effective in training complex locomotion tasks. We evaluate our framework on differentiable mass-spring and material point method (MPM) simulations, with challenging locomotion tasks and multiple robot designs. Experiments show that our learning framework, based on differentiable physics, delivers better results than reinforcement learning and converges much faster. We demonstrate that users can interactively control soft robot locomotion and switch among multiple goals with specified velocity, height, and direction instructions using a unified NN controller trained in our system. Code is available at https://github.com/erizmr/Complex-locomotion-skill-learning-via-differentiable-physics.
From Experts to a Generalist: Toward General Whole-Body Control for Humanoid Robots
Achieving general agile whole-body control on humanoid robots remains a major challenge due to diverse motion demands and data conflicts. While existing frameworks excel in training single motion-specific policies, they struggle to generalize across highly varied behaviors due to conflicting control requirements and mismatched data distributions. In this work, we propose BumbleBee (BB), an expert-generalist learning framework that combines motion clustering and sim-to-real adaptation to overcome these challenges. BB first leverages an autoencoder-based clustering method to group behaviorally similar motions using motion features and motion descriptions. Expert policies are then trained within each cluster and refined with real-world data through iterative delta action modeling to bridge the sim-to-real gap. Finally, these experts are distilled into a unified generalist controller that preserves agility and robustness across all motion types. Experiments on two simulations and a real humanoid robot demonstrate that BB achieves state-of-the-art general whole-body control, setting a new benchmark for agile, robust, and generalizable humanoid performance in the real world.
MoRE: Mixture of Residual Experts for Humanoid Lifelike Gaits Learning on Complex Terrains
Humanoid robots have demonstrated robust locomotion capabilities using Reinforcement Learning (RL)-based approaches. Further, to obtain human-like behaviors, existing methods integrate human motion-tracking or motion prior in the RL framework. However, these methods are limited in flat terrains with proprioception only, restricting their abilities to traverse challenging terrains with human-like gaits. In this work, we propose a novel framework using a mixture of latent residual experts with multi-discriminators to train an RL policy, which is capable of traversing complex terrains in controllable lifelike gaits with exteroception. Our two-stage training pipeline first teaches the policy to traverse complex terrains using a depth camera, and then enables gait-commanded switching between human-like gait patterns. We also design gait rewards to adjust human-like behaviors like robot base height. Simulation and real-world experiments demonstrate that our framework exhibits exceptional performance in traversing complex terrains, and achieves seamless transitions between multiple human-like gait patterns.
Expressive Whole-Body Control for Humanoid Robots
Can we enable humanoid robots to generate rich, diverse, and expressive motions in the real world? We propose to learn a whole-body control policy on a human-sized robot to mimic human motions as realistic as possible. To train such a policy, we leverage the large-scale human motion capture data from the graphics community in a Reinforcement Learning framework. However, directly performing imitation learning with the motion capture dataset would not work on the real humanoid robot, given the large gap in degrees of freedom and physical capabilities. Our method Expressive Whole-Body Control (Exbody) tackles this problem by encouraging the upper humanoid body to imitate a reference motion, while relaxing the imitation constraint on its two legs and only requiring them to follow a given velocity robustly. With training in simulation and Sim2Real transfer, our policy can control a humanoid robot to walk in different styles, shake hands with humans, and even dance with a human in the real world. We conduct extensive studies and comparisons on diverse motions in both simulation and the real world to show the effectiveness of our approach.
CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning
Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.
Adversarial Locomotion and Motion Imitation for Humanoid Policy Learning
Humans exhibit diverse and expressive whole-body movements. However, attaining human-like whole-body coordination in humanoid robots remains challenging, as conventional approaches that mimic whole-body motions often neglect the distinct roles of upper and lower body. This oversight leads to computationally intensive policy learning and frequently causes robot instability and falls during real-world execution. To address these issues, we propose Adversarial Locomotion and Motion Imitation (ALMI), a novel framework that enables adversarial policy learning between upper and lower body. Specifically, the lower body aims to provide robust locomotion capabilities to follow velocity commands while the upper body tracks various motions. Conversely, the upper-body policy ensures effective motion tracking when the robot executes velocity-based movements. Through iterative updates, these policies achieve coordinated whole-body control, which can be extended to loco-manipulation tasks with teleoperation systems. Extensive experiments demonstrate that our method achieves robust locomotion and precise motion tracking in both simulation and on the full-size Unitree H1 robot. Additionally, we release a large-scale whole-body motion control dataset featuring high-quality episodic trajectories from MuJoCo simulations deployable on real robots. The project page is https://almi-humanoid.github.io.
DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References
We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at https://meowuu7.github.io/DexTrack/.
The Role of Domain Randomization in Training Diffusion Policies for Whole-Body Humanoid Control
Humanoids have the potential to be the ideal embodiment in environments designed for humans. Thanks to the structural similarity to the human body, they benefit from rich sources of demonstration data, e.g., collected via teleoperation, motion capture, or even using videos of humans performing tasks. However, distilling a policy from demonstrations is still a challenging problem. While Diffusion Policies (DPs) have shown impressive results in robotic manipulation, their applicability to locomotion and humanoid control remains underexplored. In this paper, we investigate how dataset diversity and size affect the performance of DPs for humanoid whole-body control. In a simulated IsaacGym environment, we generate synthetic demonstrations by training Adversarial Motion Prior (AMP) agents under various Domain Randomization (DR) conditions, and we compare DPs fitted to datasets of different size and diversity. Our findings show that, although DPs can achieve stable walking behavior, successful training of locomotion policies requires significantly larger and more diverse datasets compared to manipulation tasks, even in simple scenarios.
Programmable Motion Generation for Open-Set Motion Control Tasks
Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.
ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills
Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.
AnySkill: Learning Open-Vocabulary Physical Skill for Interactive Agents
Traditional approaches in physics-based motion generation, centered around imitation learning and reward shaping, often struggle to adapt to new scenarios. To tackle this limitation, we propose AnySkill, a novel hierarchical method that learns physically plausible interactions following open-vocabulary instructions. Our approach begins by developing a set of atomic actions via a low-level controller trained via imitation learning. Upon receiving an open-vocabulary textual instruction, AnySkill employs a high-level policy that selects and integrates these atomic actions to maximize the CLIP similarity between the agent's rendered images and the text. An important feature of our method is the use of image-based rewards for the high-level policy, which allows the agent to learn interactions with objects without manual reward engineering. We demonstrate AnySkill's capability to generate realistic and natural motion sequences in response to unseen instructions of varying lengths, marking it the first method capable of open-vocabulary physical skill learning for interactive humanoid agents.
Sim-to-Real Reinforcement Learning for Vision-Based Dexterous Manipulation on Humanoids
Reinforcement learning has delivered promising results in achieving human- or even superhuman-level capabilities across diverse problem domains, but success in dexterous robot manipulation remains limited. This work investigates the key challenges in applying reinforcement learning to solve a collection of contact-rich manipulation tasks on a humanoid embodiment. We introduce novel techniques to overcome the identified challenges with empirical validation. Our main contributions include an automated real-to-sim tuning module that brings the simulated environment closer to the real world, a generalized reward design scheme that simplifies reward engineering for long-horizon contact-rich manipulation tasks, a divide-and-conquer distillation process that improves the sample efficiency of hard-exploration problems while maintaining sim-to-real performance, and a mixture of sparse and dense object representations to bridge the sim-to-real perception gap. We show promising results on three humanoid dexterous manipulation tasks, with ablation studies on each technique. Our work presents a successful approach to learning humanoid dexterous manipulation using sim-to-real reinforcement learning, achieving robust generalization and high performance without the need for human demonstration.
GMT: General Motion Tracking for Humanoid Whole-Body Control
The ability to track general whole-body motions in the real world is a useful way to build general-purpose humanoid robots. However, achieving this can be challenging due to the temporal and kinematic diversity of the motions, the policy's capability, and the difficulty of coordination of the upper and lower bodies. To address these issues, we propose GMT, a general and scalable motion-tracking framework that trains a single unified policy to enable humanoid robots to track diverse motions in the real world. GMT is built upon two core components: an Adaptive Sampling strategy and a Motion Mixture-of-Experts (MoE) architecture. The Adaptive Sampling automatically balances easy and difficult motions during training. The MoE ensures better specialization of different regions of the motion manifold. We show through extensive experiments in both simulation and the real world the effectiveness of GMT, achieving state-of-the-art performance across a broad spectrum of motions using a unified general policy. Videos and additional information can be found at https://gmt-humanoid.github.io.
Reinforcement learning-based motion imitation for physiologically plausible musculoskeletal motor control
How do humans move? The quest to understand human motion has broad applications in numerous fields, ranging from computer animation and motion synthesis to neuroscience, human prosthetics and rehabilitation. Although advances in reinforcement learning (RL) have produced impressive results in capturing human motion using simplified humanoids, controlling physiologically accurate models of the body remains an open challenge. In this work, we present a model-free motion imitation framework (KINESIS) to advance the understanding of muscle-based motor control. Using a musculoskeletal model of the lower body with 80 muscle actuators and 20 DoF, we demonstrate that KINESIS achieves strong imitation performance on 1.9 hours of motion capture data, is controllable by natural language through pre-trained text-to-motion generative models, and can be fine-tuned to carry out high-level tasks such as target goal reaching. Importantly, KINESIS generates muscle activity patterns that correlate well with human EMG activity. The physiological plausibility makes KINESIS a promising model for tackling challenging problems in human motor control theory, which we highlight by investigating Bernstein's redundancy problem in the context of locomotion. Code, videos and benchmarks will be available at https://github.com/amathislab/Kinesis.
Learning to Exploit Elastic Actuators for Quadruped Locomotion
Spring-based actuators in legged locomotion provide energy-efficiency and improved performance, but increase the difficulty of controller design. While previous work has focused on extensive modeling and simulation to find optimal controllers for such systems, we propose to learn model-free controllers directly on the real robot. In our approach, gaits are first synthesized by central pattern generators (CPGs), whose parameters are optimized to quickly obtain an open-loop controller that achieves efficient locomotion. Then, to make this controller more robust and further improve the performance, we use reinforcement learning to close the loop, to learn corrective actions on top of the CPGs. We evaluate the proposed approach on the DLR elastic quadruped bert. Our results in learning trotting and pronking gaits show that exploitation of the spring actuator dynamics emerges naturally from optimizing for dynamic motions, yielding high-performing locomotion, particularly the fastest walking gait recorded on bert, despite being model-free. The whole process takes no more than 1.5 hours on the real robot and results in natural-looking gaits.
Being-0: A Humanoid Robotic Agent with Vision-Language Models and Modular Skills
Building autonomous robotic agents capable of achieving human-level performance in real-world embodied tasks is an ultimate goal in humanoid robot research. Recent advances have made significant progress in high-level cognition with Foundation Models (FMs) and low-level skill development for humanoid robots. However, directly combining these components often results in poor robustness and efficiency due to compounding errors in long-horizon tasks and the varied latency of different modules. We introduce Being-0, a hierarchical agent framework that integrates an FM with a modular skill library. The FM handles high-level cognitive tasks such as instruction understanding, task planning, and reasoning, while the skill library provides stable locomotion and dexterous manipulation for low-level control. To bridge the gap between these levels, we propose a novel Connector module, powered by a lightweight vision-language model (VLM). The Connector enhances the FM's embodied capabilities by translating language-based plans into actionable skill commands and dynamically coordinating locomotion and manipulation to improve task success. With all components, except the FM, deployable on low-cost onboard computation devices, Being-0 achieves efficient, real-time performance on a full-sized humanoid robot equipped with dexterous hands and active vision. Extensive experiments in large indoor environments demonstrate Being-0's effectiveness in solving complex, long-horizon tasks that require challenging navigation and manipulation subtasks. For further details and videos, visit https://beingbeyond.github.io/being-0.
InsActor: Instruction-driven Physics-based Characters
Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a difficult problem due to the complexity of physical environments and the richness of human language. In this paper, we present InsActor, a principled generative framework that leverages recent advancements in diffusion-based human motion models to produce instruction-driven animations of physics-based characters. Our framework empowers InsActor to capture complex relationships between high-level human instructions and character motions by employing diffusion policies for flexibly conditioned motion planning. To overcome invalid states and infeasible state transitions in planned motions, InsActor discovers low-level skills and maps plans to latent skill sequences in a compact latent space. Extensive experiments demonstrate that InsActor achieves state-of-the-art results on various tasks, including instruction-driven motion generation and instruction-driven waypoint heading. Notably, the ability of InsActor to generate physically simulated animations using high-level human instructions makes it a valuable tool, particularly in executing long-horizon tasks with a rich set of instructions.
Morph: A Motion-free Physics Optimization Framework for Human Motion Generation
Human motion generation plays a vital role in applications such as digital humans and humanoid robot control. However, most existing approaches disregard physics constraints, leading to the frequent production of physically implausible motions with pronounced artifacts such as floating and foot sliding. In this paper, we propose Morph, a Motion-free physics optimization framework, comprising a Motion Generator and a Motion Physics Refinement module, for enhancing physical plausibility without relying on costly real-world motion data. Specifically, the Motion Generator is responsible for providing large-scale synthetic motion data, while the Motion Physics Refinement Module utilizes these synthetic data to train a motion imitator within a physics simulator, enforcing physical constraints to project the noisy motions into a physically-plausible space. These physically refined motions, in turn, are used to fine-tune the Motion Generator, further enhancing its capability. Experiments on both text-to-motion and music-to-dance generation tasks demonstrate that our framework achieves state-of-the-art motion generation quality while improving physical plausibility drastically.
SayTap: Language to Quadrupedal Locomotion
Large language models (LLMs) have demonstrated the potential to perform high-level planning. Yet, it remains a challenge for LLMs to comprehend low-level commands, such as joint angle targets or motor torques. This paper proposes an approach to use foot contact patterns as an interface that bridges human commands in natural language and a locomotion controller that outputs these low-level commands. This results in an interactive system for quadrupedal robots that allows the users to craft diverse locomotion behaviors flexibly. We contribute an LLM prompt design, a reward function, and a method to expose the controller to the feasible distribution of contact patterns. The results are a controller capable of achieving diverse locomotion patterns that can be transferred to real robot hardware. Compared with other design choices, the proposed approach enjoys more than 50% success rate in predicting the correct contact patterns and can solve 10 more tasks out of a total of 30 tasks. Our project site is: https://saytap.github.io.
FLD: Fourier Latent Dynamics for Structured Motion Representation and Learning
Motion trajectories offer reliable references for physics-based motion learning but suffer from sparsity, particularly in regions that lack sufficient data coverage. To address this challenge, we introduce a self-supervised, structured representation and generation method that extracts spatial-temporal relationships in periodic or quasi-periodic motions. The motion dynamics in a continuously parameterized latent space enable our method to enhance the interpolation and generalization capabilities of motion learning algorithms. The motion learning controller, informed by the motion parameterization, operates online tracking of a wide range of motions, including targets unseen during training. With a fallback mechanism, the controller dynamically adapts its tracking strategy and automatically resorts to safe action execution when a potentially risky target is proposed. By leveraging the identified spatial-temporal structure, our work opens new possibilities for future advancements in general motion representation and learning algorithms.
SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation
Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.
End-to-End Learning of Hybrid Inverse Dynamics Models for Precise and Compliant Impedance Control
It is well-known that inverse dynamics models can improve tracking performance in robot control. These models need to precisely capture the robot dynamics, which consist of well-understood components, e.g., rigid body dynamics, and effects that remain challenging to capture, e.g., stick-slip friction and mechanical flexibilities. Such effects exhibit hysteresis and partial observability, rendering them, particularly challenging to model. Hence, hybrid models, which combine a physical prior with data-driven approaches are especially well-suited in this setting. We present a novel hybrid model formulation that enables us to identify fully physically consistent inertial parameters of a rigid body dynamics model which is paired with a recurrent neural network architecture, allowing us to capture unmodeled partially observable effects using the network memory. We compare our approach against state-of-the-art inverse dynamics models on a 7 degree of freedom manipulator. Using data sets obtained through an optimal experiment design approach, we study the accuracy of offline torque prediction and generalization capabilities of joint learning methods. In control experiments on the real system, we evaluate the model as a feed-forward term for impedance control and show the feedback gains can be drastically reduced to achieve a given tracking accuracy.
GR00T N1: An Open Foundation Model for Generalist Humanoid Robots
General-purpose robots need a versatile body and an intelligent mind. Recent advancements in humanoid robots have shown great promise as a hardware platform for building generalist autonomy in the human world. A robot foundation model, trained on massive and diverse data sources, is essential for enabling the robots to reason about novel situations, robustly handle real-world variability, and rapidly learn new tasks. To this end, we introduce GR00T N1, an open foundation model for humanoid robots. GR00T N1 is a Vision-Language-Action (VLA) model with a dual-system architecture. The vision-language module (System 2) interprets the environment through vision and language instructions. The subsequent diffusion transformer module (System 1) generates fluid motor actions in real time. Both modules are tightly coupled and jointly trained end-to-end. We train GR00T N1 with a heterogeneous mixture of real-robot trajectories, human videos, and synthetically generated datasets. We show that our generalist robot model GR00T N1 outperforms the state-of-the-art imitation learning baselines on standard simulation benchmarks across multiple robot embodiments. Furthermore, we deploy our model on the Fourier GR-1 humanoid robot for language-conditioned bimanual manipulation tasks, achieving strong performance with high data efficiency.
Composite Motion Learning with Task Control
We present a deep learning method for composite and task-driven motion control for physically simulated characters. In contrast to existing data-driven approaches using reinforcement learning that imitate full-body motions, we learn decoupled motions for specific body parts from multiple reference motions simultaneously and directly by leveraging the use of multiple discriminators in a GAN-like setup. In this process, there is no need of any manual work to produce composite reference motions for learning. Instead, the control policy explores by itself how the composite motions can be combined automatically. We further account for multiple task-specific rewards and train a single, multi-objective control policy. To this end, we propose a novel framework for multi-objective learning that adaptively balances the learning of disparate motions from multiple sources and multiple goal-directed control objectives. In addition, as composite motions are typically augmentations of simpler behaviors, we introduce a sample-efficient method for training composite control policies in an incremental manner, where we reuse a pre-trained policy as the meta policy and train a cooperative policy that adapts the meta one for new composite tasks. We show the applicability of our approach on a variety of challenging multi-objective tasks involving both composite motion imitation and multiple goal-directed control.
Physics-based Motion Retargeting from Sparse Inputs
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.
STRIDE: An Open-Source, Low-Cost, and Versatile Bipedal Robot Platform for Research and Education
In this paper, we present STRIDE, a Simple, Terrestrial, Reconfigurable, Intelligent, Dynamic, and Educational bipedal platform. STRIDE aims to propel bipedal robotics research and education by providing a cost-effective implementation with step-by-step instructions for building a bipedal robotic platform while providing flexible customizations via a modular and durable design. Moreover, a versatile terrain setup and a quantitative disturbance injection system are augmented to the robot platform to replicate natural terrains and push forces that can be used to evaluate legged locomotion in practical and adversarial scenarios. We demonstrate the functionalities of this platform by realizing an adaptive step-to-step dynamics based walking controller to achieve dynamic walking. Our work with the open-soured implementation shows that STRIDE is a highly versatile and durable platform that can be used in research and education to evaluate locomotion algorithms, mechanical designs, and robust and adaptative controls.
From Text to Motion: Grounding GPT-4 in a Humanoid Robot "Alter3"
We report the development of Alter3, a humanoid robot capable of generating spontaneous motion using a Large Language Model (LLM), specifically GPT-4. This achievement was realized by integrating GPT-4 into our proprietary android, Alter3, thereby effectively grounding the LLM with Alter's bodily movement. Typically, low-level robot control is hardware-dependent and falls outside the scope of LLM corpora, presenting challenges for direct LLM-based robot control. However, in the case of humanoid robots like Alter3, direct control is feasible by mapping the linguistic expressions of human actions onto the robot's body through program code. Remarkably, this approach enables Alter3 to adopt various poses, such as a 'selfie' stance or 'pretending to be a ghost,' and generate sequences of actions over time without explicit programming for each body part. This demonstrates the robot's zero-shot learning capabilities. Additionally, verbal feedback can adjust poses, obviating the need for fine-tuning. A video of Alter3's generated motions is available at https://tnoinkwms.github.io/ALTER-LLM/
HumanoidGen: Data Generation for Bimanual Dexterous Manipulation via LLM Reasoning
For robotic manipulation, existing robotics datasets and simulation benchmarks predominantly cater to robot-arm platforms. However, for humanoid robots equipped with dual arms and dexterous hands, simulation tasks and high-quality demonstrations are notably lacking. Bimanual dexterous manipulation is inherently more complex, as it requires coordinated arm movements and hand operations, making autonomous data collection challenging. This paper presents HumanoidGen, an automated task creation and demonstration collection framework that leverages atomic dexterous operations and LLM reasoning to generate relational constraints. Specifically, we provide spatial annotations for both assets and dexterous hands based on the atomic operations, and perform an LLM planner to generate a chain of actionable spatial constraints for arm movements based on object affordances and scenes. To further improve planning ability, we employ a variant of Monte Carlo tree search to enhance LLM reasoning for long-horizon tasks and insufficient annotation. In experiments, we create a novel benchmark with augmented scenarios to evaluate the quality of the collected data. The results show that the performance of the 2D and 3D diffusion policies can scale with the generated dataset. Project page is https://openhumanoidgen.github.io.
Hybrid Systems Neural Control with Region-of-Attraction Planner
Hybrid systems are prevalent in robotics. However, ensuring the stability of hybrid systems is challenging due to sophisticated continuous and discrete dynamics. A system with all its system modes stable can still be unstable. Hence special treatments are required at mode switchings to stabilize the system. In this work, we propose a hierarchical, neural network (NN)-based method to control general hybrid systems. For each system mode, we first learn an NN Lyapunov function and an NN controller to ensure the states within the region of attraction (RoA) can be stabilized. Then an RoA NN estimator is learned across different modes. Upon mode switching, we propose a differentiable planner to ensure the states after switching can land in next mode's RoA, hence stabilizing the hybrid system. We provide novel theoretical stability guarantees and conduct experiments in car tracking control, pogobot navigation, and bipedal walker locomotion. Our method only requires 0.25X of the training time as needed by other learning-based methods. With low running time (10-50X faster than model predictive control (MPC)), our controller achieves a higher stability/success rate over other baselines such as MPC, reinforcement learning (RL), common Lyapunov methods (CLF), linear quadratic regulator (LQR), quadratic programming (QP) and Hamilton-Jacobian-based methods (HJB). The project page is on https://mit-realm.github.io/hybrid-clf.
RoboPack: Learning Tactile-Informed Dynamics Models for Dense Packing
Tactile feedback is critical for understanding the dynamics of both rigid and deformable objects in many manipulation tasks, such as non-prehensile manipulation and dense packing. We introduce an approach that combines visual and tactile sensing for robotic manipulation by learning a neural, tactile-informed dynamics model. Our proposed framework, RoboPack, employs a recurrent graph neural network to estimate object states, including particles and object-level latent physics information, from historical visuo-tactile observations and to perform future state predictions. Our tactile-informed dynamics model, learned from real-world data, can solve downstream robotics tasks with model-predictive control. We demonstrate our approach on a real robot equipped with a compliant Soft-Bubble tactile sensor on non-prehensile manipulation and dense packing tasks, where the robot must infer the physics properties of objects from direct and indirect interactions. Trained on only an average of 30 minutes of real-world interaction data per task, our model can perform online adaptation and make touch-informed predictions. Through extensive evaluations in both long-horizon dynamics prediction and real-world manipulation, our method demonstrates superior effectiveness compared to previous learning-based and physics-based simulation systems.
Imitating Human Search Strategies for Assembly
We present a Learning from Demonstration method for teaching robots to perform search strategies imitated from humans in scenarios where alignment tasks fail due to position uncertainty. The method utilizes human demonstrations to learn both a state invariant dynamics model and an exploration distribution that captures the search area covered by the demonstrator. We present two alternative algorithms for computing a search trajectory from the exploration distribution, one based on sampling and another based on deterministic ergodic control. We augment the search trajectory with forces learnt through the dynamics model to enable searching both in force and position domains. An impedance controller with superposed forces is used for reproducing the learnt strategy. We experimentally evaluate the method on a KUKA LWR4+ performing a 2D peg-in-hole and a 3D electricity socket task. Results show that the proposed method can, with only few human demonstrations, learn to complete the search task.
Hybrid Neural-MPM for Interactive Fluid Simulations in Real-Time
We propose a neural physics system for real-time, interactive fluid simulations. Traditional physics-based methods, while accurate, are computationally intensive and suffer from latency issues. Recent machine-learning methods reduce computational costs while preserving fidelity; yet most still fail to satisfy the latency constraints for real-time use and lack support for interactive applications. To bridge this gap, we introduce a novel hybrid method that integrates numerical simulation, neural physics, and generative control. Our neural physics jointly pursues low-latency simulation and high physical fidelity by employing a fallback safeguard to classical numerical solvers. Furthermore, we develop a diffusion-based controller that is trained using a reverse modeling strategy to generate external dynamic force fields for fluid manipulation. Our system demonstrates robust performance across diverse 2D/3D scenarios, material types, and obstacle interactions, achieving real-time simulations at high frame rates (11~29% latency) while enabling fluid control guided by user-friendly freehand sketches. We present a significant step towards practical, controllable, and physically plausible fluid simulations for real-time interactive applications. We promise to release both models and data upon acceptance.
Prompt a Robot to Walk with Large Language Models
Large language models (LLMs) pre-trained on vast internet-scale data have showcased remarkable capabilities across diverse domains. Recently, there has been escalating interest in deploying LLMs for robotics, aiming to harness the power of foundation models in real-world settings. However, this approach faces significant challenges, particularly in grounding these models in the physical world and in generating dynamic robot motions. To address these issues, we introduce a novel paradigm in which we use few-shot prompts collected from the physical environment, enabling the LLM to autoregressively generate low-level control commands for robots without task-specific fine-tuning. Experiments across various robots and environments validate that our method can effectively prompt a robot to walk. We thus illustrate how LLMs can proficiently function as low-level feedback controllers for dynamic motion control even in high-dimensional robotic systems. The project website and source code can be found at: https://prompt2walk.github.io/ .
Multi-critic Learning for Whole-body End-effector Twist Tracking
Learning whole-body control for locomotion and arm motions in a single policy has challenges, as the two tasks have conflicting goals. For instance, efficient locomotion typically favors a horizontal base orientation, while end-effector tracking may benefit from base tilting to extend reachability. Additionally, current Reinforcement Learning (RL) approaches using a pose-based task specification lack the ability to directly control the end-effector velocity, making smoothly executing trajectories very challenging. To address these limitations, we propose an RL-based framework that allows for dynamic, velocity-aware whole-body end-effector control. Our method introduces a multi-critic actor architecture that decouples the reward signals for locomotion and manipulation, simplifying reward tuning and allowing the policy to resolve task conflicts more effectively. Furthermore, we design a twist-based end-effector task formulation that can track both discrete poses and motion trajectories. We validate our approach through a set of simulation and hardware experiments using a quadruped robot equipped with a robotic arm. The resulting controller can simultaneously walk and move its end-effector and shows emergent whole-body behaviors, where the base assists the arm in extending the workspace, despite a lack of explicit formulations.
MoGlow: Probabilistic and controllable motion synthesis using normalising flows
Data-driven modelling and synthesis of motion is an active research area with applications that include animation, games, and social robotics. This paper introduces a new class of probabilistic, generative, and controllable motion-data models based on normalising flows. Models of this kind can describe highly complex distributions, yet can be trained efficiently using exact maximum likelihood, unlike GANs or VAEs. Our proposed model is autoregressive and uses LSTMs to enable arbitrarily long time-dependencies. Importantly, is is also causal, meaning that each pose in the output sequence is generated without access to poses or control inputs from future time steps; this absence of algorithmic latency is important for interactive applications with real-time motion control. The approach can in principle be applied to any type of motion since it does not make restrictive, task-specific assumptions regarding the motion or the character morphology. We evaluate the models on motion-capture datasets of human and quadruped locomotion. Objective and subjective results show that randomly-sampled motion from the proposed method outperforms task-agnostic baselines and attains a motion quality close to recorded motion capture.
Impedance Matching: Enabling an RL-Based Running Jump in a Quadruped Robot
Replicating the remarkable athleticism seen in animals has long been a challenge in robotics control. Although Reinforcement Learning (RL) has demonstrated significant progress in dynamic legged locomotion control, the substantial sim-to-real gap often hinders the real-world demonstration of truly dynamic movements. We propose a new framework to mitigate this gap through frequency-domain analysis-based impedance matching between simulated and real robots. Our framework offers a structured guideline for parameter selection and the range for dynamics randomization in simulation, thus facilitating a safe sim-to-real transfer. The learned policy using our framework enabled jumps across distances of 55 cm and heights of 38 cm. The results are, to the best of our knowledge, one of the highest and longest running jumps demonstrated by an RL-based control policy in a real quadruped robot. Note that the achieved jumping height is approximately 85% of that obtained from a state-of-the-art trajectory optimization method, which can be seen as the physical limit for the given robot hardware. In addition, our control policy accomplished stable walking at speeds up to 2 m/s in the forward and backward directions, and 1 m/s in the sideway direction.
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control
Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.
HumanPlus: Humanoid Shadowing and Imitation from Humans
One of the key arguments for building robots that have similar form factors to human beings is that we can leverage the massive human data for training. Yet, doing so has remained challenging in practice due to the complexities in humanoid perception and control, lingering physical gaps between humanoids and humans in morphologies and actuation, and lack of a data pipeline for humanoids to learn autonomous skills from egocentric vision. In this paper, we introduce a full-stack system for humanoids to learn motion and autonomous skills from human data. We first train a low-level policy in simulation via reinforcement learning using existing 40-hour human motion datasets. This policy transfers to the real world and allows humanoid robots to follow human body and hand motion in real time using only a RGB camera, i.e. shadowing. Through shadowing, human operators can teleoperate humanoids to collect whole-body data for learning different tasks in the real world. Using the data collected, we then perform supervised behavior cloning to train skill policies using egocentric vision, allowing humanoids to complete different tasks autonomously by imitating human skills. We demonstrate the system on our customized 33-DoF 180cm humanoid, autonomously completing tasks such as wearing a shoe to stand up and walk, unloading objects from warehouse racks, folding a sweatshirt, rearranging objects, typing, and greeting another robot with 60-100% success rates using up to 40 demonstrations. Project website: https://humanoid-ai.github.io/
ASID: Active Exploration for System Identification in Robotic Manipulation
Model-free control strategies such as reinforcement learning have shown the ability to learn control strategies without requiring an accurate model or simulator of the world. While this is appealing due to the lack of modeling requirements, such methods can be sample inefficient, making them impractical in many real-world domains. On the other hand, model-based control techniques leveraging accurate simulators can circumvent these challenges and use a large amount of cheap simulation data to learn controllers that can effectively transfer to the real world. The challenge with such model-based techniques is the requirement for an extremely accurate simulation, requiring both the specification of appropriate simulation assets and physical parameters. This requires considerable human effort to design for every environment being considered. In this work, we propose a learning system that can leverage a small amount of real-world data to autonomously refine a simulation model and then plan an accurate control strategy that can be deployed in the real world. Our approach critically relies on utilizing an initial (possibly inaccurate) simulator to design effective exploration policies that, when deployed in the real world, collect high-quality data. We demonstrate the efficacy of this paradigm in identifying articulation, mass, and other physical parameters in several challenging robotic manipulation tasks, and illustrate that only a small amount of real-world data can allow for effective sim-to-real transfer. Project website at https://weirdlabuw.github.io/asid
3DTrajMaster: Mastering 3D Trajectory for Multi-Entity Motion in Video Generation
This paper aims to manipulate multi-entity 3D motions in video generation. Previous methods on controllable video generation primarily leverage 2D control signals to manipulate object motions and have achieved remarkable synthesis results. However, 2D control signals are inherently limited in expressing the 3D nature of object motions. To overcome this problem, we introduce 3DTrajMaster, a robust controller that regulates multi-entity dynamics in 3D space, given user-desired 6DoF pose (location and rotation) sequences of entities. At the core of our approach is a plug-and-play 3D-motion grounded object injector that fuses multiple input entities with their respective 3D trajectories through a gated self-attention mechanism. In addition, we exploit an injector architecture to preserve the video diffusion prior, which is crucial for generalization ability. To mitigate video quality degradation, we introduce a domain adaptor during training and employ an annealed sampling strategy during inference. To address the lack of suitable training data, we construct a 360-Motion Dataset, which first correlates collected 3D human and animal assets with GPT-generated trajectory and then captures their motion with 12 evenly-surround cameras on diverse 3D UE platforms. Extensive experiments show that 3DTrajMaster sets a new state-of-the-art in both accuracy and generalization for controlling multi-entity 3D motions. Project page: http://fuxiao0719.github.io/projects/3dtrajmaster
Generalizable Humanoid Manipulation with Improved 3D Diffusion Policies
Humanoid robots capable of autonomous operation in diverse environments have long been a goal for roboticists. However, autonomous manipulation by humanoid robots has largely been restricted to one specific scene, primarily due to the difficulty of acquiring generalizable skills. Recent advances in 3D visuomotor policies, such as the 3D Diffusion Policy (DP3), have shown promise in extending these capabilities to wilder environments. However, 3D visuomotor policies often rely on camera calibration and point-cloud segmentation, which present challenges for deployment on mobile robots like humanoids. In this work, we introduce the Improved 3D Diffusion Policy (iDP3), a novel 3D visuomotor policy that eliminates these constraints by leveraging egocentric 3D visual representations. We demonstrate that iDP3 enables a full-sized humanoid robot to autonomously perform skills in diverse real-world scenarios, using only data collected in the lab. Videos are available at: https://humanoid-manipulation.github.io
Safe Learning-Based Control of Elastic Joint Robots via Control Barrier Functions
Ensuring safety is of paramount importance in physical human-robot interaction applications. This requires both adherence to safety constraints defined on the system state, as well as guaranteeing compliant behavior of the robot. If the underlying dynamical system is known exactly, the former can be addressed with the help of control barrier functions. The incorporation of elastic actuators in the robot's mechanical design can address the latter requirement. However, this elasticity can increase the complexity of the resulting system, leading to unmodeled dynamics, such that control barrier functions cannot directly ensure safety. In this paper, we mitigate this issue by learning the unknown dynamics using Gaussian process regression. By employing the model in a feedback linearizing control law, the safety conditions resulting from control barrier functions can be robustified to take into account model errors, while remaining feasible. In order to enforce them on-line, we formulate the derived safety conditions in the form of a second-order cone program. We demonstrate our proposed approach with simulations on a two-degree-of-freedom planar robot with elastic joints.
Planning-Guided Diffusion Policy Learning for Generalizable Contact-Rich Bimanual Manipulation
Contact-rich bimanual manipulation involves precise coordination of two arms to change object states through strategically selected contacts and motions. Due to the inherent complexity of these tasks, acquiring sufficient demonstration data and training policies that generalize to unseen scenarios remain a largely unresolved challenge. Building on recent advances in planning through contacts, we introduce Generalizable Planning-Guided Diffusion Policy Learning (GLIDE), an approach that effectively learns to solve contact-rich bimanual manipulation tasks by leveraging model-based motion planners to generate demonstration data in high-fidelity physics simulation. Through efficient planning in randomized environments, our approach generates large-scale and high-quality synthetic motion trajectories for tasks involving diverse objects and transformations. We then train a task-conditioned diffusion policy via behavior cloning using these demonstrations. To tackle the sim-to-real gap, we propose a set of essential design options in feature extraction, task representation, action prediction, and data augmentation that enable learning robust prediction of smooth action sequences and generalization to unseen scenarios. Through experiments in both simulation and the real world, we demonstrate that our approach can enable a bimanual robotic system to effectively manipulate objects of diverse geometries, dimensions, and physical properties. Website: https://glide-manip.github.io/
Hybrid Internal Model: A Simple and Efficient Learner for Agile Legged Locomotion
Robust locomotion control depends on accurate state estimations. However, the sensors of most legged robots can only provide partial and noisy observations, making the estimation particularly challenging, especially for external states like terrain frictions and elevation maps. Inspired by the classical Internal Model Control principle, we consider these external states as disturbances and introduce Hybrid Internal Model (HIM) to estimate them according to the response of the robot. The response, which we refer to as the hybrid internal embedding, contains the robot's explicit velocity and implicit stability representation, corresponding to two primary goals for locomotion tasks: explicitly tracking velocity and implicitly maintaining stability. We use contrastive learning to optimize the embedding to be close to the robot's successor state, in which the response is naturally embedded. HIM has several appealing benefits: It only needs the robot's proprioceptions, i.e., those from joint encoders and IMU as observations. It innovatively maintains consistent observations between simulation reference and reality that avoids information loss in mimicking learning. It exploits batch-level information that is more robust to noises and keeps better sample efficiency. It only requires 1 hour of training on an RTX 4090 to enable a quadruped robot to traverse any terrain under any disturbances. A wealth of real-world experiments demonstrates its agility, even in high-difficulty tasks and cases never occurred during the training process, revealing remarkable open-world generalizability.
Making Sense of Vision and Touch: Self-Supervised Learning of Multimodal Representations for Contact-Rich Tasks
Contact-rich manipulation tasks in unstructured environments often require both haptic and visual feedback. However, it is non-trivial to manually design a robot controller that combines modalities with very different characteristics. While deep reinforcement learning has shown success in learning control policies for high-dimensional inputs, these algorithms are generally intractable to deploy on real robots due to sample complexity. We use self-supervision to learn a compact and multimodal representation of our sensory inputs, which can then be used to improve the sample efficiency of our policy learning. We evaluate our method on a peg insertion task, generalizing over different geometry, configurations, and clearances, while being robust to external perturbations. Results for simulated and real robot experiments are presented.
ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics
Physical simulators have been widely used in robot planning and control. Among them, differentiable simulators are particularly favored, as they can be incorporated into gradient-based optimization algorithms that are efficient in solving inverse problems such as optimal control and motion planning. Simulating deformable objects is, however, more challenging compared to rigid body dynamics. The underlying physical laws of deformable objects are more complex, and the resulting systems have orders of magnitude more degrees of freedom and therefore they are significantly more computationally expensive to simulate. Computing gradients with respect to physical design or controller parameters is typically even more computationally challenging. In this paper, we propose a real-time, differentiable hybrid Lagrangian-Eulerian physical simulator for deformable objects, ChainQueen, based on the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM can simulate deformable objects including contact and can be seamlessly incorporated into inference, control and co-design systems. We demonstrate that our simulator achieves high precision in both forward simulation and backward gradient computation. We have successfully employed it in a diverse set of control tasks for soft robots, including problems with nearly 3,000 decision variables.
BioMoDiffuse: Physics-Guided Biomechanical Diffusion for Controllable and Authentic Human Motion Synthesis
Human motion generation holds significant promise in fields such as animation, film production, and robotics. However, existing methods often fail to produce physically plausible movements that adhere to biomechanical principles. While recent autoregressive and diffusion models have improved visual quality, they frequently overlook essential biodynamic features, such as muscle activation patterns and joint coordination, leading to motions that either violate physical laws or lack controllability. This paper introduces BioMoDiffuse, a novel biomechanics-aware diffusion framework that addresses these limitations. It features three key innovations: (1) A lightweight biodynamic network that integrates muscle electromyography (EMG) signals and kinematic features with acceleration constraints, (2) A physics-guided diffusion process that incorporates real-time biomechanical verification via modified Euler-Lagrange equations, and (3) A decoupled control mechanism that allows independent regulation of motion speed and semantic context. We also propose a set of comprehensive evaluation protocols that combines traditional metrics (FID, R-precision, etc.) with new biomechanical criteria (smoothness, foot sliding, floating, etc.). Our approach bridges the gap between data-driven motion synthesis and biomechanical authenticity, establishing new benchmarks for physically accurate motion generation.
Extreme Parkour with Legged Robots
Humans can perform parkour by traversing obstacles in a highly dynamic fashion requiring precise eye-muscle coordination and movement. Getting robots to do the same task requires overcoming similar challenges. Classically, this is done by independently engineering perception, actuation, and control systems to very low tolerances. This restricts them to tightly controlled settings such as a predetermined obstacle course in labs. In contrast, humans are able to learn parkour through practice without significantly changing their underlying biology. In this paper, we take a similar approach to developing robot parkour on a small low-cost robot with imprecise actuation and a single front-facing depth camera for perception which is low-frequency, jittery, and prone to artifacts. We show how a single neural net policy operating directly from a camera image, trained in simulation with large-scale RL, can overcome imprecise sensing and actuation to output highly precise control behavior end-to-end. We show our robot can perform a high jump on obstacles 2x its height, long jump across gaps 2x its length, do a handstand and run across tilted ramps, and generalize to novel obstacle courses with different physical properties. Parkour videos at https://extreme-parkour.github.io/
Toward smart composites: small-scale, untethered prediction and control for soft sensor/actuator systems
We present formulation and open-source tools to achieve in-material model predictive control of sensor/actuator systems using learned forward kinematics and on-device computation. Microcontroller units (MCUs) that compute the prediction and control task while colocated with the sensors and actuators enable in-material untethered behaviors. In this approach, small parameter size neural network models learn forward kinematics offline. Our open-source compiler, nn4mc, generates code to offload these predictions onto MCUs. A Newton-Raphson solver then computes the control input in real time. We first benchmark this nonlinear control approach against a PID controller on a mass-spring-damper simulation. We then study experimental results on two experimental rigs with different sensing, actuation and computational hardware: a tendon-based platform with embedded LightLace sensors and a HASEL-based platform with magnetic sensors. Experimental results indicate effective high-bandwidth tracking of reference paths (greater than or equal to 120 Hz) with a small memory footprint (less than or equal to 6.4% of flash memory). The measured path following error does not exceed 2mm in the tendon-based platform. The simulated path following error does not exceed 1mm in the HASEL-based platform. The mean power consumption of this approach in an ARM Cortex-M4f device is 45.4 mW. This control approach is also compatible with Tensorflow Lite models and equivalent on-device code. In-material intelligence enables a new class of composites that infuse autonomy into structures and systems with refined artificial proprioception.
OmniControl: Control Any Joint at Any Time for Human Motion Generation
We present a novel approach named OmniControl for incorporating flexible spatial control signals into a text-conditioned human motion generation model based on the diffusion process. Unlike previous methods that can only control the pelvis trajectory, OmniControl can incorporate flexible spatial control signals over different joints at different times with only one model. Specifically, we propose analytic spatial guidance that ensures the generated motion can tightly conform to the input control signals. At the same time, realism guidance is introduced to refine all the joints to generate more coherent motion. Both the spatial and realism guidance are essential and they are highly complementary for balancing control accuracy and motion realism. By combining them, OmniControl generates motions that are realistic, coherent, and consistent with the spatial constraints. Experiments on HumanML3D and KIT-ML datasets show that OmniControl not only achieves significant improvement over state-of-the-art methods on pelvis control but also shows promising results when incorporating the constraints over other joints.
Humanoid Policy ~ Human Policy
Training manipulation policies for humanoid robots with diverse data enhances their robustness and generalization across tasks and platforms. However, learning solely from robot demonstrations is labor-intensive, requiring expensive tele-operated data collection which is difficult to scale. This paper investigates a more scalable data source, egocentric human demonstrations, to serve as cross-embodiment training data for robot learning. We mitigate the embodiment gap between humanoids and humans from both the data and modeling perspectives. We collect an egocentric task-oriented dataset (PH2D) that is directly aligned with humanoid manipulation demonstrations. We then train a human-humanoid behavior policy, which we term Human Action Transformer (HAT). The state-action space of HAT is unified for both humans and humanoid robots and can be differentiably retargeted to robot actions. Co-trained with smaller-scale robot data, HAT directly models humanoid robots and humans as different embodiments without additional supervision. We show that human data improves both generalization and robustness of HAT with significantly better data collection efficiency. Code and data: https://human-as-robot.github.io/
FlexMotion: Lightweight, Physics-Aware, and Controllable Human Motion Generation
Lightweight, controllable, and physically plausible human motion synthesis is crucial for animation, virtual reality, robotics, and human-computer interaction applications. Existing methods often compromise between computational efficiency, physical realism, or spatial controllability. We propose FlexMotion, a novel framework that leverages a computationally lightweight diffusion model operating in the latent space, eliminating the need for physics simulators and enabling fast and efficient training. FlexMotion employs a multimodal pre-trained Transformer encoder-decoder, integrating joint locations, contact forces, joint actuations and muscle activations to ensure the physical plausibility of the generated motions. FlexMotion also introduces a plug-and-play module, which adds spatial controllability over a range of motion parameters (e.g., joint locations, joint actuations, contact forces, and muscle activations). Our framework achieves realistic motion generation with improved efficiency and control, setting a new benchmark for human motion synthesis. We evaluate FlexMotion on extended datasets and demonstrate its superior performance in terms of realism, physical plausibility, and controllability.
TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization
Synthesizing diverse and physically plausible Human-Scene Interactions (HSI) is pivotal for both computer animation and embodied AI. Despite encouraging progress, current methods mainly focus on developing separate controllers, each specialized for a specific interaction task. This significantly hinders the ability to tackle a wide variety of challenging HSI tasks that require the integration of multiple skills, e.g., sitting down while carrying an object. To address this issue, we present TokenHSI, a single, unified transformer-based policy capable of multi-skill unification and flexible adaptation. The key insight is to model the humanoid proprioception as a separate shared token and combine it with distinct task tokens via a masking mechanism. Such a unified policy enables effective knowledge sharing across skills, thereby facilitating the multi-task training. Moreover, our policy architecture supports variable length inputs, enabling flexible adaptation of learned skills to new scenarios. By training additional task tokenizers, we can not only modify the geometries of interaction targets but also coordinate multiple skills to address complex tasks. The experiments demonstrate that our approach can significantly improve versatility, adaptability, and extensibility in various HSI tasks. Website: https://liangpan99.github.io/TokenHSI/
Safe & Accurate at Speed with Tendons: A Robot Arm for Exploring Dynamic Motion
Operating robots precisely and at high speeds has been a long-standing goal of robotics research. Balancing these competing demands is key to enabling the seamless collaboration of robots and humans and increasing task performance. However, traditional motor-driven systems often fall short in this balancing act. Due to their rigid and often heavy design exacerbated by positioning the motors into the joints, faster motions of such robots transfer high forces at impact. To enable precise and safe dynamic motions, we introduce a four degree-of-freedom~(DoF) tendon-driven robot arm. Tendons allow placing the actuation at the base to reduce the robot's inertia, which we show significantly reduces peak collision forces compared to conventional robots with motors placed near the joints. Pairing our robot with pneumatic muscles allows generating high forces and highly accelerated motions, while benefiting from impact resilience through passive compliance. Since tendons are subject to additional friction and hence prone to wear and tear, we validate the reliability of our robotic arm on various experiments, including long-term dynamic motions. We also demonstrate its ease of control by quantifying the nonlinearities of the system and the performance on a challenging dynamic table tennis task learned from scratch using reinforcement learning. We open-source the entire hardware design, which can be largely 3D printed, the control software, and a proprioceptive dataset of 25 days of diverse robot motions at webdav.tuebingen.mpg.de/pamy2.
Humanoid Locomotion as Next Token Prediction
We cast real-world humanoid control as a next token prediction problem, akin to predicting the next word in language. Our model is a causal transformer trained via autoregressive prediction of sensorimotor trajectories. To account for the multi-modal nature of the data, we perform prediction in a modality-aligned way, and for each input token predict the next token from the same modality. This general formulation enables us to leverage data with missing modalities, like video trajectories without actions. We train our model on a collection of simulated trajectories coming from prior neural network policies, model-based controllers, motion capture data, and YouTube videos of humans. We show that our model enables a full-sized humanoid to walk in San Francisco zero-shot. Our model can transfer to the real world even when trained on only 27 hours of walking data, and can generalize to commands not seen during training like walking backward. These findings suggest a promising path toward learning challenging real-world control tasks by generative modeling of sensorimotor trajectories.
InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint
Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators.
PhysDreamer: Physics-Based Interaction with 3D Objects via Video Generation
Realistic object interactions are crucial for creating immersive virtual experiences, yet synthesizing realistic 3D object dynamics in response to novel interactions remains a significant challenge. Unlike unconditional or text-conditioned dynamics generation, action-conditioned dynamics requires perceiving the physical material properties of objects and grounding the 3D motion prediction on these properties, such as object stiffness. However, estimating physical material properties is an open problem due to the lack of material ground-truth data, as measuring these properties for real objects is highly difficult. We present PhysDreamer, a physics-based approach that endows static 3D objects with interactive dynamics by leveraging the object dynamics priors learned by video generation models. By distilling these priors, PhysDreamer enables the synthesis of realistic object responses to novel interactions, such as external forces or agent manipulations. We demonstrate our approach on diverse examples of elastic objects and evaluate the realism of the synthesized interactions through a user study. PhysDreamer takes a step towards more engaging and realistic virtual experiences by enabling static 3D objects to dynamically respond to interactive stimuli in a physically plausible manner. See our project page at https://physdreamer.github.io/.
High-Dimensional Continuous Control Using Generalized Advantage Estimation
Policy gradient methods are an appealing approach in reinforcement learning because they directly optimize the cumulative reward and can straightforwardly be used with nonlinear function approximators such as neural networks. The two main challenges are the large number of samples typically required, and the difficulty of obtaining stable and steady improvement despite the nonstationarity of the incoming data. We address the first challenge by using value functions to substantially reduce the variance of policy gradient estimates at the cost of some bias, with an exponentially-weighted estimator of the advantage function that is analogous to TD(lambda). We address the second challenge by using trust region optimization procedure for both the policy and the value function, which are represented by neural networks. Our approach yields strong empirical results on highly challenging 3D locomotion tasks, learning running gaits for bipedal and quadrupedal simulated robots, and learning a policy for getting the biped to stand up from starting out lying on the ground. In contrast to a body of prior work that uses hand-crafted policy representations, our neural network policies map directly from raw kinematics to joint torques. Our algorithm is fully model-free, and the amount of simulated experience required for the learning tasks on 3D bipeds corresponds to 1-2 weeks of real time.
Redefining Robot Generalization Through Interactive Intelligence
Recent advances in large-scale machine learning have produced high-capacity foundation models capable of adapting to a broad array of downstream tasks. While such models hold great promise for robotics, the prevailing paradigm still portrays robots as single, autonomous decision-makers, performing tasks like manipulation and navigation, with limited human involvement. However, a large class of real-world robotic systems, including wearable robotics (e.g., prostheses, orthoses, exoskeletons), teleoperation, and neural interfaces, are semiautonomous, and require ongoing interactive coordination with human partners, challenging single-agent assumptions. In this position paper, we argue that robot foundation models must evolve to an interactive multi-agent perspective in order to handle the complexities of real-time human-robot co-adaptation. We propose a generalizable, neuroscience-inspired architecture encompassing four modules: (1) a multimodal sensing module informed by sensorimotor integration principles, (2) an ad-hoc teamwork model reminiscent of joint-action frameworks in cognitive science, (3) a predictive world belief model grounded in internal model theories of motor control, and (4) a memory/feedback mechanism that echoes concepts of Hebbian and reinforcement-based plasticity. Although illustrated through the lens of cyborg systems, where wearable devices and human physiology are inseparably intertwined, the proposed framework is broadly applicable to robots operating in semi-autonomous or interactive contexts. By moving beyond single-agent designs, our position emphasizes how foundation models in robotics can achieve a more robust, personalized, and anticipatory level of performance.
RoboScape: Physics-informed Embodied World Model
World models have become indispensable tools for embodied intelligence, serving as powerful simulators capable of generating realistic robotic videos while addressing critical data scarcity challenges. However, current embodied world models exhibit limited physical awareness, particularly in modeling 3D geometry and motion dynamics, resulting in unrealistic video generation for contact-rich robotic scenarios. In this paper, we present RoboScape, a unified physics-informed world model that jointly learns RGB video generation and physics knowledge within an integrated framework. We introduce two key physics-informed joint training tasks: temporal depth prediction that enhances 3D geometric consistency in video rendering, and keypoint dynamics learning that implicitly encodes physical properties (e.g., object shape and material characteristics) while improving complex motion modeling. Extensive experiments demonstrate that RoboScape generates videos with superior visual fidelity and physical plausibility across diverse robotic scenarios. We further validate its practical utility through downstream applications including robotic policy training with generated data and policy evaluation. Our work provides new insights for building efficient physics-informed world models to advance embodied intelligence research. The code is available at: https://github.com/tsinghua-fib-lab/RoboScape.
DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.
DreamActor-M1: Holistic, Expressive and Robust Human Image Animation with Hybrid Guidance
While recent image-based human animation methods achieve realistic body and facial motion synthesis, critical gaps remain in fine-grained holistic controllability, multi-scale adaptability, and long-term temporal coherence, which leads to their lower expressiveness and robustness. We propose a diffusion transformer (DiT) based framework, DreamActor-M1, with hybrid guidance to overcome these limitations. For motion guidance, our hybrid control signals that integrate implicit facial representations, 3D head spheres, and 3D body skeletons achieve robust control of facial expressions and body movements, while producing expressive and identity-preserving animations. For scale adaptation, to handle various body poses and image scales ranging from portraits to full-body views, we employ a progressive training strategy using data with varying resolutions and scales. For appearance guidance, we integrate motion patterns from sequential frames with complementary visual references, ensuring long-term temporal coherence for unseen regions during complex movements. Experiments demonstrate that our method outperforms the state-of-the-art works, delivering expressive results for portraits, upper-body, and full-body generation with robust long-term consistency. Project Page: https://grisoon.github.io/DreamActor-M1/.
"PhyWorldBench": A Comprehensive Evaluation of Physical Realism in Text-to-Video Models
Video generation models have achieved remarkable progress in creating high-quality, photorealistic content. However, their ability to accurately simulate physical phenomena remains a critical and unresolved challenge. This paper presents PhyWorldBench, a comprehensive benchmark designed to evaluate video generation models based on their adherence to the laws of physics. The benchmark covers multiple levels of physical phenomena, ranging from fundamental principles like object motion and energy conservation to more complex scenarios involving rigid body interactions and human or animal motion. Additionally, we introduce a novel ""Anti-Physics"" category, where prompts intentionally violate real-world physics, enabling the assessment of whether models can follow such instructions while maintaining logical consistency. Besides large-scale human evaluation, we also design a simple yet effective method that could utilize current MLLM to evaluate the physics realism in a zero-shot fashion. We evaluate 12 state-of-the-art text-to-video generation models, including five open-source and five proprietary models, with a detailed comparison and analysis. we identify pivotal challenges models face in adhering to real-world physics. Through systematic testing of their outputs across 1,050 curated prompts-spanning fundamental, composite, and anti-physics scenarios-we identify pivotal challenges these models face in adhering to real-world physics. We then rigorously examine their performance on diverse physical phenomena with varying prompt types, deriving targeted recommendations for crafting prompts that enhance fidelity to physical principles.
Learning Bipedal Walking On Planned Footsteps For Humanoid Robots
Deep reinforcement learning (RL) based controllers for legged robots have demonstrated impressive robustness for walking in different environments for several robot platforms. To enable the application of RL policies for humanoid robots in real-world settings, it is crucial to build a system that can achieve robust walking in any direction, on 2D and 3D terrains, and be controllable by a user-command. In this paper, we tackle this problem by learning a policy to follow a given step sequence. The policy is trained with the help of a set of procedurally generated step sequences (also called footstep plans). We show that simply feeding the upcoming 2 steps to the policy is sufficient to achieve omnidirectional walking, turning in place, standing, and climbing stairs. Our method employs curriculum learning on the complexity of terrains, and circumvents the need for reference motions or pre-trained weights. We demonstrate the application of our proposed method to learn RL policies for 2 new robot platforms - HRP5P and JVRC-1 - in the MuJoCo simulation environment. The code for training and evaluation is available online.
DisPose: Disentangling Pose Guidance for Controllable Human Image Animation
Controllable human image animation aims to generate videos from reference images using driving videos. Due to the limited control signals provided by sparse guidance (e.g., skeleton pose), recent works have attempted to introduce additional dense conditions (e.g., depth map) to ensure motion alignment. However, such strict dense guidance impairs the quality of the generated video when the body shape of the reference character differs significantly from that of the driving video. In this paper, we present DisPose to mine more generalizable and effective control signals without additional dense input, which disentangles the sparse skeleton pose in human image animation into motion field guidance and keypoint correspondence. Specifically, we generate a dense motion field from a sparse motion field and the reference image, which provides region-level dense guidance while maintaining the generalization of the sparse pose control. We also extract diffusion features corresponding to pose keypoints from the reference image, and then these point features are transferred to the target pose to provide distinct identity information. To seamlessly integrate into existing models, we propose a plug-and-play hybrid ControlNet that improves the quality and consistency of generated videos while freezing the existing model parameters. Extensive qualitative and quantitative experiments demonstrate the superiority of DisPose compared to current methods. Code: https://github.com/lihxxx/DisPose{https://github.com/lihxxx/DisPose}.
Safe Grasping with a Force Controlled Soft Robotic Hand
Safe yet stable grasping requires a robotic hand to apply sufficient force on the object to immobilize it while keeping it from getting damaged. Soft robotic hands have been proposed for safe grasping due to their passive compliance, but even such a hand can crush objects if the applied force is too high. Thus for safe grasping, regulating the grasping force is of uttermost importance even with soft hands. In this work, we present a force controlled soft hand and use it to achieve safe grasping. To this end, resistive force and bend sensors are integrated in a soft hand, and a data-driven calibration method is proposed to estimate contact interaction forces. Given the force readings, the pneumatic pressures are regulated using a proportional-integral controller to achieve desired force. The controller is experimentally evaluated and benchmarked by grasping easily deformable objects such as plastic and paper cups without neither dropping nor deforming them. Together, the results demonstrate that our force controlled soft hand can grasp deformable objects in a safe yet stable manner.
Technical Report on: Tripedal Dynamic Gaits for a Quadruped Robot
A vast number of applications for legged robots entail tasks in complex, dynamic environments. But these environments put legged robots at high risk for limb damage. This paper presents an empirical study of fault tolerant dynamic gaits designed for a quadrupedal robot suffering from a single, known "missing" limb. Preliminary data suggests that the featured gait controller successfully anchors a previously developed planar monopedal hopping template in the three-legged spatial machine. This compositional approach offers a useful and generalizable guide to the development of a wider range of tripedal recovery gaits for damaged quadrupedal machines.
DMotion: Robotic Visuomotor Control with Unsupervised Forward Model Learned from Videos
Learning an accurate model of the environment is essential for model-based control tasks. Existing methods in robotic visuomotor control usually learn from data with heavily labelled actions, object entities or locations, which can be demanding in many cases. To cope with this limitation, we propose a method, dubbed DMotion, that trains a forward model from video data only, via disentangling the motion of controllable agent to model the transition dynamics. An object extractor and an interaction learner are trained in an end-to-end manner without supervision. The agent's motions are explicitly represented using spatial transformation matrices containing physical meanings. In the experiments, DMotion achieves superior performance on learning an accurate forward model in a Grid World environment, as well as a more realistic robot control environment in simulation. With the accurate learned forward models, we further demonstrate their usage in model predictive control as an effective approach for robotic manipulations.
VividPose: Advancing Stable Video Diffusion for Realistic Human Image Animation
Human image animation involves generating a video from a static image by following a specified pose sequence. Current approaches typically adopt a multi-stage pipeline that separately learns appearance and motion, which often leads to appearance degradation and temporal inconsistencies. To address these issues, we propose VividPose, an innovative end-to-end pipeline based on Stable Video Diffusion (SVD) that ensures superior temporal stability. To enhance the retention of human identity, we propose an identity-aware appearance controller that integrates additional facial information without compromising other appearance details such as clothing texture and background. This approach ensures that the generated videos maintain high fidelity to the identity of human subject, preserving key facial features across various poses. To accommodate diverse human body shapes and hand movements, we introduce a geometry-aware pose controller that utilizes both dense rendering maps from SMPL-X and sparse skeleton maps. This enables accurate alignment of pose and shape in the generated videos, providing a robust framework capable of handling a wide range of body shapes and dynamic hand movements. Extensive qualitative and quantitative experiments on the UBCFashion and TikTok benchmarks demonstrate that our method achieves state-of-the-art performance. Furthermore, VividPose exhibits superior generalization capabilities on our proposed in-the-wild dataset. Codes and models will be available.
Bi-LAT: Bilateral Control-Based Imitation Learning via Natural Language and Action Chunking with Transformers
We present Bi-LAT, a novel imitation learning framework that unifies bilateral control with natural language processing to achieve precise force modulation in robotic manipulation. Bi-LAT leverages joint position, velocity, and torque data from leader-follower teleoperation while also integrating visual and linguistic cues to dynamically adjust applied force. By encoding human instructions such as "softly grasp the cup" or "strongly twist the sponge" through a multimodal Transformer-based model, Bi-LAT learns to distinguish nuanced force requirements in real-world tasks. We demonstrate Bi-LAT's performance in (1) unimanual cup-stacking scenario where the robot accurately modulates grasp force based on language commands, and (2) bimanual sponge-twisting task that requires coordinated force control. Experimental results show that Bi-LAT effectively reproduces the instructed force levels, particularly when incorporating SigLIP among tested language encoders. Our findings demonstrate the potential of integrating natural language cues into imitation learning, paving the way for more intuitive and adaptive human-robot interaction. For additional material, please visit: https://mertcookimg.github.io/bi-lat/
DexMimicGen: Automated Data Generation for Bimanual Dexterous Manipulation via Imitation Learning
Imitation learning from human demonstrations is an effective means to teach robots manipulation skills. But data acquisition is a major bottleneck in applying this paradigm more broadly, due to the amount of cost and human effort involved. There has been significant interest in imitation learning for bimanual dexterous robots, like humanoids. Unfortunately, data collection is even more challenging here due to the challenges of simultaneously controlling multiple arms and multi-fingered hands. Automated data generation in simulation is a compelling, scalable alternative to fuel this need for data. To this end, we introduce DexMimicGen, a large-scale automated data generation system that synthesizes trajectories from a handful of human demonstrations for humanoid robots with dexterous hands. We present a collection of simulation environments in the setting of bimanual dexterous manipulation, spanning a range of manipulation behaviors and different requirements for coordination among the two arms. We generate 21K demos across these tasks from just 60 source human demos and study the effect of several data generation and policy learning decisions on agent performance. Finally, we present a real-to-sim-to-real pipeline and deploy it on a real-world humanoid can sorting task. Videos and more are at https://dexmimicgen.github.io/
MotionLCM: Real-time Controllable Motion Generation via Latent Consistency Model
This work introduces MotionLCM, extending controllable motion generation to a real-time level. Existing methods for spatial control in text-conditioned motion generation suffer from significant runtime inefficiency. To address this issue, we first propose the motion latent consistency model (MotionLCM) for motion generation, building upon the latent diffusion model (MLD). By employing one-step (or few-step) inference, we further improve the runtime efficiency of the motion latent diffusion model for motion generation. To ensure effective controllability, we incorporate a motion ControlNet within the latent space of MotionLCM and enable explicit control signals (e.g., pelvis trajectory) in the vanilla motion space to control the generation process directly, similar to controlling other latent-free diffusion models for motion generation. By employing these techniques, our approach can generate human motions with text and control signals in real-time. Experimental results demonstrate the remarkable generation and controlling capabilities of MotionLCM while maintaining real-time runtime efficiency.
DragAnything: Motion Control for Anything using Entity Representation
We introduce DragAnything, which utilizes a entity representation to achieve motion control for any object in controllable video generation. Comparison to existing motion control methods, DragAnything offers several advantages. Firstly, trajectory-based is more userfriendly for interaction, when acquiring other guidance signals (e.g., masks, depth maps) is labor-intensive. Users only need to draw a line (trajectory) during interaction. Secondly, our entity representation serves as an open-domain embedding capable of representing any object, enabling the control of motion for diverse entities, including background. Lastly, our entity representation allows simultaneous and distinct motion control for multiple objects. Extensive experiments demonstrate that our DragAnything achieves state-of-the-art performance for FVD, FID, and User Study, particularly in terms of object motion control, where our method surpasses the previous methods (e.g., DragNUWA) by 26% in human voting.
Updating Robot Safety Representations Online from Natural Language Feedback
Robots must operate safely when deployed in novel and human-centered environments, like homes. Current safe control approaches typically assume that the safety constraints are known a priori, and thus, the robot can pre-compute a corresponding safety controller. While this may make sense for some safety constraints (e.g., avoiding collision with walls by analyzing a floor plan), other constraints are more complex (e.g., spills), inherently personal, context-dependent, and can only be identified at deployment time when the robot is interacting in a specific environment and with a specific person (e.g., fragile objects, expensive rugs). Here, language provides a flexible mechanism to communicate these evolving safety constraints to the robot. In this work, we use vision language models (VLMs) to interpret language feedback and the robot's image observations to continuously update the robot's representation of safety constraints. With these inferred constraints, we update a Hamilton-Jacobi reachability safety controller online via efficient warm-starting techniques. Through simulation and hardware experiments, we demonstrate the robot's ability to infer and respect language-based safety constraints with the proposed approach.
Reinforcement Learning with Action Sequence for Data-Efficient Robot Learning
Training reinforcement learning (RL) agents on robotic tasks typically requires a large number of training samples. This is because training data often consists of noisy trajectories, whether from exploration or human-collected demonstrations, making it difficult to learn value functions that understand the effect of taking each action. On the other hand, recent behavior-cloning (BC) approaches have shown that predicting a sequence of actions enables policies to effectively approximate noisy, multi-modal distributions of expert demonstrations. Can we use a similar idea for improving RL on robotic tasks? In this paper, we introduce a novel RL algorithm that learns a critic network that outputs Q-values over a sequence of actions. By explicitly training the value functions to learn the consequence of executing a series of current and future actions, our algorithm allows for learning useful value functions from noisy trajectories. We study our algorithm across various setups with sparse and dense rewards, and with or without demonstrations, spanning mobile bi-manual manipulation, whole-body control, and tabletop manipulation tasks from BiGym, HumanoidBench, and RLBench. We find that, by learning the critic network with action sequences, our algorithm outperforms various RL and BC baselines, in particular on challenging humanoid control tasks.
Control of Medical Digital Twins with Artificial Neural Networks
The objective of personalized medicine is to tailor interventions to an individual patient's unique characteristics. A key technology for this purpose involves medical digital twins, computational models of human biology that can be personalized and dynamically updated to incorporate patient-specific data collected over time. Certain aspects of human biology, such as the immune system, are not easily captured with physics-based models, such as differential equations. Instead, they are often multi-scale, stochastic, and hybrid. This poses a challenge to existing model-based control and optimization approaches that cannot be readily applied to such models. Recent advances in automatic differentiation and neural-network control methods hold promise in addressing complex control problems. However, the application of these approaches to biomedical systems is still in its early stages. This work introduces dynamics-informed neural-network controllers as an alternative approach to control of medical digital twins. As a first use case for this method, the focus is on agent-based models, a versatile and increasingly common modeling platform in biomedicine. The effectiveness of the proposed neural-network control method is illustrated and benchmarked against other methods with two widely-used agent-based model types. The relevance of the method introduced here extends beyond medical digital twins to other complex dynamical systems.
Learning Goal-oriented Bimanual Dough Rolling Using Dynamic Heterogeneous Graph Based on Human Demonstration
Soft object manipulation poses significant challenges for robots, requiring effective techniques for state representation and manipulation policy learning. State representation involves capturing the dynamic changes in the environment, while manipulation policy learning focuses on establishing the relationship between robot actions and state transformations to achieve specific goals. To address these challenges, this research paper introduces a novel approach: a dynamic heterogeneous graph-based model for learning goal-oriented soft object manipulation policies. The proposed model utilizes graphs as a unified representation for both states and policy learning. By leveraging the dynamic graph, we can extract crucial information regarding object dynamics and manipulation policies. Furthermore, the model facilitates the integration of demonstrations, enabling guided policy learning. To evaluate the efficacy of our approach, we designed a dough rolling task and conducted experiments using both a differentiable simulator and a real-world humanoid robot. Additionally, several ablation studies were performed to analyze the effect of our method, demonstrating its superiority in achieving human-like behavior.
A Mobile Manipulation System for One-Shot Teaching of Complex Tasks in Homes
We describe a mobile manipulation hardware and software system capable of autonomously performing complex human-level tasks in real homes, after being taught the task with a single demonstration from a person in virtual reality. This is enabled by a highly capable mobile manipulation robot, whole-body task space hybrid position/force control, teaching of parameterized primitives linked to a robust learned dense visual embeddings representation of the scene, and a task graph of the taught behaviors. We demonstrate the robustness of the approach by presenting results for performing a variety of tasks, under different environmental conditions, in multiple real homes. Our approach achieves 85% overall success rate on three tasks that consist of an average of 45 behaviors each.
Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes
In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.
EgoZero: Robot Learning from Smart Glasses
Despite recent progress in general purpose robotics, robot policies still lag far behind basic human capabilities in the real world. Humans interact constantly with the physical world, yet this rich data resource remains largely untapped in robot learning. We propose EgoZero, a minimal system that learns robust manipulation policies from human demonstrations captured with Project Aria smart glasses, and zero robot data. EgoZero enables: (1) extraction of complete, robot-executable actions from in-the-wild, egocentric, human demonstrations, (2) compression of human visual observations into morphology-agnostic state representations, and (3) closed-loop policy learning that generalizes morphologically, spatially, and semantically. We deploy EgoZero policies on a gripper Franka Panda robot and demonstrate zero-shot transfer with 70% success rate over 7 manipulation tasks and only 20 minutes of data collection per task. Our results suggest that in-the-wild human data can serve as a scalable foundation for real-world robot learning - paving the way toward a future of abundant, diverse, and naturalistic training data for robots. Code and videos are available at https://egozero-robot.github.io.
WANDR: Intention-guided Human Motion Generation
Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms of generalization and motion naturalness. A primary obstacle is the scarcity of training data that combines locomotion with goal reaching. To address this, we introduce WANDR, a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effector (wrist) on the goal location. To solve this, we introduce novel intention features that drive rich goal-oriented movement. Intention guides the agent to the goal, and interactively adapts the generation to novel situations without needing to define sub-goals or the entire motion path. Crucially, intention allows training on datasets that have goal-oriented motions as well as those that do not. WANDR is a conditional Variational Auto-Encoder (c-VAE), which we train using the AMASS and CIRCLE datasets. We evaluate our method extensively and demonstrate its ability to generate natural and long-term motions that reach 3D goals and generalize to unseen goal locations. Our models and code are available for research purposes at wandr.is.tue.mpg.de.
DexterityGen: Foundation Controller for Unprecedented Dexterity
Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.
Safety-Critical Coordination of Legged Robots via Layered Controllers and Forward Reachable Set based Control Barrier Functions
This paper presents a safety-critical approach to the coordination of robots in dynamic environments. To this end, we leverage control barrier functions (CBFs) with the forward reachable set to guarantee the safe coordination of the robots while preserving a desired trajectory via a layered controller. The top-level planner generates a safety-ensured trajectory for each agent, accounting for the dynamic constraints in the environment. This planner leverages high-order CBFs based on the forward reachable set to ensure safety-critical coordination control, i.e., guarantee the safe coordination of the robots during locomotion. The middle-level trajectory planner employs single rigid body (SRB) dynamics to generate optimal ground reaction forces (GRFs) to track the safety-ensured trajectories from the top-level planner. The whole-body motions to adhere to the optimal GRFs while ensuring the friction cone condition at the end of each stance leg are generated from the low-level controller. The effectiveness of the approach is demonstrated through simulation and hardware experiments.
MotionGPT: Finetuned LLMs are General-Purpose Motion Generators
Generating realistic human motion from given action descriptions has experienced significant advancements because of the emerging requirement of digital humans. While recent works have achieved impressive results in generating motion directly from textual action descriptions, they often support only a single modality of the control signal, which limits their application in the real digital human industry. This paper presents a Motion General-Purpose generaTor (MotionGPT) that can use multimodal control signals, e.g., text and single-frame poses, for generating consecutive human motions by treating multimodal signals as special input tokens in large language models (LLMs). Specifically, we first quantize multimodal control signals into discrete codes and then formulate them in a unified prompt instruction to ask the LLMs to generate the motion answer. Our MotionGPT demonstrates a unified human motion generation model with multimodal control signals by tuning a mere 0.4% of LLM parameters. To the best of our knowledge, MotionGPT is the first method to generate human motion by multimodal control signals, which we hope can shed light on this new direction. Codes shall be released upon acceptance.
BEHAVIOR Robot Suite: Streamlining Real-World Whole-Body Manipulation for Everyday Household Activities
Real-world household tasks present significant challenges for mobile manipulation robots. An analysis of existing robotics benchmarks reveals that successful task performance hinges on three key whole-body control capabilities: bimanual coordination, stable and precise navigation, and extensive end-effector reachability. Achieving these capabilities requires careful hardware design, but the resulting system complexity further complicates visuomotor policy learning. To address these challenges, we introduce the BEHAVIOR Robot Suite (BRS), a comprehensive framework for whole-body manipulation in diverse household tasks. Built on a bimanual, wheeled robot with a 4-DoF torso, BRS integrates a cost-effective whole-body teleoperation interface for data collection and a novel algorithm for learning whole-body visuomotor policies. We evaluate BRS on five challenging household tasks that not only emphasize the three core capabilities but also introduce additional complexities, such as long-range navigation, interaction with articulated and deformable objects, and manipulation in confined spaces. We believe that BRS's integrated robotic embodiment, data collection interface, and learning framework mark a significant step toward enabling real-world whole-body manipulation for everyday household tasks. BRS is open-sourced at https://behavior-robot-suite.github.io/
CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character control
Motion diffusion models and Reinforcement Learning (RL) based control for physics-based simulations have complementary strengths for human motion generation. The former is capable of generating a wide variety of motions, adhering to intuitive control such as text, while the latter offers physically plausible motion and direct interaction with the environment. In this work, we present a method that combines their respective strengths. CLoSD is a text-driven RL physics-based controller, guided by diffusion generation for various tasks. Our key insight is that motion diffusion can serve as an on-the-fly universal planner for a robust RL controller. To this end, CLoSD maintains a closed-loop interaction between two modules -- a Diffusion Planner (DiP), and a tracking controller. DiP is a fast-responding autoregressive diffusion model, controlled by textual prompts and target locations, and the controller is a simple and robust motion imitator that continuously receives motion plans from DiP and provides feedback from the environment. CLoSD is capable of seamlessly performing a sequence of different tasks, including navigation to a goal location, striking an object with a hand or foot as specified in a text prompt, sitting down, and getting up. https://guytevet.github.io/CLoSD-page/
A Grasp Pose is All You Need: Learning Multi-fingered Grasping with Deep Reinforcement Learning from Vision and Touch
Multi-fingered robotic hands have potential to enable robots to perform sophisticated manipulation tasks. However, teaching a robot to grasp objects with an anthropomorphic hand is an arduous problem due to the high dimensionality of state and action spaces. Deep Reinforcement Learning (DRL) offers techniques to design control policies for this kind of problems without explicit environment or hand modeling. However, state-of-the-art model-free algorithms have proven inefficient for learning such policies. The main problem is that the exploration of the environment is unfeasible for such high-dimensional problems, thus hampering the initial phases of policy optimization. One possibility to address this is to rely on off-line task demonstrations, but, oftentimes, this is too demanding in terms of time and computational resources. To address these problems, we propose the A Grasp Pose is All You Need (G-PAYN) method for the anthropomorphic hand of the iCub humanoid. We develop an approach to automatically collect task demonstrations to initialize the training of the policy. The proposed grasping pipeline starts from a grasp pose generated by an external algorithm, used to initiate the movement. Then a control policy (previously trained with the proposed G-PAYN) is used to reach and grab the object. We deployed the iCub into the MuJoCo simulator and use it to test our approach with objects from the YCB-Video dataset. Results show that G-PAYN outperforms current DRL techniques in the considered setting in terms of success rate and execution time with respect to the baselines. The code to reproduce the experiments is released together with the paper with an open source license.
ManiSkill-HAB: A Benchmark for Low-Level Manipulation in Home Rearrangement Tasks
High-quality benchmarks are the foundation for embodied AI research, enabling significant advancements in long-horizon navigation, manipulation and rearrangement tasks. However, as frontier tasks in robotics get more advanced, they require faster simulation speed, more intricate test environments, and larger demonstration datasets. To this end, we present MS-HAB, a holistic benchmark for low-level manipulation and in-home object rearrangement. First, we provide a GPU-accelerated implementation of the Home Assistant Benchmark (HAB). We support realistic low-level control and achieve over 3x the speed of previous magical grasp implementations at similar GPU memory usage. Second, we train extensive reinforcement learning (RL) and imitation learning (IL) baselines for future work to compare against. Finally, we develop a rule-based trajectory filtering system to sample specific demonstrations from our RL policies which match predefined criteria for robot behavior and safety. Combining demonstration filtering with our fast environments enables efficient, controlled data generation at scale.