new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Nov 9

ExtremControl: Low-Latency Humanoid Teleoperation with Scaled Velocity Feedforward

Building a low-latency humanoid teleoperation system is essential for collecting diverse reactive and dynamic demonstrations. However, end-to-end latencies in existing approaches consistently hover around 200ms, roughly equal to human reaction time, that severely limits responsiveness and prevents tasks requiring rapid feedback. We identify position-only PD control as the root cause of this latency floor and propose ExtremControl, a low-latency whole-body control framework that: (1) incorporates scaled velocity feedforward in low-level control, reducing tracking delay by approximately 70ms with a provably optimal feedforward ratio; (2) operates directly on SE(3) poses of selected rigid links, primarily humanoid extremities, to avoid joint-space retargeting in the control loop. To minimize retargeting time, we derive a closed-form Cartesian-space mapping that uses a single anthropomorphic calibration step to translate human motion into humanoid link targets, accommodating operators with varying body proportions. Furthermore, we provide a theoretical framework for selecting control hyperparameters, and validate the effectiveness of velocity feedforward control in the reinforcement learning for locomotion setting through experiments in both simulation and the real world. Building on ExtremControl, we implement a teleoperation system supporting both optical motion capture and VR-based tracking, achieving end-to-end latency as low as 50ms --- well beneath the threshold at which system delay adds a full human reaction cycle to the control loop. This enables a qualitatively new class of reactive behaviors, including ping-pong ball balancing, juggling, and real-time return, that are beyond the capability of existing teleoperation systems.

  • 6 authors
·
Oct 20

OTRetarget: Joint Robot and Object Motion Retargeting via Optimal Transport

Transferring human motion to humanoid robots requires adapting the demonstrated motion to the robot morphology while preserving interactions with the environment. This is particularly challenging for loco-manipulation tasks, where contacts with the ground and manipulated objects must remain consistent despite differences in body proportions. Yet, skeletal motion alone does not fully describe these interactions, and fixing object trajectories limits the adaptation to a new embodiment. In this paper, we introduce OTR ETARGET, a unified approach to jointly retarget robot and multi-object motion from human demonstrations. Our approach represents surface interactions through signed distances, closest surface points, and relative directions, and uses entropic optimal transport to transfer these quantities across human, robot, and object geometries. We incorporate the resulting interaction targets into a constrained inverse kinematics formulation that balances contact preservation with motion style and jointly optimizes robot and object poses at each frame. This formulation accommodates robot-object and object-object interactions without rescaling the scene or the demonstration. We validate the proposed approach on OMOMO, where it achieves a robot- object interaction Jaccard score of 87% and a depth error of 8.7 mm, compared with 28% and 29.3 mm for OmniRetarget. Finally, we demonstrate transfer to a physical G1 humanoid using whole-body policies trained with reinforcement learning on the retargeted references, across motions including two-handed box pick-and-place onto a table.

Towards a General Humanoid Loco-Manipulation Model via Egocentric Whole-Body Human Data Pretraining

Humanoid whole-body manipulation has advanced rapidly, enabling policies to coordinate locomotion, posture, bimanual interaction, and dexterous hand movements. Meanwhile, egocentric human videos provide diverse examples of everyday interactions across objects and scenes, offering scalable supervision without robot operation. However, existing supervision from these videos provides limited coverage of whole-body movement and coordination with hand-object interaction, while obtaining such supervision through humanoid teleoperation is also costly and difficult to scale. We therefore explore how human experience can support scalable learning of humanoid loco-manipulation. To support this study, we introduce HumanVerse-500, a 500-hour dataset of diverse human loco-manipulation behaviors in open-world environments, collected with a lightweight wearable system that synchronizes egocentric video with body and hand motion. Building on this dataset, we develop λ_0, a whole-body humanoid vision-language-action policy, through three-stage training that first learns interaction from diverse egocentric datasets, then coordinates body and hand motion using HumanVerse-500, and finally adapts the policy to downstream tasks and robot embodiments. Across these stages, λ_0 learns a shared representation space for human experience transfer, while domain-specific interfaces handle differences between human and robot states and actions. We evaluate λ_0 on SIMPLE and 4 real-world loco-manipulation tasks, achieving state-of-the-art performance, and further analyze its scaling behavior, generalization, and training-stage contributions to understand how human data support downstream whole-body humanoid control. We will release our code, models, and data to support further research.

  • 12 authors
·
Sep 29

λ_0: Scaling Open-World Egocentric Human Data for Humanoid Loco-Manipulation

Humanoid loco-manipulation requires coordinated whole-body interaction with the physical world, yet collecting robot demonstrations at scale remains costly. Human demonstrations offer a scalable alternative, but existing egocentric human supervision often omits locomotion and posture, while embodiment differences and controller dynamics hinder accurate end-effector execution. We introduce HumanVerse, a 500-hour dataset of open-world human loco-manipulation pairing egocentric video with synchronized body and hand motion. Our human-to-humanoid pipeline aligns camera viewpoints and arm appearance, and refines motion references and controller inputs offline to reduce end-effector errors while preserving whole-body coordination. We validate the pipeline through zero-shot transfer to Unitree G1 on representative whole-body manipulation and long-range loco-manipulation tasks, without target-task robot demonstrations. Building on this pipeline, we develop λ_0, a humanoid foundation model for whole-body loco-manipulation, with robot-aligned human demonstrations providing supervision for mid-training. Increasing whole-body human data consistently improves downstream task progress. λ_0 achieves 90.0% success on SIMPLE and 62.5% across real-world loco-manipulation tasks. We expect this study to guide scalable whole-body human data collection toward humanoid foundation models for richer interaction with the physical world. Homepage: https://lambdahumanoid.github.io/

Humanoid Everyday: A Comprehensive Robotic Dataset for Open-World Humanoid Manipulation

From loco-motion to dextrous manipulation, humanoid robots have made remarkable strides in demonstrating complex full-body capabilities. However, the majority of current robot learning datasets and benchmarks mainly focus on stationary robot arms, and the few existing humanoid datasets are either confined to fixed environments or limited in task diversity, often lacking human-humanoid interaction and lower-body locomotion. Moreover, there are a few standardized evaluation platforms for benchmarking learning-based policies on humanoid data. In this work, we present Humanoid Everyday, a large-scale and diverse humanoid manipulation dataset characterized by extensive task variety involving dextrous object manipulation, human-humanoid interaction, locomotion-integrated actions, and more. Leveraging a highly efficient human-supervised teleoperation pipeline, Humanoid Everyday aggregates high-quality multimodal sensory data, including RGB, depth, LiDAR, and tactile inputs, together with natural language annotations, comprising 10.3k trajectories and over 3 million frames of data across 260 tasks across 7 broad categories. In addition, we conduct an analysis of representative policy learning methods on our dataset, providing insights into their strengths and limitations across different task categories. For standardized evaluation, we introduce a cloud-based evaluation platform that allows researchers to seamlessly deploy their policies in our controlled setting and receive performance feedback. By releasing Humanoid Everyday along with our policy learning analysis and a standardized cloud-based evaluation platform, we intend to advance research in general-purpose humanoid manipulation and lay the groundwork for more capable and embodied robotic agents in real-world scenarios. Our dataset, data collection code, and cloud evaluation website are made publicly available on our project website.

  • 10 authors
·
Oct 9, 2025

EgoHumanoid: Unlocking In-the-Wild Loco-Manipulation with Robot-Free Egocentric Demonstration

Human demonstrations offer rich environmental diversity and scale naturally, making them an appealing alternative to robot teleoperation. While this paradigm has advanced robot-arm manipulation, its potential for the more challenging, data-hungry problem of humanoid loco-manipulation remains largely unexplored. We present EgoHumanoid, the first framework to co-train a vision-language-action policy using abundant egocentric human demonstrations together with a limited amount of robot data, enabling humanoids to perform loco-manipulation across diverse real-world environments. To bridge the embodiment gap between humans and robots, including discrepancies in physical morphology and viewpoint, we introduce a systematic alignment pipeline spanning from hardware design to data processing. A portable system for scalable human data collection is developed, and we establish practical collection protocols to improve transferability. At the core of our human-to-humanoid alignment pipeline lies two key components. The view alignment reduces visual domain discrepancies caused by camera height and perspective variation. The action alignment maps human motions into a unified, kinematically feasible action space for humanoid control. Extensive real-world experiments demonstrate that incorporating robot-free egocentric data significantly outperforms robot-only baselines by 51\%, particularly in unseen environments. Our analysis further reveals which behaviors transfer effectively and the potential for scaling human data.

  • 9 authors
·
Feb 10 2

VIGOR: Visual Goal-In-Context Inference for Unified Humanoid Fall Safety

Reliable fall recovery is critical for humanoids operating in cluttered environments. Unlike quadrupeds or wheeled robots, humanoids experience high-energy impacts, complex whole-body contact, and large viewpoint changes during a fall, making recovery essential for continued operation. Existing methods fragment fall safety into separate problems such as fall avoidance, impact mitigation, and stand-up recovery, or rely on end-to-end policies trained without vision through reinforcement learning or imitation learning, often on flat terrain. At a deeper level, fall safety is treated as monolithic data complexity, coupling pose, dynamics, and terrain and requiring exhaustive coverage, limiting scalability and generalization. We present a unified fall safety approach that spans all phases of fall recovery. It builds on two insights: 1) Natural human fall and recovery poses are highly constrained and transferable from flat to complex terrain through alignment, and 2) Fast whole-body reactions require integrated perceptual-motor representations. We train a privileged teacher using sparse human demonstrations on flat terrain and simulated complex terrains, and distill it into a deployable student that relies only on egocentric depth and proprioception. The student learns how to react by matching the teacher's goal-in-context latent representation, which combines the next target pose with the local terrain, rather than separately encoding what it must perceive and how it must act. Results in simulation and on a real Unitree G1 humanoid demonstrate robust, zero-shot fall safety across diverse non-flat environments without real-world fine-tuning. The project page is available at https://vigor2026.github.io/

  • 4 authors
·
Feb 18

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/.

  • 8 authors
·
Jun 10, 2025 2

Thor: Towards Human-Level Whole-Body Reactions for Intense Contact-Rich Environments

Humanoids hold great potential for service, industrial, and rescue applications, in which robots must sustain whole-body stability while performing intense, contact-rich interactions with the environment. However, enabling humanoids to generate human-like, adaptive responses under such conditions remains a major challenge. To address this, we propose Thor, a humanoid framework for human-level whole-body reactions in contact-rich environments. Based on the robot's force analysis, we design a force-adaptive torso-tilt (FAT2) reward function to encourage humanoids to exhibit human-like responses during force-interaction tasks. To mitigate the high-dimensional challenges of humanoid control, Thor introduces a reinforcement learning architecture that decouples the upper body, waist, and lower body. Each component shares global observations of the whole body and jointly updates its parameters. Finally, we deploy Thor on the Unitree G1, and it substantially outperforms baselines in force-interaction tasks. Specifically, the robot achieves a peak pulling force of 167.7 N (approximately 48% of the G1's body weight) when moving backward and 145.5 N when moving forward, representing improvements of 68.9% and 74.7%, respectively, compared with the best-performing baseline. Moreover, Thor is capable of pulling a loaded rack (130 N) and opening a fire door with one hand (60 N). These results highlight Thor's effectiveness in enhancing humanoid force-interaction capabilities.

  • 7 authors
·
Oct 30, 2025

Humanoid Agent via Embodied Chain-of-Action Reasoning with Multimodal Foundation Models for Zero-Shot Loco-Manipulation

Humanoid loco-manipulation, which integrates whole-body locomotion with dexterous manipulation, remains a fundamental challenge in robotics. Beyond whole-body coordination and balance, a central difficulty lies in understanding human instructions and translating them into coherent sequences of embodied actions. Recent advances in foundation models provide transferable multimodal representations and reasoning capabilities, yet existing efforts remain largely restricted to either locomotion or manipulation in isolation, with limited applicability to humanoid settings. In this paper, we propose Humanoid-COA, the first humanoid agent framework that integrates foundation model reasoning with an Embodied Chain-of-Action (CoA) mechanism for zero-shot loco-manipulation. Within the perception--reasoning--action paradigm, our key contribution lies in the reasoning stage, where the proposed CoA mechanism decomposes high-level human instructions into structured sequences of locomotion and manipulation primitives through affordance analysis, spatial inference, and whole-body action reasoning. Extensive experiments on two humanoid robots, Unitree H1-2 and G1, in both an open test area and an apartment environment, demonstrate that our framework substantially outperforms prior baselines across manipulation, locomotion, and loco-manipulation tasks, achieving robust generalization to long-horizon and unstructured scenarios. Project page: https://humanoid-coa.github.io/

  • 11 authors
·
Apr 13, 2025

BRACE: Adapting Whole-Body References for Force and Terrain Aware Humanoid Motion Tracking

Whole-body tracking has become the interface through which operators drive humanoid robots, yet the references it consumes are recorded on level ground and carrying nothing, so the tracker is aware of neither the forces the robot must exchange with objects nor the terrain it must stand on. Existing controllers address one side of this gap: force-capable policies command an end-effector force but prescribe no whole-body pose, while terrain-adaptive trackers treat loads as disturbances to reject rather than wrenches to command. We present BRACE, a whole-body tracker that exerts and compensates commanded hand forces from diverse poses while following a flat-ground reference on sloped terrain. Rather than leaving the tracker to absorb the load and the slope, BRACE folds both into the reference it follows: terrain conformance lifts footholds and root onto the local surface, and a wrench transformation resolves the hand displacement that produces a force jointly with the center-of-mass and center- of-pressure shifts it induces, bounded by teacher-specific arm-effort limits. Separate exertion and compensation teachers are distilled by DAgger into one flow-matching student that runs on proprioception alone, without a height map or measured wrench, so a teleoperator (even in remote locations) can supply a flat- ground trajectory and the robot resolves slope and load onboard. We extensive experiments on the Unitree-G1 to demonstrate the ability of BRACE to exert, compensate force and handle diverse terrain in simulation and real robot experiments.

EgoExplorer: A Vision-Motion-Touch Observatory for Human Loco-Manipulation In Situ

Learning humanoid loco-manipulation from human demonstrations rests on observing how locomotion, posture, and object interaction evolve together as tasks unfold. Scaling collection across diverse environments, in turn, favors lightweight, portable capture systems. Yet, existing datasets provide only partial views of this coordination. Thus, we introduce EgoExplorer, a 100-hour vision-motion-touch observatory of human loco-manipulation built with a wearable system. With an emphasis on professional activities, its continuous recordings align egocentric video with reconstructed whole-body motion, fine-grained finger articulation, and tactile observations, accompanied by step-level descriptions. To achieve this coverage with sparse body sensing, we develop the Calibrate-Complete-Constrain pipeline. Concretely, reusable calibration fixes participant geometry and sensor attachments before motion inference to disentangle mounting offsets from articulation. A temporal prior then completes unobserved joint motion, while layered constraints promote measurement agreement, temporal continuity, and geometric consistency, properties that motion plausibility alone does not guarantee. Against tracker-fitted references, the method reduces body-point error by 71.9% relative to the strongest baseline; matched evaluations also show gains in hand stability and contact estimation. Preliminary studies explore multimodal generation and conditioning alongside humanoid retargeting with whole-body control in simulation.

MILE: A Mechanically Isomorphic Exoskeleton Data Collection System with Fingertip Visuotactile Sensing for Dexterous Manipulation

Imitation learning provides a promising approach to dexterous hand manipulation, but its effectiveness is limited by the lack of large-scale, high-fidelity data. Existing data-collection pipelines suffer from inaccurate motion retargeting, low data-collection efficiency, and missing high-resolution fingertip tactile sensing. We address this gap with MILE, a mechanically isomorphic teleoperation and data-collection system co-designed from human hand to exoskeleton to robotic hand. The exoskeleton is anthropometrically derived from the human hand, and the robotic hand preserves one-to-one joint-position isomorphism, eliminating nonlinear retargeting and enabling precise, natural control. The exoskeleton achieves a multi-joint mean absolute angular error below one degree, while the robotic hand integrates compact fingertip visuotactile modules that provide high-resolution tactile observations. Built on this retargeting-free interface, we teleoperate complex, contact-rich in-hand manipulation and efficiently collect a multimodal dataset comprising high-resolution fingertip visuotactile signals, RGB-D images, and joint positions. The teleoperation pipeline achieves a mean success rate improvement of 64%. Incorporating fingertip tactile observations further increases the success rate by an average of 25% over the vision-only baseline, validating the fidelity and utility of the dataset. Further details are available at: https://sites.google.com/view/mile-system.

  • 9 authors
·
Nov 29, 2025

ExMR: Extremity Motion Refinement for Monocular Human Motion Capture

Detailed hand and foot articulation is important for animation and motion analysis, yet remains challenging to recover from monocular video. Recent expressive video methods infer hand articulation from shared whole-body representations. Our conference work suggests that this underexploits local evidence: the Foot Motion Refinement (FootMR) module refines ankle rotations from foot keypoints, improving reconstruction even when the initial estimator receives the same keypoints. We extend this principle to hands with the Hand Motion Refinement (HandMR) module. Because 2D finger keypoints are often missing or unreliable, HandMR combines image features of a pretrained hand reconstruction model with initial arm and hand rotations to refine elbows, wrists, and fingers. We integrate FootMR and HandMR into ExMR (Extremity Motion Refinement), a system for reconstructing 3D body, hand, and foot motion from monocular video. An initial temporal estimator predicts whole-body motion, after which both refiners revisit local evidence to predict residual joint rotations. Experiments on ARCTIC, MOYO, RICH, and MOOF show that ExMR outperforms state-of-the-art methods in hand and foot reconstruction, reducing hand per-vertex error and ankle joint angle error on MOYO by 19% and 18%, respectively, relative to the strongest competitor. Code will be made available for research purposes. Project page: https://twehrbein.github.io/exmr-website/

  • 2 authors
·
Oct 18

BeyondMimic: From Motion Tracking to Versatile Humanoid Control via Guided Diffusion

The human-like form of humanoid robots positions them uniquely to achieve the agility and versatility in motor skills that humans possess. Learning from human demonstrations offers a scalable approach to acquiring these capabilities. However, prior works either produce unnatural motions or rely on motion-specific tuning to achieve satisfactory naturalness. Furthermore, these methods are often motion- or goal-specific, lacking the versatility to compose diverse skills, especially when solving unseen tasks. We present BeyondMimic, a framework that scales to diverse motions and carries the versatility to compose them seamlessly in tackling unseen downstream tasks. At heart, a compact motion-tracking formulation enables mastering a wide range of radically agile behaviors, including aerial cartwheels, spin-kicks, flip-kicks, and sprinting, with a single setup and shared hyperparameters, all while achieving state-of-the-art human-like performance. Moving beyond the mere imitation of existing motions, we propose a unified latent diffusion model that empowers versatile goal specification, seamless task switching, and dynamic composition of these agile behaviors. Leveraging classifier guidance, a diffusion-specific technique for test-time optimization toward novel objectives, our model extends its capability to solve downstream tasks never encountered during training, including motion inpainting, joystick teleoperation, and obstacle avoidance, and transfers these skills zero-shot to real hardware. This work opens new frontiers for humanoid robots by pushing the limits of scalable human-like motor skill acquisition from human motion and advancing seamless motion synthesis that achieves generalization and versatility beyond training setups.

  • 7 authors
·
Aug 11, 2025

OpenHLM: An Empirical Recipe for Whole-Body Humanoid Loco-Manipulation

Whole-body humanoid loco-manipulation requires coordinating the robot's entire kinematic chain. However, most existing systems typically decouple the upper and lower bodies into separate controllers, limiting such coordination and yielding behaviors similar to those of a wheeled dual-arm platform. In this paper, we ask what it takes to build a whole-body native vision-language-action (VLA) model that maps language and pixels directly to all of the humanoid's degrees of freedom. We conduct a systematic empirical study organized as a roadmap of one-variable-at-a-time experiments across three phases: whole-body teleoperation, VLA model design, and heterogeneous co-training. Our study yields several intriguing findings: a joint-based whole-body teleoperation interface outperforms alternatives that only partially expose the humanoid's degrees of freedom; a VLA pretrained on static and wheeled dual-arm platforms transfers surprisingly well to a humanoid's full action space; and co-training with HuMI, the humanoid analog of UMI, extends the policy to new objects and instructions without additional whole-body teleoperation on those targets. Following this roadmap yields OpenHLM, an open-source recipe for whole-body humanoid loco-manipulation. In a challenging long-horizon task that spans a wide vertical range of the humanoid, OpenHLM outperforms two state-of-the-art humanoid VLA baselines (GR00T N1.6 and Ψ_0) using less than half the total demonstration time. Our code, training data, and model checkpoints are available at [https://openhlm-project.github.io/].

  • 9 authors
·
Jun 19

Learning Versatile Humanoid Manipulation with Touch Dreaming

Humanoid robots promise general-purpose assistance, yet real-world humanoid loco-manipulation remains challenging because it requires whole-body stability, dexterous hands, and contact-aware perception under frequent contact changes. In this work, we study dexterous, contact-rich humanoid loco-manipulation. We first develop an RL-based whole-body controller that provides stable lower-body and torso execution during complex manipulation. Built on this controller, we develop a whole-body humanoid data collection system that combines VR-based teleoperation with human-to-humanoid motion mapping, enabling efficient collection of real-world demonstrations. We then propose Humanoid Transformer with Touch Dreaming (HTD), a multimodal encoder--decoder Transformer that models touch as a core modality alongside multi-view vision and proprioception. HTD is trained in a single stage with behavioral cloning augmented by touch dreaming: in addition to predicting action chunks, the policy predicts future hand-joint forces and future tactile latents, encouraging the shared Transformer trunk to learn contact-aware representations for dexterous interaction. Across five contact-rich tasks, Insert-T, Book Organization, Towel Folding, Cat Litter Scooping, and Tea Serving, HTD achieves a 90.9% relative improvement in average success rate over the stronger baseline. Ablation results further show that latent-space tactile prediction is more effective than raw tactile prediction, yielding a 30% relative gain in success rate. These results demonstrate that combining robust whole-body execution, scalable humanoid data collection, and predictive touch-centered learning enables versatile, high-dexterity humanoid manipulation in the real world. Project webpage: humanoid-touch-dream.github.io.

From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans

Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..

  • 7 authors
·
Sep 8, 2025

MobileVISTA: Generative Data Augmentation for Pose Generalization in Mobile Manipulation

Mobile manipulators such as humanoid robots are increasingly deployed in dynamic, unstructured environments to perform dexterous manipulation tasks. However, end-to-end manipulation policies trained to imitate demonstration data collected from a single robot pose are brittle: even centimeter-scale deviations in robot pose at deployment can drive ego-centric observations and end-effector trajectories out of the training distribution, leading to sharp drops in performance. We introduce MobileVISTA, a data generation framework that transforms demonstrations captured at canonical poses into diverse, pose-perturbed training data by jointly (1) augmenting egocentric visual observations and (2) retargeting actions to compensate for base pose changes. Unlike prior methods, which assume a camera rigidly mounted off the actuated chain or non-trivial articulated robot geometry largely out of frame, MobileVISTA targets compatibility with egocentric platforms (e.g., humanoids) where the camera is both influenced by and must observe the robot's kinematic chain as it moves. We study MobileVISTA in simulated tasks spanning humanoid and bimanual embodiments, and on a real Galaxea R1 Pro. We find policies trained on MobileVISTA-augmented data demonstrate improved robustness to previously out-of-distribution poses encountered at test time, without additional demonstration collection or a trained generative model. Additionally, we find MobileVISTA's benefit is largest on tested humanoids, where the camera rides the actuated chain and the robot fills much of the frame. Additional videos and appendix can be found on our website: https://mobilevista.github.io

  • 7 authors
·
Oct 4

Learning Whole-Body Humanoid Locomotion via Motion Generation and Motion Tracking

Whole-body humanoid locomotion is challenging due to high-dimensional control, morphological instability, and the need for real-time adaptation to various terrains using onboard perception. Directly applying reinforcement learning (RL) with reward shaping to humanoid locomotion often leads to lower-body-dominated behaviors, whereas imitation-based RL can learn more coordinated whole-body skills but is typically limited to replaying reference motions without a mechanism to adapt them online from perception for terrain-aware locomotion. To address this gap, we propose a whole-body humanoid locomotion framework that combines skills learned from reference motions with terrain-aware adaptation. We first train a diffusion model on retargeted human motions for real-time prediction of terrain-aware reference motions. Concurrently, we train a whole-body reference tracker with RL using this motion data. To improve robustness under imperfectly generated references, we further fine-tune the tracker with a frozen motion generator in a closed-loop setting. The resulting system supports directional goal-reaching control with terrain-aware whole-body adaptation, and can be deployed on a Unitree G1 humanoid robot with onboard perception and computation. The hardware experiments demonstrate successful traversal over boxes, hurdles, stairs, and mixed terrain combinations. Quantitative results further show the benefits of incorporating online motion generation and fine-tuning the motion tracker for improved generalization and robustness.

  • 10 authors
·
Apr 18

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.

  • 8 authors
·
Apr 19, 2025

Human-as-Humanoid: Enabling Zero-Shot Humanoid Learning from Ego-Exo Human Videos with Human-Aligned Embodiments

Vision-language-action (VLA) models across robot embodiments require high-quality observation--action supervision to learn deployable action distributions, yet scaling such robot data remains difficult, especially for high-DoF humanoids. Teleoperation provides controller-aligned supervision, while human egocentric videos capture diverse bimanual manipulation but do not directly provide executable robot actions. We introduce Human-as-Humanoid, a human-to-humanoid supervision framework that enables near-real-time human-centric action generation, making human demonstrations usable for high-DoF humanoid VLA training by jointly aligning the robot embodiment, the sensing setup, and the action-label interface. Built on PrimeU, a human-aligned 60-DoF upper-body humanoid, Human-as-Humanoid uses synchronized ego-exo videos to pair deployment-aligned egocentric observations with exocentric motion recovery, retargets the recovered human motion through staged Inverse Kinematics (IK) into controller-aligned 60-DoF action chunks, and trains the VLA model with Forward Kinematics (FK)-aware supervision to preserve wrist and fingertip task-space geometry. This converts large-scale human demonstrations from visual observations into executable observation--action supervision for the target humanoid. Experiments validate the conversion chain at the motion-recovery, robot-action-space, and real-robot deployment levels. Human-as-Humanoid yields a 4.8--7.2x raw demonstration-throughput gain over humanoid teleoperation in our data-collection analysis, and on several downstream tasks, policies post-trained only with the converted human labels generalize to real-robot deployment without target-task robot demonstrations. The official project website is available at https://zgc-embodyai.github.io/Human-as-Humanoid.

  • 17 authors
·
Jun 29

Immersive Social Interaction with VR and LLM-Assisted Humanoids

Humanoid robots can extend human presence to remote, constrained, or hazardous environments, but existing teleoperation interfaces often require physically demanding motion tracking or cognitively demanding low-level control. This paper presents an immersive teleoperation framework that integrates voice-controlled locomotion, VR-based manipulation, and bidirectional social interaction for whole-body humanoid control. Using Apple Vision Pro, the operator receives egocentric visual feedback, issues natural-language locomotion commands, and teleoperates the robot's arms and dexterous hands through wrist and finger tracking. An LLM-assisted voice-control module converts spoken instructions into high-level locomotion commands, while the manipulation module retargets human hand motions to the robot through inverse kinematics and PD control. The system also records multimodal data, including egocentric RGB observations, voice/text commands, joint states, hand motions, and eye-gaze signals, supporting future imitation learning and autonomy. We evaluate the framework on a Unitree H1 humanoid equipped with dexterous hands in manipulation and social interaction tasks. Results show that novice users can successfully operate the system after brief familiarization, achieving 80\% success in object manipulation and 70\% success in a social cube-passing task. These results demonstrate the potential of immersive, language-assisted teleoperation as an accessible interface for humanoid interaction, remote assistance, and multimodal data collection.

  • 5 authors
·
Jul 7

Athena-WBC: Capability-Aligned Policy Experts for Long-Tail Humanoid Whole-Body Control

Large-scale humanoid motion-tracking controllers are commonly improved by reallocating training effort: difficult motions are sampled more often, isolated into smaller subsets, or assigned to specialized experts. We show that this view is incomplete. In strong whole-body-control baselines, a residual set of feasible training clips remains unsolved even under targeted training, especially for high-dynamic transitions and balance-critical motions. These failures arise not only from insufficient exposure, but from a mismatch between the motion demands and the effective capability induced by the default training recipe. We propose Athena-WBC, a compact teacher-student pipeline with capability-aligned policy experts for long-tail humanoid whole-body control. Dynamic experts use a tracking-focused, constraint-aware objective that removes conservative effort and temporal-control penalties while preserving physical feasibility constraints; balance experts use a gravity curriculum to improve early-training survivability. The resulting privileged teachers are motion-routed for DAgger distillation and then compressed into a single controller with deployable observations followed by RL fine-tuning. Experiments on a full-size humanoid show improved recovery of training-set long-tail motions and better held-out tracking than a strong SONIC-recipe baseline, using only a small number of experts.

  • 5 authors
·
Aug 23

SP-HLM: Sparse-Pose-Driven Motion Generation and Whole-Body Control for Humanoid Loco-Manipulation

Humanoid loco-manipulation requires an effective interface between high-level task policies and whole-body control. Existing interfaces typically rely on a single action representation for both task intent and whole-body coordination. This may burden the high-level policy or leave one aspect underspecified. We present SP-HLM, a framework built on a sparse-pose-driven interface. The interface combines five task-critical body poses with a learned latent motion prior to represent spatial intent and whole-body coordination in complementary forms. SP-VLA, a vision-language-action model, first predicts task-relevant sparse poses and finger joint positions from multimodal observations and language instructions using asynchronous action-chunk inference. Given these sparse targets, SP-MGM, a motion generation model trained through two-stage distillation, reconstructs coordinated full-body motion in real time. A pretrained motion encoder maps this motion to a compact latent representation. SP-GMT, a general motion tracker, then integrates the explicit sparse targets with this implicit motion prior for whole-body control. Experiments in simulation and on a real humanoid robot demonstrate improved motion tracking, whole-body coordination, and loco-manipulation success over existing approaches. Additional results and videos are available on our https://sp-hlm.github.io/{blue{project page}}.

  • 12 authors
·
Oct 20

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.

  • 18 authors
·
Feb 3, 2025

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/

  • 5 authors
·
Jun 14, 2024 1

Vision as Proprioception: Estimating Humanoid Robot Pose from Video

Estimating a humanoid robot's internal state from video has a wide range of real-world applications but remains unexplored. During interactions with a robot, its onboard state information may be unavailable due to privacy, ownership, or communication constraints. Meanwhile, online and AI-generated robot videos provide rich sources of data but typically lack corresponding joint configurations, limiting their direct use in robot learning. To address these issues, we present HumanoidPose, a new framework that treats vision as proprioception to recover full-body joint configurations in world space from video alone. Specifically, we combine pretrained human-pose features with robot kinematics in a unified model that predicts each embodiment's joint configurations. We retarget human motions to sixteen different humanoid embodiments, enabling scalable learning entirely from synthetic data. To improve real-world generalization, we further leverage unlabeled online videos through self-training to develop a 2D robot-pose detector. In our evaluation, HumanoidPose improves joint-angle and joint-position accuracy over the evaluated baselines and reduces joint-angle error by 18-32% relative to the best-performing baseline on each of the three real humanoid platforms. We further show improved global localization and generalization to unseen embodiments. HumanoidPose enables visual understanding of other robots during interaction and extraction of robot motion from online and generated videos.

ETHZurich ETH Zürich
·
Oct 17 2

TrajBooster: Boosting Humanoid Whole-Body Manipulation via Trajectory-Centric Learning

Recent Vision-Language-Action models show potential to generalize across embodiments but struggle to quickly align with a new robot's action space when high-quality demonstrations are scarce, especially for bipedal humanoids. We present TrajBooster, a cross-embodiment framework that leverages abundant wheeled-humanoid data to boost bipedal VLA. Our key idea is to use end-effector trajectories as a morphology-agnostic interface. TrajBooster (i) extracts 6D dual-arm end-effector trajectories from real-world wheeled humanoids, (ii) retargets them in simulation to Unitree G1 with a whole-body controller trained via a heuristic-enhanced harmonized online DAgger to lift low-dimensional trajectory references into feasible high-dimensional whole-body actions, and (iii) forms heterogeneous triplets that couple source vision/language with target humanoid-compatible actions to post-pre-train a VLA, followed by only 10 minutes of teleoperation data collection on the target humanoid domain. Deployed on Unitree G1, our policy achieves beyond-tabletop household tasks, enabling squatting, cross-height manipulation, and coordinated whole-body motion with markedly improved robustness and generalization. Results show that TrajBooster allows existing wheeled-humanoid data to efficiently strengthen bipedal humanoid VLA performance, reducing reliance on costly same-embodiment data while enhancing action space understanding and zero-shot skill transfer capabilities. For more details, For more details, please refer to our https://jiachengliu3.github.io/TrajBooster/.

  • 11 authors
·
Sep 15, 2025

FRoM-W1: Towards General Humanoid Whole-Body Control with Language Instructions

Humanoid robots are capable of performing various actions such as greeting, dancing and even backflipping. However, these motions are often hard-coded or specifically trained, which limits their versatility. In this work, we present FRoM-W1, an open-source framework designed to achieve general humanoid whole-body motion control using natural language. To universally understand natural language and generate corresponding motions, as well as enable various humanoid robots to stably execute these motions in the physical world under gravity, FRoM-W1 operates in two stages: (a) H-GPT: utilizing massive human data, a large-scale language-driven human whole-body motion generation model is trained to generate diverse natural behaviors. We further leverage the Chain-of-Thought technique to improve the model's generalization in instruction understanding. (b) H-ACT: After retargeting generated human whole-body motions into robot-specific actions, a motion controller that is pretrained and further fine-tuned through reinforcement learning in physical simulation enables humanoid robots to accurately and stably perform corresponding actions. It is then deployed on real robots via a modular simulation-to-reality module. We extensively evaluate FRoM-W1 on Unitree H1 and G1 robots. Results demonstrate superior performance on the HumanML3D-X benchmark for human whole-body motion generation, and our introduced reinforcement learning fine-tuning consistently improves both motion tracking accuracy and task success rates of these humanoid robots. We open-source the entire FRoM-W1 framework and hope it will advance the development of humanoid intelligence.

OpenMOSS-Team OpenMOSS
·
Jan 19

LEGS: Fine-Tuning Teleop-Free VLAs for Humanoid Loco-manipulation in an Embodied Gaussian Splatting World

Training vision-language-action (VLA) policies for humanoid loco-manipulation is constrained by the high cost and complexity of collecting human teleoperation demonstrations. VLA policies fine-tuned in simulators have, until now, failed to transfer effectively in humanoid loco-manipulation tasks. We present LEGS (Loco-manipulation via Embodied Gaussian Splatting), a hybrid simulator that composites a mesh foreground (robot, objects, props) over a photorealistic 3D Gaussian Splatting (3DGS) background reconstructed from a handheld scene capture. LEGS uses a procedural motion-primitive generator to synthesize labeled demonstrations at scale without human teleoperation, and a deterministic two-stage color calibration to align the rendered 3DGS image to the robot's deployment camera. On a Unitree G1 humanoid robot, across three pick-and-place tasks of increasing whole-body difficulty and three VLA backbones (psi_0, pi_0.5, GR00T N1.6), a policy trained purely on LEGS data matches or exceeds one trained on human teleoperation demos on every experiment. It also outperforms a mesh-only simulation baseline that ablates the effect of the 3DGS background, showing that photorealistic rendering is a key enabler for synthetic data transfer. Humanoid motion is recorded independently of scene appearance in LEGS, allowing the same auto-generated demonstrations to be re-rendered under new backgrounds and object meshes--covering a new scene at more than 15x lower cost than teleoperation--to augment training data for robustness to scene variations. Under combined object-and-scene appearance shift, the policy trained on re-rendered LEGS-AUG data maintains task success while the baseline trained on teleoperation data fails entirely. Our project page is located at https://legsvla.github.io/.

  • 7 authors
·
May 30

SUGAR: A Scalable Human-Video-Driven Generalizable Humanoid Loco-Manipulation Learning Framework

Building humanoid robots capable of generalizable whole-body loco-manipulation in the real world remains a fundamental challenge. Existing methods either rely on laborious task-specific reward engineering, rigidly replay reference motions that fail to generalize, or depend on costly teleoperation that limits scalability. While human videos capture diverse human behaviors, motion priors inferred from them are inherently imperfect, suffering from occlusion, contact artifacts, and retargeting errors that render them unsuitable for direct policy learning. To address this, we present SUGAR, a scalable data-driven framework that converts diverse human videos into deployable humanoid loco-manipulation skills, without any task-specific reward engineering or reference-motion conditioning at inference. SUGAR proceeds in three stages. First, a fully automated pipeline extracts kinematic interaction priors including human-object motion trajectories and contact labels from unstructured human videos. Second, a privileged physics-based refiner uses a unified mimic reward and progressive state pool to transform imperfect priors into physically feasible, high-fidelity skills. Third, refined skills are distilled into a hierarchical autonomous policy consisting of a command generator and a command tracker. We evaluate SUGAR on six representative loco-manipulation tasks in simulation and real-world humanoid hardware. Our method substantially outperforms reference-tracking baselines, and performance scales clearly with the amount of human video data. It also achieves zero-shot real-world transfer with reliable closed-loop execution, autonomous failure recovery, and stable long-horizon performance under external perturbations. Project Page: https://tianshuwu.github.io/sugar-humanoid/

ECO: Energy-Constrained Optimization with Reinforcement Learning for Humanoid Walking

Achieving stable and energy-efficient locomotion is essential for humanoid robots to operate continuously in real-world applications. Existing MPC and RL approaches often rely on energy-related metrics embedded within a multi-objective optimization framework, which require extensive hyperparameter tuning and often result in suboptimal policies. To address these challenges, we propose ECO (Energy-Constrained Optimization), a constrained RL framework that separates energy-related metrics from rewards, reformulating them as explicit inequality constraints. This method provides a clear and interpretable physical representation of energy costs, enabling more efficient and intuitive hyperparameter tuning for improved energy efficiency. ECO introduces dedicated constraints for energy consumption and reference motion, enforced by the Lagrangian method, to achieve stable, symmetric, and energy-efficient walking for humanoid robots. We evaluated ECO against MPC, standard RL with reward shaping, and four state-of-the-art constrained RL methods. Experiments, including sim-to-sim and sim-to-real transfers on the kid-sized humanoid robot BRUCE, demonstrate that ECO significantly reduces energy consumption compared to baselines while maintaining robust walking performance. These results highlight a substantial advancement in energy-efficient humanoid locomotion. All experimental demonstrations can be found on the project website: https://sites.google.com/view/eco-humanoid.

  • 9 authors
·
Feb 6 2

A Hierarchical Framework for Humanoid Locomotion with Supernumerary Limbs

The integration of Supernumerary Limbs (SLs) on humanoid robots poses a significant stability challenge due to the dynamic perturbations they introduce. This thesis addresses this issue by designing a novel hierarchical control architecture to improve humanoid locomotion stability with SLs. The core of this framework is a decoupled strategy that combines learning-based locomotion with model-based balancing. The low-level component consists of a walking gait for a Unitree H1 humanoid through imitation learning and curriculum learning. The high-level component actively utilizes the SLs for dynamic balancing. The effectiveness of the system is evaluated in a physics-based simulation under three conditions: baseline gait for an unladen humanoid (baseline walking), walking with a static SL payload (static payload), and walking with the active dynamic balancing controller (dynamic balancing). Our evaluation shows that the dynamic balancing controller improves stability. Compared to the static payload condition, the balancing strategy yields a gait pattern closer to the baseline and decreases the Dynamic Time Warping (DTW) distance of the CoM trajectory by 47\%. The balancing controller also improves the re-stabilization within gait cycles and achieves a more coordinated anti-phase pattern of Ground Reaction Forces (GRF). The results demonstrate that a decoupled, hierarchical design can effectively mitigate the internal dynamic disturbances arising from the mass and movement of the SLs, enabling stable locomotion for humanoids equipped with functional limbs. Code and videos are available here: https://github.com/heyzbw/HuSLs.

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/.

  • 6 authors
·
Feb 18, 2025

OASIS: From Simulation Data Collection to Real-World Humanoid Loco-Manipulation

Recent progress in robot manipulation has been largely driven by learning from large-scale demonstrations. For humanoid robot loco-manipulation tasks, however, existing data sources force an unsatisfying tradeoff between trajectory quality and scalability. Real-world teleoperation provides the highest-quality trajectories but requires dedicated physical space and time-consuming scene resets. Simulation offers an alternative way out of this dilemma: it can produce clean, embodiment-aligned data at scale without any physical hardware. In this paper, we propose OASIS, a simulation-data-driven framework for humanoid loco-manipulation. OASIS automatically reconstructs realistic object assets from real-world images using a 3D generative model. Based on these assets, trajectories are first collected through teleoperation in simulation, and then augmented under diverse domain randomizations in a post-processing stage. With the resulting simulation data, we further design a hierarchical visuomotor policy for humanoid loco-manipulation. Extensive experiments on the real humanoid robot show that, under zero-shot deployment, the policy trained on our simulation data achieves higher success rates on most tasks than that trained on real-robot teleoperation data, owing largely to the broad lighting and environmental variations covered by our simulation rendering, which real-robot data fails to capture. The project page is available at https://oasis-humanoid.github.io/.

  • 7 authors
·
Jun 6 2

DexWeave: Learning Dexterous Humanoid Loco-Manipulation from Human Demonstrations

Learning dexterous humanoid loco-manipulation from human demonstrations requires transferring not only human motion, but also the coordinated interaction structure underlying the demonstrated behavior. This is challenging because embodiment differences distort the coupling among body motion, wrist placement, finger articulation, and object interaction, while kinematically accurate references may still be difficult to realize under robot dynamics. We present DexWeave, a unified framework that connects interaction-consistent motion retargeting with anatomy-aware whole-body policy learning. DexWeave first employs a two-stage retargeting procedure that initializes body and hand motions with specialized solvers and subsequently performs coupled refinement over the upper-body interaction chain while preserving lower-body support. The resulting references are tracked by an anatomy-aware Transformer policy that represents anatomical regions as structured tokens and uses directed masked attention to model their dependencies, with object information selectively conditioning the upper-body pathway for dexterous interaction. The policy jointly outputs body and dexterous-hand actions and is trained directly with reinforcement learning, without pretrained tracking policies, teacher-student distillation, or subsequent residual refinement. DexWeave improves retargeting fidelity and interaction consistency while achieving higher manipulation performance and faster policy convergence than MLP baselines. We further deploy the learned policies on a physical Unitree G1 humanoid equipped with Inspire dexterous hands, demonstrating dexterous whole-body loco-manipulation in the real world. See our project page (https://dexweave.github.io) for videos.

  • 8 authors
·
Sep 27

CoorDex: Coordinating Body and Hand Priors for Continuous Dexterous Humanoid Loco-Manipulation

Humanoid loco-manipulation is often simplified into a stop-and-go process: walking to an object, stopping to manipulate it, and then resuming locomotion. It also commonly relies on low degree-of-freedom (DoF) end effectors that behave like an open-close grasp primitive. We introduce CoorDex, a learning pipeline that converts high-dimensional body and dexterous hand control into coordinated latent residual control, enabling high-DoF dexterous loco-manipulation on the move. Starting from simulated whole-body and hand demonstrations, CoorDex trains privileged motion tracking teachers for the humanoid body and dexterous hand, distills them into proprioception-conditioned latent priors, and uses the frozen priors as the action space for downstream residual reinforcement learning. A coordinated latent residual policy composes these priors through shared task context and separate body-hand residual heads, preserving natural whole-body motion while improving finger-level contact reliability. CoorDex enables a Unitree G1 humanoid with a 20-DoF WUJI hand to execute dexterous manipulation while in motion, including non-stop bottle grasping and carrying, fridge door opening on the move, and cube pick-and-turn. Ablations on the walk-grasp-carry task show that joint-space PPO, joint-space hand control, and monolithic latent prediction all fail under the same reward budget, while the latent-prior interface and coordinated residual structure make high-dimensional contact-rich loco-manipulation trainable. Project Page: https://skevinci.github.io/coordex/

  • 6 authors
·
Jun 21

Any2Any: Efficient Cross-Embodiment Transfer for Humanoid Whole-Body Tracking

Whole-body tracking (WBT) models have become a key foundation for humanoid robots, enabling them to imitate diverse motions with high fidelity. Training such models from scratch requires large-scale data and computation, making rapid deployment on new humanoid platforms costly. This raises a natural question: Can pretrained WBT models transfer across embodiments with minimal adaptation? To answer this question, we propose Any2Any, a paradigm that efficiently transfers an existing WBT specialist to a new humanoid embodiment with only a small amount of data and compute. Any2Any first performs kinematic alignment between source and target humanoids, aligning their input and output spaces so that the pretrained source policy can be meaningfully reused on the target embodiment.Any2Any then performs dynamics adaptation by applying lightweight parameter-efficient fine-tuning (PEFT) components to selected dynamics-sensitive modules, preserving useful behavioral priors while enabling targeted adaptation to the target robot. Extensive experiments on multiple humanoid platforms and pretrained backbones show that Any2Any substantially accelerates convergence and reduces training cost compared with training from scratch, while achieving competitive or superior tracking performance. Notably, using only 1% of the compute and data required for full training, Any2Any successfully transfers Sonic models pre-trained on Unitree G1 to LimX Oli and LimX Luna. These results suggest that pretrained WBT specialists can be efficiently reused across embodiments, providing a scalable path toward deploying humanoid whole-body control on new robots. More results and videos are available on our project page: https://any2any.top/.

  • 4 authors
·
May 22

HumanoidArena: Benchmarking Egocentric Hierarchical Whole-body Learning

Humanoid robots promise whole-body interaction in human-centered environments, but scalable policy learning remains difficult because task-level decision-making and whole-body dynamic execution are tightly coupled. A practical solution is hierarchical control, where a high-level policy predicts intermediate whole-body actions and low-level general motion trackers (GMTs) execute them as stable humanoid motion. However, existing benchmarks rarely evaluate the policy-tracker interface itself, leaving open whether intermediate whole-body actions are executable, robust under task distribution shifts, and transferable across different GMT backends. We introduce HumanoidArena, a simulation-first benchmark for egocentric hierarchical whole-body learning. The benchmark formulates policy learning as a hierarchical decision making problem: a high-level policy converts egocentric vision, proprioception, and instructions into a compact whole-body action, which is subsequently executed by a low-level GMT. Instead of treating the legs as planar transport tools, HumanoidArena emphasizes interactions where lower-body coordination is structurally necessary in task completion. We therefore design 7 leg-critical HOI/HSI tasks in which success requires foot placement, balance maintenance, posture adjustment, and whole-body reorientation. To further diagnose the hierarchical system, we evaluate policies from two complementary perspectives: perturbation-conditioned generalization and GMT-conditioned transfer. Experiments show that hierarchical control enables learned policies to solve diverse leg-critical interactions, but performance is strongly tracker-conditioned and cross-GMT transfer remains fragile. These results position HumanoidArena as a benchmark for studying transferable intermediate action representations and scalable egocentric whole-body policy learning.

  • 16 authors
·
Jun 15

OmniRetarget: Interaction-Preserving Data Generation for Humanoid Whole-Body Loco-Manipulation and Scene Interaction

A dominant paradigm for teaching humanoid robots complex skills is to retarget human motions as kinematic references to train reinforcement learning (RL) policies. However, existing retargeting pipelines often struggle with the significant embodiment gap between humans and robots, producing physically implausible artifacts like foot-skating and penetration. More importantly, common retargeting methods neglect the rich human-object and human-environment interactions essential for expressive locomotion and loco-manipulation. To address this, we introduce OmniRetarget, an interaction-preserving data generation engine based on an interaction mesh that explicitly models and preserves the crucial spatial and contact relationships between an agent, the terrain, and manipulated objects. By minimizing the Laplacian deformation between the human and robot meshes while enforcing kinematic constraints, OmniRetarget generates kinematically feasible trajectories. Moreover, preserving task-relevant interactions enables efficient data augmentation, from a single demonstration to different robot embodiments, terrains, and object configurations. We comprehensively evaluate OmniRetarget by retargeting motions from OMOMO, LAFAN1, and our in-house MoCap datasets, generating over 8-hour trajectories that achieve better kinematic constraint satisfaction and contact preservation than widely used baselines. Such high-quality data enables proprioceptive RL policies to successfully execute long-horizon (up to 30 seconds) parkour and loco-manipulation skills on a Unitree G1 humanoid, trained with only 5 reward terms and simple domain randomization shared by all tasks, without any learning curriculum.

  • 9 authors
·
Sep 30, 2025 2

OmniHumanoid: Streaming Cross-Embodiment Video Generation with Paired-Free Adaptation

Cross-embodiment video generation aims to transfer motions across different humanoid embodiments, such as human-to-robot and robot-to-robot, enabling scalable data generation for embodied intelligence. A major challenge in this setting is that motion dynamics are partly transferable across embodiments, whereas appearance and morphology remain embodiment-specific. Existing approaches often entangle these factors, and many require paired data for every target embodiment, which limits scalability to new robots. We present OmniHumanoid, a framework that factorizes transferable motion learning and embodiment-specific adaptation. Our method learns a shared motion transfer model from motion-aligned paired videos spanning multiple embodiments, while adapting to a new embodiment using only unpaired videos through lightweight embodiment-specific adapters. To reduce interference between motion transfer and embodiment adaptation, we further introduce a branch-isolated attention design that separates motion conditioning from embodiment-specific modulation. In addition, we construct a synthetic cross-embodiment dataset with motion-aligned paired videos rendered across diverse humanoid assets, scenes, and viewpoints. Experiments on both synthetic and real-world benchmarks show that OmniHumanoid achieves strong motion fidelity and embodiment consistency, while enabling scalable adaptation to unseen humanoid embodiments without retraining the shared motion model.

  • 5 authors
·
May 11 2

Data Standards for Humanoid Robotics: The Missing Infrastructure for Physical AI

The scalability of humanoid robots will depend not only on models and hardware, but also on whether physical experience can accumulate across robots, tasks, organizations, and time. Drawing on the authors' work in developing ISO/WD 26264-1, Humanoid robot datasets -- Part 1: General requirements, within ISO/TC 299/WG 16, this article argues that data standards are becoming foundational infrastructure for Physical AI. We develop three insights. First, humanoid robot data is embodied interaction data, not a collection of isolated digital samples; a useful dataset must preserve the relationship among robot body, action, task, scene, execution trace, and outcome. Second, its value depends on physical coherence: multimodal streams are reusable only when timing, coordinate frames, calibration, kinematics, units, and synchronization assumptions remain inspectable. Third, the main bottleneck is not only data scarcity, but non-cumulative data caused by high collection costs, data silos, and inconsistent evaluation. We argue that humanoid robot data standards address these bottlenecks by making embodied experience interpretable, shareable, traceable, and reusable. A general standard should provide horizontal infrastructure for lifecycle management, metadata, provenance, quality, versioning, and traceability, while capability-specific parts should define domain grammar for manipulation, locomotion, human-robot interaction, cognition, and future humanoid capabilities. As AI moves from screens into bodies, data standards must evolve from organizing digital information to structuring physical interaction.

  • 7 authors
·
Jun 17

HumanRefiner: Benchmarking Abnormal Human Generation and Refining with Coarse-to-fine Pose-Reversible Guidance

Text-to-image diffusion models have significantly advanced in conditional image generation. However, these models usually struggle with accurately rendering images featuring humans, resulting in distorted limbs and other anomalies. This issue primarily stems from the insufficient recognition and evaluation of limb qualities in diffusion models. To address this issue, we introduce AbHuman, the first large-scale synthesized human benchmark focusing on anatomical anomalies. This benchmark consists of 56K synthesized human images, each annotated with detailed, bounding-box level labels identifying 147K human anomalies in 18 different categories. Based on this, the recognition of human anomalies can be established, which in turn enhances image generation through traditional techniques such as negative prompting and guidance. To further boost the improvement, we propose HumanRefiner, a novel plug-and-play approach for the coarse-to-fine refinement of human anomalies in text-to-image generation. Specifically, HumanRefiner utilizes a self-diagnostic procedure to detect and correct issues related to both coarse-grained abnormal human poses and fine-grained anomaly levels, facilitating pose-reversible diffusion generation. Experimental results on the AbHuman benchmark demonstrate that HumanRefiner significantly reduces generative discrepancies, achieving a 2.9x improvement in limb quality compared to the state-of-the-art open-source generator SDXL and a 1.4x improvement over DALL-E 3 in human evaluations. Our data and code are available at https://github.com/Enderfga/HumanRefiner.

  • 8 authors
·
Jul 9, 2024 1

HumanoidMimicGen: Data Generation for Loco-Manipulation via Whole-Body Planning

Imitation learning is a promising approach for training humanoid robots to both walk and manipulate, but it requires a large number of demonstrations, which are time-intensive and difficult to collect via teleoperation. Existing data-generation algorithms can automatically synthesize demonstrations for manipulators, but they are ineffective on humanoids because their high-dimensional composite action spaces involve arms, legs, and torsos. We present HumanoidMimicGen, a method for generating humanoid legged loco-manipulation data. Our method adapts contact-rich whole-body skills from a handful of source demonstrations to new states, generalizing across changes in object pose. By interleaving these single- and dual-arm skills with whole-body locomotion and manipulation planning, the method generates stable, collision-free data across diverse scenes and layouts. To evaluate our approach, we introduce a new simulated loco-manipulation benchmark containing nine diverse tasks that test humanoid loco-manipulation capabilities. There, we demonstrate that HumanoidMimicGen automatically generates large datasets for imitation learning and enables a systematic study of how data generation and policy learning decisions impact model performance. We show that whole-body visuomotor policies co-trained with data generated by HumanoidMimicGen outperform those trained only on real-world data by 20%.

  • 10 authors
·
May 25

LessMimic: Long-Horizon Humanoid Interaction with Unified Distance Field Representations

Humanoid robots that autonomously interact with physical environments over extended horizons represent a central goal of embodied intelligence. Existing approaches rely on reference motions or task-specific rewards, tightly coupling policies to particular object geometries and precluding multi-skill generalization within a single framework. A unified interaction representation enabling reference-free inference, geometric generalization, and long-horizon skill composition within one policy remains an open challenge. Here we show that Distance Field (DF) provides such a representation: LessMimic conditions a single whole-body policy on DF-derived geometric cues--surface distances, gradients, and velocity decompositions--removing the need for motion references, with interaction latents encoded via a Variational Auto-Encoder (VAE) and post-trained using Adversarial Interaction Priors (AIP) under Reinforcement Learning (RL). Through DAgger-style distillation that aligns DF latents with egocentric depth features, LessMimic further transfers seamlessly to vision-only deployment without motion capture (MoCap) infrastructure. A single LessMimic policy achieves 80--100% success across object scales from 0.4x to 1.6x on PickUp and SitStand where baselines degrade sharply, attains 62.1% success on 5 task instances trajectories, and remains viable up to 40 sequentially composed tasks. By grounding interaction in local geometry rather than demonstrations, LessMimic offers a scalable path toward humanoid robots that generalize, compose skills, and recover from failures in unstructured environments.

  • 6 authors
·
Feb 24

InterMimicGen: Scaling Humanoid Loco-Manipulation through Self-Evolving Motion Imitation

Captured human-object interactions provide rich supervision for humanoid loco-manipulation, but they are sparse, heterogeneous, and not directly executable by robots. We introduce InterMimicGen, a self-evolving motion-imitation framework in which robot motion data and a tracking policy improve each other. First, we consolidate motion-captured human-object interaction datasets and retarget them into humanoid robot references while preserving whole-body coordination and dexterous hand-object relationships. This produces a large and diverse humanoid robot reference collection for dexterous whole-body loco-manipulation. Second, we train a physics-based generalist tracker that executes these references in simulation on a humanoid with dexterous hands, covering a scale and diversity beyond prior humanoid tracking systems for loco-manipulation. Third, we close a data flywheel: each round makes small, task-preserving changes to where an interaction takes place and how the body performs it, fine-tunes the tracker on them, and keeps only the variants whose simulated execution completes the task, which seed the next round. With more iterations, these small edits compound into broader coverage around the sparse original demonstrations while preserving task semantics and motion quality. Experiments show contact-preserving retargeting across robot configurations, broad tracking with a single generalist policy, executable motions that keep growing over augmentation rounds, and transfer to real robots. InterMimicGen provides a unified path from heterogeneous human demonstrations to a continually expanding motion resource for humanoid robot learning.

  • 11 authors
·
Oct 4 2

ω-0: A Latent Predictive World Action Model for Concurrent Humanoid Loco-Manipulation

Humanoid household tasks often require concurrent loco-manipulation, where the robot must move, adjust posture, maintain balance, and manipulate objects as a single coordinated behavior. Yet existing humanoid policies typically decompose locomotion and manipulation, while recent world-action models remain either arm-centric or video-centered. We present ω-0, a latent predictive whole-body world-action model for real-world humanoid concurrent loco-manipulation. Given a language instruction, current visual observation, and robot proprioceptive state, ω-0 directly predicts controller-compatible whole-body action latents for real-robot execution. Rather than reconstructing future videos, ω-0 learns compact future observation embeddings as a lightweight predictive objective, coupling latent visual foresight with diffusion-based whole-body action generation. The model supports egocentric RGB, exocentric RGB, and exocentric depth inputs, and leverages controller-based simulation replay to ground human/public visual-motion priors into robot-executable action latents. We further collect ω-HOME, a 40+ hour real-world household humanoid dataset with synchronized multi-view observations, whole-body SMPL motions, robot states, and action latents. Real-world experiments on 11 household tasks demonstrate that a single ω-0 model can produce smooth manipulate-while-moving behaviors and consistently outperform representative imitation learning, VLA, humanoid, and WAM baselines.

  • 11 authors
·
Aug 8

PoseExaminer: Automated Testing of Out-of-Distribution Robustness in Human Pose and Shape Estimation

Human pose and shape (HPS) estimation methods achieve remarkable results. However, current HPS benchmarks are mostly designed to test models in scenarios that are similar to the training data. This can lead to critical situations in real-world applications when the observed data differs significantly from the training data and hence is out-of-distribution (OOD). It is therefore important to test and improve the OOD robustness of HPS methods. To address this fundamental problem, we develop a simulator that can be controlled in a fine-grained manner using interpretable parameters to explore the manifold of images of human pose, e.g. by varying poses, shapes, and clothes. We introduce a learning-based testing method, termed PoseExaminer, that automatically diagnoses HPS algorithms by searching over the parameter space of human pose images to find the failure modes. Our strategy for exploring this high-dimensional parameter space is a multi-agent reinforcement learning system, in which the agents collaborate to explore different parts of the parameter space. We show that our PoseExaminer discovers a variety of limitations in current state-of-the-art models that are relevant in real-world scenarios but are missed by current benchmarks. For example, it finds large regions of realistic human poses that are not predicted correctly, as well as reduced performance for humans with skinny and corpulent body shapes. In addition, we show that fine-tuning HPS methods by exploiting the failure modes found by PoseExaminer improve their robustness and even their performance on standard benchmarks by a significant margin. The code are available for research purposes.

  • 3 authors
·
Mar 13, 2023

RoboReact: Agentic Skill Distillation from Generated Egocentric Videos for Generalizable Whole-Body Manipulation

Humanoid robots have the potential to perform dexterous manipulation in human environments, yet acquiring diverse and generalizable skills remains costly due to expensive hardware data collection and labor-intensive annotation. Recent advances in video generative models provide a promising opportunity to synthesize rich manipulation experiences from visual observations, but transferring such imagined behaviors into executable whole-body humanoid skills remains largely unexplored. In this work, we present RoboReact, a framework that automatically synthesizes whole-body humanoid manipulation skills from a single egocentric RGB-D observation. RoboReact generates human manipulation videos, extracts geometry-preserving interaction keyframes through depth-aware 3D reconstruction, and retargets them to high-DoF humanoid platforms while preserving hand-object interaction geometry. To bridge the gap between imagined plans and physical execution, RoboReact performs online object-centric re-grounding and leverages a vision-language model-guided refinement loop to adapt skills under geometric mismatch and execution deviations. The refined skills are executed through a whole-body controller, enabling coordinated whole-body manipulation and dexterous interaction. Experiments on real humanoid robots demonstrate that RoboReact generalizes across diverse object configurations and robustly recovers from execution disturbances without requiring teleoperation or human demonstrations. These results highlight the potential of combining generative models, vision-language reasoning, and closed-loop control for scalable humanoid skill acquisition.

  • 6 authors
·
Aug 4

Perceptive Humanoid Parkour: Chaining Dynamic Human Skills via Motion Matching

While recent advances in humanoid locomotion have achieved stable walking on varied terrains, capturing the agility and adaptivity of highly dynamic human motions remains an open challenge. In particular, agile parkour in complex environments demands not only low-level robustness, but also human-like motion expressiveness, long-horizon skill composition, and perception-driven decision-making. In this paper, we present Perceptive Humanoid Parkour (PHP), a modular framework that enables humanoid robots to autonomously perform long-horizon, vision-based parkour across challenging obstacle courses. Our approach first leverages motion matching, formulated as nearest-neighbor search in a feature space, to compose retargeted atomic human skills into long-horizon kinematic trajectories. This framework enables the flexible composition and smooth transition of complex skill chains while preserving the elegance and fluidity of dynamic human motions. Next, we train motion-tracking reinforcement learning (RL) expert policies for these composed motions, and distill them into a single depth-based, multi-skill student policy, using a combination of DAgger and RL. Crucially, the combination of perception and skill composition enables autonomous, context-aware decision-making: using only onboard depth sensing and a discrete 2D velocity command, the robot selects and executes whether to step over, climb onto, vault or roll off obstacles of varying geometries and heights. We validate our framework with extensive real-world experiments on a Unitree G1 humanoid robot, demonstrating highly dynamic parkour skills such as climbing tall obstacles up to 1.25m (96% robot height), as well as long-horizon multi-obstacle traversal with closed-loop adaptation to real-time obstacle perturbations.

  • 11 authors
·
May 5

Agility Meets Stability: Versatile Humanoid Control with Heterogeneous Data

Humanoid robots are envisioned to perform a wide range of tasks in human-centered environments, requiring controllers that combine agility with robust balance. Recent advances in locomotion and whole-body tracking have enabled impressive progress in either agile dynamic skills or stability-critical behaviors, but existing methods remain specialized, focusing on one capability while compromising the other. In this work, we introduce AMS (Agility Meets Stability), the first framework that unifies both dynamic motion tracking and extreme balance maintenance in a single policy. Our key insight is to leverage heterogeneous data sources: human motion capture datasets that provide rich, agile behaviors, and physically constrained synthetic balance motions that capture stability configurations. To reconcile the divergent optimization goals of agility and stability, we design a hybrid reward scheme that applies general tracking objectives across all data while injecting balance-specific priors only into synthetic motions. Further, an adaptive learning strategy with performance-driven sampling and motion-specific reward shaping enables efficient training across diverse motion distributions. We validate AMS extensively in simulation and on a real Unitree G1 humanoid. Experiments demonstrate that a single policy can execute agile skills such as dancing and running, while also performing zero-shot extreme balance motions like Ip Man's Squat, highlighting AMS as a versatile control paradigm for future humanoid applications.

  • 11 authors
·
Nov 21, 2025

Blind Precise Assembly: Proprioceptive Sim-to-Real Peg-in-Hole for Diverse Parts

Every robot already carries high-resolution contact sensors: its own joints. Legged robots and humanoids exploit them to walk, run, and track whole-body motions without vision, but there the contacts are large and forceful. Is joint sensing also enough for precise, contact-rich assembly, where the robot must find a millimeter-scale opening, mesh gear teeth, or catch a thread through light contact? We study this question by training blind assembly policies that observe only a short history of joint positions, velocities, and their own actions, without visual, force, torque, or tactile sensing. The poses of both the fixture and the part are unknown to the policy, and the grasp is randomized substantially. The policy must therefore assemble the parts through contact, sensed exclusively through its own proprioception. Trained with reinforcement learning entirely in simulation over randomized parts, grasps, and contacts, such policies learn peg insertion, gear meshing, and nut threading. The peg insertion policy transfers zero-shot to the real world and inserts pegs of different shapes and sizes in 73% of trials. Controlled comparisons with matched visual policies in simulation show that blind policies generalize far better to unseen part shapes and sizes, though they can be slower. Training such policies needs thousands of different assemblies, each simulated with its clearance intact, so we also release an open-source generator that builds them procedurally from exact convex pieces for MuJoCo; it is more accurate and faster than convex decomposition or MuJoCo's signed-distance collision. Videos and interactive simulations are at https://younghyopark.me/blind-proprioceptive-assembly/.

  • 4 authors
·
Oct 15

WT-UMI: Tactile-based Whole-Body Manipulation via Force-Supervised Contact-Aware Planning

Whole-body humanoid manipulation of bulky, deformable, and shared-load objects requires distributed contact sensing and explicit force regulation, yet most imitation policies treat contact force only implicitly. On the other hand, different demonstration sources provide complementary modalities with inherent trade-offs: human demonstrations capture natural contact forces but not robot-executable actions, while teleoperation directly records robot actions but with less natural force regulation. This paper presents WT-UMI, a wearable whole-body tactile interface worn by human operators or mounted on humanoids, providing accurate observations of tactile images, contact forces, and end-effector poses across both human demonstration and humanoid teleoperation modes. We introduce a force-conditioned target-pose correction module that converts measured human poses into contact-aware robot targets by learning corrections from teleoperation data. To leverage the natural force interaction in human data, we propose a force-supervised planner that predicts end-effector pose chunks and contact-force trajectories. The predicted contact force serves as the reference for a tactile-based admittance controller. Across five contact-rich tasks spanning deformable objects, bulky rigid objects, and human--humanoid collaboration, WT-UMI improves success rate and reduces contact-position tracking error over four policy baselines. Our project page is available at https://wt-umi.github.io/WTUMI/.

  • 18 authors
·
Jun 10

FALCON: Learning Force-Adaptive Humanoid Loco-Manipulation

Humanoid loco-manipulation holds transformative potential for daily service and industrial tasks, yet achieving precise, robust whole-body control with 3D end-effector force interaction remains a major challenge. Prior approaches are often limited to lightweight tasks or quadrupedal/wheeled platforms. To overcome these limitations, we propose FALCON, a dual-agent reinforcement-learning-based framework for robust force-adaptive humanoid loco-manipulation. FALCON decomposes whole-body control into two specialized agents: (1) a lower-body agent ensuring stable locomotion under external force disturbances, and (2) an upper-body agent precisely tracking end-effector positions with implicit adaptive force compensation. These two agents are jointly trained in simulation with a force curriculum that progressively escalates the magnitude of external force exerted on the end effector while respecting torque limits. Experiments demonstrate that, compared to the baselines, FALCON achieves 2x more accurate upper-body joint tracking, while maintaining robust locomotion under force disturbances and achieving faster training convergence. Moreover, FALCON enables policy training without embodiment-specific reward or curriculum tuning. Using the same training setup, we obtain policies that are deployed across multiple humanoids, enabling forceful loco-manipulation tasks such as transporting payloads (0-20N force), cart-pulling (0-100N), and door-opening (0-40N) in the real world.

  • 10 authors
·
May 10, 2025

BeJEPA: A Goal-Conditioned Humanoid Behavior World Model via Unsupervised RL

Humanoid control requires coordinating whole-body posture with position and heading in the world frame. Mainstream controllers imitate trajectories in the root frame, but struggle to regain the target world pose after displacement. We introduce BeJEPA, a goal-conditioned Behavior World Model learned through unsupervised reinforcement learning from human motion priors and robot interaction. BeJEPA learns a shared representation of body configuration and world placement through a joint-embedding predictive architecture (JEPA). A Dynamic Predictor predicts the next state embedding under an action, while a Successor Predictor summarizes a goal-conditioned policy's expected discounted future state embeddings in a single vector. During joint training, Dynamic grounds the initial representation in observed physical transitions, while Successor increasingly organizes it around long-term behavior. Their composition guides policy improvement through one physical prediction and one behavioral summary, without long imagined rollouts. In 20-second motion-tracking experiments, BeJEPA with online action refinement using Dynamic outperforms all evaluated baselines in global body-position error, reducing it on AMASS by 61.7% relative to BFM-Zero with world-pose inputs and 58.7% relative to SONIC. Physical deployment on a Unitree G1 demonstrates joint attainment of posture, world position, and heading goals, recovery from the ground, and closed-loop return after disturbances and goal changes. Project page: https://ylyem9x.github.io/BeJEPA-project.

  • 14 authors
·
Oct 15

Skel-WAM: A Hand-Skeleton-Conditioned World Action Model for Human-to-Robot Manipulation Transfer

Robot demonstrations are expensive to collect and often provide limited distributional coverage of task variations. Human videos offer a low-cost source of complementary manipulation experience, but learning from them requires bridging embodiment gaps in visual appearance and action spaces. We introduce Skel-WAM, a world action model that bridges these differences through a unified hand-skeleton motion interface. The key insight is to align human and robot motion through a common hand topology, combining skeleton overlays that ground motion in the scene with structured 2.5-D keypoints that encode explicit hand kinematics. Video and Keypoint Experts jointly learn visual and skeletal dynamics through a Mixture-of-Transformers, while a separate robot-trained Action Expert maps these predictions to executable controls. This separation enables human and robot demonstrations to directly supervise shared dynamics without requiring robot action labels for human videos. Across four real-world bimanual tasks and seven simulated tasks, Skel-WAM achieves average success rates of 79.86% and 63.29%, surpassing the strongest baseline by 22.22 and 8.28 percentage points, respectively. Human-robot cotraining more than doubles real-world success on task variations absent from robot training data, from 38.89% to 86.11%. These results demonstrate that a shared skeletal interface enables joint learning across human and robot data and expands robot task coverage through complementary human demonstrations.

  • 11 authors
·
Sep 17

Lambda-Hold Control: Human-Like Movement Emerges from a Minimal Task Reward in Predictive Musculoskeletal Simulation

The massive overactuation in the human musculoskeletal system makes it challenging to train musculoskeletal models to generate human-like motion via reinforcement learning, primarily because exploration in the resulting high-dimensional and redundant action space is extremely inefficient. To address this problem, we propose the λ-hold controller, inspired by the equilibrium-point (EP) hypothesis, which has been widely supported by extensive evidence from human motor control studies. The policy's control variable is the per-muscle EP threshold length λ, from which a stretch-reflex recruitment law computes the muscle excitations automatically. Holding each λ over an interval of the gait phase also sharply reduces the frequency at which the policy must be queried. Consequently, the controller, to our knowledge for the first time, enables a muscle-actuated skeletal model to learn human-like sprinting using only a minimal reward within an hour of training. The efficient exploration through the proposed λ-hold controller is not merely an engineering trick but an approach grounded in physiology, bringing together the EP hypothesis, intermittent control, and optimal feedback control. Beyond encapsulating human-like behavior in predictive simulation, this achievement contributes to developing a learnable model of the human motor controller.

EATR-Stereo: Embodiment-Aware Token Routing of Paired Stereo Evidence for Humanoid Vision-Language-Action Control

Long-horizon humanoid vision--language--action (VLA) control with head-mounted stereo cameras requires visual interfaces that can exploit complementary views while maintaining compatibility with pretrained representations. Existing interfaces often discard complementary stereo evidence or fuse additional observations without preserving the native primary-view pathway and adapting auxiliary information to robot embodiment. We present EATR-Stereo, an embodiment-aware token-routing framework that retains primary-view tokens and constructs primary-aligned Cross-View Auxiliary Tokens (CVATs) by querying the synchronized auxiliary-view token sequence. A body-segmented proprioceptive encoder further conditions token-wise auxiliary usage on robot configuration history, enabling selective incorporation of stereo evidence during action generation. The routed auxiliary stream augments the language and primary-visual context of a pretrained VLA while keeping its vision--language model frozen. On a 33-DoF physical humanoid with a 37-D proprioceptive state, we evaluate nine configurations in over-100-s search--approach--grasp--place--return tasks. EATR-Stereo achieves 60.0% full-task success, 100.0% grasp success, and 80.0% stage success. Under severe asymmetric occlusion, it improves recovery to 80% compared with 30% for CVAT alone. Ablation studies further show the importance of preserving primary tokens and combining cross-view auxiliary features with structured proprioceptive routing. These results demonstrate that selectively routed paired stereo evidence improves spatial grounding for reliable long-horizon humanoid VLA control.

  • 10 authors
·
Aug 19

TEXEDO : Test Time Scaling for Controller-aware Language-conditioned Humanoid Motion Generation

Text-conditioned motion generation is a promising interface for programming humanoid robots, yet current generators are often trained on human motion datasets retargeted to robot morphologies. Although such data provides rich semantic and kinematic priors, it fails to capture the nuances of whole-body tracking controllers, including balance, contact dynamics, actuation limits, and controller-specific failure modes. As a result, generated motions can be semantically plausible but difficult or impossible for the robot to execute. We introduce TEXEDO, a test-time scaling framework for humanoid motion generation that improves motion quality without requiring a stronger underlying generator. Given a text prompt, TEXEDO samples multiple candidate motions from a pretrained text-conditioned generator and selects the best motion that is both executable and task-aligned. The reward model combines a dynamic feasibility verifier, distilled from whole-body tracking rollouts to predict physical executability, with a semantic alignment verifier that measures text-motion alignment in a learned co-embedding space. Our pipeline treats dynamic feasibility as a hard constraint and semantic alignment as the selection objective within the feasible set. Through large-scale simulation studies and real-world deployment on a Unitree G1 humanoid robot, we show that TEXEDO consistently improves both tracking fidelity and text alignment. These results demonstrate that grounded verification is an effective path toward deployable language-guided humanoid motion generation. Project website: https://jianuocao.github.io/TEXEDO/

  • 6 authors
·
Jun 21