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SubscribeLearning Getting-Up Policies for Real-World Humanoid Robots
Automatic fall recovery is a crucial prerequisite before humanoid robots can be reliably deployed. Hand-designing controllers for getting up is difficult because of the varied configurations a humanoid can end up in after a fall and the challenging terrains humanoid robots are expected to operate on. This paper develops a learning framework to produce controllers that enable humanoid robots to get up from varying configurations on varying terrains. Unlike previous successful applications of humanoid locomotion learning, the getting-up task involves complex contact patterns, which necessitates accurately modeling the collision geometry and sparser rewards. We address these challenges through a two-phase approach that follows a curriculum. The first stage focuses on discovering a good getting-up trajectory under minimal constraints on smoothness or speed / torque limits. The second stage then refines the discovered motions into deployable (i.e. smooth and slow) motions that are robust to variations in initial configuration and terrains. We find these innovations enable a real-world G1 humanoid robot to get up from two main situations that we considered: a) lying face up and b) lying face down, both tested on flat, deformable, slippery surfaces and slopes (e.g., sloppy grass and snowfield). To the best of our knowledge, this is the first successful demonstration of learned getting-up policies for human-sized humanoid robots in the real world. Project page: https://humanoid-getup.github.io/
Agile Continuous Jumping in Discontinuous Terrains
We focus on agile, continuous, and terrain-adaptive jumping of quadrupedal robots in discontinuous terrains such as stairs and stepping stones. Unlike single-step jumping, continuous jumping requires accurately executing highly dynamic motions over long horizons, which is challenging for existing approaches. To accomplish this task, we design a hierarchical learning and control framework, which consists of a learned heightmap predictor for robust terrain perception, a reinforcement-learning-based centroidal-level motion policy for versatile and terrain-adaptive planning, and a low-level model-based leg controller for accurate motion tracking. In addition, we minimize the sim-to-real gap by accurately modeling the hardware characteristics. Our framework enables a Unitree Go1 robot to perform agile and continuous jumps on human-sized stairs and sparse stepping stones, for the first time to the best of our knowledge. In particular, the robot can cross two stair steps in each jump and completes a 3.5m long, 2.8m high, 14-step staircase in 4.5 seconds. Moreover, the same policy outperforms baselines in various other parkour tasks, such as jumping over single horizontal or vertical discontinuities. Experiment videos can be found at https://yxyang.github.io/jumping\_cod/.
Impedance Matching: Enabling an RL-Based Running Jump in a Quadruped Robot
Replicating the remarkable athleticism seen in animals has long been a challenge in robotics control. Although Reinforcement Learning (RL) has demonstrated significant progress in dynamic legged locomotion control, the substantial sim-to-real gap often hinders the real-world demonstration of truly dynamic movements. We propose a new framework to mitigate this gap through frequency-domain analysis-based impedance matching between simulated and real robots. Our framework offers a structured guideline for parameter selection and the range for dynamics randomization in simulation, thus facilitating a safe sim-to-real transfer. The learned policy using our framework enabled jumps across distances of 55 cm and heights of 38 cm. The results are, to the best of our knowledge, one of the highest and longest running jumps demonstrated by an RL-based control policy in a real quadruped robot. Note that the achieved jumping height is approximately 85% of that obtained from a state-of-the-art trajectory optimization method, which can be seen as the physical limit for the given robot hardware. In addition, our control policy accomplished stable walking at speeds up to 2 m/s in the forward and backward directions, and 1 m/s in the sideway direction.
LEGATO: Cross-Embodiment Imitation Using a Grasping Tool
Cross-embodiment imitation learning enables policies trained on specific embodiments to transfer across different robots, unlocking the potential for large-scale imitation learning that is both cost-effective and highly reusable. This paper presents LEGATO, a cross-embodiment imitation learning framework for visuomotor skill transfer across varied kinematic morphologies. We introduce a handheld gripper that unifies action and observation spaces, allowing tasks to be defined consistently across robots. We train visuomotor policies on task demonstrations using this gripper through imitation learning, applying transformation to a motion-invariant space for computing the training loss. Gripper motions generated by the policies are retargeted into high-degree-of-freedom whole-body motions using inverse kinematics for deployment across diverse embodiments. Our evaluations in simulation and real-robot experiments highlight the framework's effectiveness in learning and transferring visuomotor skills across various robots. More information can be found on the project page: https://ut-hcrl.github.io/LEGATO.
Rethinking Agent Design: From Top-Down Workflows to Bottom-Up Skill Evolution
Most LLM-based agent frameworks adopt a top-down philosophy: humans decompose tasks, define workflows, and assign agents to execute each step. While effective on benchmark-style tasks, such systems rely on designer updates and overlook agents' potential to learn from experience. Recently, Silver and Sutton(2025) envision a shift into a new era, where agents could progress from a stream of experiences. In this paper, we instantiate this vision of experience-driven learning by introducing a bottom-up agent paradigm that mirrors the human learning process. Agents acquire competence through a trial-and-reasoning mechanism-exploring, reflecting on outcomes, and abstracting skills over time. Once acquired, skills can be rapidly shared and extended, enabling continual evolution rather than static replication. As more agents are deployed, their diverse experiences accelerate this collective process, making bottom-up design especially suited for open-ended environments. We evaluate this paradigm in Slay the Spire and Civilization V, where agents perceive through raw visual inputs and act via mouse outputs, the same as human players. Using a unified, game-agnostic codebase without any game-specific prompts or privileged APIs, our bottom-up agents acquire skills entirely through autonomous interaction, demonstrating the potential of the bottom-up paradigm in complex, real-world environments. Our code is available at https://github.com/AngusDujw/Bottom-Up-Agent.
VIGMA: An Open-Access Framework for Visual Gait and Motion Analytics
Gait disorders are commonly observed in older adults, who frequently experience various issues related to walking. Additionally, researchers and clinicians extensively investigate mobility related to gait in typically and atypically developing children, athletes, and individuals with orthopedic and neurological disorders. Effective gait analysis enables the understanding of the causal mechanisms of mobility and balance control of patients, the development of tailored treatment plans to improve mobility, the reduction of fall risk, and the tracking of rehabilitation progress. However, analyzing gait data is a complex task due to the multivariate nature of the data, the large volume of information to be interpreted, and the technical skills required. Existing tools for gait analysis are often limited to specific patient groups (e.g., cerebral palsy), only handle a specific subset of tasks in the entire workflow, and are not openly accessible. To address these shortcomings, we conducted a requirements assessment with gait practitioners (e.g., researchers, clinicians) via surveys and identified key components of the workflow, including (1) data processing and (2) data analysis and visualization. Based on the findings, we designed VIGMA, an open-access visual analytics framework integrated with computational notebooks and a Python library, to meet the identified requirements. Notably, the framework supports analytical capabilities for assessing disease progression and for comparing multiple patient groups. We validated the framework through usage scenarios with experts specializing in gait and mobility rehabilitation. VIGMA is available at https://github.com/komar41/VIGMA.
Whole-body Motion Control of an Omnidirectional Wheel-Legged Mobile Manipulator via Contact-Aware Dynamic Optimization
Wheel-legged robots with integrated manipulators hold great promise for mobile manipulation in logistics, industrial automation, and human-robot collaboration. However, unified control of such systems remains challenging due to the redundancy in degrees of freedom, complex wheel-ground contact dynamics, and the need for seamless coordination between locomotion and manipulation. In this work, we present the design and whole-body motion control of an omnidirectional wheel-legged quadrupedal robot equipped with a dexterous manipulator. The proposed platform incorporates independently actuated steering modules and hub-driven wheels, enabling agile omnidirectional locomotion with high maneuverability in structured environments. To address the challenges of contact-rich interaction, we develop a contact-aware whole-body dynamic optimization framework that integrates point-contact modeling for manipulation with line-contact modeling for wheel-ground interactions. A warm-start strategy is introduced to accelerate online optimization, ensuring real-time feasibility for high-dimensional control. Furthermore, a unified kinematic model tailored for the robot's 4WIS-4WID actuation scheme eliminates the need for mode switching across different locomotion strategies, improving control consistency and robustness. Simulation and experimental results validate the effectiveness of the proposed framework, demonstrating agile terrain traversal, high-speed omnidirectional mobility, and precise manipulation under diverse scenarios, underscoring the system's potential for factory automation, urban logistics, and service robotics in semi-structured environments.
Efficient 2D to Full 3D Human Pose Uplifting including Joint Rotations
In sports analytics, accurately capturing both the 3D locations and rotations of body joints is essential for understanding an athlete's biomechanics. While Human Mesh Recovery (HMR) models can estimate joint rotations, they often exhibit lower accuracy in joint localization compared to 3D Human Pose Estimation (HPE) models. Recent work addressed this limitation by combining a 3D HPE model with inverse kinematics (IK) to estimate both joint locations and rotations. However, IK is computationally expensive. To overcome this, we propose a novel 2D-to-3D uplifting model that directly estimates 3D human poses, including joint rotations, in a single forward pass. We investigate multiple rotation representations, loss functions, and training strategies - both with and without access to ground truth rotations. Our models achieve state-of-the-art accuracy in rotation estimation, are 150 times faster than the IK-based approach, and surpass HMR models in joint localization precision.
UbiPhysio: Support Daily Functioning, Fitness, and Rehabilitation with Action Understanding and Feedback in Natural Language
We introduce UbiPhysio, a milestone framework that delivers fine-grained action description and feedback in natural language to support people's daily functioning, fitness, and rehabilitation activities. This expert-like capability assists users in properly executing actions and maintaining engagement in remote fitness and rehabilitation programs. Specifically, the proposed UbiPhysio framework comprises a fine-grained action descriptor and a knowledge retrieval-enhanced feedback module. The action descriptor translates action data, represented by a set of biomechanical movement features we designed based on clinical priors, into textual descriptions of action types and potential movement patterns. Building on physiotherapeutic domain knowledge, the feedback module provides clear and engaging expert feedback. We evaluated UbiPhysio's performance through extensive experiments with data from 104 diverse participants, collected in a home-like setting during 25 types of everyday activities and exercises. We assessed the quality of the language output under different tuning strategies using standard benchmarks. We conducted a user study to gather insights from clinical physiotherapists and potential users about our framework. Our initial tests show promise for deploying UbiPhysio in real-life settings without specialized devices.
Godot Reinforcement Learning Agents
We present Godot Reinforcement Learning (RL) Agents, an open-source interface for developing environments and agents in the Godot Game Engine. The Godot RL Agents interface allows the design, creation and learning of agent behaviors in challenging 2D and 3D environments with various on-policy and off-policy Deep RL algorithms. We provide a standard Gym interface, with wrappers for learning in the Ray RLlib and Stable Baselines RL frameworks. This allows users access to over 20 state of the art on-policy, off-policy and multi-agent RL algorithms. The framework is a versatile tool that allows researchers and game designers the ability to create environments with discrete, continuous and mixed action spaces. The interface is relatively performant, with 12k interactions per second on a high end laptop computer, when parallized on 4 CPU cores. An overview video is available here: https://youtu.be/g1MlZSFqIj4
CAJun: Continuous Adaptive Jumping using a Learned Centroidal Controller
We present CAJun, a novel hierarchical learning and control framework that enables legged robots to jump continuously with adaptive jumping distances. CAJun consists of a high-level centroidal policy and a low-level leg controller. In particular, we use reinforcement learning (RL) to train the centroidal policy, which specifies the gait timing, base velocity, and swing foot position for the leg controller. The leg controller optimizes motor commands for the swing and stance legs according to the gait timing to track the swing foot target and base velocity commands using optimal control. Additionally, we reformulate the stance leg optimizer in the leg controller to speed up policy training by an order of magnitude. Our system combines the versatility of learning with the robustness of optimal control. By combining RL with optimal control methods, our system achieves the versatility of learning while enjoys the robustness from control methods, making it easily transferable to real robots. We show that after 20 minutes of training on a single GPU, CAJun can achieve continuous, long jumps with adaptive distances on a Go1 robot with small sim-to-real gaps. Moreover, the robot can jump across gaps with a maximum width of 70cm, which is over 40% wider than existing methods.
