ROSep 26, 2024
LoopSR: Looping Sim-and-Real for Lifelong Policy Adaptation of Legged RobotsPeilin Wu, Weiji Xie, Jiahang Cao et al.
Reinforcement Learning (RL) has shown its remarkable and generalizable capability in legged locomotion through sim-to-real transfer. However, while adaptive methods like domain randomization are expected to enhance policy robustness across diverse environments, they potentially compromise the policy's performance in any specific environment, leading to suboptimal real-world deployment due to the No Free Lunch theorem. To address this, we propose LoopSR, a lifelong policy adaptation framework that continuously refines RL policies in the post-deployment stage. LoopSR employs a transformer-based encoder to map real-world trajectories into a latent space and reconstruct a digital twin of the real world for further improvement. Autoencoder architecture and contrastive learning methods are adopted to enhance feature extraction of real-world dynamics. Simulation parameters for continual training are derived by combining predicted values from the decoder with retrieved parameters from a pre-collected simulation trajectory dataset. By leveraging simulated continual training, LoopSR achieves superior data efficiency compared with strong baselines, yielding eminent performance with limited data in both sim-to-sim and sim-to-real experiments. Please refer to https://peilinwu.site/looping-sim-and-real.github.io/ for videos and code.
59.9ROMar 16
HALO:Closing Sim-to-Real Gap for Heavy-loaded Humanoid Agile Motion Skills via Differentiable SimulationXingyi Wang, Chenyun Zhang, Weiji Xie et al.
Humanoid robots deployed in real-world scenarios often need to carry unknown payloads, which introduce significant mismatch and degrade the effectiveness of simulation-to-reality reinforcement learning methods. To address this challenge, we propose a two-stage gradient-based system identification framework built on the differentiable simulator MuJoCo XLA. The first stage calibrates the nominal robot model using real-world data to reduce intrinsic sim-to-real discrepancies, while the second stage further identifies the mass distribution of the unknown payload. By explicitly reducing structured model bias prior to policy training, our approach enables zero-shot transfer of reinforcement learning policies to hardware under heavy-load conditions. Extensive simulation and real-world experiments demonstrate more precise parameter identification, improved motion tracking accuracy, and substantially enhanced agility and robustness compared to existing baselines. Project Page: https://mwondering.github.io/halo-humanoid/
ROJun 15, 2025
KungfuBot: Physics-Based Humanoid Whole-Body Control for Learning Highly-Dynamic SkillsWeiji Xie, Jinrui Han, Jiakun Zheng et al.
Humanoid robots are promising to acquire various skills by imitating human behaviors. However, existing algorithms are only capable of tracking smooth, low-speed human motions, even with delicate reward and curriculum design. This paper presents a physics-based humanoid control framework, aiming to master highly-dynamic human behaviors such as Kungfu and dancing through multi-steps motion processing and adaptive motion tracking. For motion processing, we design a pipeline to extract, filter out, correct, and retarget motions, while ensuring compliance with physical constraints to the maximum extent. For motion imitation, we formulate a bi-level optimization problem to dynamically adjust the tracking accuracy tolerance based on the current tracking error, creating an adaptive curriculum mechanism. We further construct an asymmetric actor-critic framework for policy training. In experiments, we train whole-body control policies to imitate a set of highly-dynamic motions. Our method achieves significantly lower tracking errors than existing approaches and is successfully deployed on the Unitree G1 robot, demonstrating stable and expressive behaviors. The project page is https://kungfu-bot.github.io.
ROFeb 24, 2025
Humanoid Whole-Body Locomotion on Narrow Terrain via Dynamic Balance and Reinforcement LearningWeiji Xie, Chenjia Bai, Jiyuan Shi et al.
Humans possess delicate dynamic balance mechanisms that enable them to maintain stability across diverse terrains and under extreme conditions. However, despite significant advances recently, existing locomotion algorithms for humanoid robots are still struggle to traverse extreme environments, especially in cases that lack external perception (e.g., vision or LiDAR). This is because current methods often rely on gait-based or perception-condition rewards, lacking effective mechanisms to handle unobservable obstacles and sudden balance loss. To address this challenge, we propose a novel whole-body locomotion algorithm based on dynamic balance and Reinforcement Learning (RL) that enables humanoid robots to traverse extreme terrains, particularly narrow pathways and unexpected obstacles, using only proprioception. Specifically, we introduce a dynamic balance mechanism by leveraging an extended measure of Zero-Moment Point (ZMP)-driven rewards and task-driven rewards in a whole-body actor-critic framework, aiming to achieve coordinated actions of the upper and lower limbs for robust locomotion. Experiments conducted on a full-sized Unitree H1-2 robot verify the ability of our method to maintain balance on extremely narrow terrains and under external disturbances, demonstrating its effectiveness in enhancing the robot's adaptability to complex environments. The videos are given at https://whole-body-loco.github.io.
ROSep 20, 2025
KungfuBot2: Learning Versatile Motion Skills for Humanoid Whole-Body ControlJinrui Han, Weiji Xie, Jiakun Zheng et al.
Learning versatile whole-body skills by tracking various human motions is a fundamental step toward general-purpose humanoid robots. This task is particularly challenging because a single policy must master a broad repertoire of motion skills while ensuring stability over long-horizon sequences. To this end, we present VMS, a unified whole-body controller that enables humanoid robots to learn diverse and dynamic behaviors within a single policy. Our framework integrates a hybrid tracking objective that balances local motion fidelity with global trajectory consistency, and an Orthogonal Mixture-of-Experts (OMoE) architecture that encourages skill specialization while enhancing generalization across motions. A segment-level tracking reward is further introduced to relax rigid step-wise matching, enhancing robustness when handling global displacements and transient inaccuracies. We validate VMS extensively in both simulation and real-world experiments, demonstrating accurate imitation of dynamic skills, stable performance over minute-long sequences, and strong generalization to unseen motions. These results highlight the potential of VMS as a scalable foundation for versatile humanoid whole-body control. The project page is available at https://kungfubot2-humanoid.github.io.
MAFeb 29, 2024
Offline Fictitious Self-Play for Competitive GamesJingxiao Chen, Weiji Xie, Weinan Zhang et al.
Offline Reinforcement Learning (RL) enables policy improvement from fixed datasets without online interactions, making it highly suitable for real-world applications lacking efficient simulators. Despite its success in the single-agent setting, offline multi-agent RL remains a challenge, especially in competitive games. Firstly, unaware of the game structure, it is impossible to interact with the opponents and conduct a major learning paradigm, self-play, for competitive games. Secondly, real-world datasets cannot cover all the state and action space in the game, resulting in barriers to identifying Nash equilibrium (NE). To address these issues, this paper introduces OFF-FSP, the first practical model-free offline RL algorithm for competitive games. We start by simulating interactions with various opponents by adjusting the weights of the fixed dataset with importance sampling. This technique allows us to learn the best responses to different opponents and employ the Offline Self-Play learning framework. To overcome the challenge of partial coverage, we combine the single-agent offline RL method with Fictitious Self-Play (FSP) to approximate NE by constraining the approximate best responses away from out-of-distribution actions. Experiments on matrix games, extensive-form poker, and board games demonstrate that OFF-FSP achieves significantly lower exploitability than state-of-the-art baselines. Finally, we validate OFF-FSP on a real-world human-robot competitive task, demonstrating its potential for solving complex, hard-to-simulate real-world problems.