ROMay 21
HUSKY: Humanoid Skateboarding System via Physics-Aware Whole-Body ControlJinrui Han, Dewei Wang, Chenyun Zhang et al.
While current humanoid whole-body control frameworks predominantly rely on the static environment assumptions, addressing tasks characterized by high dynamism and complex interactions presents a formidable challenge. In this paper, we address humanoid skateboarding, a highly challenging task requiring stable dynamic maneuvering on an underactuated wheeled platform. This integrated system is governed by non-holonomic constraints and tightly coupled human-object interactions. Successfully executing this task requires simultaneous mastery of hybrid contact dynamics and robust balance control on a mechanically coupled, dynamically unstable skateboard. To overcome the aforementioned challenges, we propose HUSKY, a learning-based framework that integrates humanoid-skateboard system modeling and physics-aware whole-body control. We first model the coupling relationship between board tilt and truck steering angles, enabling a principled analysis of system dynamics. Building upon this, HUSKY leverages Adversarial Motion Priors (AMP) to learn human-like pushing motions and employs a physics-guided, heading-oriented strategy for lean-to-steer behaviors. Moreover, a trajectory-guided mechanism ensures smooth and stable transitions between pushing and steering. Experimental results on the Unitree G1 humanoid platform demonstrate that our framework enables stable and agile maneuvering on skateboards in real-world scenarios. The project page is available on https://husky-humanoid.github.io/.
ROMay 6
Towards Adaptive Humanoid Control via Multi-Behavior Distillation and Reinforced Fine-TuningYingnan Zhao, Xinmiao Wang, Dewei Wang et al.
Humanoid robots are promising to learn a diverse set of human-like locomotion behaviors, including standing up, walking, running, and jumping. However, existing methods predominantly require training independent policies for each skill, yielding behavior-specific controllers that exhibit limited generalization and brittle performance when deployed on irregular terrains and in diverse situations. To address this challenge, we propose Adaptive Humanoid Control (AHC) that adopts a two-stage framework to learn an adaptive humanoid locomotion controller across different skills and terrains. Specifically, we first train several primary locomotion policies and perform a multi-behavior distillation process to obtain a basic multi-behavior controller, facilitating adaptive behavior switching based on the environment. Then, we perform reinforced fine-tuning by collecting online feedback in performing adaptive behaviors on more diverse terrains, enhancing terrain adaptability for the controller. We conduct experiments in both simulation and real-world experiments in Unitree G1 robots. The results show that our method exhibits strong adaptability across various situations and terrains. Project website: https://ahc-humanoid.github.io.
ROMar 25
PCHC: Enabling Preference Conditioned Humanoid Control via Multi-Objective Reinforcement LearningHuanyu Li, Dewei Wang, Xinmiao Wang et al.
Humanoid robots often need to balance competing objectives, such as maximizing speed while minimizing energy consumption. While current reinforcement learning (RL) methods can master complex skills like fall recovery and perceptive locomotion, they are constrained by fixed weighting strategies that produce a single suboptimal policy, rather than providing a diverse set of solutions for sophisticated multi-objective control. In this paper, we propose a novel framework leveraging Multi-Objective Reinforcement Learning (MORL) to achieve Preference-Conditioned Humanoid Control (PCHC). Unlike conventional methods that require training a series of policies to approximate the Pareto front, our framework enables a single, preference-conditioned policy to exhibit a wide spectrum of diverse behaviors. To effectively integrate these requirements, we introduce a Beta distribution-based alignment mechanism based on preference vectors modulating a Mixture-of-Experts (MoE) module. We validated our approach on two representative humanoid tasks. Extensive simulations and real-world experiments demonstrate that the proposed framework allows the robot to adaptively shift its objective priorities in real-time based on the input preference condition.
CLMar 19, 2025
ML-Triton, A Multi-Level Compilation and Language Extension to Triton GPU ProgrammingDewei Wang, Wei Zhu, Liyang Ling et al.
In the era of LLMs, dense operations such as GEMM and MHA are critical components. These operations are well-suited for parallel execution using a tilebased approach. While traditional GPU programming often relies on low level interfaces like CUDA or SYCL, Triton has emerged as a DSL that offers a more user-friendly and portable alternative by programming at a higher level. The current Triton starts at the workgroup (aka threadblock) level, and directly lowers to per-thread level. And then attempt to coalesce and amend through a series of passes, promoting information from low-level representation. We believe this is pre-mature lowering based on the below observations. 1. GPU has a hierarchical structure both physically and logically. Modern GPUs often feature SIMD units capable of directly operating on tiles on a warp or warpgroup basis, such as blocked load and blocked MMA. 2. Multi-level gradual lowering can make compiler decoupled and clean by separating considerations inter and intra a logical layer. 3. Kernel developers often need fine control to get good performance on the latest hardware. FlashAttention2 advocates explicit data partition between warps to make a performance boost. In this context, we propose ML-Triton which features multi-level compilation flow and programming interface. Our approach begins at the workgroup level and progressively lowers to the warp and intrinsic level, implementing a multilevel lowering align with the hierarchical nature of GPU. Additionally, we extend triton language to support user-set compiler hint and warp level programming, enabling researchers to get good out-of-the box performance without awaiting compiler updates. Experimental results demonstrate that our approach achieves performance above 95% of expert-written kernels on Intel GPU, as measured by the geometric mean.
NEJun 22, 2020
Always-On, Sub-300-nW, Event-Driven Spiking Neural Network based on Spike-Driven Clock-Generation and Clock- and Power-Gating for an Ultra-Low-Power Intelligent DeviceDewei Wang, Pavan Kumar Chundi, Sung Justin Kim et al.
Always-on artificial intelligent (AI) functions such as keyword spotting (KWS) and visual wake-up tend to dominate total power consumption in ultra-low power devices. A key observation is that the signals to an always-on function are sparse in time, which a spiking neural network (SNN) classifier can leverage for power savings, because the switching activity and power consumption of SNNs tend to scale with spike rate. Toward this goal, we present a novel SNN classifier architecture for always-on functions, demonstrating sub-300nW power consumption at the competitive inference accuracy for a KWS and other always-on classification workloads.