6.3ROJul 8
Ace! Motion Planning of Professional-Level Table Tennis Serves with a Robot ArmGuillem Torrente, Guilherme Jorge Maeda, Divij Grover et al.
Table tennis, a dynamic, compact, and popular sport, has received significant attention as a robotics benchmark over the last decades. Most of the research has focused on the rally aspect - returning an incoming ball - requiring high-speed vision, agile motion planning, and tight closed-loop control. However, the other component of table tennis gameplay - the serve - is comparatively a quite unexplored research problem, that in fact requires pushing physics modeling and control to the extremes. Achieving competitive serves with a robot presents domain-specific challenges, such as high-spin generation from a spinless ball, precise aiming, or multi-objective optimization. In this work, we present a novel approach for generating official rule-compliant serves by combining motion primitives, Model Predictive Control, and Bayesian Optimization. Serves generated in this way offer a wide and controllable variation of spins of up to 550 rad/s, and speeds of up to 6.7 m/s, matching and even surpassing those of elite table tennis players.
2.5ROJun 9
Bridging the sim2real gap in the table tennis robot with a transformer-based ball states predictorYin Bi, Christian Conti, Bilan Yang et al.
Robotic table tennis is a representative benchmark for high-speed, closed-loop robotic control in dynamic environments, where accurate and fast prediction of ball states is critical for reliable planning and control. Physics-based approaches rely heavily on accurate parameter identification and precise initial state, while learning-based methods often struggle to capture long-range temporal dependencies and are typically trained on limited or simulated data. We propose a transformer-based framework for table tennis ball state prediction that leverages attention mechanisms to model long-range temporal correlations directly from historical observations, without relying on explicit flight or bounce models. To support robust learning and generalization, we collected a large-scale real-world dataset from players of varying skill levels and diverse ball cannon configurations. The combination of a high-capacity transformer architecture and extensive real-world data enables accurate long-horizon forecasting. Building on this capability, we introduce a plug-and-play sim-to-real transfer strategy, Swap Predictor at Deployment (SPAD), which replaces the physics-based simulator used during training with the proposed real-world-trained predictor at deployment, improving the sim-to-real transferability of the policy without requiring retraining. We demonstrate that this simple substitution effectively narrows the sim-to-real gap while preserving the efficiency and scalability of simulation-based training.
4.1CVJun 25
Event-based Gaze Control System for Accurate Real-time Spin Estimation in Professional Ball GamesYunpu Hu, Fabian Schilling, Valentina Cavinato et al.
Spin plays a crucial role in many ball sports due to its effect on the trajectory of the ball. Vision-based estimation of the ball's spin during a game with conventional cameras is challenging due to the ball's small size, high speed, and fast rotation. To address these challenges, we propose an event-based active vision system that can track unmodified balls and measure their spin in real-time. The system consists of an event camera for its high temporal resolution and minimal motion blur, high-speed pan/tilt galvanometer mirrors to keep the ball in the field of view, and a low-latency focus-tunable telephoto lens to increase the spatial resolution on the ball and keep it in focus. To track the ball, we use a hybrid approach that combines 2D event-based detection for centering and 3D positions from a ball localization system for re-initialization. For high-accuracy spin estimation, we propose an offline method that performs contrast maximization on the sphere (s-CMax). This method achieves state-of-the-art accuracy on static balls across multiple sports (table tennis, baseball, tennis, and golf), with mean magnitude and axis errors of 2.1% and 4.0 degrees, respectively. We then develop a low-latency online method for table tennis as a case study in real-time applications. This method uses an uncertainty-aware convolutional neural network trained on pseudo-ground-truth spin labels from the offline approach, combined with a GPU-accelerated batch implementation of contrast maximization for refinement. We demonstrate reliable tracking and spin estimation with a three-view setup during professional table tennis matches, with high accuracy (8.8% magnitude and 6.4 degrees axis mismatch), 3 ms latency, and 750 Hz throughput.
5.0ROJun 27
Physics Models for Sim-to-Real Transfer in Professional-Level Robot Table TennisChristian Conti, Bilan Yang, Alexander Sigrist et al.
At competitive speeds and spins, a table tennis ball follows complex, counterintuitive trajectories that a robot must track and precisely counter within fractions of a second. Training a reinforcement learning policy capable of these skills is prohibitively expensive and dangerous in the real world, making high-fidelity simulation essential. Transferability of such policies, however, critically depends on how faithfully the simulation captures real-world dynamics--a requirement made even more stringent by the adversarial nature of the game, where any regime in which a model fails to approximate reality becomes an exploitable weakness for the opponent. Prior state-of-the-art in robot table tennis generally focuses on a limited range of velocities and spins and fails to capture the richness of ball behaviors encountered in professional-level play. In this work, we present physics models for the aerodynamic ball flight, for the contact dynamics between the ball and the table, as well as between the ball and the racket that accurately capture the ball behavior over a vast range of speeds and spins relevant to the game. Specifically, we model drag and Magnus force coefficients as functions of Reynolds number and spin ratio in the aerodynamics equations. For the table contact model we model effects of ball buckling on the coefficient of restitution and incorporate residuals into the instantaneous point-contact models. For the racket contact model we introduce a residual neural network component to complement coefficients related to normal and tangential coefficients of restitution as well as torsional spin damping. The resulting models were used for the first real-world robot table tennis AI agent capable of competing against professional players, to train reinforcement learning policies.
9.4ROJun 25
Hardware Design for Table Tennis Robot Capable of Beating Professional PlayersNobuhiko Mukai, Pavel Adodin, Stefan Heusser et al.
This paper focuses on the hardware specifications required for a table tennis robot to beat professional players. After analyzing the motions of elite players, we defined target specifications for the workspace, payload, external-force resistance, physical performance, serve capability, and end-effector accuracy. Based on these specifications, we developed "Ace", a custom 8-DoF robot. The mechanical structure was improved through topology optimization to minimize mass while preserving stiffness. Motor and gearbox selection was optimized using an inverse-dynamics torque model. Low-order per-joint dynamics models with delay compensation were identified and integrated into simulation to enable the use of an RL control policy. Experiments demonstrated repeated full-stroke swings with a cycle time of 0.8 s and a peak racket-center velocity of 22 m/s. The robot successfully defeated multiple professional players.
6.3ROJun 24
1000 Rallies: An Event-Camera Dataset and Real-Time Learned Ball-State Estimation for Robotic Table TennisRaphaela Kreiser, Asude Aydin, Yin Bi et al.
Robotic table tennis has emerged as a compelling benchmark for real-time robotic perception due to its fast ball dynamics and stringent timing requirements. Accurate, high-frequency, and low-latency ball state estimation is critical for reliable trajectory prediction and timely control. Traditional frame-based cameras face an inherent trade-off: low frame rates leave temporal blind spots that miss fast-moving objects and high frame rates raise data and computational cost. Event cameras instead offer microsecond temporal resolution and, under sufficient illumination, remain largely free of motion blur even at high ball speeds. However, the community lacks large-scale datasets to develop and benchmark event-based perception in realistic sports scenarios. We address this gap by introducing the first large-scale event-camera dataset for table tennis, comprising over 1000 rallies from a diverse group of players ranging from amateurs to elite-level athletes. Each recording captures the event stream alongside 14 synchronized high-speed frame-based cameras at 200 FPS, which we use to produce 1 kHz pseudo ground-truth labels for ball position, velocity, and spin. Building on this dataset, we train a convolutional neural network robust to background player motion that jointly estimates the ball's position and velocity in the image-plane from events. Treating the predicted velocity as an additional measurement in the Kalman filter reduces bounce-point prediction error by 36% relative to a position-only baseline. Finally, we close the perception-action loop by integrating the event-based system with a Stäubli robotic arm, enabling the first real-time human-robot table tennis rallies driven by event-based perception.