cs.ROFeb 14, 2026

KungfuAthleteBot: Learning High-Dynamic Motion from Videos with Unified Robust Recovery

Authors: Zhongxiang Lei, Lulu Cao, Xuyang Wang, Tianyi Qian, Jinyan Liu, Xuesong Li

Organizations: Beijing Institute of Technology · QIYUAN Lab

Abstract

Learning highly dynamic motions from video provides a scalable alternative to expensive data collection for humanoid robots, yet it is challenged by height floating, missing kinematic and force information, and limited robustness. We present KungfuAthleteBot (KAB), a unified framework that systematically addresses these issues. We first build a high-dynamic motion dataset in collaboration with professional martial artists, alleviating data scarcity while improving motion quality. To eliminate height drift and global jitter during both aerial and landing phases, we introduce a physics-guided parabolic trajectory correction that enforces physical plausibility. To bridge the discrepancy between human and robot actuation in highly dynamic behaviors, we design a three-stage curriculum that progressively enables stable acquisition of such motions. In addition, we propose a direct, teacher-free training paradigm that jointly learns disturbance rejection and fall recovery within a single policy. To the best of our knowledge, KAB achieves the fastest recovery time reported for a unified policy (≈0.7\approx 0.7s). Experiments on a real humanoid robot demonstrate successful learning of highly dynamic motions from video and strong robustness, including rapid recovery under severe disturbances.

Figures & tables

Appendix figures & tables6 assets

Supplementary material from the paper’s appendix.

Appendix

Explore similar work

Oct 2, 2026

KungfuAthleteBot: learning high-dynamic humanoid motion from video with unified robust recovery

Video is an abundant, inexpensive source of human motion data that is rich in extreme athletic behaviors. Making it usable for humanoid robots, however, is not a matter of simply retargeting a reconstructed trajectory: video-derived motion is physically inconsistent, devoid of actuation information, and says nothing about failure or recovery. We present KungfuAthleteBot (KAB), a framework that treats learning high-dynamic motion from video as the central problem and resolves each of these three failure modes in turn. (C1) We build the KungfuAthlete dataset from videos of national-level martial artists and introduce a physics-guided parabolic trajectory correction that removes height floating, ground penetration, and high-frequency jitter from reconstructed aerial and landing phases. (C2) Because video carries no force information, strict tracking of a reconstructed trajectory is dynamically infeasible, and error-driven initialization keeps re-launching the policy from infeasible aerial poses. We introduce physics-driven pseudo-low-kinetic-energy (LKE) sampling, our central mechanism for making such references learnable: it biases initialization towards dynamically feasible states, letting the policy discover feasible actuation patterns instead of imitating infeasible ones. (C3) Finally, we introduce a direct training paradigm in which disturbance rejection and fall recovery are learned inside the same policy that tracks the video motion, requiring no recovery reference data and no manual mode switching. On a humanoid robot, KAB learns dynamic skills from video and recovers from arbitrary falls in about 0.7 s, the fastest reported recovery for a unified policy. Ablations on the unified policy confirm the necessity of its components, supporting the view that repairing and compensating video data, rather than only collecting more of it, is what unlocks high-dynamic humanoid skills.
Jun 15, 2025

KungfuBot: Physics-Based Humanoid Whole-Body Control for Learning Highly-Dynamic Skills

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://kungfubot.github.io.
Sep 25, 2026

Humanoid Badminton: Learning Dynamic Racket Skills from Limited Human Motion Data

High-speed racket sports provide a demanding testbed for humanoid robots, requiring time-critical decisions, precise striking, and dynamic whole-body coordination. In badminton, fast-changing shuttle trajectories require timely contact decisions, while successful returns demand precise racket pose and velocity within a brief contact window and across a broad three-dimensional striking workspace. Human motion data provide valuable priors for such athletic skills, but usable badminton references are limited and imperfect. Direct tracking provides insufficient executable variation for diverse shuttle conditions, while purely task-driven optimization may produce unnatural motion. We therefore present a three-stage hierarchical reinforcement learning framework for dynamic humanoid badminton. First, task-randomized motion augmentation expands sparse annotated hitting events into executable target-conditioned stroke variations, forming a continuous latent skill space. Second, a high-level planner outputs continuous latent skill codes to compose these skills online according to the observed shuttle state. Third, a context-conditioned adversarial regularizer encourages more natural planner-level skill usage while preserving return performance. In real-world deployment, our system sustains multi-skill rallies with human players, including forehand, backhand, and highly dynamic jump returns. This is the first real-world humanoid racket-sport system to demonstrate multi-skill human--robot rallies including highly dynamic jump returns.