cs.ROFeb 14, 2026

Humanoid Hanoi: Investigating Shared Whole-Body Control for Skill-Based Box Rearrangement

Authors: Minku Kim, Kuan-Chia Chen, Aayam Shrestha, Li Fuxin, Stefan Lee, Alan Fern

Organizations: The authors are with the Collaborative Robotics and Intelligent Systems Institute, Oregon State University, Corvallis, Oregon, 97331, USA

Abstract

We introduce Humanoid Hanoi, a challenge problem for long-horizon humanoid skill composition that requires a robot to repeatedly sequence pickup, locomotion, and placement skills to rearrange stacked boxes in simulation and on hardware. This symbolically simple task exposes a weakness in a common modular humanoid architecture, where reusable high-level skills are learned on top of a shared, task-agnostic whole-body controller (WBC). While such a WBC provides a unified low-level interface for skill composition, it may not be sufficiently hardened to execute the full collection of learned skills under domain randomization and long-horizon closed-loop execution. We compare strategies for addressing this issue, including skill-specific WBC fine-tuning, residual low-level adaptation, and task-driven data aggregation that expands the shared-WBC training distribution with closed-loop trajectories induced by learned skills while preserving its original tracking objective. In our evaluated system, the shared-WBC approach achieves the strongest long-horizon robustness. A direct transition-smoothing intervention further shows that low-level controller handoffs account for a substantial part of the composition loss observed with non-shared controllers. Project page: https://osudrl.github.io/Humanoid_Hanoi/

Figures & tables

Appendix figures & tables10 assets

Supplementary material from the paper’s appendix.

Appendix

Explore similar work

Sep 11, 2026

CHOREO: Every Humanoid Skill as a Trajectory

Recent advances in humanoid robotics have produced diverse skills through reinforcement learning, motion imitation, and generative modeling. Yet these capabilities remain siloed because they are built around incompatible representations, interfaces, and controllers. We present CHOREO, a framework for training-free composition of heterogeneous humanoid skills. Our key observation is that, regardless of how a skill is learned, it can ultimately be expressed as an executable motion trajectory. Based on this observation, CHOREO converts each capability into SkillMotion, a unified representation that combines motion states, contacts, semantics, and boundary conditions. Skills are composed through direct continuation, cubic Hermite blending, or validated bridge motions, without retraining source models or updating models at test time. On Unitree G1 in MuJoCo, CHOREO organizes 2,950 admitted SkillMotion assets derived from heterogeneous sources and achieves 95.4% sequence success across 130 multi-action tasks, including 93.8% success on eight-action sequences. These results demonstrate that executable trajectories provide a scalable interface for accumulating and composing pretrained humanoid capabilities.
Aug 23, 2025

LHM-Humanoid: Long-Horizon Human Motion Control for Continuous Object Transport in Cluttered Scenes

Physics-based human motion control can make a simulated character walk, sit, and manipulate objects with high physical realism. Almost always, though, this happens in short, isolated clips that are re-initialized between interactions. We instead aim for continuous, reset-free long-horizon motion: a physically simulated humanoid that repeatedly walks to a displaced object, lifts it with a balanced whole-body posture, carries it past obstacles, and places it at a goal, over and over within a single uninterrupted take. The hard part is not any individual motion but the transitions between them. Without a reset, each cycle must end in a state that both leaves the object just placed undisturbed and lets the next cycle begin, yet every placement leaves the character off-balance in a non-canonical pose where naive end-to-end reinforcement learning fails. Our key idea is to treat this handoff as a two-sided problem of recoverability: the character must disengage from the object it just placed so the prior success is preserved, and settle into a state from which a balanced continuation exists. Instead of engineering a transition by hand, we learn to shape where each cycle ends so that it lands in this recoverable region. We introduce LHM-Humanoid. One goal-conditioned controller completes a fetch--carry--place cycle and, through a learned release-and-retreat behavior, steers its terminal state into this region; a second controller then takes over from the resulting state distribution. Both are regularized by an adversarial motion prior and distilled into a single goal-conditioned policy that runs the whole sequence as one reset-free rollout. Across 350 cluttered layouts spanning four room types, LHM-Humanoid produces far more successful and stable long-horizon motion than end-to-end RL, hierarchical RL, and prior physics-based human-scene-interaction methods, on both seen and unseen scenes.
Sep 29, 2026

Learning Expressive and Compositional Motion Representation via Spectral Skills

Robotic foundation models offer a promising path toward general-purpose humanoid robot control, often through hierarchical architectures. However, their effectiveness depends on the command interface between the planner and the controller, which must support accurate execution while remaining easy to predict, and ideally allow new behaviors to be composed from prior ones. In this work, we introduce spectral skills, a latent representation of this interface that meets these requirements through predictive representation learning. By design, spectral skills compactly encode short motion segments and are learned by predicting subsequent motion rather than reconstructing the encoder input. On a 29-DoF humanoid, a controller conditioned on spectral skills reduces global tracking error by 62% relative to the state of the art. The same frozen controller chains independently encoded skills without a separate transition policy. It also composes new behaviors by adding orthogonal directions to any compatible base skill, producing combinations unseen in the training data. We demonstrate tracking, chaining, and composition, as well as control through a language-conditioned planner, on Unitree G1 hardware. Project page: https://spectral-skill.github.io