Training perceptive humanoid locomotion policies that traverse complex terrains with natural gaits remains an open challenge, typically demanding multi-stage training pipelines, adversarial objectives, or extensive real-world calibration. We present PRIOR, an efficient and reproducible framework built on Isaac Lab that achieves robust terrain traversal with human-like gaits through a simple yet effective design: (i) a parametric gait generator that supplies stable reference trajectories derived from motion capture without adversarial training, (ii) a GRU-based state estimator that infers terrain geometry directly from egocentric depth images via self-supervised heightmap reconstruction, and (iii) terrain-adaptive footstep rewards that guide foot placement toward traversable regions. Through systematic analysis of depth image resolution trade-offs, we identify configurations that maximize terrain fidelity under real-time constraints, substantially reducing perceptual overhead without degrading traversal performance. Comprehensive experiments across terrains of varying difficulty-including stairs, boxes, and gaps-demonstrate that each component yields complementary and essential performance gains, with the full framework achieving a 100% traversal success rate. We will open-source the complete PRIOR framework, including the training pipeline, parametric gait generator, and evaluation benchmarks, to serve as a reproducible foundation for humanoid locomotion research on Isaac Lab.
Figures & tables
Fig. 1 : The proposed PRIOR framework was simulated and demonstrated on the ZERITH Z1 model. (A)–(D) illustrate the robot traversing four representative terrain types.
Fig. 2 : Overview of the proposed PRIOR framework. The framework comprises three components: (a) Asymmetric actor-critic architecture for reinforcement learning. (b) State Estimator (yellow): Fuses multimodal latent features for policy driving and performs self-supervised regression for velocity estimation, terrain reconstruction, and state prediction. (c) Reference Gait Generator (blue): Synthesizes physics-consistent reference trajectories via phase normalization and velocity-driven weighted interpolation, while constraining locomotion through gait-aware rewards.
Reward
Description
Weight ( wi )
rair
Promotes gait rhythm.
1.25
rslide
Minimizes ground slipping.
-0.10
rdbl-air
Penalizes walking on one leg.
-1.00
rswing
Ensures leg lift height.
-20.0
rstumble
Prevents foot-obstacle tripping.
-30.0
redgeL/R
Encourages safe foot placement.
-2.00
TABLE I : LANDING STATE REWARD COMPONENTS
Reward
Equation ( ei )
Weight ( wi )
rpos
∥θ−θd(ϕ)∥2
0.10
rvel
∥vb−v∥2
0.05
rΔ
∥Δθ−Δθd(ϕ)∥1
0.05
rankle
∑j∈{L,R}(θj−θd,j(ϕ))2
0.05
TABLE II : GAIT-AWARE REWARD COMPONENTS
GPU
Max Nenv
Storage
VRAM
4090 (24G)
512
GPU
∼ 24G
4090 (24G)
1024
CPU
∼ 24G
4090 (48G)
1536
CPU
∼ 48G
TABLE III : PARALLEL SCALE UNDER DIFFERENT MEMORY STRATEGIES
Fig. 3 : Depth data flow: Images in the top and bottom rows represent samples from different parallel environments.
Fig. 4 : Overview of the terrain curriculum for training. (A)–(D) represent distinct terrain types posing various physical challenges. Table (E) details the parameter ranges and the distribution (weight) for each terrain type.
Parameter
Randomization range
Unit
Base payload
[−5.0,5.0]
kg
Link mass factor
[0.8,1.2]
–
Center of mass shift
[−0.15,0.15]
m
Friction coefficient
[0.2,1.5]
–
Kp factor
[0.9,1.1]
–
Kd factor
[0.9,1.1]
–
TABLE IV : DOMAIN RANDOMIZATION RANGES
Method
Mean Level
Pyramid Stairs
Inverted Stairs
Boxes
Plane
Mean Reward
PRIOR (ours)
5.7533
1.0
1.0000
1.0000
1.0
26.3462
PRIOR w/o reference gait
5.7735
1.0
1.0000
1.0000
1.0
23.7233
PRIOR w/o m^t
5.7672
1.0
0.7734
1.0000
1.0
13.1775
PRIOR w/o dtH2
5.4627
1.0
0.3750
0.9687
1.0
10.1463
PRIOR with H1 = 6
5.7417
1.0
1.0000
1.0000
1.0
19.3234
PRIOR w/o landing state reward
5.7403
1.0
1.0000
1.0000
1.0
22.6262
TABLE V : ABLATION STUDY RESULTS OF THE PRIOR FRAMEWORK ON TERRAIN ADAPTABILITY
Fig. 5 : The upper panel illustrates the training curves for mean reward, while the lower panel displays the mean terrain level achieved over training iterations.
Fig. 6 : Comparison of foot-placement behavior with and without the landing state reward.
General purpose humanoids require locomotion controllers that are multi-skill, perceptive, dynamic, and robust enough to go anywhere humans can. In this work, we present a two layer locomotion architecture: (1) a perceptive flow matching motion generator plans whole body trajectories from raw depth images while a (2) perceptive tracking policy trained with control-guided RL follows these motions. Both policies are trained on a library of terrain consistent motion clips created with dynamically optimized human data which yields both accurate velocity tracking and terrain consistent references. Our central contribution is a simple yet effective off-policy RL fine tuning loop that improves the motion generator. A structured search method is used with the generator to gather data for advantage weighted regression. This off-policy loop is much more sample efficient than on-policy residual fine tuning and improves terrain consistency on unseen geometries and skill compositions. We find that successful terrain traversals increased by up to 25 percentage points and skill selection improved by up to 80 percentage points. By using raw depth images to perceive the environment no odometry or height maps are needed, and outdoor deployment is easy. With two cameras, the policy can see terrain coming from further away and adjust its velocity regardless of the commanded speed so it can traverse the terrain. A single policy pair enables a Unitree G1 humanoid to walk, run, stand, jump on and off of boxes, and traverse stairs in outdoor environments. Project page: https://zolkin1.github.io/generate-track-improve/
Zachary Olkin, William D. Compton, Aaron D. Ames
Department of Control and Dynamical Systems at the California Institute of Technology
While recent advances in perceptive locomotion have enabled humanoid robots to traverse structured terrains, agile parkour in highly discontinuous environments remains an open challenge. In particular, crossing sparse footholds and narrow support regions requires precise foothold selection, effective use of visual observations, and consistent alternating foot placement during fast transitions. In this paper, we present a perceptive humanoid parkour framework that enables stable traversal across terrains with limited foothold availability using only onboard depth observations. The framework features a saliency-guided temporal perception module that combines a saliency prior with gated memory. It retains informative depth features across frames, enabling reliable foot placement from partial observations. By introducing an alternation loss, our symmetry regularization encourages alternating gait patterns and improves traversal robustness. Extensive experiments show that our method significantly improves success rate and foothold accuracy on challenging terrains in both simulation and the real world.
Agile humanoid locomotion across diverse challenging terrain demands both wide perceptual coverage and precise local geometry understanding. Motivated by the way humans selectively look at relevant terrain during locomotion, we introduce TAGA, a Terrain-aware Active Gaze learning framework for Attention-based humanoid control. By fusing vision, proprioception, and motion commands, our framework guides the model to learn anticipatory cues and actively attend to specific areas of the height scan, selectively using these informative regions for the downstream network. This adaptively increases the information density of observations under tight onboard computational constraints, thus enabling fine-grained perceptive locomotion over larger-scale terrains. We find that such gaze behaviors can naturally emerge through reinforcement learning alone, without requiring additional supervision or explicit guidance, significantly improve training efficiency. As a result, the trained policy demonstrates robust and generalizable locomotion in simulation and on hardware, including reliable terrain-aware foothold selection, elevated-platform traversal, competitive sparse-foothold traversal, and the largest reported real-world gap traversal distance of 1.2m among perceptive humanoid locomotion systems, while maintaining stability under severe perceptual disturbances and environmental interference.
Peizhuo Li, Hongyi Li, Mingfeng Fan +9
MarmotLab, National University of Singapore · Center of X-Mechanics, Zhejiang University · South China University of Technology