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.