cs.ROApr 20, 2026

Will People Enjoy a Robot Trainer? A Case Study with Snoopie the Pacerbot

Authors: Maximilian DuJennifer GrannenShuran SongDorsa Sadigh

Organizations: Stanford University

Abstract

The physicality of exercise makes the role of athletic trainers unique. Their physical presence allows them to guide a student through a motion, demonstrate an exercise, and give intuitive feedback. Robot quadrupeds are also embodied agents with robust agility and athleticism. In our work, we investigate whether a robot quadruped can serve as an effective and enjoyable personal trainer device. We focus on a case study of interval training for runners: a repetitive, long-horizon task where precision and consistency are important. To meet this challenge, we propose SNOOPIE, an autonomous robot quadruped pacer capable of running interval training exercises tailored to challenge a user's personal abilities. We conduct a set of user experiments that compare the robot trainer to a wearable trainer device--the Apple Watch--to investigate the benefits of a physical embodiment in exercise-based interactions. We demonstrate 60.6% better adherence to a pace schedule and were 45.9% more consistent across their running speeds with the quadruped trainer. Subjective results also showed that participants strongly preferred training with the robot over wearable devices across many qualitative axes, including its ease of use (+56.7%), enjoyability of the interaction (+60.6%), and helpfulness (+39.1%). Additional videos and visualizations can be found on our website: https://sites.google.com/view/snoopie

Explore similar work

Aug 13, 2026cs.RO

HumanTracker: Towards Comprehensive and Human-Aligned Motion Tracking Benchmark

Humanoid motion tracking is central to teleoperation and whole-body imitation, yet evaluation often disagrees with what people perceive in videos. Kinematic errors average per-frame pose differences but miss the physical artifacts that matter most, particularly unstable support and incorrect contacts such as foot skating and mistimed touch-downs. Meanwhile, widely used test suites are small and lack the diversity needed to stress contact-rich, long-horizon behaviors. We introduce HumanTracker to make humanoid tracking evaluation both perceptually aligned and scalable. The HumanTracker benchmark contains approximately 153 hours of optical motion trajectories from multiple professional performers, organized into four motion families with text labels for fine-grained diagnosis. We further propose HumanScore, a preference-aligned metric trained on 12K motion pairs containing 24K motions. Across representative state-of-the-art trackers, HumanScore better predicts human preferences and reveals contact and stability failures that kinematic metrics often miss.
Dairu Liu, Zekun Qi, Jiayu Zeng +11
Sep 21, 2026cs.RO

MimicAgent: Quadruped Skills via Prompt-to-Trajectory Generation

We present MimicAgent, a prompt-to-trajectory generation framework for learning dynamic quadruped skills. Although reward shaping is extensively used when training quadruped policies, navigating the resulting reward landscape is notoriously difficult, requiring hours of "graduate student descent". Eureka attempts to automate reward design with LLMs, but we find that it struggles to generalize across diverse skills and morphologies. Our key observation is that it is far easier for a human - and by association, an LLM - to generate reference motions than to shape reward functions. Our hypothesis is motivated by the success of example-guided RL for humanoids, which exploits large-scale motion capture datasets as references for training locomotion policies. Unlike humanoids, quadrupeds lack such reference motion data. Towards this end, we propose MimicAgent, an agentic harness that, given a skill prompt, generates quadruped reference trajectories with coding agents. These coarse reference trajectories are then used to train example-guided RL policies that are deployable in simulation and in the real-world. Notably, we find that when prompting Claude Fable 5.1 within our agentic harness, 87% of prompts yield semantically aligned reference trajectories.
Lucky Kant Nayak, Narayanan Palghat Parameswaran, Neehar Peri +1
Oct 12, 2025cs.RO

Gain Tuning Is Not What You Need: Reward Gain Adaptation for Constrained Locomotion Learning

Existing robot locomotion learning techniques rely heavily on the offline selection of proper reward weighting gains and cannot guarantee constraint satisfaction (i.e., constraint violation) during training. Thus, this work aims to address both issues by proposing Reward-Oriented Gains via Embodied Regulation (ROGER), which adapts reward-weighting gains online based on penalties received throughout the embodied interaction process. The ratio between the positive reward (primary reward) and negative reward (penalty) gains is automatically reduced as the learning approaches the constraint thresholds to avoid violation. Conversely, the ratio is increased when learning is in safe states to prioritize performance. With a 60-kg quadruped robot, ROGER achieved near-zero constraint violation throughout multiple learning trials. It also achieved up to 50% more primary reward than the equivalent state-of-the-art techniques. In MuJoCo continuous locomotion benchmarks, including a single-leg hopper, ROGER exhibited comparable or up to 100% higher performance and 60% less torque usage and orientation deviation compared to those trained with the default reward function. Finally, real-world locomotion learning of a physical quadruped robot was achieved from scratch within one hour without any falls. Therefore, this work contributes to constraint-satisfying real-world continual robot locomotion learning and simplifies reward weighting gain tuning, potentially facilitating the development of physical robots and those that learn in the real world.
Arthicha Srisuchinnawong, Poramate Manoonpong