Muscle-driven locomotion provides a physically grounded approach to generating realistic human movement. However, achieving both physiological plausibility and adaptability to changes in musculoskeletal capacity and external disturbances remains a fundamental challenge. To address this limitation, we propose a Reflex-Informed Neuromuscular Reinforcement Learning framework for muscle-driven locomotion. Within this framework, a fixed phase-dependent reflex controller serves as the underlying neuromuscular control mechanism, while the reinforcement learning policy produces four biomechanically meaningful residual parameters to modulate key reflex gains and thresholds associated with hip swing, knee support, and ankle propulsion according to the current state. Experimental results demonstrate that the proposed framework generates physiologically plausible locomotion with improved kinematic accuracy and dynamic consistency, as well as better bilateral symmetry and stride-to-stride consistency under nominal walking conditions. The learned policy remains robust under muscle weakness and external perturbations without retraining.
Reinforcement learning (RL) for legged robots is advancing locomotion, demonstrating its ability to adapt to new and challenging terrain. Traditionally, these RL locomotion frameworks are position-based, making the policy less adaptable to terrain types and requiring state estimation techniques in the observation space, i.e., linear velocity. Moreover, these RL frameworks often use small, lightweight quadrupeds that are limited in their viability for high-complexity tasks due to hardware constraints. This work explores an RL torque control framework for heavyweight high-torque quadrupeds. The RL framework in this paper can traverse rough terrain and effectively track a desired linear velocity without requiring knowledge of the agent's current velocity. Using Nvidia's Isaac Sim and Isaac Lab, simulation results of the RL torque control policy are shown on the Unitree B1 quadruped, achieving speeds of 3.5 m/s and 1.5 rad/s. In addition, the quadruped can walk up and down stairs without the aid of an exteroceptive sensor.
Learning-based approaches to locomotion have risen in popularity in recent years, showing the capability for complex legged locomotion and whole-body control. Reinforcement learning (RL), the primary learning-based approach for locomotion, often utilizes a high-performance simulation tool, providing a controlled and efficient training and development environment. However, policies that perform well in simulation frequently encounter unexpected challenges when deployed on a physical system, known as the sim-to-real gap. This work presents a robust RL locomotion framework capable of whole-body control. The proposed RL framework utilizes Nvidia's new set of simulation tools, Isaac Sim, and its companion RL framework, Isaac Lab, for training, achieving a zero-shot sim-to-real policy. The performance of our policy is validated on physical hardware using the Unitree Go1, with experimental results showing similar velocity tracking performance to the quadruped's integrated controller, with a greater ability to recover from large disturbances, and achieve linear velocities of 2.0 m/s and angular velocities of 1.8 rad/s.
Humanoid robots operating in human-centered environments (e.g., homes, hospitals, and offices) must mitigate foot--ground impact transients, as impact-induced vibration and noise degrade user experience and repeated impacts accelerate hardware wear. However, existing low-noise locomotion training often relies on kinematic proxy objectives or fragile force sensors, and footwear-induced changes in contact dynamics introduce distribution shifts that hinder policy generalization.We present QuietWalk, a physics-informed reinforcement learning framework for ground-reaction-force-aware humanoid locomotion under diverse footwear conditions. QuietWalk employs an inverse-dynamics-constrained physics-informed neural network (PINN) to estimate per-foot vertical ground reaction forces (GRFs) from proprioceptive signals, and integrates the frozen predictor into the RL training loop to penalize predicted impact forces without requiring force sensors at deployment.On a held-out real-robot dataset, enforcing inverse-dynamics consistency reduces vertical GRF prediction errors by 82%-86% compared with a purely supervised predictor and improves the coefficient of determination from 0.39/0.67 to 0.99/0.99 for the left/right feet. On hardware at 1.2 m/s (barefoot; averaged over four floor materials), QuietWalk reduces mean A-weighted noise level by 7.17 dB and peak noise level by 4.98 dB under a consistent recording setup. Cross-footwear experiments (barefoot, skate shoes, athletic sneakers, and high heels) across multiple surfaces further demonstrate robust adaptation to footwear-induced contact variations.