Humanoid Badminton: Learning Dynamic Racket Skills from Limited Human Motion Data
Organizations: Tsinghua University · Hong Kong Embodied AI Lab · Zhejiang University · Beijing University of Civil Engineering and Architecture · DeepCybo · The Chinese University of Hong Kong
Abstract
High-speed racket sports provide a demanding testbed for humanoid robots, requiring time-critical decisions, precise striking, and dynamic whole-body coordination. In badminton, fast-changing shuttle trajectories require timely contact decisions, while successful returns demand precise racket pose and velocity within a brief contact window and across a broad three-dimensional striking workspace. Human motion data provide valuable priors for such athletic skills, but usable badminton references are limited and imperfect. Direct tracking provides insufficient executable variation for diverse shuttle conditions, while purely task-driven optimization may produce unnatural motion. To address these challenges, we present a three-stage hierarchical reinforcement learning framework for dynamic humanoid badminton. First, task-randomized motion augmentation expands sparse annotated hitting events into executable target-conditioned stroke variations, forming a continuous latent skill space. Second, a high-level planner outputs continuous latent skill codes to compose these skills online according to the observed shuttle state. Third, a context-conditioned adversarial regularizer encourages more natural planner-level skill usage while preserving return performance. When deployed on a real humanoid robot, our system achieves sustained multi-skill rallies with human players, including forehand, backhand, and highly dynamic jump returns. This is the first real-world humanoid racket-sport system to demonstrate multi-skill human--robot rallies including highly dynamic jump returns.
Figures & tables
| Method | SR (%) | SR-F (%) | SR-B (%) | SR-J (%) | AC | Joint Acc. | Joint Jerk | Torque | JFID |
|---|---|---|---|---|---|---|---|---|---|
| Direct PPO | 79.0 | 0.0 | 25.1 | 53.9 | 4.14 | 59.63 | 26743.64 | 8.09 | 1226.88 |
| AMP | 84.6 | 38.4 | 0.0 | 46.2 | 5.06 | 35.48 | 13420.18 | 6.55 | 295.96 |
| Ours | 88.3 | 34.6 | 32.9 | 20.8 | 5.98 | 34.28 | 19318.24 | 6.13 | 42.61 |
| Method | SR (%) | SR-F (%) | SR-B (%) | SR-J (%) | AC |
|---|---|---|---|---|---|
| w/o Task-Rand. Aug. | 57.0 | 40.2 | 0.0 | 16.8 | 2.38 |
| Stage 2 Only | 89.2 | 24.5 | 25.6 | 39.1 | 5.92 |
| Method | SR (%) | SR-F (%) | SR-B (%) | SR-J (%) | AC |
|---|---|---|---|---|---|
| w/o Staged Training | 55.9 | 55.1 | 0.0 | 0.8 | 2.42 |
| Ours | 88.3 | 34.6 | 32.9 | 20.8 | 5.98 |
| Method | SR (%) | SR-F (%) | SR-B (%) | SR-J (%) | AC | Joint Acc. | Joint Jerk | Torque | JFID |
|---|---|---|---|---|---|---|---|---|---|
| Stage 2 Only | 89.2 | 24.5 | 25.6 | 39.1 | 5.92 | 34.62 | 23125.80 | 7.05 | 205.65 |
| Ours | 88.3 | 34.6 | 32.9 | 20.8 | 5.98 | 34.28 | 19318.24 | 6.13 | 42.61 |
| Setting | SR (%) | SR-F (%) | SR-B (%) | SR-J (%) | AC | Max CH |
|---|---|---|---|---|---|---|
| Real World | 89.4 | 60.2 | 14.2 | 15.0 | 8.42 | 23 |
Appendix figures & tables2 assets
Supplementary material from the paper’s appendix.
Appendix
| Type | Description |
|---|---|
| Pre-contact | Encourages lateral alignment with the incoming shuttle, reduces the racket–shuttle distance, and aligns the pre-contact racket velocity with a feasible hitting direction. |
| Impact | Encourages sufficient racket velocity and racket-face alignment with the desired return direction at first racket–shuttle contact. |
| Post-contact | Encourages the returned shuttle to travel toward the opponent side with sufficient forward velocity. |
| Jump return | Encourages elevated contact, upward whole-body motion, and aerial striking for suitable high shuttles, while penalizing unnecessary jumps. |
| Regularization | Encourages upright body orientation and sufficient body height, while penalizing prolonged racket–shuttle contact, abrupt action changes, joint-limit violations, self-collisions, and overly rapid stepping. |