Humanoid Badminton: Learning Dynamic Racket Skills from Limited Human Motion Data
Authors: Jingzhi Cui, Zhexiong Wang, Bangjie Xu, Pengyu Zhao, Youyuan Li, Zhi Su, Peng Ren, Mengdi Xu, +4 more
Organizations: Tsinghua University · Hong Kong Embodied AI Lab · Zhejiang University · Beijing University of Civil Engineering and Architecture · DeepCybo · The Chinese University of Hong Kong
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
Figure 1: Real-world athletic badminton with a humanoid robot. (a) The robot rallies with a human player in the real world, requiring timely hitting decisions, coordinated footwork and racket control, and whole-body balance. (b) A close-up of a highly dynamic jump return, which couples rapid takeoff, aerial striking with a high-speed racket swing, and stable landing.
Figure 2: Overview of the proposed hierarchical learning framework. We first reconstruct and retarget human badminton videos, annotate hitting events, and perform task-randomized motion augmentation by sampling racket targets for each annotated hitting event, including contact position ptarget , racket velocity vtarget , and racket-face direction dtarget . In (a) , a target-conditioned skill encoder maps reference-motion information, the sampled target, hit timing, and robot context to a latent skill code zt , while a low-level controller πϕ maps the latent code and robot context to joint actions. In (b) , the low-level controller is frozen, and a high-level planner πθ observes shuttle history and robot state information to output continuous latent codes for shuttle returns. In (c) , a context-conditioned discriminator distinguishes Stage 1-generated latent–context pairs from planner-generated pairs, providing a latent-style reward for regularizing planner-level skill usage.
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
Table 1: Comparison with baseline methods. SR-F, SR-B, and SR-J denote the percentages of all served shuttles successfully returned using forehand, backhand, and jump-return behaviors, respectively. Lower Joint Acceleration, Joint Jerk, Joint Torque, and JFID indicate better motion-quality or distributional metrics.
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
Table 2: Ablation on task-randomized motion augmentation. SR-F, SR-B, and SR-J decompose the overall success rate into forehand, backhand, and jump-return behaviors, respectively.
Figure 3: Left: Randomized shuttle initialization generates diverse incoming trajectories, including high trajectories that create opportunities for jump returns. Right: t-SNE visualization of target-conditioned latent codes collected from Stage 1 rollouts under a fixed reference motion and hitting event. Color indicates the remaining time to hit. Randomized-target codes spread around the corresponding nominal-target codes, forming local neighborhoods of executable stroke variations.
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
Table 3: Ablation on the staged training pipeline.
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
Table 4: Effect of planner-level latent skill regularization. JFID is computed with respect to the Stage 1 positive rollout distribution.
Setting
SR (%) ↑
SR-F (%)
SR-B (%)
SR-J (%)
AC ↑
Max CH ↑
Real World
89.4
60.2
14.2
15.0
8.42
23
Table 5: Real-world deployment results. SR-F, SR-B, and SR-J denote successful forehand, backhand, and jump returns over all robot attempts. Consecutive-hit statistics are uncapped.
Figure 4: Representative real-world executions of the deployed humanoid badminton policy. The robot performs forehand, backhand, and jump returns with coordinated whole-body movement for shuttle interception.
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.
Appendix
Table 6: Summary of reward groups used for high-level planner training.
Figure 5: Planner latent-space evolution. PCA visualization of successful forehand, backhand, and jump-return latent codes at (a) 400 ms before contact, (b) 200 ms before contact, and (c) the contact frame, using a shared PCA basis. The return types progressively separate as contact approaches. The trajectory in (c) shows a consecutive three-return sequence covering all three return types; numbered markers indicate the return order and type.
Adaptive Robotic Controls Lab (ArcLab), Department of Mechanical Engineering, The University of Hong Kong, Hong Kong SAR, China · EngineAI Robotics Technology Co., Ltd., Shenzhen, China