Humanoid tennis requires reactive whole-body coordination under rapidly changing ball dynamics, yet collecting task-specific motion-capture demonstrations that cover diverse approach states, contact locations, and timing conditions is costly. Inspired by how humans acquire new skills by combining reusable motor experience with task-specific demonstrations, we present ATHLETE, a framework for learning reactive humanoid tennis from generic locomotion data and ordinary tennis videos. ATHLETE combines LAFAN1 locomotion with video-derived striking motions and uses Trajectory-Guided Motion Matching (TGMM) to construct diverse task-conditioned whole-body references. These references are transformed into a reactive policy through physics-based teacher--student learning with online DAgger distillation, followed by PPO fine-tuning for the tennis task. The resulting policy responds directly to robot and ball observations without requiring reference-motion inputs at deployment. On a real humanoid robot, ATHLETE achieves forehand and backhand hit rates of 90.00% and 86.67%, respectively, and enables multi-shot rallies with human players. These results demonstrate that ATHLETE can learn dynamic humanoid tennis skills from reusable locomotion data and video demonstrations. Result videos and code can be found at https://anonymous.4open.science/w/ATHLETE2027/.
Figures & tables
Fig. 2: Strike-point height and XY distribution of source skills and generated references. (a) strike height distribution of source tennis references. (b) XY distribution of strike points in local frames.
Fig. 3: Strike-Motion generation using Trajectory-Guided Motion Matching (TGMM). The yellow ball marks the target point. The blue trajectories are optimized for smoothness under planar motion constraints and then converted into whole-body motion. The translucent blue and green robots depict the locomotion and striking phases, respectively. The green curve traces the trajectory of the racket’s sweet spot.
Fig. 4: Overview of the ATHLETE framework. (1) We construct reference motions from tennis videos and a subset of the LAFAN1 dataset using TGMM, followed by mimic-policy rollouts for dynamic correction. (2) We train a time-adaptive teacher policy to expand the range of incoming ball trajectories that can be matched to the generated references. (3) We distill the teacher into a reactive student policy through online DAgger and privileged representation alignment. (4) We fine-tune the student using PPO with task-specific rewards and domain randomization to improve ball contact and return accuracy. (5) The resulting student policy is deployed on a humanoid robot to enable real-world tennis rallies with human players, using a motion-capture system for ball-state estimation.
Term
Teacher
Critic
Actor
Joint positions / velocities
✓
✓
✓
Previous action
✓
✓
✓
Body angular velocity
✓
✓
✓
Projected gravity
×
✓
✓
Root linear velocity
×
✓
×
World-frame root position
×
✓
✓
TABLE I: Policy observation
Fig. 5: Spatiotemporal matching success rates of original and TGMM-generated reference libraries with varying numbers of qualified, forward-simulated ball trajectories per group, K . A group is successful if at least one candidate trajectory matches a reference motion.
Policy
Hit rate (%) ↑
Return rate (%) ↑
Landing err. (m) ↓
Sweet-spot dist. (cm) ↓
Forehand
Backhand
Forehand
Backhand
Forehand
Backhand
Forehand
Backhand
w/o PPO fine-tuning
1.26
5.67
0.00
0.00
5.465
5.336
14.09
13.92
Full method
94.97
95.04
91.19
92.20
1.150
1.314
5.61
6.54
TABLE II: Paired policy comparison on simulated incoming balls, with 159 forehand-side and 141 backhand-side trials per policy. Hit and return rates use all trials; return denotes net clearance. Landing error is the mean horizontal distance from the first post-strike landing to the target. Sweet-spot distance is the mean 3D distance from the ball center to the racket sweet spot at first contact.
Fig. 6: Teacher contact timing across deadline ratios. Dots show absolute timing errors ∣e∣=∣tcontact−Ti∣ for 493 physical racket contacts, where Ti and tcontact denote the target and actual contact times. Curves show binned mean absolute errors and 95th percentiles; shading marks errors within 50 ms.
Method
Hit rate (%) ↑
Return rate (%) ↑
Forehand
Backhand
Forehand
Backhand
LATENT [ 1 ]
—
—
90.90
77.78
AdaPT [ 2 ]
52.00
50.67
21.33
19.99
ATHLETE (ours)
90.00(27/30)
86.67(26/30)
46.67(14/30)
53.33(16/30)
TABLE III: Real-robot results under each method’s original evaluation protocol and metric definitions. AdaPT’s overall net-clearance rates are estimated by averaging the per-style products of hit and conditional net-clearance rates. Return denotes in-court return for LATENT and net clearance for AdaPT and ATHLETE. The motion-capture coverage areas are approximately 20m×8m for AdaPT and 10.5m×5.5m for ATHLETE. LATENT is evaluated on a full-size tennis court.
Property
Vid2Player3D
LATENT
AdaPT
ATHLETE (ours)
Existing public data reuse
✓
—
✓
✓
No extra tennis MoCap demo collection
✓
×
✓
✓
Deployment with MoCap
—
✓
✓
✓
No motion reference
×
✓
×
✓
No future-ball prediction
×
✓
×
✓
Single-level policy
×
×
×
✓
TABLE IV: Qualitative comparison of reported configurations. Dashes indicate unavailable or inapplicable entries.
Fig. 7: Real-world striking snapshots from the manual-throw experiment.
Human athletes demonstrate versatile and highly-dynamic tennis skills to successfully conduct competitive rallies with a high-speed tennis ball. However, reproducing such behaviors on humanoid robots is difficult, partially due to the lack of perfect humanoid action data or human kinematic motion data in tennis scenarios as reference. In this work, we propose LATENT, a system that Learns Athletic humanoid TEnnis skills from imperfect human motioN daTa. The imperfect human motion data consist only of motion fragments that capture the primitive skills used when playing tennis rather than precise and complete human-tennis motion sequences from real-world tennis matches, thereby significantly reducing the difficulty of data collection. Our key insight is that, despite being imperfect, such quasi-realistic data still provide priors about human primitive skills in tennis scenarios. With further correction and composition, we learn a humanoid policy that can consistently strike incoming balls under a wide range of conditions and return them to target locations, while preserving natural motion styles. We also propose a series of designs for robust sim-to-real transfer and deploy our policy on the Unitree G1 humanoid robot. Our method achieves surprising results in the real world and can stably sustain multi-shot rallies with human players. Project page: https://zzk273.github.io/LATENT/
Zhikai Zhang, Haofei Lu, Yunrui Lian +12
Tsinghua University · Galbot Inc. · Shanghai AI Laboratory +2
How do we learn to hit a tennis backhand? Not from a thousand hours of tennis tournaments on TV - we work with a coach and practice. We argue this is also the right recipe for teaching dynamic skills to humanoid robots. This follows from a structural property of dynamic skills: the outcome is decided by a short, crucial portion of the trajectory - for a backhand, the ~20cm of racket travel around ball contact. Getting this interaction window right requires coordinating the whole motion, so that control, physics, and morphology act in concert. Learning thus reduces to mastering a handful of distinct actions and, for each, practicing until the window comes out right. To this end, we introduce TaskNPoint, a training protocol which makes the coach-learner division of labor explicit. The human coach contributes four inputs: a discrete set of skills (e.g. different shots), one demonstration per skill, identification of the interaction window, and the goal. Learning in a physically realistic simulation environment fills in each action trajectory and provides robustness to unmodeled events. Crucially, randomized target sampling during training lets a single demonstration generalize zero-shot to unseen goal locations. We test this approach on a Unitree G1 humanoid that hits forehands and backhands against balls thrown by a human, kicks incoming soccer balls, and picks and places boxes from novel locations. We find that learning is successful from short human video demonstrations and under an hour of training on a single GPU, with no per-task reward tuning.
Humanoid robots have recently demonstrated promising capabilities in real-world ball sports. However, achieving professional motion styles while maintaining strong task performance remains challenging. In this work, we propose AdaPT, an Adaptive Motion Planning and Tracking framework that learns professional tennis serving and rally styles directly from broadcast videos. This hierarchical design is motivated by the key insight that the planner generates stylistic kinematic motions, while the tracker executes them with minimal interference with planning. Despite its effectiveness in simulation, a substantial sim-to-real gap emerges: tracking performance inevitably degrades on real robots, and this degradation is partially overlooked by autoregressive planning and further compounded by noisy perception. To address these issues, our adaptation mechanism improves tracking robustness by learning to track randomized execution speeds, while conditioning the planner on a learned motion-speed adapter to mitigate compounding errors. Real-world experiments on the Unitree G1 demonstrate the effectiveness of our adaptation mechanism in bridging the sim-to-real gap. We further deploy AdaPT policies on the full-size Dobot Atom humanoid robot (1.7m) and demonstrate in-the-wild serving without motion capture. Beyond these results, our real-world experiments reveal both algorithmic and engineering insights for future humanoid ball-sports systems. Videos and code are available on our project website.
Tao Huang, Ruofei Liu, Xuchen Tang +15
Noitom Robotics · Shanghai AI Laboratory · Shanghai Jiao Tong University +1