cs.ROOct 14, 2026

PingpongDuo: Agile Humanoid Table Tennis Doubles with Safe Team Coordination

Authors: Haoran Jiang, Yichao Zhong, Kai Zhang, Cheng Liu, Yixuan Pan, Zhenjie Yang, Jingbo Wang, Tianyu Li, 

Organizations: Shanghai Innovation Institute · Archon Robotics · The University of Hong Kong · NVIDIA

Abstract

Unlike singles, humanoid table tennis doubles requires teammates to strike in strict alternation while sharing a confined workspace. Rapid repositioning can compromise striking accuracy, while uncoordinated teammate movements introduce collision risks. We present PingpongDuo, a hierarchical framework for agile humanoid doubles with safe team coordination. At the team level, a planner jointly selects positioning targets and uses learned risk estimates to filter risky proposals, preferentially preserving the current striker's target. At the individual level, separate footwork and striking skills combine agile movement with precise racket control. The skills are guided by human motion references, including footwork collected from human doubles play, and trained from states produced by one another to support rapid transitions. A racket-arm residual further refines strikes after movement using return feedback from a simulator calibrated with real ball-flight and contact measurements. In simulation, PingpongDuo improves the ball-return success rate by 13.2% over the state-of-the-art baseline, while achieving approximately 2 cm positioning error during clearance. In real-world experiments, a robot completes a 2.15 m clearance-and-recovery cycle in 2.4 s with a peak speed of 2.23 m/s, while two robots sustain more than 10 consecutive strikes in strict alternation.

Figures & tables

Explore similar work

Apr 1, 2026

SMASH: Mastering Scalable Whole-Body Skills for Humanoid Ping-Pong with Egocentric Vision

Existing humanoid table tennis systems remain limited by their reliance on external sensing and their inability to achieve agile whole-body coordination for precise task execution. These limitations stem from two core challenges: achieving low-latency and robust onboard egocentric perception under fast robot motion, and obtaining sufficiently diverse task-aligned strike motions for learning precise yet natural whole-body behaviors. In this work, we present \methodname, a modular system for agile humanoid table tennis that unifies scalable whole-body skill learning with onboard egocentric perception, eliminating the need for external cameras during deployment. Our work advances prior humanoid table-tennis systems in three key aspects. First, we achieve agile and precise ball interaction with tightly coordinated whole-body control, rather than relying on decoupled upper- and lower-body behaviors. This enables the system to exhibit diverse strike motions, including explosive whole-body smashes and low crouching shots. Second, by augmenting and diversifying strike motions with a generative model, our framework benefits from scalable motion priors and produces natural, robust striking behaviors across a wide workspace. Third, to the best of our knowledge, we demonstrate the first humanoid table-tennis system capable of consecutive strikes using onboard sensing alone, despite the challenges of low-latency perception, ego-motion-induced instability, and limited field of view. Extensive real-world experiments demonstrate stable and precise ball exchanges under high-speed conditions, validating scalable, perception-driven whole-body skill learning for dynamic humanoid interaction tasks.
Oct 7, 2026

From Hitter to Player: Separating Motor Execution and Strategy in Competitive Humanoid Table Tennis

Competitive humanoid table tennis requires two distinct abilities: executing a desired return and deciding where to return the ball. We separate these two problems, with the ball landing target serving as an interface between motor control and strategy. (1) We first train a whole-body motor policy conditioned on the desired landing target, which maps the target to an executable humanoid stroke through a model-based strike planner and a learned controller. (2) We then improve the motor policy through self-play in closed-loop rallies, where the robot learns to handle incoming balls generated by another player rather than only prescribed incoming balls. At this stage, the landing targets are still sampled without considering the opponent, so the policy improves its execution without learning game strategy. (3) Finally, we freeze the entire motor stack and train a stroke-level strategic policy to choose landing targets through competitive self-play. Motor self-play improves both landing accuracy and legal-return rate during rallies. More importantly, with the entire motor stack fixed, changing only the target-selection policy leads to large differences in game outcomes: the learned strategy wins 89%, 82%, and 73% of points against center, random, and away-from-opponent baselines, respectively. The learned strategy also changes where it sends the ball according to the opponent's position and the previous target, showing that self-play learns more than simply aiming at fixed "good" locations. On hardware, the same frozen execution stack and strategic interface support complete 11-point games against a recreational human opponent, including multi-stroke rallies with both forehand and backhand returns.
Sep 25, 2026

Humanoid Badminton: Learning Dynamic Racket Skills from Limited Human Motion Data

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. We therefore 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. In real-world deployment, our system sustains 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.