Humanoid locomotion in confined spaces requires continuous height adaptation across multiple locomotion modes, yet most existing approaches remain limited to height-adjustable bipedal walking. We present REACH, an RL-based hierarchical framework that enables a Unitree G1 humanoid to traverse height-constrained environments through variable-height bipedal walking and crawling. The learned policies regulate body height over complementary command ranges of 1.27--0.50m in bipedal locomotion and 0.50--0.20m in crawling, extending traversal beyond the clearance limits of crouched walking. To address contact-rich crawling dynamics, we employ a history-conditioned latent representation that captures terrain and interaction context from proprioceptive observations. A bidirectional transition policy further connects crouched bipedal locomotion and crawling across large kinematic and contact discontinuities. These skills are integrated with a LiDAR-based planner that converts point clouds into collision-free three-dimensional paths and locomotion commands, including proactive height targets. Real-world experiments demonstrate accurate height and velocity tracking, robust terrain traversal, reliable mode transitions and confined-space traversal with the proposed pipeline. Code and videos are available at https://aislab-sustech.github.io/REACH/.
Figures & tables
Fig. 1: We introduce REACH, a modular, adaptable, RL-based hierarchical framework for humanoid crawling, enabling the Unitree G1 to transition smoothly between bipedal walking and crawling while traversing confined spaces.
Fig. 2: Overview of REACH. (A) A bidirectional motion-tracking policy connects crouched bipedal locomotion and crawling. (B) The history-conditioned asymmetric actor–critic encodes proprioceptive histories, predicts future observations and body velocity, and uses privileged information only for critic training. (C) A model-based planner converts LiDAR point clouds into locomotion and height commands. (D) Real-world trials demonstrate crawling through consecutive low-clearance obstacles.
Fig. 3: Real-world evaluation of the complementary locomotion capabilities enabled by REACH. (A) Variable-height bipedal walking continuously adjusts body height to traverse an 80 cm-clearance obstacle. (B) Quadrupedal crawling enables robust multi-contact traversal through passages as low as 40 cm. (C) Bidirectional transitions between bipedal standing and quadrupedal crawling enable the robot to enter and exit low-clearance obstacles under different locomotion modes.
Variant
Hist. estimator
Priv. scan
Idle penalty
Full
✓
–
✓
No-Idle
✓
–
–
Proprio
–
–
✓
Priv-Scan
–
✓
✓
TABLE I: Ablation variants for different locomotion modes.
Fig. 4: Low-level locomotion ablations. (a,b) Mean terrain-curriculum level over training iterations. (c,d) Absolute command-tracking errors (median, IQR, 10th–90th percentiles; descriptive, not confidence intervals). † : crawling variants with no curriculum progress—low yaw-rate error should not be read as successful locomotion.
Fig. 5: Bidirectional transition success over 25 trials per direction. The first three configurations are evaluated in MuJoCo; the hatched Full (Real) bars denote deployment of the unchanged full policy on the Unitree G1.
Humanoid locomotion in highly confined environments requires navigating dense environmental obstacles and complex self-collision bounds while maintaining multi-contact dynamic feasibility. Traditional trajectory optimizers frequently struggle in these restricted spaces, as navigating the large collision space with splines on particle abstractions is insufficient and leads to poor local minima. To address this, we propose a three-stage whole-body planning framework that formulates kinematic path planning directly over kinematically reachable rigid-body volumes. By integrating differentiable collision avoidance into a reachability-constrained formulation, our framework synthesizes volume-informed guides that reliably guide a full-order trajectory optimizer over long horizons. We show that these optimized plans serve as high-quality references to train a residual reinforcement learning policy for robust online execution. We validate our approach on the Unitree G1 humanoid across three benchmark testbeds exceeding NIST emergency response standards, achieving restricted confinement ratios (Cr<1.5). Our framework generates feasible trajectories across 12-to-18-second tasks with complex foot and hand contacts where standard baselines fail, while the learned policy successfully tracks these plans under extensive domain randomization in physics simulation.
Carlos Gonzalez, Luis Sentis
Department of Aerospace Engineering and Engineering Mechanics, The University of Texas at Austin, TX 78712, USA.
General purpose humanoids require locomotion controllers that are multi-skill, perceptive, dynamic, and robust enough to go anywhere humans can. In this work, we present a two layer locomotion architecture: (1) a perceptive flow matching motion generator plans whole body trajectories from raw depth images while a (2) perceptive tracking policy trained with control-guided RL follows these motions. Both policies are trained on a library of terrain consistent motion clips created with dynamically optimized human data which yields both accurate velocity tracking and terrain consistent references. Our central contribution is a simple yet effective off-policy RL fine tuning loop that improves the motion generator. A structured search method is used with the generator to gather data for advantage weighted regression. This off-policy loop is much more sample efficient than on-policy residual fine tuning and improves terrain consistency on unseen geometries and skill compositions. We find that successful terrain traversals increased by up to 25 percentage points and skill selection improved by up to 80 percentage points. By using raw depth images to perceive the environment no odometry or height maps are needed, and outdoor deployment is easy. With two cameras, the policy can see terrain coming from further away and adjust its velocity regardless of the commanded speed so it can traverse the terrain. A single policy pair enables a Unitree G1 humanoid to walk, run, stand, jump on and off of boxes, and traverse stairs in outdoor environments. Project page: https://zolkin1.github.io/generate-track-improve/
Zachary Olkin, William D. Compton, Aaron D. Ames
Department of Control and Dynamical Systems at the California Institute of Technology
Training perceptive humanoid locomotion policies that traverse complex terrains with natural gaits remains an open challenge, typically demanding multi-stage training pipelines, adversarial objectives, or extensive real-world calibration. We present PRIOR, an efficient and reproducible framework built on Isaac Lab that achieves robust terrain traversal with human-like gaits through a simple yet effective design: (i) a parametric gait generator that supplies stable reference trajectories derived from motion capture without adversarial training, (ii) a GRU-based state estimator that infers terrain geometry directly from egocentric depth images via self-supervised heightmap reconstruction, and (iii) terrain-adaptive footstep rewards that guide foot placement toward traversable regions. Through systematic analysis of depth image resolution trade-offs, we identify configurations that maximize terrain fidelity under real-time constraints, substantially reducing perceptual overhead without degrading traversal performance. Comprehensive experiments across terrains of varying difficulty-including stairs, boxes, and gaps-demonstrate that each component yields complementary and essential performance gains, with the full framework achieving a 100% traversal success rate. We will open-source the complete PRIOR framework, including the training pipeline, parametric gait generator, and evaluation benchmarks, to serve as a reproducible foundation for humanoid locomotion research on Isaac Lab.
Chenxi Han, Shilu He, Yi Cheng +2
Tsinghua University · ZERITH Robotics · Shanghai University