Adversarial Motion Prior

Also known as AMP

Latest papers

10 papers2 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Oct 10, 2026

Push the Limit: Learning High-Speed Sprinting and Aggressive Cornering on a Full-Scale Humanoid

We present a learning-based framework that enables a full-scale bipedal humanoid to sprint at over 7 m/s with motion-prior-guided gait and perform aggressive cornering at high speed with a pronounced trunk lean of up to 25∘25^\circ. Achieving this combination is challenging: above approximately 4 m/s, periodic foot impacts induce severe, high-frequency yaw-rate oscillations intrinsic to high-speed gaits. This high-frequency temporal structure corrupts the history of proprioceptive feedback that flat-MLP policies rely on, while rendering conventional yaw-rate tracking rewards counterproductive, as they fight against the robot's natural oscillatory dynamics. Moreover, a single style prior shared across skills cannot tell which skill is commanded and inherently compromises the low-speed skill fidelity. To overcome these limitations, we adopt a causal multi-head attention (MHA) module to explicitly model the high-frequency temporal feedback. In place of the oscillatory yaw rate, we design a heading-direction reward that supervises only the low-frequency velocity direction, allowing agile turning at high speed without suppressing natural gait oscillations. We further introduce skill-conditioned multi-adversarial-motion-prior (MAMP) discriminators that condition the style reward on the commanded skill. Ablation experiments confirm that each mechanism is essential: replacing structured temporal encoding with a flat-history MLP caps the top speed; reverting to yaw-rate tracking prevents high-speed turning; and a single shared discriminator makes in-place turning collapse into a quasi-static stance. Our framework bridges the gap between raw sprinting speed and reference-motion fidelity, demonstrating stable high-speed sprinting and aggressive cornering in both simulation and real-robot deployment.
Oct 8, 2026

DAMP: Humanoid Locomotion via Denoised Belief Learning and Adversarial Motion Priors

Humanoid robots possess the structural capability to traverse complex terrains. However, achieving stable t raversal without relying on perceived information remains challenging, particularly in complex environments. This paper introduces DAMP, a reinforcement learning framework aimed at achieving robust and naturalistic humanoid locomotion over challenging terrains, with the assumption that no perceived information is available. The framework leverages recurrent neural networks to capture temporal dependencies and implicitly infer privileged and other task-relevant latent information. By aligning the learned representations with the task objective, the method enables robust and goal-consistent policy learning. This end-to-end framework achieves transfer learning from simulation to real-world environments, demonstrating the proposed method's robustness and generalization capabilities. The video of the real-world demonstration can be found at the following link: https://youtu.be/AkI7TZB2DDM.
Sep 14, 2026

Flow-Matched Motion Priors: Online Optimal-Transport Rewards for Imitation Learning

Learning a motion prior requires a reward that guides a policy from its current behavior toward demonstrated motion. Adversarial Motion Priors (AMP) provide such a reward with a discriminator. However, adversarial objectives can become uninformative when policy and expert supports are far apart. A naive use of optimal transport (OT) averages matched expert successors into a barycentric target. Averaging across gait phases can weaken the target's joint motion. We introduce Flow-Matched Motion Priors (FMP), an online scalar reward learned from paths connecting current rollout histories to an expert motion bank. Entropic OT supplies the coupling. Before each policy update, we train a neural potential with flow matching (FM) along the rollout-to-expert paths, endpoint-gradient supervision, and relative-value calibration. The actor receives only physical observations and the reward remains a scalar, as in AMP. Controlled reward-model experiments show substantially better generalization beyond the fitting rollout than value-only or endpoint-only fitting. On Unitree G1, matched 50-million-transition experiments compare FMP with AMP, a barycentric OT reward, and nested ablations under demonstration and fixed-pose initialization. FMP produces stable forward walking at 0.727 m/s from demonstration resets and 0.338 m/s from a fixed default pose. In the fixed-pose condition, it incurs 129 falls versus 243 for the endpoint-only control. Against a static score-gradient teacher, dynamic FM reduces score-increment error at interpolation fractions 0.25 and 0.50 while using 29% less offline fitting time.
Jul 12, 2026

Learning Roller-Skating Motions of Humanoid Robots Based on Adversarial Motion Priors

Humanoid roller-skating is difficult because the robot must coordinate whole-body balance, rolling contacts, and velocity-dependent posture regulation. This paper presents an adversarial motion prior based reinforcement learning framework for two humanoid roller-skating gaits: Pump Glide skating and Push Glide skating. The two gait datasets are collected independently through motion capture and retargeted to the humanoid robot separately. The retargeted data are then smoothed and resampled into reference motion states for AMP training. The two gaits are learned by independent AMP training pipelines with separate reference datasets, separate policies, and independent reward architectures. Simulation experiments are designed to evaluate gait quality, velocity tracking, turning, and gait-specific reward ablations.
Jun 26, 2026

Booster Lab: A Data-Centric Pipeline for Learning Deployable Humanoid Locomotion Policies

Humanoid robot motion learning requires not only task-oriented control policies but also physically feasible and natural behaviors that can be transferred to real robots. However, robot-feasible motion data are often scarce: raw human demonstrations may be incompatible with the robot morphology, open-source clips vary in quality, and simulation-collected robot trajectories still require feasibility checking. To address these challenges, we propose a data-centric training and deployment pipeline that integrates motion data curation, real-to-sim model adaptation, AMP-based reinforcement learning, and sim-to-real deployment. We validate the framework on the Booster T1 robot and further provide preliminary cross-platform validation on Booster K1.
Jun 5, 2026

T-GMP: Terrain-conditioned Generative Motion Priors for Versatile and Natural Humanoid Locomotion

Achieving both anthropomorphic naturalness and robust terrain traversal remains a fundamental challenge in humanoid locomotion. Existing Reinforcement Learning (RL) approaches typically rely on fixed motion priors, limiting their adaptability to varying environments. We propose Terrain-conditioned Generative Motion Priors (T-GMP), a module that captures a terrain-conditioned latent motion manifold from a few expert state-terrain demonstrations using a Conditional Variational Autoencoder (CVAE). The learned priors enable smooth style transitions, facilitating a unified policy that adapts to terrain variations. We integrate T-GMP into an adversarial learning pipeline with our proposed Foothold Penalty, where a discriminator dynamically modulates naturalness constraints conditioned on local terrain features, guiding the generation of versatile and human-like motions. Experimental results demonstrate that our method outperforms existing baselines in traversal success rate and motion smoothness, while preserving biomimetically natural and physically coordinated motions.
May 18, 2026

Unified Walking, Running, and Recovery for Humanoids via State-Dependent Adversarial Motion Priors

We propose a unified reinforcement learning framework that enables a single policy to perform walking, running, and fall recovery on the Unitree G1 humanoid robot, validated on physical hardware without any explicit mode-switching command at deployment. The framework extends Adversarial Motion Priors (AMP) by replacing the conventional global reference distribution with a state-dependent gate that routes each training transition to one of two discriminators: a dedicated recovery discriminator and a velocity-conditioned locomotion discriminator that jointly covers walking and running. The gate is defined by a single fixed threshold on projected gravity: the recovery discriminator is activated when body tilt exceeds approximately 37∘37^\circ from vertical (∣gz+1∣>0.6|g_z+1|>0.6); otherwise the locomotion discriminator is used, with the normalized commanded velocity serving as a condition that selects the appropriate reference trajectory between walk and run clips. Only three LAFAN1 reference clips are required to regularize the complete behavior set. At deployment, a single frozen ONNX policy executes at 50,Hz with no runtime mode logic; hardware experiments demonstrate successful recovery from both prone and supine falls and smooth walk-to-run transitions under the same controller.
Apr 21, 2026

Multi-Gait Learning for Humanoid Robots Using Reinforcement Learning with Selective Adversarial Motion Prior

Learning diverse locomotion skills for humanoid robots in a unified reinforcement learning framework remains challenging due to the conflicting requirements of stability and dynamic expressiveness across different gaits. We present a multi-gait learning approach that enables a humanoid robot to master five distinct gaits -- walking, goose-stepping, running, stair climbing, and jumping -- using a consistent policy structure, action space, and reward formulation. The key contribution is a selective Adversarial Motion Prior (AMP) strategy: AMP is applied to periodic, stability-critical gaits (walking, goose-stepping, stair climbing) where it accelerates convergence and suppresses erratic behavior, while being deliberately omitted for highly dynamic gaits (running, jumping) where its regularization would over-constrain the motion. Policies are trained via PPO with domain randomization in simulation and deployed on a physical 12-DOF humanoid robot through zero-shot sim-to-real transfer. Quantitative comparisons demonstrate that selective AMP outperforms a uniform AMP policy across all five gaits, achieving faster convergence, lower tracking error, and higher success rates on stability-focused gaits without sacrificing the agility required for dynamic ones.
Mar 27, 2026

Partial Motion Imitation for Learning Cart Pushing with Legged Manipulators

Loco-manipulation is a key capability for legged robots to perform practical mobile manipulation tasks, such as transporting and pushing objects, in real-world environments. However, learning robust loco-manipulation skills remains challenging due to the difficulty of maintaining stable locomotion while simultaneously performing precise manipulation behaviors. This work proposes a partial imitation learning approach that transfers the locomotion style learned from a locomotion task to cart loco-manipulation. A robust locomotion policy is first trained with extensive domain and terrain randomization, and a loco-manipulation policy is then learned by imitating only lower-body motions using a partial adversarial motion prior. We conduct experiments demonstrating that the learned policy successfully pushes a cart along diverse trajectories in IsaacLab and transfers effectively to MuJoCo. We also compare our method to several baselines and show that the proposed approach achieves more stable and accurate loco-manipulation behaviors.
Aug 23, 2025

LHM-Humanoid: Long-Horizon Human Motion Control for Continuous Object Transport in Cluttered Scenes

Physics-based human motion control can make a simulated character walk, sit, and manipulate objects with high physical realism. Almost always, though, this happens in short, isolated clips that are re-initialized between interactions. We instead aim for continuous, reset-free long-horizon motion: a physically simulated humanoid that repeatedly walks to a displaced object, lifts it with a balanced whole-body posture, carries it past obstacles, and places it at a goal, over and over within a single uninterrupted take. The hard part is not any individual motion but the transitions between them. Without a reset, each cycle must end in a state that both leaves the object just placed undisturbed and lets the next cycle begin, yet every placement leaves the character off-balance in a non-canonical pose where naive end-to-end reinforcement learning fails. Our key idea is to treat this handoff as a two-sided problem of recoverability: the character must disengage from the object it just placed so the prior success is preserved, and settle into a state from which a balanced continuation exists. Instead of engineering a transition by hand, we learn to shape where each cycle ends so that it lands in this recoverable region. We introduce LHM-Humanoid. One goal-conditioned controller completes a fetch--carry--place cycle and, through a learned release-and-retreat behavior, steers its terminal state into this region; a second controller then takes over from the resulting state distribution. Both are regularized by an adversarial motion prior and distilled into a single goal-conditioned policy that runs the whole sequence as one reset-free rollout. Across 350 cluttered layouts spanning four room types, LHM-Humanoid produces far more successful and stable long-horizon motion than end-to-end RL, hierarchical RL, and prior physics-based human-scene-interaction methods, on both seen and unseen scenes.