Badminton

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Twelve weeks of publication activity for this topic as it is defined today.

12 papers

Latest in Badminton

Jul 30, 2026cs.RO

PAC-MAN: Perception-Aware CBF-RL for Whole-Body Safety in Humanoid Dodgeball

We present PAC-MAN, a perception-aware CBF-RL framework that couples control-barrier safety with deployment-realistic onboard sensing for whole-body humanoid dodgeball. The deployed policy sees the ball only as segmentation-masked depth from a head-mounted camera, while training-time CBF guidance represents clearance to every body link, and an adversarial motion prior regularizes the resulting evasive reflexes. We evaluate on a controlled any-link contact benchmark with seeded throws in two regimes: single throws and a deployment loop in which the robot walks back to its station and recovers between throws. On this benchmark, the policy comes within a few points of a privileged state oracle: a fixed onboard camera alone is adequate for evasion. We find that usable barrier structure depends on perceptual observability: Joint-CBF gives the best performance with accurate ball states, degrades under fixed-camera observations when used only as training guidance, and recovers with a ball-tracking gimbal or privileged runtime filter. We therefore deploy a lightweight Link-CBF policy zero-shot on the Unitree G1 in the real world, where it tolerates imperfect perception, succeeds on 95% of throws, and uses semantic segmentation to dodge different balls.
Lizhi Yang, Junheng Li, Aaron D. Ames
Jul 14, 2026cs.RO

Vision-Based Dribbling for Humanoid Soccer via Privileged Representation Learning

Recent advances in humanoid robotics have highlighted the importance of deployable loco-manipulation skills. Dribbling a soccer ball while evading active opponents requires simultaneous balance, precise ball control, and awareness of a dynamic adversary under onboard sensing and real-time constraints. Existing approaches typically separate perception and motion, which can be effective in controlled settings but may fail under occlusions, fast ball movements, and complex opponent interactions, since perception is not directly optimized for control. We propose an integrated approach in which a temporal depth encoder is embedded into a reinforcement learning policy through a task-specific projection layer. We apply this framework to a simulated Booster T1 humanoid robot and show that it is possible to learn vision-based, opponent-aware dribbling directly from depth observations, without explicit state estimation or privileged scene information. The learned policy achieves 100% success in nominal target-driven dribbling and 96% success with a single static obstacle, while reaching 46% success against an actively moving ball-attacker opponent. These results demonstrate that the proposed framework supports robust vision-based dribbling in nominal and moderately dynamic settings, and provides a strong foundation for handling more challenging moving-adversary scenarios.
Flavio Maiorana, Valerio Spagnoli, Eugenio Bugli +5
Jun 24, 2026cs.RO

TaskNPoint: How to Teach Your Humanoid to Hit a Backhand in Minutes

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.
Blake Werner, Ilona Demler, Pietro Perona +1
Jun 9, 2026cs.RO

RoboNaldo: Accurate, Stable and Powerful Humanoid Soccer Shooting via Motion-Guided Curriculum Reinforcement Learning

Elite humanoid soccer shooting requires whole-body stability, high-impulse whole-body interactions, and accuracy to targets. Motion tracking-driven reinforcement learning (RL) provides stability in whole-body movement coordination, but a fixed reference makes it hard to adapt to varied ball positions and strike timings; in contrast, task reward-driven RL struggles to explore and discover valid kicks from scratch. We therefore introduce RoboNaldo, a three-stage motion-guided curriculum RL framework for high-impulse humanoid interaction. A single human-kick reference is used as a scaffold and progressively shifts optimization towards shooting performance. The curriculum first learns a stable whole-body kicking prior, then adapts the kick to free-kick settings where the ball is stationary at random positions, and finally extends it to moving-ball shooting through a locomotion-command and kick-trigger interface. A high-level heuristic planner controls this interface during training, while alternative high-level controllers can drive the same low-level policy at inference. In simulation, RoboNaldo demonstrates free-kick shot error 48.6% lower and shoot velocity 2.96x than prior work baselines. In real world on a Unitree G1 with onboard perception, RoboNaldo attains 0.73 m and 0.86 m average target shooting error from 3 m away in free-kick and moving-ball cases, accordingly. And the post-contact ball velocity reaches 13.10 m/s, which is 59-71% of reported professional open-play shot speed. Project page: https://opendrivelab.com/RoboNaldo.
Yichao Zhong, Yidan Lu, Yuhang Lu +9
Jun 6, 2026cs.RO

Cooperative Long Rope Skipping via Multi-Agent Reinforcement Learning

Humans exhibit remarkable motor agility, enabling a wide range of dynamic skills such as running and jumping, which highlights the great potential of humanoid robots for athletic locomotion. Among athletic sports, long rope skipping requires two rope turners to cooperatively swing the rope while adapting to a player under different jumping rhythms, making it a meaningful yet challenging task for humanoid robots. Although existing methods for humanoid sports have achieved success in single-agent and interaction-free settings, such as running, dancing, and parkour, task scenarios that require precise coordination among multiple participants remain largely unexplored. To this end, we propose Marope, a multi-agent reinforcement learning (MARL) framework for cooperative long rope skipping with multiple humanoid robots. Specifically, Marope adopts a hierarchical reinforcement learning framework for policy training. At the lower level, it learns decentralized rope manipulation policies through MARL, while at the upper level, a centralized scheduling policy is trained to coordinate the execution of the lower-level policies. To improve generalization across different player behavioral styles, Marope further incorporates diverse jumping policies into cooperative game training. We evaluate our approach on Unitree G1 humanoid robots in both simulation and real-world settings. Experimental results demonstrate that Marope outperforms various baselines, achieving more efficient and stable rope manipulation as well as more robust and adaptable cooperation with varied players.
Zihao Wang, Shijie Peng, Kerui Wu +6
May 27, 2026cs.RO

SPRINT: Efficient Spectral Priors for Humanoid Athletic Sprints

The pursuit of humanoid athletic sprints is hindered by a scarcity of humanoid-viable kinematic reference data and the inability of existing frameworks to maintain stability during sprints. To overcome these limitations, we introduce SPRINT, a novel framework driven by efficient, frequency-adaptive spectral priors. By characterizing the fundamental periodicity of human locomotion in the frequency domain using a reference library of five discrete motion sequences, these priors generate kinematically feasible joint trajectories across a broad velocity spectrum, successfully extrapolating to speeds that exceed the reference distribution. Guided by these pretrained priors, the SPRINT policy achieves zero-shot sim-to-real transfer in field experiments on the Unitree G1 platform, reaching a peak sprinting velocity of 6 m/s and demonstrating seamless gait transitions while preserving biomimetic naturalness. Ultimately, this work establishes frequency-adaptive spectral priors as a highly data-efficient foundation for humanoid athletic sprints. The project page is available at https://anonymous.4open.science/w/SPRINT-138A/.
Yantong Wei, Kaihong Huang, Hainan Pan +6
May 27, 2026cs.CV

Automated Estimation of Impact Time, Impact Location, and Shuttlecock Speed in Badminton Smashes Using Event Cameras

Quantifying impact phenomena in badminton smashes is important for evaluating both athletic performance and equipment; however, conventional measurement systems involve trade-offs between temporal resolution, data efficiency, and preparation effort. This study proposes a measurement method using two synchronized event cameras to automatically estimate impact time, impact location on the racket face, and post-impact shuttlecock speed in an integrated manner within the same trial. The swing interval was detected from event rate statistics, impact time was estimated from the shuttlecock trajectory inflection in the lateral-view event data, impact location was determined by ellipse fitting to the racket face in the rear-view event image, and shuttlecock speed was calculated in the sagittal plane. To validate the proposed method, Bland-Altman analysis was performed against a high-speed camera-based reference method using 125 smash trials from five players. Impact time and shuttlecock speed were estimated in all 124 analyzable trials, and impact location was estimated in 93.5% (116/124). The bias (95% CI) for impact time, medio-lateral impact location, longitudinal impact location, and shuttlecock speed were 1.84 ms (1.45 to 2.23), 3.45 mm (2.18 to 4.72), -1.92 mm (-2.97 to -0.88), and -1.00 m/s (-2.46 to 0.46), respectively. No proportional bias was observed for any metric. These results suggest that the proposed method can serve as a useful tool for integrated assessment of badminton smash performance and equipment in practical settings.
Yudai Washida, Yuto Kase, Kai Ishibe +2
May 4, 2026cs.CV

TemPose-TF-ASF: Two-Stage Bidirectional Stroke Context Fusion for Badminton Stroke Classification

Accurate badminton stroke prediction is crucial for fine-grained sports analysis and tactical decision support. However, existing methods struggle to model rich temporal context. This paper introduces TemPose-TF-ASF (Adjacent-Stroke Fusion), a context-aware extension of TemPose. It enhances stroke recognition by incorporating stroke-type information from both preceding and subsequent strokes. A two-stage training and inference strategy is adopted. Preliminary predictions from the baseline model are reused as estimated temporal context. These predictions guide the joint optimization of the ASF module and the classifier. By explicitly modeling bidirectional temporal stroke dependencies, the proposed method can be seamlessly integrated into existing state-of-the-art models. Experiments on a large-scale badminton match dataset show consistent improvements over the baseline and its variants in terms of Accuracy and Macro-F1. Moreover, integrating ASF into other advanced methods yields notable performance gains. These results demonstrate strong transferability and generalization capability.
Tzu-Yu Liu, Duan-Shin Lee
May 3, 2026cs.CV

BadmintonGRF: A Multimodal Dataset and Benchmark for Markerless Ground Reaction Force Estimation in Badminton

Multimodal resources for non-periodic court sports with laboratory-grade sensing remain scarce: few publicly pair instrumented ground reaction force (GRF) with high-frame-rate multi-view video, limiting markerless load estimation in realistic training settings. BadmintonGRF records eight synchronized RGB views at ~120 FPS, four Kistler force plates, and Vicon motion capture (C3D) without hardware genlock across modalities; alignment combines human-verified events, automated quality assurance, and per-camera time offsets with uncertainty metadata. Tier 1 distributes pose, time-aligned GRF, metadata, and splits under CC BY-NC 4.0, enabling the primary benchmark without raw RGB or C3D; we report a Tier 1 task that maps 2D pose to GRF. Tier 2 provides raw RGB and C3D under controlled access for studies that require appearance or full kinematics. The public release contains 17,425 impact-segment archives in the 10-subject benchmark tree (156 instrumented trials; raw multi-view RGB alone exceeds 1 TB); benchmark loader gates retain 12,867 view-specific instances and 1,732 unique impacts after multi-view deduplication. We are not aware of prior public badminton corpora that combine this sensing layout with audited video--GRF alignment for impact-centric GRF estimation. We distribute preprocessing code, leave-one-subject-out splits, ten reference baselines, and optional late fusion (one deterministic test-time pass per instance; no test-time augmentation), with a within-trial diagnostic in the supplementary material.
Kuoye Niu, Jianwei Li, Shengze Cai +6
Feb 9, 2026cs.RO

Learning Human-Like Badminton Skills for Humanoid Robots

Realizing versatile and human-like performance in high-demand sports like badminton remains a formidable challenge for humanoid robotics. Unlike standard locomotion or static manipulation, this task demands a seamless integration of explosive whole-body coordination and precise, timing-critical interception. While recent advances have achieved lifelike motion mimicry, bridging the gap between kinematic imitation and functional, physics-aware striking without compromising stylistic naturalness is non-trivial. To address this, we propose Imitation-to-Interaction, a progressive reinforcement learning framework designed to evolve a robot from a "mimic" to a capable "striker." Our approach establishes a robust motor prior from human data, distills it into a compact, model-based state representation, and stabilizes dynamics via adversarial priors. Crucially, to overcome the sparsity of expert demonstrations, we introduce a manifold expansion strategy that generalizes discrete strike points into a dense interaction volume. We validate our framework through the mastery of diverse skills, including lifts and drop shots, in simulation. Furthermore, we demonstrate the first zero-shot sim-to-real transfer of anthropomorphic badminton skills to a humanoid robot, successfully replicating the kinetic elegance and functional precision of human athletes in the physical world.
Yeke Chen, Shihao Dong, Xiaoyu Ji +12
Nov 14, 2025cs.RO

Humanoid Whole-Body Badminton via an Annealed Reinforcement Learning Curriculum

Humanoid robots have demonstrated strong capabilities for interacting with static scenes across locomotion and manipulation, yet dynamic real-world interactions remain challenging. As a step toward fast-moving object interactions, we present an RL training pipeline that yields a unified whole-body controller for humanoid badminton, coordinating footwork and striking without motion priors or expert demonstrations. In badminton, locomotion and striking are tightly coupled, making the final hitting objective difficult to optimize directly due to sparse rewards and conflicting gradients. We address this with an annealed curriculum that first stabilizes learning through auxiliary locomotion objectives, then progressively removes them to focus optimization on the final hitting objective. For deployment, we use an Extended Kalman Filter (EKF) to estimate and predict shuttlecock trajectories for target striking, and also develop a prediction-free variant that removes the EKF and explicit prediction. We validate the framework in simulation and on hardware. In simulation, two robots sustain a rally of 21 consecutive hits. In real-world tests with both machine-fed shuttles and human-robot rallies, the robot achieves outgoing shuttle speeds up to 19.1 m/s. Moreover, the prediction-free variant attains comparable performance to the EKF-based policy. Overall, our approach enables dynamic yet precise goal striking in humanoid badminton and suggests a path toward more dynamics-critical whole-body interaction tasks.
Chenhao Liu, Leyun Jiang, Ningyuan Tian +4
Date pendingcs.RO

SkillX: Unified Multi-Skill Policy Learning for Humanoid Soccer

Humanoid soccer is a challenging testbed for dynamic whole-body control, requiring robots to coordinate balance, locomotion, object interaction, and skill switching over long horizons. Existing humanoid sports methods often rely on task-specific multi-stage pipelines, making it difficult to jointly learn and compose multiple object-interactive skills within a single deployable policy. To address this, we present SkillX, a unified reinforcement learning framework that learns and composes multiple atomic soccer skills through a single command-conditioned policy. SkillX integrates three core designs: skill-specific adversarial motion priors, skill-specific critics, and an object-aware temporal encoder, enabling the robot to execute atomic skills and transition among them such as dribbling, trapping, and shooting. Experiments in simulation and on a real Noetix E1 humanoid demonstrate robust multi-skill execution, long-horizon skill composition, and successful sim-to-real deployment.
Zhangchen Ye, Enxuan Ruan, Yifei Bao +10