Humanoid Robotics
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21 papers in the last four weeks, up 110% on the four weeks before. 0.2% of all new papers.
Latest papers 103
Humanoid robots still struggle to plan contact-rich whole-body manipulation from egocentric RGB and proprioception. Workhorse learns such manipulation from robot-free human demonstrations. A visual planner predicts five-link targets: the poses of the torso, both wrists, and both feet. A reinforcement-learning whole-body tracker follows them on the robot. Both policies train separately on the same recorded human poses, without retargeting. We augment the training data of each policy to imitate the errors that the other makes at deployment. On a real Unitree G1, Workhorse sorts boxes with its hands and a kick, catches a thrown box, and topples and climbs a suitcase. During box sorting, we show recoveries after a person pushes the robot or takes the box away. In a simulated copy of the demonstration room, the system completes box sorting in 77% of episodes, and in 64% under 40 N.s pushes. With both policies retrained from the same demonstrations, a simulated second humanoid completes box sorting in 83% of episodes without pushes.
PhoneBot: A Low-Cost Open Humanoid Robot Platform Reusing Smartphones
The adoption of humanoid robots in education and research remains limited by high hardware costs, complex sensing systems, and substantial computational requirements. This paper presents PhoneBot, a low-cost, open-source humanoid robot platform that repurposes commodity smartphones as its primary sensing and computing unit. By using a smartphone's integrated inertial measurement unit (IMU), camera, wireless connectivity, and onboard processing capabilities, PhoneBot reduces hardware costs and simplifies the system architecture. The robot combines a modular lower-body structure driven by 13 low-cost actuators with a torso-mounted smartphone that supports perception, control computation, and user interaction. We describe the mechanical design, software architecture, and real-time communication framework that support stable locomotion and capabilities including vision-based human following, conversational interaction, filming, and mobile telepresence. Experimental evaluations demonstrate reliable walking, perception-driven interaction, and straightforward deployment using off-the-shelf consumer smartphones. With fully open-source hardware and software designs, PhoneBot provides an affordable, reproducible platform for education, research, and rapid prototyping. More details are available at https://phonebot.dev.
From Legs to Wheels: Embodiment-Aware Human Motion Retargeting for Mobile-Base Humanoids
Human video offers a scalable source of robot demonstrations, yet most human-to-humanoid retargeting methods assume a legged robot with human-like kinematics. This assumption does not hold for mobile-base humanoids equipped with a wheeled base, vertical lift, and two arms. Human walking must be expressed through base motion, while torso bending may require coordinated lift and arm motion. We address this mismatch with a task-conditioned framework that assigns reconstructed human motion to base, lift, and arm responsibilities before robot-specific realization. The allocator preserves the human-derived path, stabilizes heading, separates turn and translation when needed, retimes commands to satisfy base limits, and repairs lift and arm trajectories. A deployment adapter then converts the reference to 50 Hz commands using stationary-base detection, deadband and slew-rate filtering, time-consistent playback scaling, and separate linear and angular gains. We evaluate the resulting references with human-derived task-space comparisons, policy-free simulation replay, and a qualitative execution on a physical robot.
BiGym 2.0: Benchmarking Learned and Agent-Developed Policies for Humanoid Household Manipulation
Humanoid household manipulation requires the arms to act while the body balances, steps and changes posture. We present BiGym 2.0, an adaptation of BiGym for the Unitree G1 across 20 household tasks using a unified whole-body controller for demonstration and evaluation. The suite provides 60 native human virtual-reality demonstrations per task with synchronised multi-camera views and full-body execution records. We benchmark vision-language-action fine-tuning, imitation learning, demo-driven reinforcement learning, and cold-start coding agents given the interaction budget of online reinforcement learning. With the same onboard views, proprioception and whole-body controller for every method, vision-language-action fine-tuning has the highest nine-task mean, and agent-developed programs outperform every demo-driven reinforcement learning baseline on this mean and lead on bimanual reaching. Cross-workspace stacking remains open, stays low on pick-box, and multi-object transport is hard for imitation learning, demo-driven reinforcement learning and coding agents. All environments, human demonstrations, and evaluation traces are open-sourced at https://github.com/swirl-uk/BiGym2.
Talk, Render, Act: Integrating Social Gesture and Digital Face with Synchronized Speech for Conversational Humanoid Robot
Expressive humanoid interaction requires speech, facial animation, and body gestures to form a coherent response. However, many full-body humanoid robots produce speech and gestures without a visually expressive face, while talking-face animation and robot gesture generation are typically developed separately. We present Talk, Render, Act (TRABot), an agent-based framework comprising specialized agents for motion-atom construction, dialogue generation, motion planning, and facial animation. First, to produce natural and semantically meaningful gestures, we construct Robot-Ready Semantic Motion Atoms by segmenting long-form, G1-retargeted BEAT2 motion into units with natural gesture boundaries, human-verified communicative functions, and feasible trajectories. Second, to preserve semantic order and coordinate body motion with the spoken response, we introduce a Semantic-Conditioned Compositional Planner. Given an ordered semantic function sequence and an estimated response duration, the planner selects approved atoms to realize the longest feasible action sequence while accounting for transitions and neutral recovery. Finally, we deploy a Streaming Face-Speech-Body Integration system on a physical G1 humanoid, combining streaming dialogue audio, audio-driven facial animation, and semantically planned body motion in a unified real-time interaction loop. Quantitative and qualitative experiments demonstrate that TRAbot achieves the best overall performance among all compared conditions in terms of naturalness, expressiveness, and multimodal coherence.
From Social Reasoning to Embodied Interaction: An Agentic Framework for Social Robots
Natural face-to-face human--robot interaction requires a robot to understand an evolving social situation, decide when to engage, and express its intent through coordinated physical behavior. Yet existing approaches rarely close this loop: foundation-model agents provide increasingly capable multimodal reasoning and memory but remain largely disembodied, while expressive virtual agents do not face the physical constraints of real robots, and physical social robots typically address social reasoning and embodied expression only partially. We present ARISE, a unified framework that bridges Agentic Reasoning and Interactive Social Embodiment on the Sophia humanoid robot. ARISE integrates multimodal context understanding, long-term memory, and reactive and proactive interaction to determine when and what to communicate, and translates social intent into robot-native gestures coordinated with speech and mechanical facial expressions through streaming execution. Extensive evaluations on Sophia demonstrate strong perceived interaction quality, expressive and well-coordinated embodied behavior, and substantial latency reductions through streaming execution. These results highlight the importance of jointly reasoning about what to communicate, when to engage, and how to physically express social intent for natural interaction with humanoid robots. Project Page: https://robosocial.github.io/
KungfuAthleteBot: learning high-dynamic humanoid motion from video with unified robust recovery
Video is an abundant, inexpensive source of human motion data that is rich in extreme athletic behaviors. Making it usable for humanoid robots, however, is not a matter of simply retargeting a reconstructed trajectory: video-derived motion is physically inconsistent, devoid of actuation information, and says nothing about failure or recovery. We present KungfuAthleteBot (KAB), a framework that treats learning high-dynamic motion from video as the central problem and resolves each of these three failure modes in turn. (C1) We build the KungfuAthlete dataset from videos of national-level martial artists and introduce a physics-guided parabolic trajectory correction that removes height floating, ground penetration, and high-frequency jitter from reconstructed aerial and landing phases. (C2) Because video carries no force information, strict tracking of a reconstructed trajectory is dynamically infeasible, and error-driven initialization keeps re-launching the policy from infeasible aerial poses. We introduce physics-driven pseudo-low-kinetic-energy (LKE) sampling, our central mechanism for making such references learnable: it biases initialization towards dynamically feasible states, letting the policy discover feasible actuation patterns instead of imitating infeasible ones. (C3) Finally, we introduce a direct training paradigm in which disturbance rejection and fall recovery are learned inside the same policy that tracks the video motion, requiring no recovery reference data and no manual mode switching. On a humanoid robot, KAB learns dynamic skills from video and recovers from arbitrary falls in about 0.7 s, the fastest reported recovery for a unified policy. Ablations on the unified policy confirm the necessity of its components, supporting the view that repairing and compensating video data, rather than only collecting more of it, is what unlocks high-dynamic humanoid skills.
HumanoidToolBench: Benchmarking Humanoid Tool Use from Selection to Mobile Execution
As robotic hardware and learning methods advance, humanoids need tools to perform tasks beyond their inherent physical limits. Successful tool use requires selecting a suitable tool and coordinating manipulation and, when needed, locomotion to complete the task. Existing benchmarks do not jointly evaluate these capabilities on a humanoid. We introduce HumanoidToolBench, an 18-task benchmark spanning three scenarios, three execution levels, and two tool-set modes, together with ToolBook, a dataset of 3.1k demonstrations collected in simulation and on a real Unitree G1. Evaluation of seven policies in simulation and three on the real robot reveals substantial gaps between selecting a suitable tool and completing the task. Focused GR00T N1.7 probes show reduced selection accuracy on unseen tools and continued task execution under unrelated instructions. Code and data are available at https://snu-pi.github.io/HumanoidToolBench/.
Continue, Abort, or Fall: Viability-Aware Policy Selection (VAPS) for Safe Humanoid Acrobatics
Dynamic humanoid motions such as flips risk hardware damage due to suboptimal policies, disturbances or sim-to-real gaps. A motion tracking policy offers no way out once the maneuver leaves its reference, and a backup policy needs to take over to protect the hardware for a minimum-damage landing. Which backup to use matters as much as when to switch. We present Viability-Aware Policy Selection (VAPS), which treats safety as a policy-conditioned, receding-horizon decision. Besides a protective fall policy, we also train an abort policy which can abort the motion at any time, landing on its feet. At every control step, learned predictors estimate whether the nominal tracking policy and the abort policy remain viable over a short horizon, and a least-sacrificial hierarchy keeps the most task-ambitious behavior that remains viable. In simulation with randomized disturbances, VAPS sharply reduces head contact and hand contact, which are the dominant sources of hardware damage, with both a Unitree G1 and a LimX Oli; on the LimX Oli, we validate the viability predictors and the full VAPS controller for side-flip motions. VAPS Pareto-dominates the strongest single-network alternatives we could train, including an end-to-end safe-tracking policy and students distilled from VAPS's own oracle-routed decisions, in both task success and head impact. We also show that VAPS is a powerful framework to supervise undertrained policies and protect the hardware.
Toward Humanoid Robots in Construction: A Teleoperation Feasibility Study
We present a teleoperation system that enables a single operator to perform construction tasks on a Unitree G1 humanoid, combining extended reality (XR) based upper body control with pedal-based locomotion to enable simultaneous manipulation and locomotion. Motivated by persistent labor shortages, hazardous working conditions, and challenges in humanoid autonomy, we investigate teleoperation as a practical near-term approach for reducing physical strain on workers while generating high quality demonstration data. We evaluate the system on two representative construction tasks drawn from O*NET occupational database, and report task success and completion time relative to a manual baseline. The system achieved 100% success on tool transport and 80% success on surface painting, with teleoperation requiring substantially more time compared to manual execution.
IronMind: Scaling Humanoid Dexterous Manipulation via Camera-Space Ego-Centric Pretraining
Egocentric human video offers a scalable data source for dexterous manipulation, yet using it to train humanoid robots presents two challenges: (1) an embodiment gap, as human hands differ structurally from robot end-effectors and low-cost egocentric recordings lack the torso kinematics required by conventional retargeting; and (2) heterogeneous data quality, including noisy hand-pose tracking and weakly aligned text annotations. We introduce IronMind, a vision-language-action (VLA) model that uses egocentric human video and heterogeneous robot data to pretrain policies for humanoid dexterous manipulation. To bridge the embodiment gap, IronMind bypasses explicit body-retargeting by using a camera-space action representation, the native reference space of egocentric video, and semantically aligning robot and human action dimensions. Across total pretraining budgets from 250 to 10,000 hours, validation loss decreases approximately log-linearly with data scale. Larger pretraining budgets also improve out-of-distribution real-robot manipulation after post-training: across six challenging tasks with unseen objects, affordances, and reasoning prompts, the 10,000-hour model achieves a 55.0% success rate, compared with at most 11.7% for every pretraining budget up to 5,000 hours and 5.0% without pretraining. At the same pretraining budget, the camera-space action representation also outperforms the torso-frame baseline. Together, these findings support pretraining with a camera-space action representation on large-scale human egocentric data as a scalable foundation for humanoid robot manipulation.
RoboAssist: Interactive Human-Humanoid Planning for Long-Horizon Surgical Assistance
Long-horizon surgical assistance requires humanoid robots to coordinate with evolving human activities while maintaining safety across planning and execution. We present RoboAssist, an agent-based framework for interactive human-humanoid planning that integrates workflow reasoning, task coordination, and cross-layer safety. At its core is an asymmetric dual-track representation that separates partially observed human process states from executable robot task sequences. By updating human-process estimates, scene context, and task dependencies online, RoboAssist revalidates the remaining task sequence and replans only the affected suffix when workflow requests change. A cross-layer safety architecture combines preventive navigation regulation, reactive regulation during close-range handover, and independent whole-body runtime supervision. This design couples online task coordination with safety constraints throughout execution. We demonstrate the framework on a Unitree G1 humanoid robot in long-horizon, multi-stage simulated surgical assistance scenarios encompassing multimodal interaction, instrument handling, medical material transport, navigation, and safe human-robot handover. Experiments show multi-stage task completion and adaptation to workflow-request changes. A targeted full-replanning ablation shows that residual replanning reduces plan-update latency and post-update token usage. Separate safety experiments demonstrate complementary protection across navigation, handover, and runtime supervision. Additional results and demonstrations are available online at https://roboassist.github.io.
Locomotion-Grounded Humanoid Soccer: Task-Gated Reinforcement Learning of a Multi-Directional Kicking Library
Recent humanoid soccer systems make motion tracking the substrate and derive locomotion from it, typically by steering a motion-reference anchor toward the ball. This yields strong shooting results, but locomotion is trained only on the narrow, deterministic command distribution ball approach induces, never evaluated as a capability in its own right. We invert the stack: a general, command-conditioned locomotion policy is trained first as the substrate, and N motion-guided kicking skills are added on top as task-gated layers, so the reachable gait space is set by the locomotion curriculum rather than any reference clip. Because every skill starts from and returns to this same commandable state, locomotion also becomes a composition hub (O(N) transitions rather than O(N^2)), and post-strike stabilisation is handed back to the trained controller rather than scripted per clip. We instantiate this on a 29-DoF Unitree G1 with seven retargeted kicking skills spanning 259.5 degrees of nominal aim direction, including lateral, rearward and weak-foot strikes a single forward-facing reference cannot express, and report shooting accuracy alongside command-tracking, terrain and push-recovery results with the full skill library attached, an axis prior humanoid soccer systems do not report. The library is validated on hardware across forward, lateral, rearward and commanded approaches.
GestAdapt: Workspace-Conditioned Co-Speech Gesture Generation for Humanoid Robots
Co-speech gestures for robots must adapt not only to speech and embodiment, but also to the workspace available for performing the motion. Since the same speech can be accompanied by different gestures, a robot can respond to workspace constraints, e.g., gestures for speech next to a wall. In these scenarios, the robot should gesture in a suitable motion rather than simply correcting an unconstrained one. To achieve this goal, we present GestAdapt, a workspace-conditioned framework that conditions co-speech gesture generation on a prescribed wrist workspace. The GestAdapt framework learns from six complementary co-speech corpora through a shared motion representation and supports retargeting to different robot embodiments. Quantitative evaluation shows that generated motions remain close to the real-motion distribution while respecting the workspace. In a user study, gestures generated under modified workspace constraints receive a mean quality score of 3.24/5, above our no-workspace variant (2.43/5) and below the reference motions (3.68/5). In a real robot evaluation, all compared motions are retargeted to the Reachy2 humanoid robot under identical workspace constraints. Motions generated with our framework rank first in 69.7% of comparisons, higher than our no-workspace variant baseline and retargeted ground-truth motions constrained afterward. Overall, the results support adapting gestures to the available workspace during generation, rather than modifying unconstrained trajectories afterward to satisfy workspace constraints, potentially compromising gesture naturalness.
KPI: A Promptable Kernel for Physical Interaction on Humanoids
Humanoids now walk, balance and reach with remarkable generality: one whole-body tracking policy follows references from a human, or from an end-to-end policy. That generality travels in the trajectory, and a trajectory alone carries limited information about the interaction it should produce: at contact, the executing controller determines how the robot behaves. Single-task policies usually reach hard interactions by optimising trajectory and controller together in simulation; general stacks usually assume a preset or hand-chosen controller. We present KPI, a promptable kernel for physical interaction between the trajectory source and an unmodified whole-body tracker. Instead of a controller fixed before the task, the trajectory source sends a contract: per direction, track, comply, or hold a force range. From tracking error and a wrench estimate, the kernel adapts the arms' stiffness, damping, reference and feedforward toward it at contact rate. We demonstrate KPI through an agentic framework: from one instruction, a vision-language agent writes both the reference trajectory and the contract, with no task-specific code. We demonstrate instruction-driven winch operation, door opening, and box transport, alongside scripted surface-interaction experiments. In the winch demonstration, the humanoid is able to turn a crank to hoist a second robot fully off the ground.
CoHuB: A Simulation Benchmark for Multi-Humanoid Collaboration
Many physical tasks in human environments require collaboration, from assisting a partner to jointly manipulating an object. Yet, existing humanoid benchmarks largely focus on single-humanoid skills and lack evaluation of multi-humanoid collaboration under egocentric visual observations. We introduce CoHuB (Collaborative Multi-Humanoid Benchmark), a simulation benchmark for multi-humanoid collaboration under egocentric visual observations. CoHuB provides 10 tasks, eight with two humanoids and two with three humanoids, spanning diverse collaboration patterns. We also provide synchronized demonstrations collected through a multi-operator VR teleoperation pipeline, in which each operator controls one humanoid from its egocentric view. Experiments with representative visuomotor policies reveal substantial challenges across different forms of coordinated perception and control. CoHuB provides a foundation for developing and evaluating multi-humanoid collaboration policies.
HOI-Retarget: Contact-Centric Retargeting for Human-Object Interaction
Learning from demonstration (LfD) has enabled humanoid robots to acquire diverse whole-body skills, but extending this paradigm to human-object interaction (HOI) is limited by the availability of robot-compatible interaction references. We present HOI-Retarget, a contact-centric retargeting method that transfers HOI onto a humanoid robot for large-scale motion-data generation. Its windowed trajectory optimization uses every labeled contact as a target in the object frame, balancing body tracking, foot support and smoothness under the robot's kinematic limits. The method can augment a single demonstration across object sizes, absorb contacts reconstructed from monocular video, and extend to several robots manipulating one object. We publicly release the code and the retargeted motion dataset.
SocialHumanoid: Towards Expressive Humanoid Behavior via One-Step Co-Speech Motion Generation
Humanoid robots are increasingly expected to serve as embodied social agents that communicate naturally with humans through face-to-face interaction. During such communication, humanoid robots require body behaviors that are synchronized with speech, affectively expressive, and suitable for real-time execution. However, existing co-speech methods are primarily developed for digital humans and lack joint support for affective control and low-latency continuous generation on physical embodiments. To bridge this gap, we present SocialHumanoid, a system for expressive humanoid behavior via one-step co-speech motion generation. Given response speech and a specified affective condition, SocialHumanoid generates each full-body motion window in a single forward pass and connects successive windows through motion-history conditioning. The generated human motion is further converted online into embodiment-compatible robot references and tracked by a whole-body controller for physical execution. To provide explicit supervision for affective body expression, we further introduce AffectMoCap, a 4-hour dataset captured from two professional actors, containing synchronized speech, body motion, fine-grained hand motion, and emotion annotations. On BEAT2, SocialHumanoid achieves the best FGD among the compared generation methods, competitive speech-motion synchrony, and approximately faster inference than GestureLSM under the same protocol. Perceptual evaluations further show that training with AffectMoCap improves affect recognition from generated body motion, while real-robot experiments demonstrate continuous affect-conditioned behavior and stable long-horizon execution. Our project page is https://rex0191.github.io/SocialHumanoid/.
BeyondRetarget: Learning Executable Humanoid Motions Directly from Monocular Video
Learning executable motions from human videos offers a scalable solution for humanoid robots to acquire demonstration motions. However, existing pipelines typically first construct an explicit human motion representation and then convert it into robot motions via motion retargeting. Although such methods can effectively leverage large volumes of existing human data for training, the substantial differences between humans and humanoid robots in locomotion mechanisms and joint degree-of-freedom configurations make motions generated by this human-representation-centric approach difficult to execute on robots. Furthermore, errors introduced during human motion estimation inevitably propagate to the retargeting stage and cannot be eliminated via joint optimization. We propose BeyondRetarget, an end-to-end framework that directly maps monocular RGB videos to robot motions. Discarding the explicit human representation, this framework learns robot-oriented implicit representations directly from visual observations, enabling the model to capture cross-morphology motion structures. To generate motions more suitable for robot execution, we further design a contact-aware motion optimization mechanism to improve temporal consistency and physical plausibility. Experiments show that BeyondRetarget significantly improves the accuracy and robustness of generated robot motions, while achieving higher execution success rates and lower latency in both simulation environments and real humanoid robots.
Anthropomimetic Soft Robotic Forearm with Independently Articulated Carpal Bones Enabling Human-Like Adaptive Stiffness Modulability
The human wrist exhibits adaptive stiffness modulability: joint stiffness anisotropy can be actively regulated through muscle co-contraction. This functionality is essential for stable manipulation, yet the underlying morphological factors remain unclear. To identify these factors, we developed an anatomically accurate anthropomimetic soft robotic forearm comprising eight independently movable carpal bones interconnected by ligaments, 22 actuated muscles, and compliant fingertips. We measured wrist joint stiffness under four muscle activation patterns across three skeletal configurations: anatomically normal carpal bones, a fused proximal carpal row, and a geometric ellipsoidal skeleton. The stiffness ellipse exhibited low stiffness along the dart-throwing motion (DTM) direction when finger muscles were activated, but high stiffness along the same direction when wrist and finger muscles were activated simultaneously. These results agree with previously reported human measurements, demonstrating that precise anatomical replication reproduces human-like stiffness modulability. Fusing the proximal carpal row eliminated the low DTM-direction stiffness under finger muscle activation, while the geometric ellipsoidal skeleton showed poor stiffness ellipse reorientation across all conditions. Carpal bone motion analysis revealed significantly opposing coupling patterns between wrist and finger muscles at the proximal carpal row, accompanied by a consistent but non-significant trend at the midcarpal joint, providing a mechanical explanation for this modulation. These findings demonstrate that carpal bone morphology plays a dominant role in human wrist stiffness modulation and provide design principles for humanoid robot wrists.
HOTICE: Whole-Body Humanoid Object Transportation in Cluttered Environments
Object transportation is a fundamental capability for humanoid robots operating in real-world, human-centric environments, yet existing methods struggle when clutter constrains free space around both the robot and its carried payload. We present HOTICE, a whole-body humanoid learning framework for transporting objects through such cluttered environments. First, we introduce Humanoid-Object Decoupled Potential Fields, which jointly encode collision-avoidance guidance for the robot and the carried object, enabling coordinated, obstacle-aware motion for both. Second, to address the large action space inherent to whole-body loco-manipulation, we design a dual-agent reinforcement learning architecture that decouples upper- and lower-body control while preserving whole-body coordination via shared state observations and rewards. To train a policy that generalizes across diverse cluttered scenes, we further employ a specialist-to-generalist distillation strategy, in which privileged teacher policies are distilled into a single deployable student policy. We evaluate HOTICE in MuJoCo simulation and on a real Unitree G1 humanoid, demonstrating effective and robust object transportation across cluttered scenarios for objects of varying shapes. Our results show that HOTICE reliably coordinates whole-body motion and object-aware collision avoidance, generalizing effectively to previously unseen cluttered environments while achieving strong performance in sim2real deployment.
LLM-based Conversational AI Knowledge Assistant for MyBuddy Humanoid Robot
Humanoid robots are increasingly being popular and developed for human-centered applications, yet their ability to provide intelligent conversations and natural interactive knowledge assistance remains constrained by traditional rule-based dialogue systems, pre-defined responses and limited knowledge repositories. Large language models (LLMs) have emerged as a powerful foundation for enabling natural, adaptive, and context-aware Human-Robot Interaction (HRI), which provides a significant opportunity to address such limitations by enabling robots to understand natural speech language, reason over complicated queries, maintain high-quality conversational context, and generate knowledge-rich responses. In this work, we originally present and implement an LLM-based versatile Conversational AI Knowledge Assistant for the Raspberry-Pi-powered 13-Axis MyBuddy humanoid robot, which integrates LLM-driven language understanding and AI reasoning with real-time speech recognition, knowledge retrieval via extensible access of internet engines (e.g., Wikipedia, arXiv), flexible dialogue management, and natural speech synthesis to enable much more intelligent multi-turn continuous conversations and advanced emotional-support Human-Robot Interaction.
MIRA: Real-Time Full-Duplex Human-Robot Interaction for Embodied Companions
% !TEX root = ../main.tex Real-time embodied companion interaction requires a robot to infer user intent from streaming speech, generate timely responses, and execute expressive, interruptible motions. Existing systems typically decouple dialogue orchestration from gesture synthesis, relying on offline motion generation from complete audio. This separation leaves open how a deployed robot can dynamically synchronize response content, prosodic timing, and physical safety under incremental inputs and uncertain turn boundaries. We present MIRA, a unified framework for real-time full-duplex embodied companion interaction. Given streaming user speech, dialogue history, and vocal affect, MIRA predicts both the response text and an explicit embodiment cue that routes the response to the appropriate physical behavior. Discrete social behaviors (\eg listening and greeting) are mapped to validated robot trajectories, while speaking responses are accompanied by streaming, generative co-speech motion. For co-speech motion generation, we propose ROSCO, a prefix-conditioned diffusion model for streaming audio-to-joint motion generation. We further design RHPC, an inference scheme that maintains a sufficiently long temporal context for motion prediction while bounding physical commitment to a short, interruptible prefix. At the interaction level, we design CORTEX, a dual-timescale interaction policy that combines low-latency barge-in preemption and streaming response generation with deliberative turn decisions, backed by a robot-side execution layer that enforces physical safety constraints during execution. MIRA is deployed on an Astribot S1 humanoid robot. Quantitative evaluations demonstrate competitive audio-motion alignment relative to state-of-the-art motion-generation baselines, while real-robot deployment measurements characterize streaming responsiveness and interruption handling.
OmniCalib: Target-Free, Task-Structured Self-Calibration for Humanoid Robots
Assembly, wear, and component replacement perturb the sensor extrinsics and joint zeros encoded by a humanoid CAD model. Existing procedures calibrate one sensor pair or require external fiducials. Using only robot-native motion and onboard sensing, we present OmniCalib, a target-free workflow that calibrates the full upper limbs---all 14 arm joint zeros and the extrinsics of both wrist and chest cameras---as well as lower limbs and the multi-camera head rig. Each module matches a robot-native task to a parameter block, checks observability, and writes only supported corrections to the CAD model. Our depth ICP method recovers all 14 arm joint zeros and calibrates all RGB-D camera extrinsics without any calibration target. Relative to CAD, the estimated extrinsic corrections are 10.56 mm and 1.74 degrees for the left wrist, 6.33 mm and 1.25 degrees for the right wrist, and 9.81 mm and 0.929 degrees for the chest RGB-D camera. ICP point-to-plane residual is 2.09 mm. On the same injected offsets, ICP and ArUco recover all 14 joint zeros below the 0.1-degree encoder-resolution reference. On an AGIBOT A3 Ultra humanoid, four static double-support stances recover all 12 lower-limb joint-zero offsets injected with an RMS error of 0.063 degrees. The head module combines multi-camera visual odometry with legged odometry and dynamic compensation through the live ROS transform tree. Using only planar walking, it attains a mean SO(3) error of 1.061 degrees across three sequences. The best sequence reaches 0.775 degrees, competitive with iKalibr at 0.902 degrees from rich 6-DOF excitation. Rig-relative angles repeat within 0.140 degrees. Injection recovery and held-out tests validate each observable block.
WholeBodyWAM: Learning Whole-Body World Action Models with Scalable Motion Priors
Humanoid whole-body manipulation requires coordinated whole-body dynamics, yet large-scale trajectories from a target robot are expensive to collect and difficult to scale. In contrast, whole-body motion from human and humanoid sources is abundantly available, although such data cannot be directly used as embodiment-specific robot actions. This work asks whether these scalable motion resources can instead provide a transferable predictive prior for humanoid world-action modeling. We introduce WholeBodyWAM, a humanoid world-action model that learns whole-body dynamics from large-scale heterogeneous motion before target-robot training. We curate UniMotion-4K, a motion corpus spanning more than 4K hours from human videos, native 3D motion datasets, and heterogeneous humanoid platforms, and canonicalize these diverse sources into a unified motion space. A language-conditioned Motion Expert is then pretrained to predict future whole-body motion without target-robot action supervision. During robot post-training, the pretrained Motion Expert is integrated with Video and Action Experts through asymmetric Mixture-of-Transformers (MoT) attention, enabling predictive scene dynamics and whole-body motion to jointly inform embodiment-specific action generation. Experiments show that WholeBodyWAM consistently benefits from increased motion-pretraining scale, improves future-motion prediction and downstream task performance, and transfers effectively to real-world humanoid manipulation. Moreover, the pretrained motion prior substantially improves data efficiency under limited target-robot demonstrations.
Visible-Reachable Workspace for Perception-Aware Humanoid Design
Workspace analysis measures where a robot can place its end effector. For visually guided manipulation, reachability alone is insufficient: a kinematically reachable target may not be visible in the specific pose required to reach it. The robot must then redirect its sensing or move its body to acquire a view, turning a perception limitation into additional motion. Existing humanoids largely inherit this limitation when copying human form factors. We introduce the visible-reachable workspace (VRW), a design-stage measure that conditions visibility on feasible reaching configurations and extends it to concurrent visibility of spatially separated work regions. We apply VRW by building a 31-DoF humanoid with independently actuated RGB-D cameras. On the same robot, camera articulation increases visible-reachable coverage from 38% to 97%. With actuated camera layouts, a second camera raises pairwise coverage from 0.45 to 0.95, while a third changes it only to 0.97. In a controlled two-target reach-and-grasp benchmark, our dual-actuated design reduces mean completion time by 17% and mechanical energy by 19% relative to the same robot with its cameras fixed. Hardware experiments demonstrate simultaneous observation and manipulation of front/back and left/right target pairs without torso reorientation. The results suggest that reachability becomes a more informative design quantity for perception-driven humanoid manipulation when it is evaluated together with the sensing configurations that make the reachable space observable. We will open-source all software and the humanoid hardware design. Our website is https://generalroboticslab.com/DukeHumanoidv2
CALM: Configuration-Aware Human Intervention Boundaries During Robot Approach
How robot body configuration shapes human intervention during approach remains underexplored. We conducted a within-participants study with 41 participants, measuring final stopping distance, subjective comfort, and exploratory eye-tracking responses across four humanoid arm configurations and two spatial scales. Full forward arm extension increased stopping distance by approximately 31-36 cm relative to arms-down. Spatial scale primarily affected comfort and pupil responses without a detectable stopping-distance shift. We introduce the Configuration-Aware Limit Model (CALM), which translates stopping-distance distributions into configuration-dependent population-coverage boundaries. Estimated boundaries at 80% coverage ranged from 0.88 to 1.47 m. In an illustrative one-dimensional planning analysis, reconfiguration enabled a 1.10 m approach goal that was unreachable with arms remaining fully extended under the same nominal pointwise 20% intervention-probability constraint. These findings support treating body configuration as a planning variable while distinguishing physical safety, behavioral intervention, and subjective cost.
BRIDGE: An Open-Source Humanoid Platform via Morphology-Control Co-Design for Physical AI
Developing humanoid robots capable of leveraging human behavioral data is essential for general-purpose embodiment, yet conventional development remains bottlenecked by a decoupled paradigm that isolates hardware design from whole-body control. This approach leads to suboptimal systems that compromise human-like fluidity and agility. To bridge this gap, we introduce a data-driven morphology-control co-design framework that optimizes humanoid morphology for human-like movement. To quantify morphological fidelity, we also introduce a novel metric that jointly considers kinematic retargeting fidelity to human motion and dynamic tracking performance. Our framework achieves state-of-the-art (SOTA) performance across all metrics compared to baseline humanoids (Bumi, K1, and Toddlerbot). Finally, we realize this design in Bridge, an open-source, 88cm-tall humanoid platform released alongside its control policy. We demonstrate that Bridge captures human motion data with superior fidelity, exhibiting exceptional performance across foundational locomotion, robust balance, and highly dynamic maneuvers. Videos and open-source materials: https://sites.google.com/view/bridgerobot.
Humanoid Safe Stop via Learned Stoppability Value
Humanoid robots responding to emergency stop commands typically execute a fixed maneuver, without reasoning about whether a safe stop is actually feasible from the current state. We cast emergency stopping as a reach-avoid problem and propose Safe-Stop, a task-agnostic framework that pairs a learned stop policy with learned stoppability estimators. The estimators are complementary: a stop-probability estimator supervised by the actual outcomes of the fixed stop policy, and a reach-avoidance estimator supervised by a Hamilton-Jacobi backup over physical state. The first captures emergent stopping behavior of the learned controller; the second provides a complementary recoverability signal. Because the stop policy and estimators do not depend on the behavior policy that preceded the stop command, they transfer across diverse upstream tasks without retraining. At deployment, the two estimates are combined: Safe-Stop commits to the stop only when both estimators indicate that stopping remains feasible, otherwise it hands off to a fall policy, instantiated as a damping fallback. This agreement check yields decisions that are robust without sacrificing reactivity.
Contact-Constrained Lower-Limb Joint-Offset Calibration for Humanoid Robots
Accurate joint encoder offsets are essential for kinematic consistency in humanoid lower limbs, yet existing calibration methods typically require external motion-capture systems or fiducial targets. We present a self-contained calibration framework exploiting only onboard joint encoders and a pelvis-mounted IMU during static double-support contact. The inter-foot transform from forward kinematics must stay constant when both feet are fixed; minimizing its posture-dependent dispersion yields a nonlinear least-squares problem over the 12-dimensional offset vector. A Hessian eigenstructure analysis shows that parallel pitch axes induce a rotational coupling. Orientation residuals then observe only the pitch-offset sum, while translation and posture diversity set the remaining numerical observability. For the A3 pitch-to-roll-to-yaw ordering, hip-roll and hip-yaw excitation reduce hip-pitch coupling. A standing-posture knee prior then anchors the remaining weak pitch-chain decomposition. Simulation and real-machine injection tests show consistent recovery, and on held-out recordings calibration reduces foot-height RMS residuals from 4.26 to 2.20 mm on A3 and from 8.03 to 1.43 mm on A2. An independent LiDAR-inertial reference checks the pitch-coupled channel. Removing an injected pitch offset moves the leg-odometry vertical drift back toward the LiDAR trajectory. A few static double-support stances thus provide contact-consistent corrections for well-excited directions. Individual offsets in the weak pitch chain remain prior-dependent.