Humanoid
Momentum
17 papers in the last four weeks, up 183% on the four weeks before. 0.2% of all new papers.
Latest papers 76
Manipulating suspended payloads with humanoid robots is challenging because the robot can only influence an underactuated, oscillatory load through whole-body motion and intermittent contact. Imitation learning provides safe initial behavior but does not directly optimize final placement, while reinforcement learning from scratch is unsafe and sample-inefficient on real humanoids. We present HOIST-Humanoid Optimized with Imitation and Sample-efficient Tuning for manipulating suspended loads. HOIST first finetunes a high-level vision-language-action (VLA) policy from virtual-reality (VR) teleoperation demonstrations and executes its commands through a whole-body controller. It then uses VLA rollouts and iterative batched RL to improve placement accuracy and stopping behavior. Experiments in simulation and on a real humanoid show that HOIST improves over imitation-only and additional-demonstration baselines; compared with pure VLA rollouts, HOIST reduces translational placement error by 19.9 cm and raw angular error by 3.56 degrees, demonstrating the potential of humanoids for underactuated material-handling tasks.
HumanoidMimicGen: Data Generation for Loco-Manipulation via Whole-Body Planning
Imitation learning is a promising approach for training humanoid robots to both walk and manipulate, but it requires a large number of demonstrations, which are time-intensive and difficult to collect via teleoperation. Existing data-generation algorithms can automatically synthesize demonstrations for manipulators, but they are ineffective on humanoids because their high-dimensional composite action spaces involve arms, legs, and torsos. We present HumanoidMimicGen, a method for generating humanoid legged loco-manipulation data. Our method adapts contact-rich whole-body skills from a handful of source demonstrations to new states, generalizing across changes in object pose. By interleaving these single- and dual-arm skills with whole-body locomotion and manipulation planning, the method generates stable, collision-free data across diverse scenes and layouts. To evaluate our approach, we introduce a new simulated loco-manipulation benchmark containing nine diverse tasks that test humanoid loco-manipulation capabilities. There, we demonstrate that HumanoidMimicGen automatically generates large datasets for imitation learning and enables a systematic study of how data generation and policy learning decisions impact model performance. We show that whole-body visuomotor policies co-trained with data generated by HumanoidMimicGen outperform those trained only on real-world data by 20%.
Learning to Evolve: Multi-modal Interactive Fields for Robust Humanoid Navigation in Dynamic Environments
Safe manipulation-oriented navigation for humanoid robots requires scene memory that remains reliable under locomotion-induced perceptual distortion, environmental changes, and interaction-level geometric safety constraints. Existing semantic mapping and scene-graph systems are difficult to deploy directly in this setting because they often assume stable camera trajectories, static environments, or coarse object geometry. We introduce the Multi-modal Interactive Field (MIF), a humanoid-oriented system that integrates confidence-aware semantic 3D Gaussian Splatting, discrepancy-triggered spatial memory updates, and task-driven geometric reconstruction within a closed-loop perception-adaptation pipeline. MIF couples three fields: an uncertainty-aware 3DGS Appearance Field that suppresses gait-induced blur, a Spatial Field that maintains topological memory, and a Geometry Field that supports Interaction Pose Safety (IPS) before manipulation. A discrepancy detection score is introduced to separate locomotion-induced false-positive changes from persistent changes and updates only locally inconsistent regions. On a Unitree-G1 humanoid in a real dynamic office, MIF improves relocation success in non-static environments from 12% to 94% compared with static scene-graph memory, while reducing semantic memory footprint by 91.4% through feature distillation for practical online operation. Project page and code: https://ziya-jiang.github.io/MIF-homepage/
Humanoid Whole-Body Manipulation via Active Spatial Brain and Generalizable Action Cerebellum
In this paper, we explore spatial-aware humanoid whole-body manipulation task. Compared with tabletop settings, this task poses two key challenges: 1) Spatial understanding is challenging in complex 3D environments with diverse spatial relations. 2) Action generation is difficult to generalize, as limited and costly real-robot data restricts data-driven models generalization. To address these challenges, we propose a generalizable humanoid loco-manipulation framework that leverages the spatial perception and action generation capabilities of multi-agent large models. Specifically, our framework includes two components: Active Spatial Brain for active spatial perception and decision-making, and Generalizable Action Cerebellum for executable robot action generation. The first component actively perceives the spatial scene and makes decisions on task planning and subtask decomposition. The second component generate executable robot actions based on the decisions made by the first module without needs of task-specific real robot data. To benchmark our framework, we design a set of spatial manipulation tasks from two perspectives: evaluating spatial perception and understanding, and assessing real-robot task performance. The results demonstrate strong performance on both aspects across diverse tasks and environments.
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 from vertical (); 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.
PRIME: Physically-consistent Robotic Inertial and Motion Estimation for Legged and Humanoid Robots
Humanoid and legged robots interact with the environment through intermittent contacts, making accurate motion estimation fundamentally dependent on reasoning about contact dynamics. However, standard sensing pipelines-whether based on onboard proprioception with Extended Kalman Filters (EKFs) or external motion capture systems-recover only kinematics, while contact forces, contact timing, and inertial parameters remain unobserved. As a result, purely kinematic reconstructions often violate rigid-body dynamics, particularly during contact-rich motions. To enable accurate motion estimation from onboard kinematics in real-world deployment, we propose PRIME (Physically-consistent Robotic Inertial and Motion Estimation), a Maximum A Posteriori (MAP) formulation that refines measured kinematics and actuator commands into a dynamically consistent trajectory while jointly estimating frictional contact forces and physically consistent inertial parameters. Our approach incorporates differentiable contact dynamics with smoothed complementarity constraints and an Anitescu-style friction model, yielding a smooth optimization problem that remains tractable across versatile contact transitions. We evaluate PRIME on contact-rich locomotion with quadrupedal robots and the Unitree G1 humanoid, demonstrating improved trajectory consistency and accurate inertial parameter identification. Beyond improving state estimation and feedback control with calibrated inertial parameters, PRIME produces force- and contact-annotated motion reconstructions from real robots in deployment, which can be used to provide high-quality data for downstream learning applications, including large-scale behavior modeling and robot foundation models.
OmniHumanoid: Streaming Cross-Embodiment Video Generation with Paired-Free Adaptation
Cross-embodiment video generation aims to transfer motions across different humanoid embodiments, such as human-to-robot and robot-to-robot, enabling scalable data generation for embodied intelligence. A major challenge in this setting is that motion dynamics are partly transferable across embodiments, whereas appearance and morphology remain embodiment-specific. Existing approaches often entangle these factors, and many require paired data for every target embodiment, which limits scalability to new robots. We present OmniHumanoid, a framework that factorizes transferable motion learning and embodiment-specific adaptation. Our method learns a shared motion transfer model from motion-aligned paired videos spanning multiple embodiments, while adapting to a new embodiment using only unpaired videos through lightweight embodiment-specific adapters. To reduce interference between motion transfer and embodiment adaptation, we further introduce a branch-isolated attention design that separates motion conditioning from embodiment-specific modulation. In addition, we construct a synthetic cross-embodiment dataset with motion-aligned paired videos rendered across diverse humanoid assets, scenes, and viewpoints. Experiments on both synthetic and real-world benchmarks show that OmniHumanoid achieves strong motion fidelity and embodiment consistency, while enabling scalable adaptation to unseen humanoid embodiments without retraining the shared motion model.
VOFA: Visual Object Goal Pushing with Force-Adaptive Control for Humanoids
The ability to push large objects in a goal-directed manner using onboard egocentric perception is an essential skill for humanoid robots to perform complex tasks such as material handling in warehouses. To robustly manipulate heavy objects to arbitrary goal configurations, the robot must cope with unknown object mass and ground friction, noisy onboard perception, and actuation errors; all in a real-time feedback loop. Existing solutions either rely on privileged object-state information without onboard perception or lack robustness to variations in goal configurations and object physical properties. In this work, we present VOFA, a visual goal-conditioned humanoid loco-manipulation system capable of pushing objects with unknown physical properties to arbitrary goal positions. VOFA consists of a two-level hierarchical architecture with a high-level visuomotor policy and a low-level force-adaptive whole-body controller. The high-level policy processes noisy onboard observations and generates goal-conditioned commands to operate in closed loop across diverse object-goal configurations, while the low-level whole-body controller provides robustness to variations in object physical properties. VOFA is extensively evaluated in both simulation and real-world experiments on the Booster T1 humanoid robot. Our results demonstrate strong performance, achieving over 90% success in simulation and over 80% success in real-world trials. Moreover, VOFA successfully pushes objects weighing up to 17kg, exceeding half of the Booster T1's body weight.
SixthSense: Task-Agnostic Proprioception-Only Whole-Body Wrench Estimation for Humanoids
Humanoid robots are entering our physical world at scale, yet as oversized toys--good at singing and dancing, but short on force-interaction capabilities for practical tasks. Bridging this gap necessitates prioritizing reliable contact perception as a fundamental requirement. Estimating external wrenches in humanoids is complicated by floating-base dynamics and indeterminate contact locations. Existing analytical frameworks require idealistic assumptions and hard-to-obtain measurements, which are often unavailable in practice. To bridge this gap, we propose SixthSense, a task-agnostic approach that infers whole-body contact timing, location, and wrenches from proprioception and IMU data alone. To capture the multi-modal dynamics between unstructured contact inputs and the uncertain motion outputs, we employ conditional flow matching to tokenize proprioceptive histories and estimate a spatiotemporally sparse contact-event flow. SixthSense serves as a plug-and-play perception module for applications including collision detection, physical human-robot interaction, and force-feedback teleoperation. Experiments across standing, walking, and whole-body motion-tracking policies showcased unprecedented performance in diverse behaviors.
A Rapid Deployment Pipeline for Autonomous Humanoid Grasping Based on Foundation Models
Deploying a humanoid robot to manipulate a new object has traditionally required one to two days of effort: data collection, manual annotation, 3D model acquisition, and model training. This paper presents an end-to-end rapid deployment pipeline that integrates three foundation-model components to shorten the onboarding cycle for a new object to approximately 30 minutes: (i) Roboflow-based automatic annotation to assist in training a YOLOv8 object detector; (ii) 3D reconstruction based on Meta SAM 3D, which eliminates the need for a dedicated laser scanner; and (iii) zero-shot 6-DoF pose tracking based on FoundationPose, using the SAM3D-generated mesh directly as the template. The estimated pose drives a Unity-based inverse kinematics planner, whose joint commands are streamed via UDP to a UnitreeG1 humanoid and executed through the Unitree SDK. We demonstrate detection accuracy of mAP@0.5 = 0.995, pose tracking precision of mm, and successful grasping on a real robot at five positions within the workspace. We further verify the generality of the pipeline on an automobile-window glue-application task. The results show that combining foundation models for perception with everyday imaging devices (e.g., smartphones) can substantially lower the deployment barrier for humanoid manipulation tasks.
PhyGile: Physics-Prefix Guided Motion Generation for Agile General Humanoid Motion Tracking
Humanoid robots are expected to execute agile and expressive whole-body motions in real-world settings. Existing text-to-motion generation models are predominantly trained on captured human motion datasets, whose priors assume human biomechanics, actuation, mass distribution, and contact strategies. When such motions are directly retargeted to humanoid robots, the resulting trajectories may satisfy geometric constraints (e.g., joint limits and pose continuity) and appear kinematically reasonable. However, they frequently violate the physical feasibility required for real-world execution. To address these issues, we present PhyGile, a unified framework that closes the loop between robot-native motion generation and General Motion Tracking (GMT). PhyGile performs physics-prefix-guided robot-native motion generation at inference time, directly generating robot-native motions in a 262-dimensional skeletal space with physics-guided prefixes, thereby eliminating inference-time retargeting artifacts and reducing generation-execution discrepancies. Before physics-prefix adaptation, we train the GMT controller with a curriculum-based mixture-of-experts scheme, followed by post-training on unlabeled motion data to improve robustness over large-scale robot motions. During physics-prefix adaptation, the GMT controller is further fine-tuned with generated objectives under physics-derived prefixes, enabling agile and stable execution of complex motions on real robots. Extensive offline and real-robot experiments demonstrate that PhyGile expands the frontier of text-driven humanoid control, enabling stable tracking of agile, highly difficult whole-body motions that go well beyond walking and low-dynamic motions typically achieved by prior methods.
ZeroWBC: Learning Natural Whole-Body Humanoid Interaction from Human Egocentric Data
Achieving versatile and natural whole-body humanoid interaction control remains challenging due to the high cost of whole-body teleoperation data. We present ZeroWBC, a teleoperation-free framework that learns humanoid whole-body interaction from human egocentric videos paired with synchronized whole-body motion and text annotations. ZeroWBC adopts a generation-then-tracking formulation to tackle the static scene whole-body interaction control problem. Given an initial egocentric image and a language instruction, a fine-tuned Vision-Language Model generates future human whole-body motion tokens, which are decoded into continuous motions and retargeted to the humanoid. The resulting reference motions, together with root and key body-part trajectories, are then executed by a general interactive motion tracking policy. To improve interaction performance, we introduce an interaction-oriented tracking reward that prioritizes global root and key body-part trajectory alignment while preserving natural whole-body motion. Experiments on the Unitree G1 humanoid robot show that ZeroWBC enables diverse scene-aware behaviors without robot teleoperation demonstrations. These results suggest a scalable paradigm for learning natural humanoid whole-body interaction from human egocentric data.
Thor: Towards Human-Inspired Whole-Body Reactions for Intense Contact-Rich Environments
Maintaining whole-body stability and motion tracking under large interaction forces remains challenging for humanoids. We present Thor, a reinforcement learning framework for forceful humanoid loco-manipulation. Thor jointly trains lower-body, waist, and upper-body policies with shared whole-body observations and body-specific rewards to coordinate locomotion and force adaptation, waist posture regulation, and upper-body motion tracking. We further introduce a force-adaptive torso-tilt (FAT2) objective that derives a load-dependent horizontal center-of-mass offset reference from quasi-static moment balance. Capacity-matched simulation blations show that the three-policy architecture improves tracking under large external force disturbances, while real-world ablations demonstrate that FAT2 increases peak pulling capability. On the Unitree G1, Thor achieves mean peak dual-hand pulling forces of 167.7 N and 145.5 N during backward and forward locomotion, exceeding the best-performing baseline by 68.9% and 74.7%, respectively. Real-world demonstrations include opening a fire door with one hand using approximately 60 N of pulling force and towing a 1.7-ton passenger car.
Humanoid Everyday: A Comprehensive Robotic Dataset for Open-World Humanoid Manipulation
From loco-motion to dextrous manipulation, humanoid robots have made remarkable strides in demonstrating complex full-body capabilities. However, the majority of current robot learning datasets and benchmarks mainly focus on stationary robot arms, and the few existing humanoid datasets are either confined to fixed environments or limited in task diversity, often lacking human-humanoid interaction and lower-body locomotion. Moreover, there are a few standardized evaluation platforms for benchmarking learning-based policies on humanoid data. In this work, we present Humanoid Everyday, a large-scale and diverse humanoid manipulation dataset characterized by extensive task variety involving dextrous object manipulation, human-humanoid interaction, locomotion-integrated actions, and more. Leveraging a highly efficient human-supervised teleoperation pipeline, Humanoid Everyday aggregates high-quality multimodal sensory data, including RGB, depth, LiDAR, and tactile inputs, together with natural language annotations, comprising 10.3k trajectories and over 3 million frames of data across 260 tasks across 7 broad categories. In addition, we conduct an analysis of representative policy learning methods on our dataset, providing insights into their strengths and limitations across different task categories. For standardized evaluation, we introduce a cloud-based evaluation platform that allows researchers to seamlessly deploy their policies in our controlled setting and receive performance feedback. By releasing Humanoid Everyday along with our policy learning analysis and a standardized cloud-based evaluation platform, we intend to advance research in general-purpose humanoid manipulation and lay the groundwork for more capable and embodied robotic agents in real-world scenarios. Our dataset, data collection code, and cloud evaluation website are made publicly available on our project website.
SHIELD: Safety on Humanoids via CBFs In Expectation on Learned Dynamics
Robot learning has produced remarkably effective ``black-box'' controllers for complex tasks such as dynamic locomotion on humanoids. Yet ensuring dynamic safety, i.e., constraint satisfaction, remains challenging for such policies. Reinforcement learning (RL) embeds constraints heuristically through reward engineering, and adding or modifying constraints requires retraining. Model-based approaches, like control barrier functions (CBFs), enable runtime constraint specification with formal guarantees but require accurate dynamics models. This paper presents SHIELD, a layered safety framework that bridges this gap by: (1) training a generative, stochastic dynamics residual model using real-world data from hardware rollouts of the nominal controller, capturing system behavior and uncertainties; and (2) adding a safety layer on top of the nominal (learned locomotion) controller that leverages this model via a stochastic discrete-time CBF formulation enforcing safety constraints in probability. The result is a minimally-invasive safety layer that can be added to the existing autonomy stack to give probabilistic guarantees of safety that balance risk and performance. In hardware experiments on an Unitree G1 humanoid, SHIELD enables safe navigation (obstacle avoidance) through varied indoor and outdoor environments using a nominal (unknown) RL controller and onboard perception.
Rhythm: Learning Interactive Whole-Body Control for Dual Humanoids
Realizing interactive whole-body control for multi-humanoid systems is critical for unlocking complex collaborative capabilities in shared environments. Although recent advancements have significantly enhanced the agility of individual robots, bridging the gap to physically coupled multi-humanoid interaction remains challenging, primarily due to severe kinematic mismatches and complex contact dynamics. To address this, we introduce Rhythm, the first unified framework enabling real-world deployment of dual-humanoid systems for complex, physically plausible interactions. Our framework integrates three core components: (1) an Interaction-Aware Motion Retargeting (IAMR) module that generates feasible humanoid interaction references from human data; (2) an Interaction-Guided Reinforcement Learning (IGRL) policy that masters coupled dynamics via graph-based rewards; and (3) a real-world deployment system that enables robust transfer of dual-humanoid interaction. Extensive experiments on physical Unitree G1 robots demonstrate that our framework achieves robust interactive whole-body control, successfully transferring diverse behaviors such as hugging and dancing from simulation to reality.