Latest papers

33 papers8 papers in the last four weeks, up 167% on the four weeks before. 0.0% of all new papers.

Oct 23, 2026

From Tabletop to Walking Bot: Deploying a VLA Model on a Legged Manipulator Robot

Vision-language-action (VLA) models are typically pretrained on broad, diverse datasets and subsequently fine-tuned on a comparatively small dataset tailored to a specific target robot. Such adaptation recipe is now widely established, achieving its most mature results on fixed-base arms due to their static base dynamics and consistent reference frame. Mounting the same arm on a quadruped extends the workspace to the entire floor, but fundamentally changes the embodiment: rather than controlling the arm in isolation, the policy must jointly coordinate base navigation, body posture, and end-effector motion. In this work, we study the practical demands of this embodiment change across data collection, model adaptation, and inference design to achieve closed-loop loco-manipulation on a Unitree Go2 with an AgileX Piper arm. We report the choices that made this real-robot deployment feasible, namely model variant, action horizon, and demonstration conventions, together with a study tailored to a pick-and-place task, separating data coverage from model capacity. We show that expanding demonstration coverage reduces held-out end-effector error by 30%, and incorporating secondary skills (such as pushing rather than grasping) introduces new behavioral modes without degrading baseline performance. Finally, closed-loop real-world experiments show how dataset composition shapes success and failure, validating the pipeline for more complex loco-manipulation.
Oct 22, 2026

Memory before Goal: Role of Pre-History Memory for Humanoid Loco-Manipulation

Humanoid loco-manipulation in dynamic scenes is non-Markovian: cues vanish as objects change or are hidden, or leave the view as the robot turns and walks, yet whole-body vision-language-action (VLA) policies see only the present. We present WholeBodyMem, an object-guided perceptual memory that keeps the pre-history of object events seen before the robot acts on its goal. SAM3 tracks the task objects, and their events causally select key frames within an adaptive budget, which the action expert reads by cross-attention together with object tokens encoding appearance, geometry and time. We also contribute HuMeGo, a humanoid memory benchmark with six simulated and six real-world Unitree G1 tasks. Keeping the right frames rather than more frames, WholeBodyMem surpasses memoryless and uniform-memory baselines, raising its base policy's success from 29.1% to 72.6% in simulation and from 36.7% to 88.3% on the real robot, while also improving the standard SIMPLE tasks (70.2% to 86.9%).
Oct 22, 2026

LocoManiLab: A Unified Testbed for Data, Policies, Controllers, and Deployment in Humanoid Loco-Manipulation

Humanoid robots must coordinate locomotion and manipulation in everyday environments, yet progress is difficult to assess across differing policies, controllers, and task settings. LocoManiLab provides an integrated testbed spanning data collection and generation, policy training, evaluation, and physical deployment. Its task suite covers 234 atomic and compositional tasks across five household scene categories, supported by 51.5 hours of simulated teleoperation. The evaluation covers twelve policies with a shared controller across task and scene splits and perturbation levels, two policies across five controllers, and studies of demonstration scale and data-source mixtures. Success rates fall on unseen tasks and scenes and generally decline as visual perturbations increase, with differences in generalization and robustness across policies. For data generation, a humanoid motion generation model is fine-tuned for loco-manipulation to study the alignment of its outputs with task execution requirements and its integration into the data generation pipeline. Three simulated loco-manipulation tasks closely match real-world setups, enabling evaluation of three policies in both domains. Similar policy rankings support the reliability of simulation-based evaluation.
Oct 20, 2026

LocoPilot: Single-Operator Bilateral Teleoperation for Loco-Manipulation Policy Learning

Learning loco-manipulation policies requires demonstrations that capture coordinated base and arm motion on the target embodiment. Robot-free interfaces allow demonstrations to be collected independently of the target robot, increasing flexibility but without directly capturing platform-specific commands, proprioception, and body-mounted observations. On-robot teleoperation allows to capture these signals directly, but requires an interface capable of commanding the complete system concurrently. This paper presents LocoPilot, a single-operator bilateral teleoperation and data-collection framework implemented on a 12-DoF Unitree Go2 quadruped equipped with a 6-DoF AgileX Piper L manipulator, an Intel RealSense D435 wrist camera, and an Intel RealSense D405 head camera. A second 6-DoF Piper L arm, used as the leader and two handheld controllers provide simultaneous control of the base, body posture, manipulator, and gripper. The follower arm interaction forces are estimated without a dedicated force/torque sensor and rendered to the operator through a passivity-constrained haptic channel. A ROS~2 pipeline records synchronized multimodal observations together with a unified 11D action shared by teleoperation and policy deployment. Compared to prior work, LocoPilot uniquely unifies robot-in-the-loop legged data collection, force feedback without motion-capture instrumentation, and the same action interface at deployment. We evaluate the interface across multiple loco-manipulation tasks and validate the complete collection-to-deployment pipeline by fine-tuning MolmoAct2 \cite{MOLMO} on pick-and-place demonstrations and deploying on the physical robot without action retargeting or additional inverse kinematics. Code available at: https://github.com/iit-DLSLab/LocoPilot
Oct 17, 2026

DiPLO: Self-distilled Diffusion Planning for Loco-manipulation

Humanoid loco-manipulation is particularly challenging because it requires coordinating locomotion, balance, and object interaction, making it difficult to learn from limited demonstrations or from scratch through Reinforcement Learning (RL). We introduce DiPLO (self-distilled Diffusion Planning for Loco-manipulation), a framework that combines a self-distilled diffusion planner with a low-level whole-body tracking policy. Our planner is pretrained via supervised learning on motions derived from human-to-humanoid retargeting, while the tracker is trained via RL to execute them. DiPLO centers around two complementary post-training stages. First, we introduce Self-Distillation Diffusion Policy Optimisation (SD:DPO) to remove the planner's dependence on strong task conditioning, which we identify as a crucial ingredient for effective pretraining, as downstream fine-tuning does not recover comparable performance when it is omitted.. We then fine-tune this distilled model with Diffusion-Augmented Proximal Policy Optimization (DA:PPO), a maximum-entropy RL method for diffusion models, to improve task success and align generated plans with the frozen tracker's execution capabilities. Together, these stages enable motion generation through state-history and goal conditioning alone, enabling 99% task success in pick-carry-place tasks, compared to just 45% for the pretrained model. The resulting planner also generates motions for unseen object goals, with further evaluations on kicking and pushing/pulling tasks. Finally, we deploy our pipeline on the hardware, using our DA:PPO planner-tracker on a Unitree G1, achieving repeated successful executions without any real-world fine-tuning.
Oct 13, 2026

λ0λ_0: Scaling Open-World Egocentric Human Data for Humanoid Loco-Manipulation

Humanoid loco-manipulation requires coordinated whole-body interaction with the physical world, yet collecting robot demonstrations at scale remains costly. Human demonstrations offer a scalable alternative, but existing egocentric human supervision often omits locomotion and posture, while embodiment differences and controller dynamics hinder accurate end-effector execution. We introduce HumanVerse, a 500-hour dataset of open-world human loco-manipulation pairing egocentric video with synchronized body and hand motion. Our human-to-humanoid pipeline aligns camera viewpoints and arm appearance, and refines motion references and controller inputs offline to reduce end-effector errors while preserving whole-body coordination. We validate the pipeline through zero-shot transfer to Unitree G1 on representative whole-body manipulation and long-range loco-manipulation tasks, without target-task robot demonstrations. Building on this pipeline, we develop λ0λ_0, a humanoid foundation model for whole-body loco-manipulation, with robot-aligned human demonstrations providing supervision for mid-training. Increasing whole-body human data consistently improves downstream task progress. λ0λ_0 achieves 90.0% success on SIMPLE and 62.5% across real-world loco-manipulation tasks. We expect this study to guide scalable whole-body human data collection toward humanoid foundation models for richer interaction with the physical world. Homepage: https://lambdahumanoid.github.io/
Oct 10, 2026

Test-Time Compute for Humanoid Behavior Foundation Models

Humanoid Behavior Foundation Models (BFMs) can execute impressive motions, but downstream applications such as loco-manipulation demand high whole-body positional accuracy. Existing BFMs suffer from a systematic command-execution gap, where executed motions deviate from desired ones. We show that additional test-time compute can improve execution without retraining the BFM. First, we introduce Test-Time Command Optimization (TTCO), which adapts the input command to the specific BFM to produce an executed trajectory closer to the desired motion. TTCO finds such commands by sampling-based optimization through closed-loop simulations of the BFM and robot dynamics. Across three BFMs on the AMASS dataset, TTCO reduces mean global body-position error by 79-84% in simulation. Second, we analyze test-time compute scaling and derive an approximate compute-optimal strategy that can sustain performance gains as the compute budget increases. Third, TTCO can generate BFM-specific action labels from recorded robot trajectories without requiring the original teleoperation body-motion commands. Simulation and real-robot experiments show that these labels are effective for training high-level loco-manipulation policies. This method also supports reusing existing demonstrations across BFMs.
Oct 6, 2026

Humanoid Horizon: Extending Task Horizon in Whole-Body Loco-Manipulation via Parallel Training, Dynamic Starting, and Reward Gating

Cluttered indoor environments, where large and heavy objects are scattered across diverse surfaces, require humanoid robots to sequentially navigate, grasp, transport, and accurately place each item at its target location within a single uninterrupted episode. This long-horizon, whole-body loco-manipulation task remains a significant challenge for current methods. Previous approaches often suffer from two main issues: easy-reward bias, where training overemphasizes early transport stages at the expense of later ones, and catastrophic forgetting, where focusing on later stages leads to a decline in earlier-stage performance. In this work, we introduce Humanoid Horizon, a unified policy framework designed to overcome these limitations through three interrelated mechanisms. The Parallel Training Strategy organizes NN scenes into SS concurrent stage streams governed by a shared policy, ensuring all transport stages receive continuous gradient updates and removing the bottleneck of sequential optimization. The Dynamic Starting Mechanism updates each environment's initial state with terminal states from upstream rollouts, gradually broadening transition coverage and enhancing robustness at stage boundaries. Reward Gating sets the reward to zero for the rest of the episode in later-stage streams when the immediately preceding object is displaced beyond a set threshold, so the shared policy learns not to disturb a just-placed object and earlier placements are preserved throughout the episode. Collectively, these strategies achieve per-stage success rates exceeding 80% on the two-object LHM-Humanoid benchmark (350 training scenes, 66 held-out scenes). As the number of sequentially transported objects grows beyond two, success declines with the horizon, but the degradation is graceful relative to the sharp drop seen in all baselines.
Oct 5, 2026

Dataset-Free Compliant Humanoid Loco-Manipulation with Dynamic Online Posture

Most humanoid loco-manipulation controllers require human motion data to learn whole-body coordination and posture, leaving policies reliant on external sources to provide this data. We present OCLO (Online-posture Compliant LOco-manipulation), a humanoid loco-manipulation system trained without human motion data and commanded only through two end-effector targets. Because these targets do not uniquely determine whole-body posture, OCLO generates pelvis height and torso orientation online using an analytic reachability prior, further refined through policy-in-the-loop sampling with a task-agnostic cost. OCLO also learns whole-body compliance by displacing end-effector references according to measured forces through a spring-damper model, encouraging the legs, waist, and pelvis to yield to external loads. In simulation, using the reachability prior leads to a 77.8% success rate in acquiring the commanded reference, a vast improvement over the 37.8% success rate accomplished without the prior. Further, refinement reduces end-effector orientation error across all evaluated tasks. The same posture module improves a pretrained SONIC controller on four of five tasks. Without compliance training, policies tend to lose balance under disturbances rather than sacrifice tracking. On a Unitree G1, OCLO maintains balance under end-effector disturbances that cause its ablations to fail and performs seven loco-manipulation tasks, including crouched walking and picking up a box from a low surface. Project website: https://oclo-humanoid.github.io/
Oct 1, 2026

InterEvolve: Test-Time Evolution of Reward Programs for Humanoid Loco-Manipulation

We study test-time evolution for humanoid loco-manipulation: solving tasks that a controller was never trained for by repurposing its existing skills, improving from its own attempts, and retaining what it learns, without retraining. Our key insight is that a broad controller already holds much of the competence a new task needs, and that this competence becomes accessible through an interface between planning and control that is expressive enough to specify contact-rich, multi-stage interactions, yet executable and measurable enough that execution feedback can guide planning from experience. InterEvolve realizes this interface with two components. First, we develop an object-aware forward-backward (FB) behavioral foundation model, whose object residuals on a frozen body prior turn a new reward about the body or objects into loco-manipulation behavior at test time. Second, we specify tasks as reward programs: staged rewards with completion conditions and tunable constants. A large language model (LLM) agent revises the program structure in context, drawing on execution feedback and a skill library of verified programs, while a numerical optimizer tunes its constants. With every candidate verified across parallel simulation scenarios, the program explores new ways to induce, repurpose, and compose the controller's existing motor competence for the task at hand, and thus improves over iterations. Experiments show that human-designed rewards leave much of the FB model's loco-manipulation competence untapped, whereas the programs InterEvolve evolves release it, sometimes through novel strategies. It further produces behaviors for diverse tasks, complex scenes, and long-horizon compositions in simulation, and evolved skills run autonomously on a physical Unitree G1 from egocentric onboard perception.
Sep 24, 2026

HuGo: LLMs as Whole-Body Policy Code Designers for Humanoid Loco-Manipulation

For humanoids to be useful in everyday environments, they must perform a wide range of tasks that couple locomotion and manipulation. Existing approaches commonly acquire a loco-manipulation policy through reward engineering or demonstrations followed by task-specific training, making it costly to scale to new tasks. In this work, we propose a hierarchical approach to humanoid loco-manipulation that eliminates these per-task requirements. HuGo, Humanoid policy code Generation, uses a Large Language Model (LLM) to generate executable, closed-loop high-level policy code from a task description on top of a frozen low-level whole-body policy. Given the task, observation, and command specifications, the LLM constructs the task logic in code. HuGo then refines the policy from its rollouts using numerical trajectories and selected video frames to produce feedback and targeted code updates. Across five simulation tasks, using two different low-level policies, HuGo substantially outperforms a high-level reinforcement learning baseline and approaches the performance of a demonstration-based baseline. We achieve this level of performance without task-specific reward design or demonstration collection. We further demonstrate zero-shot transfer of simulation-generated policies to hardware and show that applying the same refinement loop to real-world rollouts can further improve transfer performance without expert demonstrations or policy retraining. Project website is https://iconlab.negarmehr.com/HuGo/
Sep 24, 2026

Contact as a Decision Variable: Capability-Tradeoff Contact Selection for Legged Loco-Manipulation

In this paper, we study the joint selection of an environmental support contact and a whole-body configuration for a prescribed loco-manipulation task. A contact may provide greater physical support while restricting the motion required for the task. We formulate this problem through three capability measures: residual wrench, end-effector reach, and base mobility available after satisfying the task requirements, and we balance them against contact acquisition cost. Evaluating these capabilities for every candidate requires repeated whole-body optimizations. To reduce this computational cost, we propose Capability-Tradeoff Contact Selection (CTCS). CTCS screens candidates for contact and task feasibility, groups similar candidates within each surface, and predicts their capabilities from exact anchor evaluations using local sensitivity analysis. It checks these predictions through selective exact evaluations, ranks candidates by capability, and evaluates a shortlist exactly for final selection. We evaluate CTCS in simulations and hardware experiments using a Unitree Go2 quadruped with an AgileX NERO arm across 392392 task conditions with nine available support surfaces. Results show that CTCS outperforms ground-only and fixed-contact support, as it can select support surfaces that provide favorable capability trade-offs for the task. Compared with evaluating every candidate exactly, CTCS achieves approximately 3×3\times speedup while closely matching the resulting mean objective value.
Sep 18, 2026

Learning Distance-Conditioned Object Transport for Humanoid Loco-Manipulation from a Single Motion Clip

Motion tracking can reproduce humanoid loco-manipulation from a single retargeted motion clip, but a policy trained on a fixed reference primarily reproduces its demonstrated transport outcome. Although the source trajectory visits intermediate object displacements, transport termination is demonstrated only at its endpoint. We identify this mismatch as the termination-versus-passage gap: intermediate displacements are observed as passage states rather than termination-complete outcomes. We introduce Distance-Conditioned Reference Recomposition (DCRR), which relocates the demonstrated termination segment to intermediate transport states. A frozen tracking teacher replays the recomposed references under closed-loop dynamics, and the retained trajectories are relabeled by their achieved object placements and distilled into a reference-free policy. This procedure constructs distance-conditioned supervision from the interaction behavior encoded in the source motion. Across Carry, Kick-Push, Crouch-Push, and Drag, DCRR-BC produces command-dependent transport with an overall normalized distance mean absolute error (MAE) of 0.15, compared with 0.28 for source-only behavior cloning. RL fine-tuning further improves the command response and execution robustness in the training simulator and under sim-to-sim transfer. Finally, hardware experiments demonstrate transport-distance modulation across all four interaction modes.
Sep 16, 2026

ViLoMan: Learning Visual-Proprioceptive Whole-Body Loco-Manipulation Skills for Humanoid Robots

Humanoid loco-manipulation requires adaptive whole-body coordination to seamlessly integrate locomotion and physical interaction. Despite recent advances, learning autonomous loco-manipulation remains challenging due to the scarcity of diverse, physically executable robot-object interaction data and the difficulty of learning unified whole-body control directly from onboard observations. We present ViLoMan, a scalable framework for autonomous humanoid loco-manipulation. ViLoMan first transforms partial kinematic demonstrations of human-object interactions into complete, physically executable robot trajectories. It then leverages these trajectories within a teacher-student distillation framework to learn a unified policy that maps egocentric depth observations and proprioceptive measurements directly to joint-level whole-body actions. During deployment, the policy requires neither reference motions nor intermediate commands. We evaluate ViLoMan on door-closing tasks across diverse door configurations and robot initial conditions in both simulation and the real world. Experimental results demonstrate that a single policy enables a Unitree G1 humanoid to complete the full task using only onboard depth sensing and proprioception, while generalizing robustly across task variations and transferring effectively from simulation to reality. Project page: viloman-anonymous.pages.dev.
Sep 3, 2026

FWBC-VLA: Force-Aware Whole-Body Compensation for Contact-Rich Loco-Manipulation

Contact-rich loco-manipulation requires a bridge between semantic action generation and physical interaction control. Existing Vision-language-action (VLA) models generate task-level actions from visual and linguistic observations, but cannot interpret the physical interactions induced by those actions. While the whole-body control (WBC) policy can stabilize the robot, it cannot distinguish task-relevant interaction forces from forces induced by external disturbances during manipulation. Although force/torque sensors provide direct measurements of physical interactions, retrofitting them entails additional hardware costs and substantial integration effort, particularly for platforms not designed with sensor integration in mind. To address this problem, we propose FWBC-VLA, a force-aware framework that bridges task-level VLA action generation and low-level whole-body compensation control for wheeled-legged robots. First, we introduce HSR-Force, a sensorless residual-torque estimator for inferring contact strength and its temporal variation. These contact estimates are then encoded as tokens and injected into the VLA action expert during action decoding, enabling the policy to perceive contact onset, sustained loading, and release. For loco-manipulation tasks, all parameters of the pretrained VLA backbone are fine-tuned on our WL&Arm Dataset, which comprises more than 5,000 episodes. Moreover, the robot's proprioceptive state, the Jacobian-derived body-frame force estimate, and the estimated contact state are jointly fed into a compensation generator to produce corrective actions. The manipulation-centric actions are subsequently combined with the corrective actions and passed to the WBC policy for execution. Real-world experiments on whiteboard wiping and door opening with a door closer demonstrate the effectiveness of our FWBC-VLA in contact-rich loco-manipulation.
Aug 23, 2026

DreamMimic: Learning Visuomotor Whole-Body Loco-Manipulation via World Model

Vision-based whole-body loco-manipulation on humanoid robots is challenging due to partial observability, contact-rich dynamics, and the difficulty of learning long-horizon behaviors from high-dimensional visual inputs. We present DreamMimic, a framework that distills privileged teacher policies into vision-based humanoid controllers via world-model-assisted distillation. Instead of using a Dreamer-style RSSM for planning, we repurpose it to learn predictive latent dynamics that serve as both a representation space and an action-conditioned multi-step supervision signal, while exposing compact predictive features to the student policy to reduce long-term drift. Beyond standard reconstruction objectives for proprioceptive and visual observations, we add auxiliary prediction heads for privileged state, contact, object state, and reward estimation. These heads provide additional supervision related to agent--object interaction and task progress, encouraging the latent representation to retain signals that are useful for contact-rich loco-manipulation. We further introduce Performance-Conditioned Guidance (PCG), a reward-driven adaptive distillation schedule that computes performance scores for both teacher and student to dynamically balance guidance and exploration. PCG prevents both premature teacher annealing and excessive teacher interference in challenging visual settings. Experiments on OMOMO and BEHAVE show improved tracking-based loco-manipulation performance over strong vision-based baselines, without exposing online privileged interaction states to the student at deployment. Qualitative simulations further examine morphology and simulator changes. These results suggest that world models can provide a useful mechanism for stabilizing visual policy distillation in contact-rich humanoid behaviors.
Aug 20, 2026

Video2DoorTraversal: Push Door Traversal via Simulated Door Twins

Door opening and traversal is a long-horizon loco-manipulation task that requires precise handle interaction and coordinated base-arm control. We present Video2DoorTraversal, a single-video real-to-sim-to-real framework for wheel-legged mobile manipulators. Given one RGB video of a real door, DoorTwin reconstructs an instance-aligned, articulated, and simulation-ready door twin with realistic geometry and appearance. A simulation-in-the-loop agent converts the recovered articulation into a parameterized skill program and iteratively refines failed rollouts to generate physically executable demonstrations. These demonstrations are used to train ArticuACT, a dual-depth policy that predicts coordinated base, arm, and gripper commands using robot-centric camera conditioning and interaction-aware supervision. With all perception and policy inference running onboard, the system achieves a 96.57% average success rate across five real doors and an 80.95% zero-shot success rate on structurally similar unseen doors, while completing the full approach, opening, and traversal sequence in approximately 13s on average. Project Page: https://video2doortraversal.github.io/.
Aug 17, 2026

FetchMan: Learning Visual Humanoid Loco-Manipulation Policies from Simulated Experiences

Visual loco-manipulation policies that can generalize to novel scenes and objects have long been a goal of robotics research. However, today's data-hungry algorithms make collecting sufficient demonstrations a struggle for tabletop manipulation, and even more so for humanoids that must also walk and balance. Learning from simulated data and transferring that behavior to the real world, as is commonly done in locomotion, sidesteps this struggle, so we replicate that recipe for loco-manipulation. In doing so, we find that cloning synthetic demonstrations results in a low performance ceiling no matter the amount of training data. Reinforcement learning breaks through it, and refining the cloned policy with Flow-GRPO on a single sparse reward yields performance that synthetic behavior cloning cannot match. Together, these stages form our end-to-end sim-to-real pipeline spanning more than 150,000 scenes, which we use to train FetchMan. We evaluate it on FetchMan-Bench, a simulation benchmark we release, and deploy it zero-shot on a real Unitree G1, where our single-object reach-and-pick policy walks to and grasps a target across unseen scenes at 73.3% success. Finally, we extend this recipe to multi-object training, a first step toward loco-manipulation generalist policies at this data scale.
Aug 7, 2026

LUCID: Latent-Skill Unified Control via Imagined Dynamics for Long-Horizon Humanoid Loco-Manipulation

Long-horizon humanoid loco-manipulation requires composing versatile whole-body skills and reliable high-level decision making. Existing methods often coordinate pretrained skills with scripted planners, finite-state machines or task-specific model-free policies, restricting their ability to handle complex task sequences. To address this limitation, we propose LUCID, a hierarchical model-based reinforcement learning framework that plans over reusable skills through imagined rollouts of a learned dynamics model. LUCID first trains a structured latent-conditioned low-level policy via adversarial imitation and then freezes it while jointly learning a high-level policy and macro-dynamics world model. The world model predicts the temporally extended state transitions induced by latent decisions, enabling high-level policy optimization through imagined rollouts. We evaluate our framework across various simulated multi-object rearrangement scenarios. Experimental results show that LUCID improves the full-task success and partial-completion rates compared to prior baseline methods, demonstrating its effectiveness in complex sequential loco-manipulation tasks.
Jul 20, 2026

FARO: Feasibility-Aware Robot Motion Optimization

Fast planning of novel behaviors in unseen scenarios remains a fundamental challenge in robotics. The high-dimensional, hybrid, and underactuated nature of humanoid loco-manipulation continues to hinder the realization of this goal. In this paper, we address this challenge by proposing a nested kino-dynamic framework for rapid feasibility checking and dynamically consistent trajectory generation given a candidate contact sequence. By integrating this module with a feasibility-guided tree search and a Large Language Model (LLM)-based contact plan sampling strategy, we demonstrate that the proposed framework can substantially improve the search process. Furthermore, we show that the generated trajectories can be tracked using a reinforcement learning (RL)-based controller and show that the resulting trajectories are of sufficiently high quality for execution in real-world loco-manipulation scenarios. A supplementary video is available at: https://youtu.be/R6qCHoCormQ.
Jun 25, 2026

Humanoid-DART: Humanoid Loco-Manipulation using Diffusion-guided Augmentation through Relabeling and Tracking

Imitating human demonstrations has emerged as a dominant paradigm for learning humanoid loco-manipulation policies. However, scaling these approaches remains challenging due to the high cost of collecting diverse demonstrations and the need for continual human intervention to correct policy failures. In this paper, we present a self-supervised framework that bootstraps from sparse demonstrations and progressively expands its behavioral repertoire, enabling the learning of a goal-conditioned policy that automatically explores the goal space with minimal expert supervision. Our approach combines diffusion-based trajectory generation with reinforcement learning, where the latter is used to track goal-conditioned trajectories produced by the diffusion model for a range of loco-manipulation skills. Through extensive ablation studies and comparisons with state-of-the-art methods, we demonstrate the effectiveness of our framework on multiple humanoid loco-manipulation skills.
Jun 24, 2026

OmniContact: Chaining Meta-Skills via Contact Flow for Generalizable Humanoid Loco-Manipulation

Learning long-horizon humanoid loco-manipulation poses a dual challenge: it requires not only the robust execution of meta-skills but also their seamless, closed-loop chaining equipped with autonomous recovery. Existing approaches remain limited: explicit humanoid-object interaction representations offer precision but are notoriously difficult for high-level planning, whereas implicit skill embeddings are compact but lack the interpretability required for reliable composition. We propose \ours, a hierarchical framework centered on contact flow (CF), a compact representation consisting of key body trajectories and time-series binary contact signals. Leveraging this shared interface, our low-level policy CF-Track learns a unified library of loco-manipulation skills, while our high-level module CF-Gen heuristically synthesizes future contact-flow sequences. To support this setting, we additionally collect the OmniContact dataset, a MoCap-based HOI corpus for humanoid loco-manipulation (Appendix~\ref{sec:dataset}). Together, they enable robust execution, autonomous failure recovery, and flexible composition of meta-skills for long-horizon tasks. Experiments show that OmniContact achieves 98.7%98.7\% success on Carry Box and 76.5%76.5\% on Push-Stack Boxes, outperforming prior baselines by average margins of 40.9%40.9\% in meta-skill and 66.5%66.5\% in skill chaining. Besides, our framework naturally integrates with VLMs for semantic task decomposition, enabling complex, semantically grounded loco-manipulation behaviors, such as arranging scattered boxes into a heart shape.
Jun 22, 2026

CoorDex: Coordinating Body and Hand Priors for Continuous Dexterous Humanoid Loco-Manipulation

Humanoid loco-manipulation is often simplified into a stop-and-go process: walking to an object, stopping to manipulate it, and then resuming locomotion. It also commonly relies on low degree-of-freedom (DoF) end effectors that behave like an open-close grasp primitive. We introduce CoorDex, a learning pipeline that converts high-dimensional body and dexterous hand control into coordinated latent residual control, enabling high-DoF dexterous loco-manipulation on the move. Starting from simulated whole-body and hand demonstrations, CoorDex trains privileged motion tracking teachers for the humanoid body and dexterous hand, distills them into proprioception-conditioned latent priors, and uses the frozen priors as the action space for downstream residual reinforcement learning. A coordinated latent residual policy composes these priors through shared task context and separate body-hand residual heads, preserving natural whole-body motion while improving finger-level contact reliability. CoorDex enables a Unitree G1 humanoid with a 20-DoF WUJI hand to execute dexterous manipulation while in motion, including non-stop bottle grasping and carrying, fridge door opening on the move, and cube pick-and-turn. Ablations on the walk-grasp-carry task show that joint-space PPO, joint-space hand control, and monolithic latent prediction all fail under the same reward budget, while the latent-prior interface and coordinated residual structure make high-dimensional contact-rich loco-manipulation trainable. Project Page: https://skevinci.github.io/coordex/
Jun 20, 2026

OpenHLM: An Empirical Recipe for Whole-Body Humanoid Loco-Manipulation

Whole-body humanoid loco-manipulation requires coordinating the robot's entire kinematic chain. However, most existing systems typically decouple the upper and lower bodies into separate controllers, limiting such coordination and yielding behaviors similar to those of a wheeled dual-arm platform. In this paper, we ask what it takes to build a whole-body native vision-language-action (VLA) model that maps language and pixels directly to all of the humanoid's degrees of freedom. We conduct a systematic empirical study organized as a roadmap of one-variable-at-a-time experiments across three phases: whole-body teleoperation, VLA model design, and heterogeneous co-training. Our study yields several intriguing findings: a joint-based whole-body teleoperation interface outperforms alternatives that only partially expose the humanoid's degrees of freedom; a VLA pretrained on static and wheeled dual-arm platforms transfers surprisingly well to a humanoid's full action space; and co-training with HuMI, the humanoid analog of UMI, extends the policy to new objects and instructions without additional whole-body teleoperation on those targets. Following this roadmap yields OpenHLM, an open-source recipe for whole-body humanoid loco-manipulation. In a challenging long-horizon task that spans a wide vertical range of the humanoid, OpenHLM outperforms two state-of-the-art humanoid VLA baselines (GR00T N1.6 and Ψ0Ψ_0) using less than half the total demonstration time. Our code, training data, and model checkpoints are available at [https://openhlm-project.github.io/].
Jun 4, 2026

MotionDisco: Motion Discovery for Extreme Humanoid Loco-Manipulation

We present MotionDisco, a framework that discovers contact-rich, long-horizon humanoid loco-manipulation motions from scratch, without relying on teleoperation or motion retargeting from human demonstrations. This is challenging because the space of possible contact interactions grows combinatorially with the task horizon and the number of objects in the scene. MotionDisco enables rapid discovery of novel motions by coupling a large language model (LLM) guided evolutionary search over sequences of interactions with an efficient sequential kinodynamic trajectory optimizer and pruning strategy, enabling the rapid discovery of novel skills. Through extensive ablation studies, we show that our LLM-guided search discovers successful whole-body trajectories across several challenging long-horizon tasks. Finally, by training reinforcement learning tracking policies on the discovered trajectories, we transfer the motions to a real humanoid robot. This is the first work to discover and deploy long-horizon humanoid loco-manipulation skills entirely through automated evolutionary search. Supplementary videos of the experiments are available at: https://youtu.be/DHiVz34QYlw.
Jun 2, 2026

SplitAdapter: Load-Aware Humanoid Loco-Manipulation via Factorized Adaptation

Humanoid loco-manipulation requires stable whole-body control under varying object masses and pickup/placement heights. This becomes particularly challenging in sim-to-real transfer, where object-induced load variation and robot-side dynamics mismatch interact during physical contact. Existing history-based adapters often compress these factors into a single latent representation, which can weaken robustness under heavy-load manipulation. We propose SplitAdapter: Load-Aware Humanoid Loco-Manipulation via Factorized Adaptation, which freezes a pretrained box manipulation policy and extends it with object/load and dynamics-aware context encoders trained with split world-model objectives, GRL-based cross-adversarial regularization, and hierarchical Feature-wise Linear Modulation (FiLM). In sim-to-sim experiments and real-world deployment, SplitAdapter improves Full-task success over the base policy and world-model FiLM baselines across object masses of 22, 44, and 66 kg and pickup/placement heights of 00, 3030, and 6060 cm, with the largest improvements under heavy-load conditions.
May 31, 2026

S2M-Trek: From Single to Multi-Sphere Transport via Per-Frame Deep Sets on a Wheel-Legged Robot

We study the problem of scaling dynamic loco-manipulation from a single free-rolling sphere to multiple spheres transported simultaneously on the back of a wheel-legged quadruped, without fences, grippers, or mechanical stops. Multiple identical free-rolling spheres form an unordered set with no persistent identity: their ordering may change independently at each history frame, creating a per-frame permutation symmetry that standard history-concatenation set encoders do not explicitly enforce -- these encoders impose only a shared, diagonal permutation symmetry over the full history. We show that this symmetry mismatch leads to a concrete failure mode in curriculum-based reinforcement learning. Within the same PPO training budget, flat MLPs and branch-wise encoders plateau at or below the two-sphere stage, while a history-concatenation Deep Sets baseline (\HCDS) fails to progress past the two-sphere stage in our runs unless ball-to-slot assignments are randomised during training, suggesting that it exploits slot indices as a curriculum shortcut rather than learning identity-free multi-sphere dynamics. We propose Per-Frame Deep Sets (\PFDS), which performs permutation-invariant pooling within each history frame before temporal readout; we prove that \PFDS is \Gframe\Gframe-invariant and universally approximates continuous \Gframe\Gframe-invariant policies. A 2×22{\times}2 ablation over encoder architecture and slot randomisation separates the architectural and data-augmentation pathways, and \PFDS reaches the five-sphere stage with 100% no-drop transport in simulation across all five random seeds. We further distill the \PFDS teacher into \TactSet via DAgger, replacing privileged sphere-state observations with a 16×1616{\times}16 Boolean union contact map, yielding a compact and naturally \Gframe\Gframe-invariant tactile representation.
Apr 9, 2026

Sumo: Dynamic and Generalizable Whole-Body Loco-Manipulation

This paper presents a sim-to-real approach that enables legged robots to dynamically manipulate large and heavy objects with whole-body dexterity. Our key insight is that by performing test-time steering of a pre-trained whole-body control policy with a sample-based planner, we can enable these robots to solve a variety of dynamic loco-manipulation tasks. Interestingly, we find our method generalizes to a diverse set of objects and tasks with no additional tuning or training, and can be further enhanced by flexibly adjusting the cost function at test time. We demonstrate the capabilities of our approach through a variety of challenging loco-manipulation tasks on a Spot quadruped robot in the real world, including uprighting a tire heavier than the robot's nominal lifting capacity and dragging a crowd-control barrier larger and taller than the robot itself. Additionally, we show that the same approach can be generalized to humanoid loco-manipulation tasks, such as opening a door and pushing a table, in simulation. Project code and videos are available at https://sumo.rai-inst.com/.
Apr 8, 2026

CMP: Robust Whole-Body Tracking for Loco-Manipulation via Competence Manifold Projection

While decoupled control schemes for legged mobile manipulators have shown robustness, learning holistic whole-body control policies for tracking global end-effector poses remains fragile against Out-of-Distribution (OOD) inputs induced by sensor noise or infeasible user commands. To improve robustness against these perturbations without sacrificing task performance and continuity, we propose Competence Manifold Projection (CMP). Specifically, we utilize a Frame-Wise Safety Scheme that transforms the infinite-horizon safety constraint into a computationally efficient single-step manifold inclusion. To instantiate this competence manifold, we employ a Lower-Bounded Safety Estimator that distinguishes unmastered intentions from the training distribution. We then introduce an Isomorphic Latent Space (ILS) that aligns manifold geometry with safety probability, enabling efficient O(1) seamless defense against arbitrary OOD intents. Experiments demonstrate that CMP achieves up to a 10-fold survival rate improvement in typical OOD scenarios where baselines suffer catastrophic failure, incurring under 10% tracking degradation. Notably, the system exhibits emergent "best-effort" generalization behaviors to progressively accomplish OOD goals by adhering to the competence boundaries. Project website: https://shepherd1226.github.io/CMP/
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.