RL for Legged Locomotion

RL: Reinforcement Learning

Overview

This field studies how quadruped and humanoid robots can learn coordinated walking, running, jumping, and navigation while staying balanced and managing contact with the ground. Common approaches train actor–critic policies such as PPO in simulation, using reward shaping and curricula; others add motion-imitation priors, perception, learned dynamics, or model-predictive control. Researchers test policies in simulators and on hardware across settings such as stairs, gaps, rough or deformable terrain, payloads, and external pushes, often using teacher–student distillation to transfer privileged simulation training to real sensors. A central challenge is achieving reliable, safe sim-to-real transfer and broad terrain or morphology generalization without sacrificing efficiency, natural motion, or energy use.

Latest papers

167 papers33 papers in the last four weeks, up 106% on the four weeks before. 0.2% of all new papers.

May 2, 2026

Dynamics Aware Quadrupedal Locomotion via Intrinsic Dynamics Head

Quadrupedal locomotion plays a critical role in enabling agile, versatile movement across complex terrains. Understanding and estimating the underlying physical dynamics are essential for achieving efficient and stable quadrupedal locomotion. We propose a novel training framework for quadrupedal locomotion that enables the Control Policy to understand and reason about physical dynamics. In simulation, we concurrently train an Intrinsic Dynamics (ID) Head that learns state-to-torque dynamics alongside the Control Policy, and we define a dynamics reward enabled by the ID Head that encourages the Policy toward more predictable dynamical behavior. We also provide a mechanism to tune the learned dynamics in the resulting Policy by controlling the training coefficients of the ID Head. Our simulation experiments show that this mechanism drives convergence to better optima across a wide range of standard quadrupedal locomotion rewards, yielding more efficient and smoother policies. Our real-robot experiments demonstrate sim-to-real transfer of these improvements, with significant gains in torque efficiency (16.8%), action rate (18.6%), and mechanical power (12.8%), while improving safe torque occupancy by 6.4%.
Apr 26, 2026

Unleashing the Agility of Wheeled-Legged Robots for High-Dynamic Reflexive Obstacle Evasion

Wheeled-legged robots combine the efficiency of rolling with the adaptability of legged locomotion, offering unique agility for dynamic environments. However, enabling rapid reflexive evasion remains challenging due to the coexistence of heterogeneous wheel-leg dynamics, hybrid locomotion modes, and non-holonomic constraints. In this work, we investigate how wheeled-legged robots can exploit their hybrid morphology for high-dynamic obstacle avoidance. We propose AWARE, a hierarchical reinforcement learning framework that decomposes avoidance into navigation-avoidance and reflexive-evasion regimes coordinated by a threat-conditioned high-level policy. By learning specialized low-level experts, AWARE autonomously discovers distinct rolling-, stepping-, and hybrid-dominated evasive behaviors, including forward lunges and lateral dodges. Simulation experiments across different reaction times and approach directions, together with real-robot evaluations on the M20 platform, demonstrate improved evasion capability and effective online transition between locomotion regimes. These results highlight the potential of exploiting hybrid wheel-leg actuation for agile and reactive mobility in dynamic environments. Paper homepage: https://aware-ral-2026.github.io/.
Apr 26, 2026

QuietWalk: Physics-Informed Reinforcement Learning for Ground Reaction Force-Aware Humanoid Locomotion Under Diverse Footwear

Humanoid robots operating in human-centered environments (e.g., homes, hospitals, and offices) must mitigate foot--ground impact transients, as impact-induced vibration and noise degrade user experience and repeated impacts accelerate hardware wear. However, existing low-noise locomotion training often relies on kinematic proxy objectives or fragile force sensors, and footwear-induced changes in contact dynamics introduce distribution shifts that hinder policy generalization.We present QuietWalk, a physics-informed reinforcement learning framework for ground-reaction-force-aware humanoid locomotion under diverse footwear conditions. QuietWalk employs an inverse-dynamics-constrained physics-informed neural network (PINN) to estimate per-foot vertical ground reaction forces (GRFs) from proprioceptive signals, and integrates the frozen predictor into the RL training loop to penalize predicted impact forces without requiring force sensors at deployment.On a held-out real-robot dataset, enforcing inverse-dynamics consistency reduces vertical GRF prediction errors by 82%-86% compared with a purely supervised predictor and improves the coefficient of determination from 0.39/0.67 to 0.99/0.99 for the left/right feet. On hardware at 1.2 m/s (barefoot; averaged over four floor materials), QuietWalk reduces mean A-weighted noise level by 7.17 dB and peak noise level by 4.98 dB under a consistent recording setup. Cross-footwear experiments (barefoot, skate shoes, athletic sneakers, and high heels) across multiple surfaces further demonstrate robust adaptation to footwear-induced contact variations.
Apr 23, 2026

X2-N: A Transformable Wheel-legged Humanoid Robot with Dual-mode Locomotion and Manipulation

Wheel-legged robots combine the efficiency of wheeled locomotion with the versatility of legged systems, enabling rapid traversal over both continuous and discrete terrains. However, conventional designs typically employ fixed wheels as feet and limited degrees of freedom (DoFs) at the hips, resulting in reduced stability and mobility during legged locomotion compared to humanoids with flat feet. In addition, most existing platforms lack a full upper body with arms, which limits their ability to perform dexterous manipulation tasks. In this letter, we present X2-N, a high-DoF transformable robot with dual-mode locomotion and manipulation. X2-N can operate in both humanoid and wheel-legged forms and transform seamlessly between them through joint reconfiguration. We further propose a reinforcement learning (RL)-based whole-body control framework tailored to this morphology, enabling unified control across hybrid locomotion, transformation, and manipulation. We validate X2-N in a range of challenging locomotion and manipulation tasks, including dynamic skating-like motion, stair climbing and package delivery. Results demonstrate high locomotion efficiency, strong terrain adaptability, and stable loco-manipulation performance of X2-N, highlighting its potential for real-world deployment.
Apr 21, 2026

Reinforcement Learning Enabled Adaptive Multi-Task Control for Bipedal Soccer Robots

Developing bipedal football robots in dynamiccombat environments presents challenges related to motionstability and deep coupling of multiple tasks, as well ascontrol switching issues between different states such as up-right walking and fall recovery. To address these problems,this paper proposes a modular reinforcement learning (RL)framework for achieving adaptive multi-task control. Firstly,this framework combines an open-loop feedforward oscilla-tor with a reinforcement learning-based feedback residualstrategy, effectively separating the generation of basic gaitsfrom complex football actions. Secondly, a posture-driven statemachine is introduced, clearly switching between the ballseeking and kicking network (BSKN) and the fall recoverynetwork (FRN), fundamentally preventing state interference.The FRN is efficiently trained through a progressive forceattenuation curriculum learning strategy. The architecture wasverified in Unity simulations of bipedal robots, demonstratingexcellent spatial adaptability-reliably finding and kicking theball even in restricted corner scenarios-and rapid autonomousfall recovery (with an average recovery time of 0.715 seconds).This ensures seamless and stable operation in complex multi-task environments.
Apr 21, 2026

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

Learning diverse locomotion skills for humanoid robots in a unified reinforcement learning framework remains challenging due to the conflicting requirements of stability and dynamic expressiveness across different gaits. We present a multi-gait learning approach that enables a humanoid robot to master five distinct gaits -- walking, goose-stepping, running, stair climbing, and jumping -- using a consistent policy structure, action space, and reward formulation. The key contribution is a selective Adversarial Motion Prior (AMP) strategy: AMP is applied to periodic, stability-critical gaits (walking, goose-stepping, stair climbing) where it accelerates convergence and suppresses erratic behavior, while being deliberately omitted for highly dynamic gaits (running, jumping) where its regularization would over-constrain the motion. Policies are trained via PPO with domain randomization in simulation and deployed on a physical 12-DOF humanoid robot through zero-shot sim-to-real transfer. Quantitative comparisons demonstrate that selective AMP outperforms a uniform AMP policy across all five gaits, achieving faster convergence, lower tracking error, and higher success rates on stability-focused gaits without sacrificing the agility required for dynamic ones.
Apr 19, 2026

Learning Whole-Body Humanoid Locomotion via Motion Generation and Motion Tracking

Whole-body humanoid locomotion is challenging due to high-dimensional control, morphological instability, and the need for real-time adaptation to various terrains using onboard perception. Directly applying reinforcement learning (RL) with reward shaping to humanoid locomotion often leads to lower-body-dominated behaviors, whereas imitation-based RL can learn more coordinated whole-body skills but is typically limited to replaying reference motions without a mechanism to adapt them online from perception for terrain-aware locomotion. To address this gap, we propose a whole-body humanoid locomotion framework that combines skills learned from reference motions with terrain-aware adaptation. We first train a diffusion model on retargeted human motions for real-time prediction of terrain-aware reference motions. Concurrently, we train a whole-body reference tracker with RL using this motion data. To improve robustness under imperfectly generated references, we further fine-tune the tracker with a frozen motion generator in a closed-loop setting. The resulting system supports directional goal-reaching control with terrain-aware whole-body adaptation, and can be deployed on a Unitree G1 humanoid robot with onboard perception and computation. The hardware experiments demonstrate successful traversal over boxes, hurdles, stairs, and mixed terrain combinations. Quantitative results further show the benefits of incorporating online motion generation and fine-tuning the motion tracker for improved generalization and robustness.
Apr 16, 2026

Switch: Learning Agile Skills Switching for Humanoid Robots

Recent advancements in whole-body control through deep reinforcement learning have enabled humanoid robots to achieve remarkable progress in real-world chal lenging locomotion skills. However, existing approaches often struggle with flexible transitions between distinct skills, cre ating safety concerns and practical limitations. To address this challenge, we introduce a hierarchical multi-skill system, Switch, enabling seamless skill transitions at any moment. Our approach comprises three key components: (1) a Skill Graph (SG) that establishes potential cross-skill transitions based on kinematic similarity within multi-skill motion data, (2) a whole-body tracking policy trained on this skill graph through deep reinforcement learning, and (3) an online skill scheduler to drive the tracking policy for robust skill execution and smooth transitions. For skill switching or significant tracking deviations, the scheduler performs online graph search to find the optimal feasible path, which ensures efficient, stable, and real-time execution of diverse locomotion skills. Comprehensive experiments demonstrate that Switch empowers humanoid to execute agile skill transitions with high success rates while maintaining strong motion imitation performance.
Apr 16, 2026

Model-Based Reinforcement Learning Exploits Passive Body Dynamics for High-Performance Biped Robot Locomotion

Embodiment is a significant keyword in recent machine learning fields. This study focused on the passive nature of the body of a biped robot to generate walking and running locomotion using model-based deep reinforcement learning. We constructed two models in a simulator, one with passive elements (e.g., springs) and the other, which is similar to general humanoids, without passive elements. The training of the model with passive elements was highly affected by the attractor of the system. This lead that although the trajectories quickly converged to limit cycles, it took a long time to obtain large rewards. However, thanks to the attractor-driven learning, the acquired locomotion was robust and energy-efficient. The results revealed that robots with passive elements could efficiently acquire high-performance locomotion by utilizing stable limit cycles generated through dynamic interaction between the body and ground. This study demonstrates the importance of implementing passive properties in the body for future embodied AI.
Apr 14, 2026

Tree Learning: A Multi-Skill Continual Learning Framework for Humanoid Robots

As reinforcement learning for humanoid robots evolves from single-task to multi-skill paradigms, efficiently expanding new skills while avoiding catastrophic forgetting has become a key challenge in embodied intelligence. Existing approaches either rely on complex topology adjustments in Mixture-of-Experts (MoE) models or require training extremely large-scale models, making lightweight deployment difficult. To address this, we propose Tree Learning, a multi-skill continual learning framework for humanoid robots. The framework adopts a root-branch hierarchical parameter inheritance mechanism, providing motion priors for branch skills through parameter reuse to fundamentally prevent catastrophic forgetting. A multi-modal feedforward adaptation mechanism combining phase modulation and interpolation is designed to support both periodic and aperiodic motions. A task-level reward shaping strategy is also proposed to accelerate skill convergence. Unity-based simulation experiments show that, in contrast to simultaneous multi-task training, Tree Learning achieves higher rewards across various representative locomotion skills while maintaining a 100% skill retention rate, enabling seamless multi-skill switching and real-time interactive control. We further validate the performance and generalization capability of Tree Learning on two distinct Unity-simulated tasks: a Super Mario-inspired interactive scenario and autonomous navigation in a classical Chinese garden environment.
Apr 3, 2026

Learning Locomotion on Complex Terrain for Quadrupedal Robots with Foot Position Maps and Stability Rewards

Quadrupedal locomotion over complex terrain has been a long-standing research topic in robotics. While recent reinforcement learning-based locomotion methods improve generalizability and foot-placement precision, they rely on implicit inference of foot positions from joint angles, lacking the explicit precision and stability guarantees of optimization-based approaches. To address this, we introduce a foot position map integrated into the heightmap, and a dynamic locomotion-stability reward within an attention-based framework to achieve locomotion on complex terrain. We validate our method extensively on terrains seen during training as well as out-of-domain (OOD) terrains. Our results demonstrate that the proposed method enables precise and stable movement, resulting in improved locomotion success rates on both in-domain and OOD terrains.
Mar 31, 2026

CReF: Cross-modal and Recurrent Fusion for Depth-conditioned Humanoid Locomotion

Stable traversal over geometrically complex terrain increasingly requires exteroceptive perception, yet prior perceptive humanoid locomotion methods often remain tied to explicit geometric abstractions, either by mediating control through robot-centric 2.5D terrain representations or by shaping depth learning with auxiliary geometry-related targets. While effective, these approaches introduce additional map-construction procedures or multi-stage skill-transfer processes beyond direct depth-to-control learning. We propose CReF (Cross-modal and Recurrent Fusion), a single-stage depth-conditioned humanoid locomotion framework that learns locomotion-relevant features directly from raw forward-facing depth without explicit geometric intermediates. CReF couples proprioception and depth tokens through proprioception-queried cross-modal attention, fuses the resulting representation with a gated residual fusion block, and performs temporal integration with a Gated Recurrent Unit (GRU) regulated by a highway-style output gate for state-dependent blending of recurrent and feedforward features. To further improve terrain interaction, we introduce a terrain-aware foothold placement reward that extracts supportable foothold candidates from foot-end point-cloud samples and rewards touchdown locations that lie close to the nearest supportable candidate. Experiments in simulation and on a physical humanoid demonstrate robust traversal over diverse terrains and effective zero-shot transfer to real-world scenes containing handrails, hollow pallet assemblies, severe reflective interference, and visually cluttered outdoor surroundings.
Mar 28, 2026

Agent-Driven Autonomous Reinforcement Learning Research: Iterative Policy Improvement for Quadruped Locomotion

This paper documents a case study in agent-driven autonomous reinforcement learning research for quadruped locomotion. The setting was not a fully self-starting research system. A human provided high-level directives through an agentic coding environment, while an agent carried out most of the execution loop: reading code, diagnosing failures, editing reward and terrain configurations, launching and monitoring jobs, analyzing intermediate metrics, and proposing the next wave of experiments. Across more than 70 experiments organized into fourteen waves on a DHAV1 12-DoF quadruped in Isaac Lab, the agent progressed from early rough-terrain runs with mean reward around 7 to a best logged Wave 12 run, exp063, with velocity error 0.263 and 97% timeout over 2000 iterations, independently reproduced five times across different GPUs. The archive also records several concrete autonomous research decisions: isolating PhysX deadlocks to terrain sets containing boxes and stair-like primitives, porting four reward terms from openly available reference implementations \cite{deeprobotics, rlsar}, correcting Isaac Sim import and bootstrapping issues, reducing environment count for diagnosis, terminating hung runs, and pivoting effort away from HIM after repeated terrain=0.0 outcomes. Relative to the AutoResearch paradigm \cite{autoresearch}, this case study operates in a more failure-prone robotics RL setting with multi-GPU experiment management and simulator-specific engineering constraints. The contribution is empirical and documentary: it shows that an agent can materially execute the iterative RL research loop in this domain with limited human intervention, while also making clear where human direction still shaped the agenda.
Mar 26, 2026

Chasing Autonomy: Dynamic Retargeting and Control Guided RL for Performant and Controllable Humanoid Running

Humanoid robots have the promise of locomoting like humans, including fast and dynamic running. Recently, reinforcement learning (RL) controllers that can mimic human motions have become popular as they can generate very dynamic behaviors, but they are often restricted to single motion play-back which hinders their deployment in long duration and autonomous locomotion. In this paper, we present a pipeline to dynamically retarget human motions through an optimization routine with hard constraints to generate improved periodic reference libraries from a single human demonstration. We then study the effect of both the reference motion and the reward structure on the reference and commanded velocity tracking, concluding that a goal-conditioned and control-guided reward which tracks dynamically optimized human data results in the best performance. We deploy the policy on hardware, demonstrating its speed and endurance by achieving running speeds of up to 3.3 m/s on a Unitree G1 robot and traversing hundreds of meters in real-world environments. Additionally, to demonstrate the controllability of the locomotion, we use the controller in a full perception and planning autonomy stack for obstacle avoidance while running outdoors.
Mar 26, 2026

Maximum Entropy Behavior Exploration for Sim2Real Zero-Shot Reinforcement Learning

Zero-shot reinforcement learning (RL) algorithms aim to learn a family of policies from a reward-free dataset, and recover optimal policies for any reward function directly at test time. Naturally, the quality of the pretraining dataset determines the performance of the recovered policies across tasks. However, pre-collecting a relevant, diverse dataset without prior knowledge of the downstream tasks of interest remains a challenge. In this work, we study online\textit{online} zero-shot RL for quadrupedal control on real robotic systems, building upon the Forward-Backward (FB) algorithm. We observe that undirected exploration yields low-diversity data, leading to poor downstream performance and rendering policies impractical for direct hardware deployment. Therefore, we introduce FB-MEBE, an online zero-shot RL algorithm that combines an unsupervised behavior exploration strategy with a regularization critic. FB-MEBE promotes exploration by maximizing the entropy of the achieved behavior distribution. Additionally, a regularization critic shapes the recovered policies toward more natural and physically plausible behaviors. We empirically demonstrate that FB-MEBE achieves and improved performance compared to other exploration strategies in a range of simulated downstream tasks, and that it renders natural policies that can be seamlessly deployed to hardware without further finetuning. Videos and code available on our website.
Mar 22, 2026

Evaluating Factor-Wise Auxiliary Dynamics Supervision for Latent Structure and Robustness in Simulated Humanoid Locomotion

We evaluate whether factor-wise auxiliary dynamics supervision produces useful latent structure or improved robustness in simulated humanoid locomotion. DynaMITE -- a transformer encoder with a factored 24-d latent trained by per-factor auxiliary losses during proximal policy optimization (PPO) -- is compared against Long Short-Term Memory (LSTM), plain Transformer, and Multilayer Perceptron (MLP) baselines on a Unitree G1 humanoid across four Isaac Lab tasks. The supervised latent shows no evidence of decodable or functionally separable factor structure: probe R^2 ~ 0 for all five dynamics factors, clamping any subspace changes reward by < 0.05, and standard disentanglement metrics (MIG, DCI, SAP) are near zero. An unsupervised LSTM hidden state achieves higher probe R^2 (up to 0.10). A 2x2 factorial ablation (n = 10 seeds) isolates the contributions of the tanh bottleneck and auxiliary losses: the auxiliary losses show no measurable effect on either in-distribution (ID) reward (+0.03, p = 0.732) or severe out-of-distribution (OOD) reward (+0.03, p = 0.669), while the bottleneck shows a small, consistent advantage in both regimes (ID: +0.16, p = 0.207; OOD: +0.10, p = 0.208). The bottleneck advantage persists under severe combined perturbation but does not amplify, indicating a training-time representation benefit rather than a robustness mechanism. LSTM achieves the best nominal reward on all four tasks (p < 0.03); DynaMITE degrades less under combined-shift stress (2.3% vs. 16.7%), but this difference is attributable to the bottleneck compression, not the auxiliary supervision. For locomotion practitioners: auxiliary dynamics supervision does not produce an interpretable estimator and does not measurably improve reward or robustness beyond what the bottleneck alone provides; recurrent baselines remain the stronger choice for nominal performance.
Mar 20, 2026

ContractionPPO: Certified Reinforcement Learning via Differentiable Contraction Layers

Legged locomotion in unstructured environments demands not only high-performance control policies but also formal guarantees to ensure robustness under perturbations. Control methods often require carefully designed reference trajectories, which are challenging to construct in high-dimensional, contact-rich systems such as quadruped robots. In contrast, Reinforcement Learning (RL) directly learns policies that implicitly generate motion, and uniquely benefits from access to privileged information, such as full state and dynamics during training, that is not available at deployment. We present ContractionPPO, a framework for certified robust planning and control of legged robots by augmenting Proximal Policy Optimization (PPO) RL with a state-dependent contraction metric layer. This approach enables the policy to maximize performance while simultaneously producing a contraction metric that certifies incremental exponential stability of the simulated closed-loop system. The metric is parameterized as a Lipschitz neural network and trained jointly with the policy, either in parallel or as an auxiliary head of the PPO backbone. While the contraction metric is not deployed during real-world execution, we derive upper bounds on the worst-case contraction rate and show that these bounds ensure the learned contraction metric generalizes from simulation to real-world deployment. Our hardware experiments on quadruped locomotion demonstrate that ContractionPPO enables robust, certifiably stable control even under strong external perturbations.
Mar 19, 2026

Articulated-Body Dynamics Network: Dynamics-Grounded Prior for Robot Learning

Recent work in reinforcement learning has shown that incorporating structural priors for articulated robots, such as link connectivity, into policy networks improves learning efficiency. However, dynamics properties, despite their fundamental role in determining how forces and motion propagate through the body, remain largely underexplored as an inductive bias for policy learning. To address this gap, we present the Articulated-Body Dynamics Network (ABD-Net), a novel graph neural network architecture grounded in the computational structure of forward dynamics. Specifically, we adapt the inertia propagation mechanism from the Articulated Body Algorithm, systematically aggregating inertial quantities from child to parent links in a tree-structured manner, while replacing physical quantities with learnable parameters. Embedding ABD-NET into the policy actor enables dynamics-informed representations that capture how actions propagate through the body, leading to efficient and robust policy learning. Through experiments with simulated humanoid, quadruped, and hopper robots, our approach demonstrates increased sample efficiency and generalization to dynamics shifts compared to transformer-based and GNN baselines. We further validate the learned policy on real Unitree G1 and Go2 robots, state-of-the-art humanoid and quadruped platforms, generating dynamic, versatile and robust locomotion behaviors through sim-to-real transfer with real-time inference.
Mar 19, 2026

PRIOR: Perceptive Learning for Humanoid Locomotion with Reference Gait Priors

Training perceptive humanoid locomotion policies that traverse complex terrains with natural gaits remains an open challenge, typically demanding multi-stage training pipelines, adversarial objectives, or extensive real-world calibration. We present PRIOR, an efficient and reproducible framework built on Isaac Lab that achieves robust terrain traversal with human-like gaits through a simple yet effective design: (i) a parametric gait generator that supplies stable reference trajectories derived from motion capture without adversarial training, (ii) a GRU-based state estimator that infers terrain geometry directly from egocentric depth images via self-supervised heightmap reconstruction, and (iii) terrain-adaptive footstep rewards that guide foot placement toward traversable regions. Through systematic analysis of depth image resolution trade-offs, we identify configurations that maximize terrain fidelity under real-time constraints, substantially reducing perceptual overhead without degrading traversal performance. Comprehensive experiments across terrains of varying difficulty-including stairs, boxes, and gaps-demonstrate that each component yields complementary and essential performance gains, with the full framework achieving a 100% traversal success rate. We will open-source the complete PRIOR framework, including the training pipeline, parametric gait generator, and evaluation benchmarks, to serve as a reproducible foundation for humanoid locomotion research on Isaac Lab.
Mar 18, 2026

Uncovering Latent Phase Structures and Branching Logic in Locomotion Policies: A Case Study on HalfCheetah

In locomotion control tasks, Deep Reinforcement Learning (DRL) has demonstrated high performance; however, the decision-making process of the learned policy remains a black box, making it difficult for humans to understand. On the other hand, in periodic motions such as walking, it is well known that implicit motion phases exist, such as the stance phase and the swing phase. Focusing on this point, this study hypothesizes that a policy trained for locomotion control may also represent a phase structure that is interpretable by humans. To examine this hypothesis in a controlled setting, we consider a locomotion task that is amenable to observing whether a policy autonomously acquires temporally structured phases through interaction with the environment. To verify this hypothesis, in the MuJoCo locomotion benchmark HalfCheetah-v5, the state transition sequences acquired by a policy trained for walking control through interaction with the environment were aggregated into semantic phases based on state similarity and consistency of subsequent transitions. As a result, we demonstrated that the state sequences generated by the trained policy exhibit periodic phase transition structures as well as phase branching. Furthermore, by approximating the states and actions corresponding to each semantic phase using Explainable Boosting Machines (EBMs), we analyzed phase-dependent decision making-namely, which state features the policy function attends to and how it controls action outputs in each phase. These results suggest that neural network-based policies, which are often regarded as black boxes, can autonomously acquire interpretable phase structures and logical branching mechanisms.
Mar 17, 2026

SLowRL: Safe Low-Rank Adaptation Reinforcement Learning for Locomotion

Sim-to-real transfer of locomotion policies often leads to performance degradation due to the inevitable sim-to-real gap. Naively fine-tuning these policies directly on hardware is problematic, as it poses risks of mechanical failure and suffers from high sample inefficiency. In this paper, we address the challenge of safely and efficiently fine-tuning reinforcement learning (RL) policies for dynamic locomotion tasks. Specifically, we focus on fine-tuning policies learned in simulation directly on hardware, while explicitly enforcing safety constraints. In doing so, we introduce SLowRL, a framework that combines Low-Rank Adaptation (LoRA) with training-time safety enforcement via a recovery policy. We evaluate our method both in simulation and on a real Unitree Go2 quadruped robot for jump and trot tasks. Experimental results show that our method achieves a 46.5%46.5\% reduction in fine-tuning time and near-zero safety violations compared to standard proximal policy optimization (PPO) baselines. Notably, we find that a rank-1 adaptation alone is sufficient to recover pre-trained performance in the real world, while maintaining stable and safe real-world fine-tuning. These results demonstrate the practicality of safe, efficient fine-tuning for dynamic real-world robotic applications.
Mar 17, 2026

Learning Whole-Body Control for a Salamander Robot

Amphibious legged robots inspired by salamanders are promising in applications in complex amphibious environments. However, despite the significant success of training controllers that achieve diverse locomotion behaviors in conventional quadrupedal robots, most salamander robots relied on central-pattern-generator (CPG)-based and model-based coordination strategies for locomotion control. Learning unified joint-level whole-body control that reliably transfers from simulation to highly articulated physical salamander robots remains relatively underexplored. In addition, few legged robots have tried learning-based controllers in amphibious environments. In this work, we employ Reinforcement Learning to map proprioceptive observations and commanded velocities to joint-level actions, allowing coordinated locomotor behaviors to emerge. To deploy these policies on hardware, we adopt a system-level real-to-sim matching and sim-to-real transfer strategy. The learned controller achieves stable and coordinated walking on both flat and uneven terrains in the real world. Beyond terrestrial locomotion, the framework enables transitions between walking and swimming in simulation, highlighting a phenomenon of interest for understanding locomotion across distinct physical modes.
Mar 15, 2026

MorFiC: Fixing Value Miscalibration for Zero-Shot Quadruped Transfer

Generalizing learned locomotion policies across quadrupedal robots with different morphologies remains a challenge. Policies trained on a single robot often fail when deployed on embodiments with different mass distributions, kinematics, joint limits, or actuation constraints, forcing per-robot retraining. Prior works have approached this primarily either by scaling via training across real or generated embodiments or using large architectures producing transferable policies which are both storage and compute heavy. We argue that both of these approaches circumvent a key failure mode in actor-critic learning: a shared value function tends to average incompatible value targets across embodiments, yielding miscalibrated advantages and fixing that helps transfer and reduce the compute cost. We present MorFiC, a reinforcement learning approach for zero-shot cross-morphology locomotion which fixes this issue using multiplicative critic conditioning on a morphology latent. Trained with a single source robot with morphology randomization in simulation, MorFiC achieves zero-shot transfer to total seven robots and reaching forward velocity competitive or surpassing scaling-based and morphology-conditioned PPO baselines for examples 1.98 m/s on AlienGo, where as additive PPO baselines remain below 0.65 m/s. MorFiC achieves this using single training robot within 2 hours of training time compared to tens or hundreds of hours required for scaling baselines training on multiple embodiments. We diagnose critic calibration via three metric: Explained variance, advantage sign-flip rate and policy gradient cosine, confirming our critic conditioning as determinant for policy update direction. Finally, we demonstrate zero-shot deployment on Unitree Go1 and Go2 robots without fine-tuning.
Mar 15, 2026

VIP-Loco: A Visually Guided Infinite Horizon Planning Framework for Legged Locomotion

Perceptive locomotion for legged robots requires anticipating and adapting to complex, dynamic environments. Model Predictive Control (MPC) serves as a strong baseline, providing interpretable motion planning with constraint enforcement, but struggles with high-dimensional perceptual inputs and rapidly changing terrain. In contrast, model-free Reinforcement Learning (RL) adapts well across visually challenging scenarios but lacks planning. To bridge this gap, we propose VIP-Loco, a framework that integrates vision-based scene understanding with RL and planning. During training, an internal model maps proprioceptive states and depth images into compact kinodynamic features used by the RL policy. At deployment, the learned models are used within an infinite-horizon MPC formulation, combining adaptability with structured planning. We validate VIP-Loco in simulation on challenging locomotion tasks, including slopes, stairs, crawling, tilting, gap jumping, and climbing, across three robot morphologies: a quadruped (Unitree Go1), a biped (Cassie), and a wheeled-biped (TronA1-W). Through ablations and comparisons with state-of-the-art methods, we show that VIP-Loco unifies planning and perception, enabling robust, interpretable locomotion in diverse environments.
Mar 15, 2026

Data-Driven Physics Embedded Dynamics with Predictive Control and Reinforcement Learning for Quadrupeds

State of the art quadrupedal locomotion approaches integrate Model Predictive Control (MPC) with Reinforcement Learning (RL), enabling complex motion capabilities with planning and terrain adaptive behaviors. However, they often face compounding errors over long horizons and have limited interpretability due to the absence of physical inductive biases. We address these issues by integrating Lagrangian Neural Networks (LNNs) into an RL MPC framework, enabling physically consistent dynamics learning. At deployment, our inverse dynamics infinite horizon MPC scheme avoids costly matrix inversions, improving computational efficiency by up to 4x with minimal loss of task performance. We validate our framework through multiple ablations of the proposed LNN and its variants. We show improved sample efficiency, reduced long-horizon error, and faster real time planning compared to unstructured neural dynamics. Lastly, we also test our framework on the Unitree Go1 robot to show real world viability.
Mar 15, 2026

Load-Aware Locomotion Control for Humanoid Robots in Industrial Transportation Tasks

Humanoid robots deployed in industrial environments are required to perform load-carrying transportation tasks that tightly couple locomotion and manipulation. However, achieving stable and robust locomotion under varying payloads and upper-body motions is challenging due to dynamic coupling and partial observability. This paper presents a load-aware locomotion framework for industrial humanoids based on a decoupled yet coordinated loco-manipulation architecture. Lower-body locomotion is controlled via a reinforcement learning policy producing residual joint actions on kinematically derived nominal configurations. A kinematics-based locomotion reference with a height-conditioned joint-space offset guides learning, while a history-based state estimator infers base linear velocity and height and encodes residual load- and manipulation-induced disturbances in a compact latent representation. The framework is trained entirely in simulation and deployed on a full-size humanoid robot without fine-tuning. Simulation and real-world experiments demonstrate faster training, accurate height tracking, and stable loco-manipulation. Project page: https://lequn-f.github.io/LALO/
Mar 14, 2026

TransCurriculum: Multi-Dimensional Curriculum Learning for Fast & Stable Locomotion

High-speed legged locomotion struggles with stability and transfer losses at higher command velocities during deployment. One reason is that most curricula vary difficulty along single axis, for example increase the range of command velocities, terrain difficulty, or domain parameters (e.g. friction or payload mass) using either fixed update rule or instantaneous rewards while ignoring how the history of robot training has evolved. We propose TransCurriculum, a transformer-based multi-dimensional curriculum learning approach for agile quadrupedal locomotion. TransCurriculum adapts to 3 axes, velocity command targets, terrain difficulty, and domain randomization parameters (friction and payload mass). Rather than feeding task reward history directly into the low-level control policy, our formulation exploits it at the curriculum level. A transformer-based teacher retrieves the sequence of rewards and uses it to predict future rewards, success rate, and learning progress to guide expansion of this multidimensional curriculum towards high performing task bins. Finally we validate our approach on the Unitree Go1 robot in simulation (Isaac Gym) and deploy it zero-shot on Go1 hardware. Our TransCurriculum policy achieves a maximum velocity of 6.3 m/s in simulation and outperforms prior curriculum baselines. We tested our TransCurriculum trained policy on terrains (carpets, slopes, tiles, concrete), achieving a forward velocity of 4.1 m/s on carpet surpassing the fastest curriculum methods by 18.8% and achieves maximum zero-shot value among all tested methods. Our multi-dimensional curriculum also reduces the transfer loss to 18% from 27% for command only curriculum, demonstrating the benefits of joint training over velocity, terrain and domain randomization dimension while keeping the task success rate of 80-90% on rigid indoor and outdoor surfaces.
Mar 13, 2026

Prepare to Turn: Learning Anticipatory Maneuvering for Fast Sequential Quadrupedal Navigation

Fast quadrupedal navigation requires preparing for the next turn while approaching the current goal. Policies trained to reach and remain at a single target can instead produce stop-and-go motion when applied to sequential goals, compromising its agility potential. We introduce PrepTurn, a reinforcement learning framework for anticipatory maneuvering in sequential local navigation. PrepTurn maps the current and next pose goals directly to joint actions, using the upcoming goal to inform how the robot should approaches the current one. Its persistent-credit reward encourages timely completion of the whole sequence by continuing to reward reached goals while moving on and preparing subsequent maneuvers, and an automatic curriculum that gradually increases goal difficulty is critical for learning stable turning behaviors. Together, these components enable the policy to coordinate approach speed and reorientation across goal transitions without prescribed trajectories or arrival times. Simulation and onboard Unitree Go2 experiments demonstrate fast, efficient sequential traversal with high completion and reduced stop-and-go motion. We further show that when the goal-reaching tolerances are more relaxed, the policy learns to exploit the freedom allowed by the task with emergent behaviors, such as turning to the next goal in advance and cutting corners within the permitted regions behaviors, to traverse goal sequences more efficiently.
Mar 11, 2026

RL-Augmented MPC for Non-Gaited Legged and Hybrid Locomotion

We propose a contact-explicit hierarchical architecture coupling Reinforcement Learning (RL) and Model Predictive Control (MPC), where a high-level RL agent provides gait and navigation commands to a low-level locomotion MPC. This offloads the combinatorial burden of contact timing from the MPC by learning acyclic gaits through trial and error in simulation. We show that only a minimal set of rewards and limited tuning are required to obtain effective policies. We validate the architecture in simulation across robotic platforms spanning 50 kg to 120 kg and different MPC implementations, observing the emergence of acyclic gaits and timing adaptations in flat-terrain legged and hybrid locomotion, and further demonstrating extensibility to non-flat terrains. Across all platforms, we achieve zero-shot sim-to-sim transfer without domain randomization, and we further demonstrate zero-shot sim-to-real transfer without domain randomization on Centauro, our 120 kg wheeled-legged humanoid robot. We make our software framework and evaluation results publicly available at https://github.com/AndrePatri/AugMPC.
Mar 9, 2026

Omnidirectional Humanoid Locomotion on Stairs via Unsafe Stepping Penalty and Sparse LiDAR Elevation Mapping

Humanoid robots, characterized by numerous degrees of freedom and a high center of gravity, are inherently unstable. Safe omnidirectional locomotion on stairs requires both omnidirectional terrain perception and reliable foothold selection. Existing methods often rely on forward-facing depth cameras, which create blind zones that restrict omnidirectional mobility. Furthermore, sparse post-contact unsafe stepping penalties lead to low learning efficiency and suboptimal strategies. To realize safe stair-traversal gaits, this paper introduces a single-stage training framework incorporating a dense unsafe stepping penalty that provides continuous feedback as the foot approaches a hazardous placement. To obtain stable and reliable elevation maps, we build a rolling point-cloud mapping system with spatiotemporal confidence decay and a self-protection zone mechanism, producing temporally consistent local maps. These maps are further refined by an Edge-Guided Asymmetric U-Net (EGAU), which mitigates reconstruction distortion caused by sparse LiDAR returns on stair risers. Simulation and real-robot experiments show that the proposed method achieves a near-100% safe stepping rate on stair terrains in simulation, while maintaining a remarkably high safe stepping rate in real-world deployments. Furthermore, it completes a continuous long-distance walking test on complex outdoor terrains, demonstrating reliable sim-to-real transfer and long-term stability.