Abstract:Learning-based whole-body controllers have become a key driver for humanoid robots, yet most existing approaches require robot-specific training. In this paper, we study the problem of cross-embodiment humanoid control and show that a single policy can robustly generalize across a wide range of humanoid robot designs with one-time training. We introduce XHugWBC, a novel cross-embodiment training framework that enables generalist humanoid control through: (1) physics-consistent morphological randomization, (2) semantically aligned observation and action spaces across diverse humanoid robots, and (3) effective policy architectures modeling morphological and dynamical properties. XHugWBC is not tied to any specific robot. Instead, it internalizes a broad distribution of morphological and dynamical characteristics during training. By learning motion priors from diverse randomized embodiments, the policy acquires a strong structural bias that supports zero-shot transfer to previously unseen robots. Experiments on twelve simulated humanoids and seven real-world robots demonstrate the strong generalization and robustness of the resulting universal controller.
Abstract:Enabling humanoid robots to perform agile and adaptive interactive tasks has long been a core challenge in robotics. Current approaches are bottlenecked by either the scarcity of realistic interaction data or the need for meticulous, task-specific reward engineering, which limits their scalability. To narrow this gap, we present HumanX, a full-stack framework that compiles human video into generalizable, real-world interaction skills for humanoids, without task-specific rewards. HumanX integrates two co-designed components: XGen, a data generation pipeline that synthesizes diverse and physically plausible robot interaction data from video while supporting scalable data augmentation; and XMimic, a unified imitation learning framework that learns generalizable interaction skills. Evaluated across five distinct domains--basketball, football, badminton, cargo pickup, and reactive fighting--HumanX successfully acquires 10 different skills and transfers them zero-shot to a physical Unitree G1 humanoid. The learned capabilities include complex maneuvers such as pump-fake turnaround fadeaway jumpshots without any external perception, as well as interactive tasks like sustained human-robot passing sequences over 10 consecutive cycles--learned from a single video demonstration. Our experiments show that HumanX achieves over 8 times higher generalization success than prior methods, demonstrating a scalable and task-agnostic pathway for learning versatile, real-world robot interactive skills.
Abstract:Achieving human-level competitive intelligence and physical agility in humanoid robots remains a major challenge, particularly in contact-rich and highly dynamic tasks such as boxing. While Multi-Agent Reinforcement Learning (MARL) offers a principled framework for strategic interaction, its direct application to humanoid control is hindered by high-dimensional contact dynamics and the absence of strong physical motion priors. We propose RoboStriker, a hierarchical three-stage framework that enables fully autonomous humanoid boxing by decoupling high-level strategic reasoning from low-level physical execution. The framework first learns a comprehensive repertoire of boxing skills by training a single-agent motion tracker on human motion capture data. These skills are subsequently distilled into a structured latent manifold, regularized by projecting the Gaussian-parameterized distribution onto a unit hypersphere. This topological constraint effectively confines exploration to the subspace of physically plausible motions. In the final stage, we introduce Latent-Space Neural Fictitious Self-Play (LS-NFSP), where competing agents learn competitive tactics by interacting within the latent action space rather than the raw motor space, significantly stabilizing multi-agent training. Experimental results demonstrate that RoboStriker achieves superior competitive performance in simulation and exhibits sim-to-real transfer. Our website is available at RoboStriker.
Abstract:While multi-agent systems (MAS) have demonstrated superior performance over single-agent approaches in complex reasoning tasks, they often suffer from significant computational inefficiencies. Existing frameworks typically deploy large language models (LLMs) uniformly across all agent roles, failing to account for the varying cognitive demands of different reasoning stages. We address this inefficiency by proposing OI-MAS framework, a novel multi-agent framework that implements an adaptive model-selection policy across a heterogeneous pool of multi-scale LLMs. Specifically, OI-MAS introduces a state-dependent routing mechanism that dynamically selects agent roles and model scales throughout the reasoning process. In addition, we introduce a confidence-aware mechanism that selects appropriate model scales conditioned on task complexity, thus reducing unnecessary reliance on large-scale models. Experimental results show that OI-MAS consistently outperforms baseline multi-agent systems, improving accuracy by up to 12.88\% while reducing cost by up to 79.78\%.
Abstract:Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D spatial alignment. To tackle this problem, we first construct the Human Reaction Dataset (HRD) to address data scarcity and misalignment by building a spatially aligned egocentric video-reaction dataset, as existing datasets (e.g., ViMo) suffer from significant spatial inconsistency between the egocentric video and reaction motion, e.g., dynamically moving motions are always paired with fixed-camera videos. Leveraging HRD, we present EgoReAct, the first autoregressive framework that generates 3D-aligned human reaction motions from egocentric video streams in real-time. We first compress the reaction motion into a compact yet expressive latent space via a Vector Quantised-Variational AutoEncoder and then train a Generative Pre-trained Transformer for reaction generation from the visual input. EgoReAct incorporates 3D dynamic features, i.e., metric depth, and head dynamics during the generation, which effectively enhance spatial grounding. Extensive experiments demonstrate that EgoReAct achieves remarkably higher realism, spatial consistency, and generation efficiency compared with prior methods, while maintaining strict causality during generation. We will release code, models, and data upon acceptance.
Abstract:We present a system for learning generalizable hand-object tracking controllers purely from synthetic data, without requiring any human demonstrations. Our approach makes two key contributions: (1) HOP, a Hand-Object Planner, which can synthesize diverse hand-object trajectories; and (2) HOT, a Hand-Object Tracker that bridges synthetic-to-physical transfer through reinforcement learning and interaction imitation learning, delivering a generalizable controller conditioned on target hand-object states. Our method extends to diverse object shapes and hand morphologies. Through extensive evaluations, we show that our approach enables dexterous hands to track challenging, long-horizon sequences including object re-arrangement and agile in-hand reorientation. These results represent a significant step toward scalable foundation controllers for manipulation that can learn entirely from synthetic data, breaking the data bottleneck that has long constrained progress in dexterous manipulation.




Abstract:Illegal, unreported, and unregulated (IUU) fishing causes global economic losses of \$10-25 billion annually and undermines marine sustainability and governance. Synthetic Aperture Radar (SAR) provides reliable maritime surveillance under all weather and lighting conditions, but classifying small maritime objects in SAR imagery remains challenging. We investigate quantum machine learning for this task, focusing on Quantum Kernel Methods (QKMs) applied to real and complex SAR chips extracted from the SARFish dataset. We tackle two binary classification problems, the first for distinguishing vessels from non-vessels, and the second for distinguishing fishing vessels from other types of vessels. We compare QKMs applied to real and complex SAR chips against classical Laplacian, RBF, and linear kernels applied to real SAR chips. Using noiseless numerical simulations of the quantum kernels, we find that QKMs are capable of obtaining equal or better performance than the classical kernel on these tasks in the best case, but do not demonstrate a clear advantage for the complex SAR data. This work presents the first application of QKMs to maritime classification in SAR imagery and offers insight into the potential and current limitations of quantum-enhanced learning for maritime surveillance.
Abstract:Robust humanoid locomotion requires accurate and globally consistent perception of the surrounding 3D environment. However, existing perception modules, mainly based on depth images or elevation maps, offer only partial and locally flattened views of the environment, failing to capture the full 3D structure. This paper presents Gallant, a voxel-grid-based framework for humanoid locomotion and local navigation in 3D constrained terrains. It leverages voxelized LiDAR data as a lightweight and structured perceptual representation, and employs a z-grouped 2D CNN to map this representation to the control policy, enabling fully end-to-end optimization. A high-fidelity LiDAR simulation that dynamically generates realistic observations is developed to support scalable, LiDAR-based training and ensure sim-to-real consistency. Experimental results show that Gallant's broader perceptual coverage facilitates the use of a single policy that goes beyond the limitations of previous methods confined to ground-level obstacles, extending to lateral clutter, overhead constraints, multi-level structures, and narrow passages. Gallant also firstly achieves near 100% success rates in challenging scenarios such as stair climbing and stepping onto elevated platforms through improved end-to-end optimization.




Abstract:Data scaling has long remained a critical bottleneck in robot learning. For humanoid robots, human videos and motion data are abundant and widely available, offering a free and large-scale data source. Besides, the semantics related to the motions enable modality alignment and high-level robot control learning. However, how to effectively mine raw video, extract robot-learnable representations, and leverage them for scalable learning remains an open problem. To address this, we introduce Humanoid-Union, a large-scale dataset generated through an autonomous pipeline, comprising over 260 hours of diverse, high-quality humanoid robot motion data with semantic annotations derived from human motion videos. The dataset can be further expanded via the same pipeline. Building on this data resource, we propose SCHUR, a scalable learning framework designed to explore the impact of large-scale data on high-level control in humanoid robots. Experimental results demonstrate that SCHUR achieves high robot motion generation quality and strong text-motion alignment under data and model scaling, with 37\% reconstruction improvement under MPJPE and 25\% alignment improvement under FID comparing with previous methods. Its effectiveness is further validated through deployment in real-world humanoid robot.
Abstract:Humanoid robots are envisioned to adapt demonstrated motions to diverse real-world conditions while accurately preserving motion patterns. Existing motion prior approaches enable well adaptability with a few motions but often sacrifice imitation accuracy, whereas motion-tracking methods achieve accurate imitation yet require many training motions and a test-time target motion to adapt. To combine their strengths, we introduce AdaMimic, a novel motion tracking algorithm that enables adaptable humanoid control from a single reference motion. To reduce data dependence while ensuring adaptability, our method first creates an augmented dataset by sparsifying the single reference motion into keyframes and applying light editing with minimal physical assumptions. A policy is then initialized by tracking these sparse keyframes to generate dense intermediate motions, and adapters are subsequently trained to adjust tracking speed and refine low-level actions based on the adjustment, enabling flexible time warping that further improves imitation accuracy and adaptability. We validate these significant improvements in our approach in both simulation and the real-world Unitree G1 humanoid robot in multiple tasks across a wide range of adaptation conditions. Videos and code are available at https://taohuang13.github.io/adamimic.github.io/.