Abstract:Humanoid robots hold great promise for operating in human-centric environments, yet achieving robust whole-body coordination across the head, hands, and legs remains a major challenge. We present a system that combines a modular teleoperation interface with a scalable learning framework to address this problem. Our teleoperation design decomposes humanoid control into intuitive submodules, which include hand-eye coordination, grasp primitives, arm end-effector tracking, and locomotion. This modularity allows us to collect high-quality demonstrations efficiently. Building on this, we introduce Choice Policy, an imitation learning approach that generates multiple candidate actions and learns to score them. This architecture enables both fast inference and effective modeling of multimodal behaviors. We validate our approach on two real-world tasks: dishwasher loading and whole-body loco-manipulation for whiteboard wiping. Experiments show that Choice Policy significantly outperforms diffusion policies and standard behavior cloning. Furthermore, our results indicate that hand-eye coordination is critical for success in long-horizon tasks. Our work demonstrates a practical path toward scalable data collection and learning for coordinated humanoid manipulation in unstructured environments.
Abstract:Mobile manipulators in households must both navigate and manipulate. This requires a compact, semantically rich scene representation that captures where objects are, how they function, and which parts are actionable. Scene graphs are a natural choice, yet prior work often separates spatial and functional relations, treats scenes as static snapshots without object states or temporal updates, and overlooks information most relevant for accomplishing the current task. To address these limitations, we introduce MomaGraph, a unified scene representation for embodied agents that integrates spatial-functional relationships and part-level interactive elements. However, advancing such a representation requires both suitable data and rigorous evaluation, which have been largely missing. We thus contribute MomaGraph-Scenes, the first large-scale dataset of richly annotated, task-driven scene graphs in household environments, along with MomaGraph-Bench, a systematic evaluation suite spanning six reasoning capabilities from high-level planning to fine-grained scene understanding. Built upon this foundation, we further develop MomaGraph-R1, a 7B vision-language model trained with reinforcement learning on MomaGraph-Scenes. MomaGraph-R1 predicts task-oriented scene graphs and serves as a zero-shot task planner under a Graph-then-Plan framework. Extensive experiments demonstrate that our model achieves state-of-the-art results among open-source models, reaching 71.6% accuracy on the benchmark (+11.4% over the best baseline), while generalizing across public benchmarks and transferring effectively to real-robot experiments.
Abstract:Learning the flows of hybrid systems that have both continuous and discrete time dynamics is challenging. The existing method learns the dynamics in each discrete mode, which suffers from the combination of mode switching and discontinuities in the flows. In this work, we propose CHyLL (Continuous Hybrid System Learning in Latent Space), which learns a continuous neural representation of a hybrid system without trajectory segmentation, event functions, or mode switching. The key insight of CHyLL is that the reset map glues the state space at the guard surface, reformulating the state space as a piecewise smooth quotient manifold where the flow becomes spatially continuous. Building upon these insights and the embedding theorems grounded in differential topology, CHyLL concurrently learns a singularity-free neural embedding in a higher-dimensional space and the continuous flow in it. We showcase that CHyLL can accurately predict the flow of hybrid systems with superior accuracy and identify the topological invariants of the hybrid systems. Finally, we apply CHyLL to the stochastic optimal control problem.




Abstract:Humanoid robots have recently achieved impressive progress in locomotion and whole-body control, yet they remain constrained in tasks that demand rapid interaction with dynamic environments through manipulation. Table tennis exemplifies such a challenge: with ball speeds exceeding 5 m/s, players must perceive, predict, and act within sub-second reaction times, requiring both agility and precision. To address this, we present a hierarchical framework for humanoid table tennis that integrates a model-based planner for ball trajectory prediction and racket target planning with a reinforcement learning-based whole-body controller. The planner determines striking position, velocity and timing, while the controller generates coordinated arm and leg motions that mimic human strikes and maintain stability and agility across consecutive rallies. Moreover, to encourage natural movements, human motion references are incorporated during training. We validate our system on a general-purpose humanoid robot, achieving up to 106 consecutive shots with a human opponent and sustained exchanges against another humanoid. These results demonstrate real-world humanoid table tennis with sub-second reactive control, marking a step toward agile and interactive humanoid behaviors.




Abstract:Learning skills from human motions offers a promising path toward generalizable policies for versatile humanoid whole-body control, yet two key cornerstones are missing: (1) a high-quality motion tracking framework that faithfully transforms large-scale kinematic references into robust and extremely dynamic motions on real hardware, and (2) a distillation approach that can effectively learn these motion primitives and compose them to solve downstream tasks. We address these gaps with BeyondMimic, a real-world framework to learn from human motions for versatile and naturalistic humanoid control via guided diffusion. Our framework provides a motion tracking pipeline capable of challenging skills such as jumping spins, sprinting, and cartwheels with state-of-the-art motion quality. Moving beyond simply mimicking existing motions, we further introduce a unified diffusion policy that enables zero-shot task-specific control at test time using simple cost functions. Deployed on hardware, BeyondMimic performs diverse tasks at test time, including waypoint navigation, joystick teleoperation, and obstacle avoidance, bridging sim-to-real motion tracking and flexible synthesis of human motion primitives for whole-body control. https://beyondmimic.github.io/.
Abstract:Achieving coordinated teamwork among legged robots requires both fine-grained locomotion control and long-horizon strategic decision-making. Robot soccer offers a compelling testbed for this challenge, combining dynamic, competitive, and multi-agent interactions. In this work, we present a hierarchical multi-agent reinforcement learning (MARL) framework that enables fully autonomous and decentralized quadruped robot soccer. First, a set of highly dynamic low-level skills is trained for legged locomotion and ball manipulation, such as walking, dribbling, and kicking. On top of these, a high-level strategic planning policy is trained with Multi-Agent Proximal Policy Optimization (MAPPO) via Fictitious Self-Play (FSP). This learning framework allows agents to adapt to diverse opponent strategies and gives rise to sophisticated team behaviors, including coordinated passing, interception, and dynamic role allocation. With an extensive ablation study, the proposed learning method shows significant advantages in the cooperative and competitive multi-agent soccer game. We deploy the learned policies to real quadruped robots relying solely on onboard proprioception and decentralized localization, with the resulting system supporting autonomous robot-robot and robot-human soccer matches on indoor and outdoor soccer courts.




Abstract:The human body demonstrates exceptional motor capabilities-such as standing steadily on one foot or performing a high kick with the leg raised over 1.5 meters-both requiring precise balance control. While recent research on humanoid control has leveraged reinforcement learning to track human motions for skill acquisition, applying this paradigm to balance-intensive tasks remains challenging. In this work, we identify three key obstacles: instability from reference motion errors, learning difficulties due to morphological mismatch, and the sim-to-real gap caused by sensor noise and unmodeled dynamics. To address these challenges, we propose HuB (Humanoid Balance), a unified framework that integrates reference motion refinement, balance-aware policy learning, and sim-to-real robustness training, with each component targeting a specific challenge. We validate our approach on the Unitree G1 humanoid robot across challenging quasi-static balance tasks, including extreme single-legged poses such as Swallow Balance and Bruce Lee's Kick. Our policy remains stable even under strong physical disturbances-such as a forceful soccer strike-while baseline methods consistently fail to complete these tasks. Project website: https://hub-robot.github.io
Abstract:General-purpose humanoid robots are expected to interact intuitively with humans, enabling seamless integration into daily life. Natural language provides the most accessible medium for this purpose. However, translating language into humanoid whole-body motion remains a significant challenge, primarily due to the gap between linguistic understanding and physical actions. In this work, we present an end-to-end, language-directed policy for real-world humanoid whole-body control. Our approach combines reinforcement learning with policy distillation, allowing a single neural network to interpret language commands and execute corresponding physical actions directly. To enhance motion diversity and compositionality, we incorporate a Conditional Variational Autoencoder (CVAE) structure. The resulting policy achieves agile and versatile whole-body behaviors conditioned on language inputs, with smooth transitions between various motions, enabling adaptation to linguistic variations and the emergence of novel motions. We validate the efficacy and generalizability of our method through extensive simulations and real-world experiments, demonstrating robust whole-body control. Please see our website at LangWBC.github.io for more information.
Abstract:Despite significant interest and advancements in humanoid robotics, most existing commercially available hardware remains high-cost, closed-source, and non-transparent within the robotics community. This lack of accessibility and customization hinders the growth of the field and the broader development of humanoid technologies. To address these challenges and promote democratization in humanoid robotics, we demonstrate Berkeley Humanoid Lite, an open-source humanoid robot designed to be accessible, customizable, and beneficial for the entire community. The core of this design is a modular 3D-printed gearbox for the actuators and robot body. All components can be sourced from widely available e-commerce platforms and fabricated using standard desktop 3D printers, keeping the total hardware cost under $5,000 (based on U.S. market prices). The design emphasizes modularity and ease of fabrication. To address the inherent limitations of 3D-printed gearboxes, such as reduced strength and durability compared to metal alternatives, we adopted a cycloidal gear design, which provides an optimal form factor in this context. Extensive testing was conducted on the 3D-printed actuators to validate their durability and alleviate concerns about the reliability of plastic components. To demonstrate the capabilities of Berkeley Humanoid Lite, we conducted a series of experiments, including the development of a locomotion controller using reinforcement learning. These experiments successfully showcased zero-shot policy transfer from simulation to hardware, highlighting the platform's suitability for research validation. By fully open-sourcing the hardware design, embedded code, and training and deployment frameworks, we aim for Berkeley Humanoid Lite to serve as a pivotal step toward democratizing the development of humanoid robotics. All resources are available at https://lite.berkeley-humanoid.org.
Abstract:We present Diffuse-CLoC, a guided diffusion framework for physics-based look-ahead control that enables intuitive, steerable, and physically realistic motion generation. While existing kinematics motion generation with diffusion models offer intuitive steering capabilities with inference-time conditioning, they often fail to produce physically viable motions. In contrast, recent diffusion-based control policies have shown promise in generating physically realizable motion sequences, but the lack of kinematics prediction limits their steerability. Diffuse-CLoC addresses these challenges through a key insight: modeling the joint distribution of states and actions within a single diffusion model makes action generation steerable by conditioning it on the predicted states. This approach allows us to leverage established conditioning techniques from kinematic motion generation while producing physically realistic motions. As a result, we achieve planning capabilities without the need for a high-level planner. Our method handles a diverse set of unseen long-horizon downstream tasks through a single pre-trained model, including static and dynamic obstacle avoidance, motion in-betweening, and task-space control. Experimental results show that our method significantly outperforms the traditional hierarchical framework of high-level motion diffusion and low-level tracking.