Abstract:Model Predictive Control (MPC) provides interpretable, tunable locomotion controllers grounded in physical models, but its robustness depends on frequent replanning and is limited by model mismatch and real-time computational constraints. Reinforcement Learning (RL), by contrast, can produce highly robust behaviors through stochastic training but often lacks interpretability, suffers from out-of-distribution failures, and requires intensive reward engineering. This work presents a GPU-parallelized residual architecture that tightly integrates MPC and RL by blending their outputs at the torque-control level. We develop a kinodynamic whole-body MPC formulation evaluated across thousands of agents in parallel at 100 Hz for RL training. The residual policy learns to make targeted corrections to the MPC outputs, combining the interpretability and constraint handling of model-based control with the adaptability of RL. The model-based control prior acts as a strong bias, initializing and guiding the policy towards desirable behavior with a simple set of rewards. Compared to standalone MPC or end-to-end RL, our approach achieves higher sample efficiency, converges to greater asymptotic rewards, expands the range of trackable velocity commands, and enables zero-shot adaptation to unseen gaits and uneven terrain.
Abstract:Vision-only grasping systems are fundamentally constrained by calibration errors, sensor noise, and grasp pose prediction inaccuracies, leading to unavoidable contact uncertainty in the final stage of grasping. High-bandwidth tactile feedback, when paired with a well-designed tactile-reactive controller, can significantly improve robustness in the presence of perception errors. This paper contributes to controller design by proposing a purely tactile-feedback grasp-adjustment algorithm. The proposed controller requires neither prior knowledge of the object's geometry nor an accurate grasp pose, and is capable of refining a grasp even when starting from a crude, imprecise initial configuration and uncertain contact points. Through simulation studies and real-world experiments on a 15-DoF arm-hand system (featuring an 8-DoF hand) equipped with fingertip tactile sensors operating at 200 Hz, we demonstrate that our tactile-reactive grasping framework effectively improves grasp stability.
Abstract:We present a robotic table tennis platform that achieves a variety of hit styles and ball-spins with high precision, power, and consistency. This is enabled by a custom lightweight, high-torque, low rotor inertia, five degree-of-freedom arm capable of high acceleration. To generate swing trajectories, we formulate an optimal control problem (OCP) that constrains the state of the paddle at the time of the strike. The terminal position is given by a predicted ball trajectory, and the terminal orientation and velocity of the paddle are chosen to match various possible styles of hits: loops (topspin), drives (flat), and chops (backspin). Finally, we construct a fixed-horizon model predictive controller (MPC) around this OCP to allow the hardware to quickly react to changes in the predicted ball trajectory. We validate on hardware that the system is capable of hitting balls with an average exit velocity of 11 m/s at an 88% success rate across the three swing types.
Abstract:Designs incorporating kinematic loops are becoming increasingly prevalent in the robotics community. Despite the existence of dynamics algorithms to deal with the effects of such loops, many modern simulators rely on dynamics libraries that require robots to be represented as kinematic trees. This requirement is reflected in the de facto standard format for describing robots, the Universal Robot Description Format (URDF), which does not support kinematic loops resulting in closed chains. This paper introduces an enhanced URDF, termed URDF+, which addresses this key shortcoming of URDF while retaining the intuitive design philosophy and low barrier to entry that the robotics community values. The URDF+ keeps the elements used by URDF to describe open chains and incorporates new elements to encode loop joints. We also offer an accompanying parser that processes the system models coming from URDF+ so that they can be used with recursive rigid-body dynamics algorithms for closed-chain systems that group bodies into local, decoupled loops. This parsing process is fully automated, ensuring optimal grouping of constrained bodies without requiring manual specification from the user. We aim to advance the robotics community towards this elegant solution by developing efficient and easy-to-use software tools.
Abstract:We present a homotopic approach to solving challenging, optimization-based motion planning problems. The approach uses Homotopy Optimization, which, unlike standard continuation methods for solving homotopy problems, solves a sequence of constrained optimization problems rather than a sequence of nonlinear systems of equations. The insight behind our proposed algorithm is formulating the discovery of this sequence of optimization problems as a search problem in a multidimensional homotopy parameter space. Our proposed algorithm, the Probabilistic Homotopy Optimization algorithm, switches between solve and sample phases, using solutions to easy problems as initial guesses to more challenging problems. We analyze how our algorithm performs in the presence of common challenges to homotopy methods, such as bifurcation, folding, and disconnectedness of the homotopy solution manifold. Finally, we demonstrate its utility via a case study on two dynamic motion planning problems: the cart-pole and the MIT Humanoid.
Abstract:The parallelism afforded by GPUs presents significant advantages in training controllers through reinforcement learning (RL). However, integrating model-based optimization into this process remains challenging due to the complexity of formulating and solving optimization problems across thousands of instances. In this work, we present CusADi, an extension of the CasADi symbolic framework to support the parallelization of arbitrary closed-form expressions on GPUs with CUDA. We also formulate a closed-form approximation for solving general optimal control problems, enabling large-scale parallelization and evaluation of MPC controllers. Our results show a ten-fold speedup relative to similar MPC implementation on the CPU, and we demonstrate the use of CusADi for various applications, including parallel simulation, parameter sweeps, and policy training.
Abstract:In this work, we introduce a control framework that combines model-based footstep planning with Reinforcement Learning (RL), leveraging desired footstep patterns derived from the Linear Inverted Pendulum (LIP) dynamics. Utilizing the LIP model, our method forward predicts robot states and determines the desired foot placement given the velocity commands. We then train an RL policy to track the foot placements without following the full reference motions derived from the LIP model. This partial guidance from the physics model allows the RL policy to integrate the predictive capabilities of the physics-informed dynamics and the adaptability characteristics of the RL controller without overfitting the policy to the template model. Our approach is validated on the MIT Humanoid, demonstrating that our policy can achieve stable yet dynamic locomotion for walking and turning. We further validate the adaptability and generalizability of our policy by extending the locomotion task to unseen, uneven terrain. During the hardware deployment, we have achieved forward walking speeds of up to 1.5 m/s on a treadmill and have successfully performed dynamic locomotion maneuvers such as 90-degree and 180-degree turns.
Abstract:Thanks to recent advancements in accelerating non-linear model predictive control (NMPC), it is now feasible to deploy whole-body NMPC at real-time rates for humanoid robots. However, enforcing inequality constraints in real time for such high-dimensional systems remains challenging due to the need for additional iterations. This paper presents an implementation of whole-body NMPC for legged robots that provides low-accuracy solutions to NMPC with general equality and inequality constraints. Instead of aiming for highly accurate optimal solutions, we leverage the alternating direction method of multipliers to rapidly provide low-accuracy solutions to quadratic programming subproblems. Our extensive simulation results indicate that real robots often cannot benefit from highly accurate solutions due to dynamics discretization errors, inertial modeling errors and delays. We incorporate control barrier functions (CBFs) at the initial timestep of the NMPC for the self-collision constraints, resulting in up to a 26-fold reduction in the number of self-collisions without adding computational burden. The controller is reliably deployed on hardware at 90 Hz for a problem involving 32 timesteps, 2004 variables, and 3768 constraints. The NMPC delivers sufficiently accurate solutions, enabling the MIT Humanoid to plan complex crossed-leg and arm motions that enhance stability when walking and recovering from significant disturbances.
Abstract:While most recent advancements in legged robot control have been driven by model-free reinforcement learning, we explore the potential of differentiable simulation. Differentiable simulation promises faster convergence and more stable training by computing low-variant first-order gradients using the robot model, but so far, its use for legged robot control has remained limited to simulation. The main challenge with differentiable simulation lies in the complex optimization landscape of robotic tasks due to discontinuities in contact-rich environments, e.g., quadruped locomotion. This work proposes a new, differentiable simulation framework to overcome these challenges. The key idea involves decoupling the complex whole-body simulation, which may exhibit discontinuities due to contact, into two separate continuous domains. Subsequently, we align the robot state resulting from the simplified model with a more precise, non-differentiable simulator to maintain sufficient simulation accuracy. Our framework enables learning quadruped walking in minutes using a single simulated robot without any parallelization. When augmented with GPU parallelization, our approach allows the quadruped robot to master diverse locomotion skills, including trot, pace, bound, and gallop, on challenging terrains in minutes. Additionally, our policy achieves robust locomotion performance in the real world zero-shot. To the best of our knowledge, this work represents the first demonstration of using differentiable simulation for controlling a real quadruped robot. This work provides several important insights into using differentiable simulations for legged locomotion in the real world.
Abstract:Motion trajectories offer reliable references for physics-based motion learning but suffer from sparsity, particularly in regions that lack sufficient data coverage. To address this challenge, we introduce a self-supervised, structured representation and generation method that extracts spatial-temporal relationships in periodic or quasi-periodic motions. The motion dynamics in a continuously parameterized latent space enable our method to enhance the interpolation and generalization capabilities of motion learning algorithms. The motion learning controller, informed by the motion parameterization, operates online tracking of a wide range of motions, including targets unseen during training. With a fallback mechanism, the controller dynamically adapts its tracking strategy and automatically resorts to safe action execution when a potentially risky target is proposed. By leveraging the identified spatial-temporal structure, our work opens new possibilities for future advancements in general motion representation and learning algorithms.