Abstract:Building a low-latency humanoid teleoperation system is essential for collecting diverse reactive and dynamic demonstrations. However, existing approaches rely on heavily pre-processed human-to-humanoid motion retargeting and position-only PD control, resulting in substantial latency that severely limits responsiveness and prevents tasks requiring rapid feedback and fast reactions. To address this problem, we propose ExtremControl, a low latency whole-body control framework that: (1) operates directly on SE(3) poses of selected rigid links, primarily humanoid extremities, to avoid full-body retargeting; (2) utilizes a Cartesian-space mapping to directly convert human motion to humanoid link targets; and (3) incorporates velocity feedforward control at low level to support highly responsive behavior under rapidly changing control interfaces. We further provide a unified theoretical formulation of ExtremControl and systematically validate its effectiveness through experiments in both simulation and real-world environments. Building on ExtremControl, we implement a low-latency humanoid teleoperation system that supports both optical motion capture and VR-based motion tracking, achieving end-to-end latency as low as 50ms and enabling highly responsive behaviors such as ping-pong ball balancing, juggling, and real-time return, thereby substantially surpassing the 200ms latency limit observed in prior work.
Abstract:The advent of deep reinforcement learning (DRL) has significantly advanced the field of robotics, particularly in the control and coordination of quadruped robots. However, the complexity of real-world tasks often necessitates the deployment of multi-robot systems capable of sophisticated interaction and collaboration. To address this need, we introduce the Multi-agent Quadruped Environment (MQE), a novel platform designed to facilitate the development and evaluation of multi-agent reinforcement learning (MARL) algorithms in realistic and dynamic scenarios. MQE emphasizes complex interactions between robots and objects, hierarchical policy structures, and challenging evaluation scenarios that reflect real-world applications. We present a series of collaborative and competitive tasks within MQE, ranging from simple coordination to complex adversarial interactions, and benchmark state-of-the-art MARL algorithms. Our findings indicate that hierarchical reinforcement learning can simplify task learning, but also highlight the need for advanced algorithms capable of handling the intricate dynamics of multi-agent interactions. MQE serves as a stepping stone towards bridging the gap between simulation and practical deployment, offering a rich environment for future research in multi-agent systems and robot learning. For open-sourced code and more details of MQE, please refer to https://ziyanx02.github.io/multiagent-quadruped-environment/ .




Abstract:Reinforcement Learning (RL) is notoriously data-inefficient, which makes training on a real robot difficult. While model-based RL algorithms (world models) improve data-efficiency to some extent, they still require hours or days of interaction to learn skills. Recently, offline RL has been proposed as a framework for training RL policies on pre-existing datasets without any online interaction. However, constraining an algorithm to a fixed dataset induces a state-action distribution shift between training and inference, and limits its applicability to new tasks. In this work, we seek to get the best of both worlds: we consider the problem of pretraining a world model with offline data collected on a real robot, and then finetuning the model on online data collected by planning with the learned model. To mitigate extrapolation errors during online interaction, we propose to regularize the planner at test-time by balancing estimated returns and (epistemic) model uncertainty. We evaluate our method on a variety of visuo-motor control tasks in simulation and on a real robot, and find that our method enables few-shot finetuning to seen and unseen tasks even when offline data is limited. Videos, code, and data are available at https://yunhaifeng.com/FOWM .