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# Humanoid Whole-Body Control

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  1. arXiv

    Humanoid HALO learns perceptive whole-body motion in simulation, then hits 91% over 360 trials in six unmapped real homes

    Humanoids asked to sit down or walk to a named object need paired supervision mapping pixels and free-form language to whole-body joint commands, and that data has so far come from teleoperation or wearable capture, where an hour of data costs at least an hour of human time. HALO moves data generation into simulation, synthesizing egocentric vision-language-motion episodes across a thousand procedurally generated homes, then uses a layered stack that splits a free-form request into subtasks, generates five-second whole-body motion plans, and executes them with a perceptive tracker. Without seeing a real home in training, it transfers zero-shot to six unscanned, unmapped real homes, succeeding in 91% of 360 trials.

  2. Splitting a humanoid's upper and lower body into two controllers cuts upper-body joint error to about 0.1 radians on H1 and H1-2

    Humanoid whole-body control usually drives the upper and lower body with one policy, so large arm motions can disturb balance and the two tasks interfere during training. JAEGER splits the body into two independent controllers that share observations and rewards, initializes the upper body with supervised learning, then trains the whole body with reinforcement learning while supporting both root-velocity and joint-angle command modes. In simulation comparisons on the H1 and H1-2 platforms, JAEGER's upper-body joint tracking error is lower than HumanPlus, ExBody and OmniH2O, with pose-mode joint errors about 30% to 60% of those methods.

  3. arXiv

    A humanoid catches thrown boxes with onboard vision alone: 65% at 2.5 m, 76% of human catchers

    The humanoid Reflex catches human-thrown boxes using only onboard RGB-D vision, reaching 85.7% catch success in simulation versus 87.9% with privileged box observations, and 65% and 40% on the real robot at 2.5 and 5 m.

  4. arXiv

    CrossBFM distills Unitree G1's latent behavior space onto three humanoids in under one GPU-hour, losing only 0.025 rad in tracking

    CrossBFM freezes the backward map of a Behavior Foundation Model pretrained on the Unitree G1 and, using the frame-level cross-embodiment correspondence supplied by retargeted data, distills that latent space onto three humanoids (Inhouse M3, Booster T1, Fourier N1) with a unified encoder that has no robot-specific parameters, training the encoder in under one GPU-hour and each tracker in about 10 more GPU-hours; all three prompting modes transfer (motion tracking, goal reaching between poses, reward optimization), the latent-conditioned policy loses only 0.

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