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arXiv:2506.09366공식 코드 · Papers with Code

SkillBlender: Towards Versatile Humanoid Whole-Body Loco-Manipulation via Skill Blending

Humanoid robots hold significant potential in accomplishing daily tasks across diverse environments thanks to their flexibility and human-like morphology. Recent works have made significant progress in humanoid whole-body control and loco-manipulation leveraging optimal control or reinforcement learning. However, these methods require tedious task-specific tuning for each task to achieve satisfactory behaviors, limiting their versatility and scalability to diverse tasks in daily scenarios. To that end, we introduce SkillBlender, a novel hierarchical reinforcement learning framework for versatile humanoid loco-manipulation. SkillBlender first pretrains goal-conditioned task-agnostic primitive skills, and then dynamically blends these skills to accomplish complex loco-manipulation tasks with minimal task-specific reward engineering. We also introduce SkillBench, a parallel, cross-embodiment, and diverse simulated benchmark containing three embodiments, four primitive skills, and eight challenging loco-manipulation tasks, accompanied by a set of scientific evaluation metrics balancing accuracy and feasibility. Extensive simulated experiments show that our method significantly outperforms all baselines, while naturally regularizing behaviors to avoid reward hacking, resulting in more accurate and feasible movements for diverse loco-manipulation tasks in our daily scenarios. Our code and benchmark will be open-sourced to the community to facilitate future research. Project page: https://usc-gvl.github.io/SkillBlender-web/.

arXiv:2504.11054공식 코드 · Papers with Code

Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models

Unsupervised reinforcement learning (RL) aims at pre-training agents that can solve a wide range of downstream tasks in complex environments. Despite recent advancements, existing approaches suffer from several limitations: they may require running an RL process on each downstream task to achieve a satisfactory performance, they may need access to datasets with good coverage or well-curated task-specific samples, or they may pre-train policies with unsupervised losses that are poorly correlated with the downstream tasks of interest. In this paper, we introduce a novel algorithm regularizing unsupervised RL towards imitating trajectories from unlabeled behavior datasets. The key technical novelty of our method, called Forward-Backward Representations with Conditional-Policy Regularization, is to train forward-backward representations to embed the unlabeled trajectories to the same latent space used to represent states, rewards, and policies, and use a latent-conditional discriminator to encourage policies to ``cover'' the states in the unlabeled behavior dataset. As a result, we can learn policies that are well aligned with the behaviors in the dataset, while retaining zero-shot generalization capabilities for reward-based and imitation tasks. We demonstrate the effectiveness of this new approach in a challenging humanoid control problem: leveraging observation-only motion capture datasets, we train Meta Motivo, the first humanoid behavioral foundation model that can be prompted to solve a variety of whole-body tasks, including motion tracking, goal reaching, and reward optimization. The resulting model is capable of expressing human-like behaviors and it achieves competitive performance with task-specific methods while outperforming state-of-the-art unsupervised RL and model-based baselines.

arXiv:2503.14637공식 코드 · Papers with Code

Reinforcement learning-based motion imitation for physiologically plausible musculoskeletal motor control

How do humans move? The quest to understand human motion has broad applications in numerous fields, ranging from computer animation and motion synthesis to neuroscience, human prosthetics and rehabilitation. Although advances in reinforcement learning (RL) have produced impressive results in capturing human motion using simplified humanoids, controlling physiologically accurate models of the body remains an open challenge. In this work, we present a model-free motion imitation framework (KINESIS) to advance the understanding of muscle-based motor control. Using a musculoskeletal model of the lower body with 80 muscle actuators and 20 DoF, we demonstrate that KINESIS achieves strong imitation performance on 1.9 hours of motion capture data, is controllable by natural language through pre-trained text-to-motion generative models, and can be fine-tuned to carry out high-level tasks such as target goal reaching. Importantly, KINESIS generates muscle activity patterns that correlate well with human EMG activity. The physiological plausibility makes KINESIS a promising model for tackling challenging problems in human motor control theory, which we highlight by investigating Bernstein's redundancy problem in the context of locomotion. Code, videos and benchmarks will be available at https://github.com/amathislab/Kinesis.

arXiv:2408.00342공식 코드 · Papers with Code

MuJoCo MPC for Humanoid Control: Evaluation on HumanoidBench

We tackle the recently introduced benchmark for whole-body humanoid control HumanoidBench using MuJoCo MPC. We find that sparse reward functions of HumanoidBench yield undesirable and unrealistic behaviors when optimized; therefore, we propose a set of regularization terms that stabilize the robot behavior across tasks. Current evaluations on a subset of tasks demonstrate that our proposed reward function allows achieving the highest HumanoidBench scores while maintaining realistic posture and smooth control signals. Our code is publicly available and will become a part of MuJoCo MPC, enabling rapid prototyping of robot behaviors.

arXiv:2208.07363공식 코드 · Papers with Code

MoCapAct: A Multi-Task Dataset for Simulated Humanoid Control

Simulated humanoids are an appealing research domain due to their physical capabilities. Nonetheless, they are also challenging to control, as a policy must drive an unstable, discontinuous, and high-dimensional physical system. One widely studied approach is to utilize motion capture (MoCap) data to teach the humanoid agent low-level skills (e.g., standing, walking, and running) that can then be re-used to synthesize high-level behaviors. However, even with MoCap data, controlling simulated humanoids remains very hard, as MoCap data offers only kinematic information. Finding physical control inputs to realize the demonstrated motions requires computationally intensive methods like reinforcement learning. Thus, despite the publicly available MoCap data, its utility has been limited to institutions with large-scale compute. In this work, we dramatically lower the barrier for productive research on this topic by training and releasing high-quality agents that can track over three hours of MoCap data for a simulated humanoid in the dm_control physics-based environment. We release MoCapAct (Motion Capture with Actions), a dataset of these expert agents and their rollouts, which contain proprioceptive observations and actions. We demonstrate the utility of MoCapAct by using it to train a single hierarchical policy capable of tracking the entire MoCap dataset within dm_control and show the learned low-level component can be re-used to efficiently learn downstream high-level tasks. Finally, we use MoCapAct to train an autoregressive GPT model and show that it can control a simulated humanoid to perform natural motion completion given a motion prompt. Videos of the results and links to the code and dataset are available at https://microsoft.github.io/MoCapAct.

arXiv:2206.01626공식 코드 · Papers with Code

Reincarnating Reinforcement Learning: Reusing Prior Computation to Accelerate Progress

Learning tabula rasa, that is without any prior knowledge, is the prevalent workflow in reinforcement learning (RL) research. However, RL systems, when applied to large-scale settings, rarely operate tabula rasa. Such large-scale systems undergo multiple design or algorithmic changes during their development cycle and use ad hoc approaches for incorporating these changes without re-training from scratch, which would have been prohibitively expensive. Additionally, the inefficiency of deep RL typically excludes researchers without access to industrial-scale resources from tackling computationally-demanding problems. To address these issues, we present reincarnating RL as an alternative workflow or class of problem settings, where prior computational work (e.g., learned policies) is reused or transferred between design iterations of an RL agent, or from one RL agent to another. As a step towards enabling reincarnating RL from any agent to any other agent, we focus on the specific setting of efficiently transferring an existing sub-optimal policy to a standalone value-based RL agent. We find that existing approaches fail in this setting and propose a simple algorithm to address their limitations. Equipped with this algorithm, we demonstrate reincarnating RL's gains over tabula rasa RL on Atari 2600 games, a challenging locomotion task, and the real-world problem of navigating stratospheric balloons. Overall, this work argues for an alternative approach to RL research, which we believe could significantly improve real-world RL adoption and help democratize it further. Open-sourced code and trained agents at https://agarwl.github.io/reincarnating_rl.

arXiv:2205.03943공식 코드 · Papers with Code

Learning to Brachiate via Simplified Model Imitation

Brachiation is the primary form of locomotion for gibbons and siamangs, in which these primates swing from tree limb to tree limb using only their arms. It is challenging to control because of the limited control authority, the required advance planning, and the precision of the required grasps. We present a novel approach to this problem using reinforcement learning, and as demonstrated on a finger-less 14-link planar model that learns to brachiate across challenging handhold sequences. Key to our method is the use of a simplified model, a point mass with a virtual arm, for which we first learn a policy that can brachiate across handhold sequences with a prescribed order. This facilitates the learning of the policy for the full model, for which it provides guidance by providing an overall center-of-mass trajectory to imitate, as well as for the timing of the holds. Lastly, the simplified model can also readily be used for planning suitable sequences of handholds in a given environment. Our results demonstrate brachiation motions with a variety of durations for the flight and hold phases, as well as emergent extra back-and-forth swings when this proves useful. The system is evaluated with a variety of ablations. The method enables future work towards more general 3D brachiation, as well as using simplified model imitation in other settings.

arXiv:2008.12775공식 코드 · Papers with Code

On the model-based stochastic value gradient for continuous reinforcement learning

For over a decade, model-based reinforcement learning has been seen as a way to leverage control-based domain knowledge to improve the sample-efficiency of reinforcement learning agents. While model-based agents are conceptually appealing, their policies tend to lag behind those of model-free agents in terms of final reward, especially in non-trivial environments. In response, researchers have proposed model-based agents with increasingly complex components, from ensembles of probabilistic dynamics models, to heuristics for mitigating model error. In a reversal of this trend, we show that simple model-based agents can be derived from existing ideas that not only match, but outperform state-of-the-art model-free agents in terms of both sample-efficiency and final reward. We find that a model-free soft value estimate for policy evaluation and a model-based stochastic value gradient for policy improvement is an effective combination, achieving state-of-the-art results on a high-dimensional humanoid control task, which most model-based agents are unable to solve. Our findings suggest that model-based policy evaluation deserves closer attention.

arXiv:2008.02387공식 코드 · Papers with Code

ClipUp: A Simple and Powerful Optimizer for Distribution-based Policy Evolution

Distribution-based search algorithms are an effective approach for evolutionary reinforcement learning of neural network controllers. In these algorithms, gradients of the total reward with respect to the policy parameters are estimated using a population of solutions drawn from a search distribution, and then used for policy optimization with stochastic gradient ascent. A common choice in the community is to use the Adam optimization algorithm for obtaining an adaptive behavior during gradient ascent, due to its success in a variety of supervised learning settings. As an alternative to Adam, we propose to enhance classical momentum-based gradient ascent with two simple techniques: gradient normalization and update clipping. We argue that the resulting optimizer called ClipUp (short for "clipped updates") is a better choice for distribution-based policy evolution because its working principles are simple and easy to understand and its hyperparameters can be tuned more intuitively in practice. Moreover, it removes the need to re-tune hyperparameters if the reward scale changes. Experiments show that ClipUp is competitive with Adam despite its simplicity and is effective on challenging continuous control benchmarks, including the Humanoid control task based on the Bullet physics simulator.

arXiv:2006.07364공식 코드 · Papers with Code

Residual Force Control for Agile Human Behavior Imitation and Extended Motion Synthesis

Reinforcement learning has shown great promise for synthesizing realistic human behaviors by learning humanoid control policies from motion capture data. However, it is still very challenging to reproduce sophisticated human skills like ballet dance, or to stably imitate long-term human behaviors with complex transitions. The main difficulty lies in the dynamics mismatch between the humanoid model and real humans. That is, motions of real humans may not be physically possible for the humanoid model. To overcome the dynamics mismatch, we propose a novel approach, residual force control (RFC), that augments a humanoid control policy by adding external residual forces into the action space. During training, the RFC-based policy learns to apply residual forces to the humanoid to compensate for the dynamics mismatch and better imitate the reference motion. Experiments on a wide range of dynamic motions demonstrate that our approach outperforms state-of-the-art methods in terms of convergence speed and the quality of learned motions. Notably, we showcase a physics-based virtual character empowered by RFC that can perform highly agile ballet dance moves such as pirouette, arabesque and jet\'e. Furthermore, we propose a dual-policy control framework, where a kinematic policy and an RFC-based policy work in tandem to synthesize multi-modal infinite-horizon human motions without any task guidance or user input. Our approach is the first humanoid control method that successfully learns from a large-scale human motion dataset (Human3.6M) and generates diverse long-term motions. Code and videos are available at https://www.ye-yuan.com/rfc.

arXiv:2003.14414공식 코드 · Papers with Code

Optical Non-Line-of-Sight Physics-based 3D Human Pose Estimation

We describe a method for 3D human pose estimation from transient images (i.e., a 3D spatio-temporal histogram of photons) acquired by an optical non-line-of-sight (NLOS) imaging system. Our method can perceive 3D human pose by `looking around corners' through the use of light indirectly reflected by the environment. We bring together a diverse set of technologies from NLOS imaging, human pose estimation and deep reinforcement learning to construct an end-to-end data processing pipeline that converts a raw stream of photon measurements into a full 3D human pose sequence estimate. Our contributions are the design of data representation process which includes (1) a learnable inverse point spread function (PSF) to convert raw transient images into a deep feature vector; (2) a neural humanoid control policy conditioned on the transient image feature and learned from interactions with a physics simulator; and (3) a data synthesis and augmentation strategy based on depth data that can be transferred to a real-world NLOS imaging system. Our preliminary experiments suggest that our method is able to generalize to real-world NLOS measurement to estimate physically-valid 3D human poses.