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<feed xmlns="http://www.w3.org/2005/Atom"><title>Embodied AI Radar — Humanoid</title>
<link href="https://hu-zlatan.github.io/embodied-ai-radar/"/><link rel="self" href="https://hu-zlatan.github.io/embodied-ai-radar/robots/humanoid.xml"/><id>https://hu-zlatan.github.io/embodied-ai-radar/robots/humanoid.xml</id>
<updated>2026-10-29T00:00:00Z</updated><author><name>Embodied AI Radar</name></author>
<entry><title>Tokens of Motion: Primitive Motion Learning for Human-Humanoid Skill Transfer</title><id>https://arxiv.org/abs/2610.37330</id>
<link href="https://arxiv.org/abs/2610.37330"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Vision-language-action (VLA) models provide a promising paradigm for scalable robotic manipulation, yet their reliance on success-only behavioral cloning leaves them brittle; lacking corrective training signals, minor execution errors rapidly compound into unrecoverable, out-of-distribution failures. To address this limitation, we propose Adaptive Failure-Informed Learning (AFIL), an end-to-end framework that leverages failure trajectories as adaptive negative guidance for diffusion- and flow-based VLA policies. AFIL uses a pretrained VLA to generate failure rollouts online, avoiding the need …</summary></entry><entry><title>Remember Where You Walk: Learning Spatial Memory for End-to-End Legged Robot Exploration</title><id>https://arxiv.org/abs/2610.37203</id>
<link href="https://arxiv.org/abs/2610.37203"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoids and other legged robots operating in complex environments must remember information that leaves their field of view and only becomes relevant much later. Reinforcement learning policies address this using memory networks such as LSTMs that are trained end-to-end with the policy to memorize such task-relevant aspects. Yet, such architectures often fail to preserve sufficient information over long horizons. In this work, we propose a network architecture based on Hadamard memory that specifically targets robot navigation. Our Local Spatial Matrix Memory (LSMM) enables RL agents to …</summary></entry><entry><title>HC2Robot: Hyper-Connection Transformers with Predicted Foresight for Multi-Terrain Humanoid Parkour</title><id>https://arxiv.org/abs/2610.36825</id>
<link href="https://arxiv.org/abs/2610.36825"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoid parkour requires robots to reason about future footholds and whole-body motions over highly discontinuous terrain. We revisit the information asymmetry in asymmetric actor-critic learning for perceptive humanoid locomotion: the critic exploits privileged simulator signals during training, whereas the deployable actor operates solely from onboard perception. We argue that the key is not exposing privileged information to the actor, but learning a deployable approximation of it to narrow the information gap between training and deployment. We present HC2Robot, a deployable perceptive …</summary></entry><entry><title>A fully articulated humanoid dexterous hand with human-level joint structure enabled by linkage-based actuation</title><id>https://arxiv.org/abs/2610.36789</id>
<link href="https://arxiv.org/abs/2610.36789"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoid dexterous hands are a core component of embodied intelligence, enabling robots to translate high-level intent into rich and adaptive physical interaction. However, existing designs remain constrained by a persistent trade-off among anthropomorphic kinematic complexity, mechanical robustness, load capacity and control simplicity, limiting dexterous manipulation in unstructured environments. Here we present Torch-Hand, a fully articulated humanoid dexterous hand that replicates the joint structure and motion hierarchy of the human hand with 21 degrees of freedom (DOF), comprising a …</summary></entry><entry><title>Mimetic Embodiment Transfer of Human-Humanoid Interaction from In-the-Wild Videos</title><id>https://arxiv.org/abs/2610.36615</id>
<link href="https://arxiv.org/abs/2610.36615"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Enabling a humanoid to interact naturally with human partners requires preserving not only individual motions but also the spatial, semantic, and contact relationships underlying the interaction (i.e., hugging, dancing, hand-shaking, etc.). Furthermore, a practical solution should generalize across various humanoid embodiments with distinct morphologies and kinematic constraints. To tackle this challenge, we propose HumiTransfer, a mimetic embodiment transfer framework that converts in-the-wild human-human interaction videos into physically plausible human-humanoid interactions. HumiTransfer …</summary></entry><entry><title>REACH: An RL-based Hierarchical Humanoid Crawling Framework for Adaptable Confined Space Traversal</title><id>https://arxiv.org/abs/2610.36546</id>
<link href="https://arxiv.org/abs/2610.36546"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoid locomotion in confined spaces requires continuous height adaptation across multiple locomotion modes, yet most existing approaches remain limited to height-adjustable bipedal walking. We present REACH, an RL-based hierarchical framework that enables a Unitree G1 humanoid to traverse height-constrained environments through variable-height bipedal walking and crawling. The learned policies regulate body height over complementary command ranges of 1.27--0.50m in bipedal locomotion and 0.50--0.20m in crawling, extending traversal beyond the clearance limits of crouched walking. To …</summary></entry><entry><title>GRAFT: Geometry-Aware Residual Adaptation for Foundation Trackers</title><id>https://arxiv.org/abs/2610.36507</id>
<link href="https://arxiv.org/abs/2610.36507"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoid behavior foundation models (BFMs) provide reusable whole-body motion priors: given a kinematic reference, they generate coordinated joint commands for motion replay, teleoperation, and VLA control. However, trained primarily on flat-ground motion, BFMs lack an explicit mechanism to adapt foot placement, swing clearance, and contact timing to local terrain. Many terrain-aware BFM approaches address this limitation by retraining or fine-tuning the tracker together with perception, incurring substantial data and computation costs while coupling ordinary tracking to the perception …</summary></entry><entry><title>Whole-Body Humanoid Control via Stochastic Motion Tokenization</title><id>https://arxiv.org/abs/2610.36452</id>
<link href="https://arxiv.org/abs/2610.36452"/><updated>2026-10-28T00:00:00Z</updated>
<summary>While velocity-commanded RL policies are effective for controlling quadrupeds, they are a limited interface for humanoids that need to perform complex whole-body motions. Furthermore, RL tracking policies for whole-body motions typically have limited information about the desired future motion, preventing them from performing controlled deviations to achieve long-term task success; such information is particularly relevant when a controller must prepare for transitions between behaviors. We address these challenges using concise motion representations that can be generated by a high-level …</summary></entry><entry><title>Learning Multi-Phase Robot Loco-Manipulation via Phase-Conditioned Policy Optimization</title><id>https://arxiv.org/abs/2610.36270</id>
<link href="https://arxiv.org/abs/2610.36270"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Complex whole-body loco-manipulation requires executing diverse maneuvers, such as crouching, grasping, and locomotion, within a single long-horizon task. While performing simple pick-and-place behaviors is well-established, scaling to complex, long-horizon tasks remains difficult. Currently, this challenge is addressed by relying on human motion data and correspondingly humanoid platforms, which limits platform independence and introduces substantial data processing overhead. Instead, we extend proximal policy optimization (PPO) to train a single policy for multi-phase tasks across diverse …</summary></entry><entry><title>Program-Level Adversarial Co-Adaptive Self-Play for Robotic Security</title><id>https://arxiv.org/abs/2610.36143</id>
<link href="https://arxiv.org/abs/2610.36143"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Coding agents can adapt robotic software by revising executable programs, but successful responses to an evolving opponent may not remain effective. We present a framework for program-level adversarial co-adaptive self-play in which coding agents generate attacks and defenses from tested opponent code and mission feedback, without model fine-tuning. Environment-specific interfaces support external programs for autonomous driving and SDK-level defenses for humanoid locomotion. Two eight-generation case studies reveal concrete software responses: a driving defender introduces direct-actuation …</summary></entry><entry><title>Learning Force-Reactive Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.35862</id>
<link href="https://arxiv.org/abs/2610.35862"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Many everyday tasks require controlling contact force as well as motion. On a humanoid, this force must often be coordinated across both hands and the whole body, and cannot be specified by kinematic trajectories alone. Therefore, we present FLORE, a framework for learning force-reactive humanoid loco-manipulation. We collect robot-free demonstrations using two force-sensing UMI-style handheld grippers for hand motion and contact wrenches, and wearable trackers for body motion. A force-reactive diffusion policy takes vision, proprioception, and measured wrenches as input, then predicts …</summary></entry><entry><title>Zero-HLM: Generalizable Humanoid Loco-Manipulation without Real Robot Data</title><id>https://arxiv.org/abs/2610.35075</id>
<link href="https://arxiv.org/abs/2610.35075"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Learning generalizable humanoid loco-manipulation remains bottlenecked by costly real-world demonstrations. Simulation provides a scalable alternative, but requires visually faithful, physics-ready scenes and executable whole-body motions. We present Zero-HLM, a real-to-sim-to-real framework that transforms smartphone captures and simulated source demonstrations into scalable training data for humanoid loco-manipulation. Gaussian-guided agentic real-to-sim reconstruction aligns visual and physical scenes; motion-environment co-adaptation uses rollout feedback to correct whole-body references …</summary></entry><entry><title>Networked Humanoid Intelligence: Communication, Coordination, Collaboration, and Social Interaction</title><id>https://arxiv.org/abs/2610.34740</id>
<link href="https://arxiv.org/abs/2610.34740"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Humanoid robots are moving from laboratory platforms toward connected fleets that share workspaces, infrastructure, tasks, and knowledge with other robots and humans. As deployments grow, the operation and improvement of each humanoid depend on information exchanged across the network. However, existing research has largely studied humanoids as individual systems. This survey examines networked humanoid intelligence through four functions of information exchange: communication, coordination, collaboration, and social intelligence with human interaction. We first establish the foundations of …</summary></entry><entry><title>TRIAGE: Efficient Vision-Language-Action Inference Needs Both Reuse and Pruning</title><id>https://arxiv.org/abs/2610.34519</id>
<link href="https://arxiv.org/abs/2610.34519"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Vision-language-action (VLA) models are increasingly used for robot manipulation because they map camera images and a language instruction directly to actions. Robots that cannot be tethered to a workstation, such as mobile manipulators and humanoids, must run them on onboard embedded boards, where the prefill latency of the language backbone grows with the hundreds of visual tokens processed at every control step. To meet real-time limits, training-free accelerators recompute only a subset of the visual tokens and skip the rest, either by pruning them or by reusing their cached key-value …</summary></entry><entry><title>HuGe: Scaling Humanoid Generalist Vision-Language-Action Models with Egocentric Experience</title><id>https://arxiv.org/abs/2610.34186</id>
<link href="https://arxiv.org/abs/2610.34186"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Extending Vision-Language-Action models (VLAs) to humanoid robots requires coordinated whole-body control and diverse demonstrations that are costly to collect in real-world scenarios. Although egocentric human demonstrations provide a complementary source of task experience, differences in visual embodiment and missing robot proprioception complicate transfer to humanoid policies. To address these challenges, we introduce HuGe, a family of Humanoid Generalist VLAs pre-trained on over 2,000 hours of egocentric human and robot data. Specifically, HuGe employs three existing representative VLA …</summary></entry><entry><title>HumanoidNDM: Closing the Training-Deployment Gap of Motion Tracking via Humanoid Neural Dynamics Model</title><id>https://arxiv.org/abs/2610.34126</id>
<link href="https://arxiv.org/abs/2610.34126"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Humanoid robots have recently achieved remarkable success in motion tracking. However, during real-world deployment, robots inevitably encounter dynamics gaps arising from either extra physical disturbances or inaccurate simulation modeling, resulting in a significant training-deployment gap. Therefore, effectively leveraging real-world data to fine-tune policies represents the crucial last mile for robust deployment. To bridge this gap, we propose HumanoidNDM, an online fine-tuning framework for humanoid motion tracking driven by a real-world-trained neural dynamics model. First, in the data …</summary></entry><entry><title>RoboWorM: Evaluating Movement Realism, Consistency and Acceleration Affects in Embodied Video World Models</title><id>https://arxiv.org/abs/2610.33807</id>
<link href="https://arxiv.org/abs/2610.33807"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Video world models (VWMs) are rapidly emerging as scalable neural simulators for robotic manipulation. However, most benchmarks only evaluate them as open-world video generators, using Vision-Language Models (VLMs) that lack strict 3D spatial and kinematic reasoning. To bridge this gap, we introduce RoboWorM, a comprehensive, deployment-aware benchmark that leverages known hardware priors such as robot kinematic trees and fixed camera configurations, to systematically examine structural and spatiotemporal fidelity. RoboWorM curates 1,605 episodes across single-arm, bimanual, and humanoid …</summary></entry><entry><title>MimicAll: Structured Embodiment Conditioning for Cross-Humanoid Whole-Body Motion Tracking</title><id>https://arxiv.org/abs/2610.33508</id>
<link href="https://arxiv.org/abs/2610.33508"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Humanoid motion trackers reproduce diverse behaviors, but sharing a policy across bodies requires accounting for differences in structure, morphology and dynamics. We present MimicAll, a reinforcement-learning framework for shared whole-body motion tracking across heterogeneous humanoids. A structured embodiment descriptor is encoded into global and joint-aligned conditions, which are combined with observation history and body-matched motion references to predict joint-target offsets. Physics-consistent embodiment randomization, body-calibrated retargeting and heterogeneous simulation support …</summary></entry><entry><title>MOTIO: Agentic Skill Engineering for Reality-Grounded Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.33446</id>
<link href="https://arxiv.org/abs/2610.33446"/><updated>2026-10-27T00:00:00Z</updated>
<summary>We present MOTIO, an agentic skill-engineering system that turns ordinary human-action videos, reality-grounded 3D assets, motion references, and reusable robot skills into executable humanoid loco-manipulation programs. Through in-context task and contact reasoning, an agent constructs staged robot-native interactions and improves them using physics execution, multi-frame feedback, and human validation---without task-specific teleoperation or robot demonstration collection. Agentic 3D supplies metric product and environment assets, while existing whole-body, inverse-kinematics, and …</summary></entry><entry><title>Active Reachability Learning for Humanoid Recoverability Monitoring</title><id>https://arxiv.org/abs/2610.33317</id>
<link href="https://arxiv.org/abs/2610.33317"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Deploying humanoid task policies requires reliable runtime monitors that anticipate unrecoverable falls in time to trigger a fallback. We formulate this task as learning the stochastic, finite-horizon recoverability envelope of a given fallback policy. Synthesizing this monitor is challenging: existing methods assume training data naturally covers the recoverability envelope, yet acquiring such data remains a major bottleneck for contact-rich systems. Consequently, they recover only a fraction of the true envelope, leaving them prone to optimistic hallucinations for out-of-distribution (OOD) …</summary></entry><entry><title>ViT-H: Generative Video-To-Humanoid Control with Motion Tracking Feedback</title><id>https://arxiv.org/abs/2610.32966</id>
<link href="https://arxiv.org/abs/2610.32966"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Learning humanoid control from monocular human videos offers a scalable way to acquire diverse whole-body behaviors. Yet, existing reconstruction-retargeting-tracking pipelines are limited in system-level scalability by separately optimized intermediate stages and cannot directly optimize reference motion executability using downstream tracking feedback. We present ViT-H, a video-to-humanoid control framework following a generation-and-tracking paradigm. ViT-H directly generates humanoid reference motions from videos with a diffusion model, bypassing human motion reconstruction and …</summary></entry><entry><title>HoloBoxing: A Simple Recipe for Humanoid Boxing with 7 Minutes of Single-GPU Training</title><id>https://arxiv.org/abs/2610.32909</id>
<link href="https://arxiv.org/abs/2610.32909"/><updated>2026-10-26T00:00:00Z</updated>
<summary>HoloBoxing presents a simple recipe for learning humanoid boxing by building on a pretrained whole-body controller. The recipe separates reusable motor skills from task decisions: a compact planner requests future body-point targets, while the frozen controller handles joint-level execution. A learned decoder maps 32-dimensional actions to structured target windows, and measured-state imitation initializes the planner before reinforcement learning. Task learning then refines interaction behavior while reusing the decoder and controller, avoiding the need to relearn whole-body control. This …</summary></entry><entry><title>CoCarry: Contact-Support-Structured Retargeting for Dual-Humanoid Cooperative Carrying</title><id>https://arxiv.org/abs/2610.32460</id>
<link href="https://arxiv.org/abs/2610.32460"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Recent advances in large-scale human motion data, motion retargeting, and motion imitation have enabled increasingly capable whole-body control for individual humanoids. Cooperative carrying is more challenging because successful coordination requires not only plausible individual motions, but also consistent cross-agent and agent-object relations, including shared grasp, relative configuration, and whole-body support. We introduce CoCarry, a cooperative-carrying dataset containing 220 synchronized two-person sequences across 21 task schemes, five shared-object geometries, four terrain types, …</summary></entry><entry><title>Delay Randomization Widens the Delay Margin of Learned Humanoid Motion Trackers</title><id>https://arxiv.org/abs/2610.32277</id>
<link href="https://arxiv.org/abs/2610.32277"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Learned humanoid controllers are usually trained in one simulator and then checked in a second one before they go near hardware. We ask what that check says about command delay. We train motion-tracking policies for a 24-joint humanoid on five motions taken from monocular video and test them in an independent CPU MuJoCo harness, which we first verify against the training model. Every policy completes its motion in at least 26 of 30 episodes under the training randomization. With 40 ms of constant command delay, however, survival drops to 15% on average (0% - 45%), and the delay margin is only …</summary></entry><entry><title>Not an Accident: Exploiting Safety Filter Inadequacy in Humanoid Robots</title><id>https://arxiv.org/abs/2610.31923</id>
<link href="https://arxiv.org/abs/2610.31923"/><updated>2026-10-26T00:00:00Z</updated>
<summary>As humanoid robots move from research laboratories toward deployment in human-centered environments such as homes, hospitals, and warehouses, safe operation around nearby people and objects becomes a fundamental requirement. Safety filters have emerged as a promising technique to address this challenge by providing mathematical guarantees that generated control actions do not result in collisions. This paper shows that these guarantees hold only when the safety parameters are configured correctly. However, correct parameter configurations are task- and environment-specific, and no general …</summary></entry><entry><title>Humanoid Mobility via Attention-based Contacts</title><id>https://arxiv.org/abs/2610.31608</id>
<link href="https://arxiv.org/abs/2610.31608"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Humanoid mobility over complex terrain requires accurate foot placement and coordinated whole-body motion capable of robust adaptation. Reinforcement learning (RL) policies trained without motion references generalize well across terrains, yet eliciting effective whole-body coordination through reward design and exploration alone remains challenging. In contrast, reference-based methods yield natural motions but struggle to adapt beyond the predefined trajectories in their training data. We introduce a learning framework that bridges these two approaches by using motion data strictly as a …</summary></entry><entry><title>Memory before Goal: Role of Pre-History Memory for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.31166</id>
<link href="https://arxiv.org/abs/2610.31166"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Humanoid loco-manipulation in dynamic scenes is non-Markovian: cues vanish as objects change or are hidden, or leave the view as the robot turns and walks, yet whole-body vision-language-action (VLA) policies see only the present. We present WholeBodyMem, an object-guided perceptual memory that keeps the pre-history of object events seen before the robot acts on its goal. SAM3 tracks the task objects, and their events causally select key frames within an adaptive budget, which the action expert reads by cross-attention together with object tokens encoding appearance, geometry and time. We …</summary></entry><entry><title>LocoManiLab: A Unified Testbed for Data, Policies, Controllers, and Deployment in Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.30876</id>
<link href="https://arxiv.org/abs/2610.30876"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Humanoid robots must coordinate locomotion and manipulation in everyday environments, yet progress is difficult to assess across differing policies, controllers, and task settings. LocoManiLab provides an integrated testbed spanning data collection and generation, policy training, evaluation, and physical deployment. Its task suite covers 234 atomic and compositional tasks across five household scene categories, supported by 51.5 hours of simulated teleoperation. The evaluation covers twelve policies with a shared controller across task and scene splits and perturbation levels, two policies …</summary></entry><entry><title>Robot Motion Transition with Human Motion Prior</title><id>https://arxiv.org/abs/2610.30817</id>
<link href="https://arxiv.org/abs/2610.30817"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Humanoid motion-tracking policies can reproduce diverse behaviors, yet connecting independently acquired motions into a continuous sequence remains challenging. Interpolation connects boundary poses without considering whether their relative position, heading, and timing provide suitable conditions for a transition. A generative motion prior can produce richer motion, but poorly arranged boundaries may cause it to generate excessive locomotion, turning, or another unintended action. We present Spatio-Temporal Alignment with a Motion Prior (STAMP), a framework for connecting independently …</summary></entry><entry><title>Motion Retargeting with Spatiotemporal Preferences for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.30540</id>
<link href="https://arxiv.org/abs/2610.30540"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Human motion retargeting bridges the embodiment gap between humans and humanoid robots by converting human demonstrations into reference trajectories for whole-body control and loco-manipulation. For object-interaction tasks, successful execution depends on accurately preserving body--object relations at critical stages. However, uniform per-frame iteration budgets do not account for these localized accuracy requirements, limiting the computational efficiency of retargeting. To address this limitation, we present Spatiotemporal Retargeting (STR), which uses keyframes and key body parts to …</summary></entry><entry><title>MPBRS: Multi-Potential-Based Reward Shaping for Unified Reward Configuration in Humanoid Locomotion</title><id>https://arxiv.org/abs/2610.30334</id>
<link href="https://arxiv.org/abs/2610.30334"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Designing and tuning reward functions remains one of the main challenges in building effective reinforcement learning (RL) pipelines for humanoid locomotion. While shaping rewards can accelerate learning, naively formulated terms often conflict with the desired behavior, overfit to a specific robot, or become unstable under small weight changes. Potential-Based Reward Shaping (PBRS) offers an alternative solution: shaping the reward via differences of a potential function to guide exploration without changing the optimal policy. In this paper, we study Multi-PBRS for humanoid locomotion and …</summary></entry><entry><title>Do Earth-Trained Humanoid Controllers Walk on the Moon? Gravity, Terrain, and Soil Transfer</title><id>https://arxiv.org/abs/2610.30080</id>
<link href="https://arxiv.org/abs/2610.30080"/><updated>2026-10-22T00:00:00Z</updated>
<summary>The Moon changes gravity, terrain, and soil at once. Learned locomotion has studied reduced gravity on rigid ground and granular terrain mostly at Earth gravity, but not humanoids under both, generalist-controller transfer, or the Earth cost of lunar adaptation. On a simulated Unitree G1, we train 12 policies with one recipe, varying gravity, terrain geometry, and ground contact (rigid or three-dimensional resistive force theory, 3D RFT), and including Earth-to-Moon fine-tuning and gravity randomization. We test them at both gravities on rigid ground and 3D RFT, and at their training gravity …</summary></entry><entry><title>Test-Time Motion Steering for Perceptive Humanoid Fall Recovery</title><id>https://arxiv.org/abs/2610.30061</id>
<link href="https://arxiv.org/abs/2610.30061"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Humanoid fall recovery requires selecting a motion that suits both the surrounding scene and the task. The same fallen pose can admit several ways to stand, with different routes, support transitions, and final headings. Yet reliable recovery alone does not provide control over which of these alternatives the robot executes. Steering this choice requires anticipating the physical consequences of a requested movement. We present RISE, an approach to perceptive humanoid recovery that lets task objectives steer how the robot returns to standing at inference time. It builds on two insights: …</summary></entry><entry><title>SP-HLM: Sparse-Pose-Driven Motion Generation and Whole-Body Control for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.30044</id>
<link href="https://arxiv.org/abs/2610.30044"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Humanoid loco-manipulation requires an effective interface between high-level task policies and whole-body control. Existing interfaces typically rely on a single action representation for both task intent and whole-body coordination. This may burden the high-level policy or leave one aspect underspecified. We present SP-HLM, a framework built on a sparse-pose-driven interface. The interface combines five task-critical body poses with a learned latent motion prior to represent spatial intent and whole-body coordination in complementary forms. SP-VLA, a vision-language-action model, first …</summary></entry><entry><title>HuMiT: Low-Latency Whole-Body Humanoid Teleoperation via Compact Reference Tracking</title><id>https://arxiv.org/abs/2610.29903</id>
<link href="https://arxiv.org/abs/2610.29903"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Real-time whole-body humanoid teleoperation remains challenging due to the computational latency introduced by optimization-based retargeting pipelines and future-frame conditioning. Existing motion tracking policies typically require dense reference targets including full joint positions, body-part transformations, and even future frames, which tightly couples the controller to expensive upstream modules. In this work, we present HuMiT, a whole-body teleoperation system built on a unified tracking policy that requires only a compact reference target, consisting of root height, root velocity, …</summary></entry><entry><title>Watch Your Step: Anticipated Perception for Humanoid Locomotion</title><id>https://arxiv.org/abs/2610.29612</id>
<link href="https://arxiv.org/abs/2610.29612"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Perceptive locomotion policies typically observe a dense robot-centric elevation map, although only the terrain beneath and around the next footsteps informs the control decision. Learned encoders compress the whole visual input, leaving the policy to work out which inputs matter while learning the baseline locomotion task. Learning both at once slows training and, without computationally expensive attention mechanisms, makes generalization to new terrain harder. We instead remove redundant inputs from the elevation map before the policy sees it. A lightweight foothold prediction model (FPM) …</summary></entry><entry><title>SMR: Learning streaming motion retargeting for humanoids from human semantic</title><id>https://arxiv.org/abs/2610.29169</id>
<link href="https://arxiv.org/abs/2610.29169"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Retargeting human motion to humanoids requires preserving motion semantics while accounting for the robot&#x27;s physical constraints. Kinematic pipelines prescribe a robot trajectory through geometric matching, without establishing whether it can be executed under the robot&#x27;s dynamics. Prior physics-supervised neural methods train bidirectional full-sequence models on physics-refined kinematic trajectories, remaining tied to prescribed kinematic solutions and requiring noncausal context. We propose SMR, a streaming neural motion retargeter learned from semantic-conditioned physics experts. We …</summary></entry><entry><title>PHD-Hand: A Printable Humanoid Dexterous Hand with Linkage-Driven 3-DOA Digits</title><id>https://arxiv.org/abs/2610.29030</id>
<link href="https://arxiv.org/abs/2610.29030"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Currently, dexterous humanoid robot hands are widely considered the final hardware bottleneck that hampers generalist robots from physically assisting people at home and work. As conventional tendon-driven designs suffer from high cost, demanding maintenance, poor reliability, and short durability, alternative linkage-driven designs have increasingly gained attention. Despite their potential to avoid the weaknesses of tendon-driven hands, integrating multiple degrees of actuation (DOA) in a single digit with linkage drivetrains is a challenge for design and fabrication. Only a few studies …</summary></entry><entry><title>One Policy, Many Styles: Where to Aggregate Preferences for Steerable Humanoid Control?</title><id>https://arxiv.org/abs/2610.28925</id>
<link href="https://arxiv.org/abs/2610.28925"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Modern robotic agents are increasingly expected to support steerable control, where a single policy can adjust its behavioral style at runtime under changing user preferences. Preference-conditioned reinforcement learning provides this interface, but conditioning alone does not ensure that a requested behavior change is strong, does not leak into unrelated behaviors, and does not compromise task performance. Our evaluation combines Preference Reward Responsiveness (PRR) with coverage and utility metrics. We use these measures to compare reward-level, advantage-level, loss-level, and …</summary></entry><entry><title>Warping the Workspace: Expanding Visual Access with Adjustable Reach Mapping for Humanoid Teleoperation</title><id>https://arxiv.org/abs/2610.28712</id>
<link href="https://arxiv.org/abs/2610.28712"/><updated>2026-10-22T00:00:00Z</updated>
<summary>First-person humanoid teleoperation ties access to side and rear targets to operator rotation. We present coupled visual--motor remapping, pairing a panoramic azimuth warp with its inverse upper-limb yaw transform. A working prototype implements Global Zoom (GZ) and Focus+Context (F+C). In a within-subject study (N=8); 72 trials), GZ had the largest completion count (23/24; Fixed: 20/24; F+C: 21/24), whereas F+C was preferred by 6/8 participants. Therefore, completion and preference favored different mappings in this sample.</summary></entry><entry><title>VLM-Guided Contact Retargeting and Generative Partner Modeling for Humanoid-Human Interaction</title><id>https://arxiv.org/abs/2610.28523</id>
<link href="https://arxiv.org/abs/2610.28523"/><updated>2026-10-21T00:00:00Z</updated>
<summary>Humanoid-human interaction requires robots to operate under severe partial observability: during close physical contact, the human partner is occluded, truncated, or outside the robot&#x27;s field of view, causing pose estimation to fail and often necessitating external tracking or privileged human state. At the same time, heavy mutual occlusions introduce errors into the human-human motion-capture data used for learning. We present REACT, a framework for learning deployable humanoid-human interaction policies from human-human demonstrations. REACT treats semantic contact structure as the key …</summary></entry><entry><title>SuperMimic: Scaling Humanoid Whole-Body Control with One Differentiable World Model</title><id>https://arxiv.org/abs/2610.28480</id>
<link href="https://arxiv.org/abs/2610.28480"/><updated>2026-10-21T00:00:00Z</updated>
<summary>Tracking large human-motion datasets has become the dominant route to general, expressive humanoid whole-body control, but scaling across many motions is expensive. Current pipelines use model-free reinforcement learning, either merging per-motion specialists through lossy distillation, or brute-forcing a single policy with cluster-scale compute. SuperMimic amortizes learning across all motions with one differentiable world model of their shared dynamics, fit from logged transitions of a standard rigid-body simulator. The world model and the tracking policy train together in one loop, and …</summary></entry><entry><title>Fast Motion Retargeting Pipeline for Scalable Humanoid Robot Learning</title><id>https://arxiv.org/abs/2610.28470</id>
<link href="https://arxiv.org/abs/2610.28470"/><updated>2026-10-21T00:00:00Z</updated>
<summary>While large-scale human motion capture datasets provide a rich source of demonstrations for humanoid robot learning, retargeting the diverse motions to different humanoid robots remains a nontrivial challenge. Existing kinodynamic trajectory optimization pipelines are computationally expensive and often require manual adjustments per motion. We present FRDV (Fast Retargeting with Dynamics Validation), a scalable framework consisting of rapid constrained kinematic retargeting and an additional dynamics validation pipeline. Its kinematic stage integrates a custom Sequential Quadratic …</summary></entry><entry><title>Adaptive Traversal Tubes for Posture-Aware Navigation of Bipedal Humanoids</title><id>https://arxiv.org/abs/2610.27688</id>
<link href="https://arxiv.org/abs/2610.27688"/><updated>2026-10-21T00:00:00Z</updated>
<summary>Bipedal humanoids can change their effective footprint by adjusting body yaw, enabling both narrow-passage traversal and socially aware yielding. This paper presents a posture-aware navigation framework centered on \emph{Adaptive Traversal Tubes} (ATT), \emph{Interval Velocity--Heading} (IVH) control, and a sidestep-enhanced AMP locomotion prior. ATT represents a behavior-feasible corridor width field along a reference path, unifying geometric clearance and social comfort into a continuous signal. IVH maps this width to a continuous frontal-to-sidestep posture schedule and omnidirectional …</summary></entry><entry><title>EmbodyHOI: Embodiment-Aware Generation of Hand-Object Interactions for Humanoid Dexterous Manipulation</title><id>https://arxiv.org/abs/2610.27242</id>
<link href="https://arxiv.org/abs/2610.27242"/><updated>2026-10-21T00:00:00Z</updated>
<summary>Humanoid dexterous manipulation needs reference motions that are both semantically rich and kinematically feasible for the target robot. Text-conditioned hand-object interaction (HOI) generators supply diverse, language-specified demonstrations, but they synthesize motion in human (MANO) space. The embodiment gap is therefore deferred to post-hoc retargeting, where trajectories deployed on the robot can fail to maintain contact with objects and also degrade policy learning. Our key idea is that robot reachability should constrain the interaction trajectories while they are being generated. We …</summary></entry><entry><title>Visual Task Modeling and Automated Planning for Humanoid Robots in Education of Individuals with Autism Spectrum Disorder</title><id>https://arxiv.org/abs/2610.27162</id>
<link href="https://arxiv.org/abs/2610.27162"/><updated>2026-10-21T00:00:00Z</updated>
<summary>In robot-assisted education, a robot must understand how to complete a task in order to effectively guide a student through it. We present a novel method that enables a semi-autonomous, camera-equipped robot to recognise the task goal and plan actions to achieve it. Our work focuses on Shoebox Tasks, an activity commonly used in the education of individuals with Autism Spectrum Disorder (ASD). These tasks are designed so that the goal can be inferred directly from their visual structure. We have developed a solver that uses a vision-based Large Language Model to convert photos of a Shoebox …</summary></entry><entry><title>HAF-VLA: Hierarchical Action Flow Framework for Humanoid Vision-Language-Action Control</title><id>https://arxiv.org/abs/2610.26584</id>
<link href="https://arxiv.org/abs/2610.26584"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Humanoid robots hold great promise as general-purpose agents in human-centered environments, yet adapting generalist vision-language-action (VLA) policies to real-world humanoid loco-manipulation remains challenging. Unlike fixed-base or wheeled manipulators, humanoids must coordinate locomotion, posture, gaze, and dual-arm manipulation over a high-dimensional whole-body action space, where inaccurate base or waist motions can easily induce unstable and aggressive upper-body compensation. We propose HAF-VLA, a hierarchical action-flow framework for humanoid VLA control. Built upon a …</summary></entry><entry><title>Data-Efficient Learning from Demonstration for Humanoid Robots via Feature-Level Perception and Prompt-Based Object Detection</title><id>https://arxiv.org/abs/2610.26170</id>
<link href="https://arxiv.org/abs/2610.26170"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Learning from Demonstration (LfD) allows robots to learn new skills from human examples; however, many vision-based methods require large datasets and resource-intensive end-to-end training. This paper introduces a data-efficient LfD framework for humanoid robots that learns manipulation skills from compact, task-specific features instead of raw images. The proposed approach integrates layered visual preprocessing, Kinect-based human joint estimation, prompt-based object detection, and depth information to extract human motion features and three-dimensional object locations from demonstration …</summary></entry><entry><title>Compositional Humanoid Manipulation through Isomorphic Teleoperation and Independent Skill Routing</title><id>https://arxiv.org/abs/2610.26169</id>
<link href="https://arxiv.org/abs/2610.26169"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Humanoid manipulation requires reusable arm skills, yet demonstrating every possible skill combination is impractical. We present Humanoid Semantic Mixture-of-Experts Diffusion Policy (HS-MoDP), which composes separately demonstrated arm skills through independent semantic routing over a shared expert pool. This design preserves arm-specific skill control while sharing action-generation parameters across arms. A semantic scheduler integrates the learned policy with an existing locomotion controller through alternating manipulation and repositioning stages, extending the effective workspace …</summary></entry><entry><title>OmniInteract: Towards Unified Whole-Body Interaction Control for Dual Humanoids</title><id>https://arxiv.org/abs/2610.26043</id>
<link href="https://arxiv.org/abs/2610.26043"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Physical interaction is a key capability for humanoid collaboration, requiring coordinated whole-body motion and precise contact. However, learning diverse dual-humanoid interactions faces two major challenges: (1) human-robot morphological differences disrupt contact interfaces and spatial relationships during retargeting, and (2) jointly learning motor skills and partner coordination makes it difficult to retain control fidelity as interaction diversity grows. In this paper, we propose OmniInteract to address these challenges through surface-aware modeling and scalable residual policy …</summary></entry><entry><title>SWAP: Test-Time Steerable Humanoid Whole-Body Collision Avoidance</title><id>https://arxiv.org/abs/2610.25711</id>
<link href="https://arxiv.org/abs/2610.25711"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Humanoid robots operating in human-centric environments must coordinate the entire body to traverse tight, cluttered spaces while maintaining balance. Existing methods often struggle to jointly consider dynamic stability and collision avoidance from high-dimensional perceptual inputs. Moreover, for humanoids, safe behavior is inherently multimodal: the same obstacle may admit multiple valid traversals, which is difficult to represent with a single deterministic policy. To address these challenges, we propose SWAP (Steerable Whole-body Avoidance Policy), a hierarchical framework that separates …</summary></entry><entry><title>Validation of Human Motor Development Scales with Humanoid Robots</title><id>https://arxiv.org/abs/2610.25701</id>
<link href="https://arxiv.org/abs/2610.25701"/><updated>2026-10-20T00:00:00Z</updated>
<summary>We investigate how humanoid robots can learn a series of motor skills defined by human infant motor development scales, and we evaluate which scales are comprehensive enough to serve as self-contained guides for developing gross motor skills up to standing and walking. We represent each motor development scale as a developmental graph that guides the training of a humanoid robot. We then apply this graph within a reinforcement learning framework so that the robot learns skills following the natural phases of human motor development described by the scale. Our work demonstrates that graphs …</summary></entry><entry><title>Humanoid SRL: Augmenting Humanoids with Supernumerary Limbs for Coordinated Loco-Manipulation</title><id>https://arxiv.org/abs/2610.25628</id>
<link href="https://arxiv.org/abs/2610.25628"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Humanoid robots are envisioned to perform diverse human-level tasks through their anthropomorphic morphology. Their dual-arm configuration enables a broad range of everyday actions. Yet, as in humans, this morphology can constrain loco-manipulation when both arms are occupied or additional contacts are required beyond their reach. Supernumerary robotic limbs (SRLs) offer a way to extend these capabilities, but their integration requires the added limb to be coordinated with whole-body motion and balance. In this study, we develop and integrate a supernumerary arm into a humanoid platform to …</summary></entry><entry><title>Vision as Proprioception: Estimating Humanoid Robot Pose from Video</title><id>https://arxiv.org/abs/2610.25288</id>
<link href="https://arxiv.org/abs/2610.25288"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Estimating a humanoid robot&#x27;s internal state from video has a wide range of real-world applications but remains unexplored. During interactions with a robot, its onboard state information may be unavailable due to privacy, ownership, or communication constraints. Meanwhile, online and AI-generated robot videos provide rich sources of data but typically lack corresponding joint configurations, limiting their direct use in robot learning. To address these issues, we present HumanoidPose, a new framework that treats vision as proprioception to recover full-body joint configurations in world …</summary></entry><entry><title>DiPLO: Self-distilled Diffusion Planning for Loco-manipulation</title><id>https://arxiv.org/abs/2610.24847</id>
<link href="https://arxiv.org/abs/2610.24847"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Humanoid loco-manipulation is particularly challenging because it requires coordinating locomotion, balance, and object interaction, making it difficult to learn from limited demonstrations or from scratch through Reinforcement Learning (RL). We introduce DiPLO (self-distilled Diffusion Planning for Loco-manipulation), a framework that combines a self-distilled diffusion planner with a low-level whole-body tracking policy. Our planner is pretrained via supervised learning on motions derived from human-to-humanoid retargeting, while the tracker is trained via RL to execute them. DiPLO centers …</summary></entry><entry><title>Action-Aligned Latent Planning for Versatile Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.24675</id>
<link href="https://arxiv.org/abs/2610.24675"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Learning a single perceptive policy for diverse humanoid loco-manipulation requires unifying high-level task decisions without losing the state-dependent physical responses that make each interaction succeed. This makes the representation between high-level planning and whole-body control critical: kinematic or contact targets provide compact abstractions but do not directly encode interaction-specific control responses, while directly predicting low-level actions requires the planner to model high-frequency closed-loop feedback. We propose FIBER, a framework that uses the executable latent …</summary></entry><entry><title>SocialCoAct: Enabling and Benchmarking Egocentric Social Co-Action for VLM-Based Humanoid Robots</title><id>https://arxiv.org/abs/2610.24559</id>
<link href="https://arxiv.org/abs/2610.24559"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Enabling humanoid robots to participate effectively in social interactions is important for their integration into human-centered environments. Existing methods, however, typically map pre-generated speech directly to continuous motion trajectories but have limited awareness of complex social environments and lack explicit high-level semantic action planning. We introduce SocialCoAct, a unified agent-centered framework for VLM-based egocentric social co-action. We formulate egocentric social co-action as an end-to-end agent task and develop SocialCoAct-Agent, which transforms egocentric …</summary></entry><entry><title>Beyond Human-Derived Motion: Exploring Robot-Specific Execution for Construction Humanoids</title><id>https://arxiv.org/abs/2610.24312</id>
<link href="https://arxiv.org/abs/2610.24312"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Construction productivity has remained a per- sistent challenge, motivating growing interest in humanoid robots that can operate in workspaces and with tools designed for human workers. Realizing this potential requires effective motion control, for which human-derived motion transfer has emerged as a promising approach by capturing and retargeting human demonstrations to humanoid robots. While promising, however, human-derived motion transfer may not fully define how a humanoid should ultimately execute the transferred motion. Once task-relevant motion information has been con- veyed, the …</summary></entry><entry><title>Evaluating Lightweight Contact Feedback in Dual-Operator Collaborative Humanoid Teleoperation</title><id>https://arxiv.org/abs/2610.24257</id>
<link href="https://arxiv.org/abs/2610.24257"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Dual-operator humanoid teleoperation enables collaborative manipulation through two separate robots, but operators lack direct awareness of robot-object contact that is normally available during physical interaction. To address this, we present eXtended Reality Teleoperation (XRT), an extended reality teleoperation framework that returns a robot&#x27;s fingertip contact through lightweight vibrotactile and/or auditory feedback, and a synchronized dual-humanoid testbed built on it for two operators. Sixteen dyads performed a collaborative crate lift-and-flip under vision only and the three feedback …</summary></entry><entry><title>Language-Forcing: Advancing Humanoid Loco-Manipulation via Semantic Alignment of Whole-Body World Action Models</title><id>https://arxiv.org/abs/2610.23894</id>
<link href="https://arxiv.org/abs/2610.23894"/><updated>2026-10-20T00:00:00Z</updated>
<summary>World Action Models (WAMs) jointly predict robot actions and future observations. However, their visual prediction objectives do not explicitly distinguish task-relevant transitions from incidental scene changes. For whole-body policies, this distinction matters because task progress depends on coordinated changes in body pose, contact, and object state. We introduce LANGUAGE-FORCING, a training strategy that uses language to emphasize task-relevant changes in the future visual representations of a whole-body WAM. Given paired current and ground- truth short-horizon future frames, a frozen …</summary></entry><entry><title>Adaptive Rejection of Unknown Hybrid Sinusoidal Disturbances with Application to Humanoid Walking under Unknown Ground Motion</title><id>https://arxiv.org/abs/2610.23879</id>
<link href="https://arxiv.org/abs/2610.23879"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Legged robot control is not yet practical in non-inertial environments, where the ground and surroundings accelerate in the inertial Earth frame, mainly because of the unknown, time-varying, persistent perturbations caused by environmental motion, compounded by the associated hybrid robotic dynamics. We formulate the problem of robot walking control as unknown-disturbance rejection for hybrid linear systems subject to hybrid sinusoidal disturbances (i.e., a linear combination of sinusoidal components with instantaneous phase jumps at discrete events). First, necessary and sufficient …</summary></entry><entry><title>DUET: Decoupled Upper- and Lower-Body Execution for Task-Agnostic Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.23872</id>
<link href="https://arxiv.org/abs/2610.23872"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Changing a humanoid robot&#x27;s manipulation policy should not require retraining the controller that maintains the robot&#x27;s balance. This study introduces DUET, a decoupled execution framework that enables locomotion and manipulation controllers to operate simultaneously by combining their commands only at the robot interface. A reinforcement-learning locomotion policy controls the 12 leg joints and a waist yaw joint, tracking planar velocity, turning rate, and pelvis height from deep crouching to upright standing on a 23-degree-of-freedom Unitree G1. The 10 arm joints are excluded from the …</summary></entry><entry><title>Blind Precise Assembly: Proprioceptive Sim-to-Real Peg-in-Hole for Diverse Parts</title><id>https://arxiv.org/abs/2610.23849</id>
<link href="https://arxiv.org/abs/2610.23849"/><updated>2026-10-19T00:00:00Z</updated>
<summary>Every robot already carries high-resolution contact sensors: its own joints. Legged robots and humanoids exploit them to walk, run, and track whole-body motions without vision, but there the contacts are large and forceful. Is joint sensing also enough for precise, contact-rich assembly, where the robot must find a millimeter-scale opening, mesh gear teeth, or catch a thread through light contact? We study this question by training blind assembly policies that observe only a short history of joint positions, velocities, and their own actions, without visual, force, torque, or tactile sensing. …</summary></entry><entry><title>CoEvolve: Self-Evolving Code Policies from Skills to Strategies for Humanoid Robots</title><id>https://arxiv.org/abs/2610.23288</id>
<link href="https://arxiv.org/abs/2610.23288"/><updated>2026-10-19T00:00:00Z</updated>
<summary>Recent advances in Vision-Language-Action (VLA) models and World Action Models (WAMs) have expanded the manipulation and whole body capabilities of individual robots. Yet a single robot remains limited by its embodiment, and many real world tasks require capabilities that can only emerge through cooperation. Existing multi robot frameworks largely emphasize task decomposition, allocation, and replanning, while providing limited support for adapting executable coordination when physical execution deviates from the intended behavior. We present CoEvolve, a framework that represents team …</summary></entry><entry><title>BeJEPA: A Goal-Conditioned Humanoid Behavior World Model via Unsupervised RL</title><id>https://arxiv.org/abs/2610.23127</id>
<link href="https://arxiv.org/abs/2610.23127"/><updated>2026-10-19T00:00:00Z</updated>
<summary>Humanoid control requires coordinating whole-body posture with position and heading in the world frame. Mainstream controllers imitate trajectories in the root frame, but struggle to regain the target world pose after displacement. We introduce BeJEPA, a goal-conditioned Behavior World Model learned through unsupervised reinforcement learning from human motion priors and robot interaction. BeJEPA learns a shared representation of body configuration and world placement through a joint-embedding predictive architecture (JEPA). A Dynamic Predictor predicts the next state embedding under an …</summary></entry><entry><title>Has GPT-6-Astra Achieved Embodied Intelligence?</title><id>https://arxiv.org/abs/2610.22471</id>
<link href="https://arxiv.org/abs/2610.22471"/><updated>2026-10-19T00:00:00Z</updated>
<summary>GPT-6-Astra demonstrates a level of competence in robotic manipulation and navigation that challenges the conventional paradigm of building specialized models for individual tasks and embodiments. In this report, we ask not only how capable GPT-6-Astra is, but what its capabilities imply for the field. First, we probe the limits of standalone GPT-6-Astra. We conduct a large-scale evaluation across 12 representative benchmarks spanning tabletop manipulation, humanoids, mobile platforms, and dexterous hands. Under a unified protocol that allows in-context learning (ICL) from training-set …</summary></entry><entry><title>Whole-Body Dexterity</title><id>https://arxiv.org/abs/2610.22184</id>
<link href="https://arxiv.org/abs/2610.22184"/><updated>2026-10-15T00:00:00Z</updated>
<summary>Current humanoid dexterous manipulation remains largely confined to end-effectors and simple grasps, falling short of humans&#x27; ability to engage the entire body by bracing and sliding bulky objects against the arms and torso. We introduce Whole-Body Dexterity (WBD), a general framework that uses the robot&#x27;s body and appendages as contact surfaces to grasp and manipulate objects. Our sim-to-real pipeline first generates a dataset of feasible whole-body grasps, then trains reinforcement-learning experts on a general any-to-any repositioning objective by sampling initial and goal grasps from the …</summary></entry><entry><title>Inertially Significant Humanoid Teleoperation via Whole Body Model Predictive Control and Online Parameter Estimation</title><id>https://arxiv.org/abs/2610.22176</id>
<link href="https://arxiv.org/abs/2610.22176"/><updated>2026-10-15T00:00:00Z</updated>
<summary>The effective deployment of humanoid robots in practical tasks of interest will require a capability of sensing and adapting to variations in inertial parameters, as occurs during heavy tool use or when carrying significant payload. Such payloads constitute a significant proportion of the combined payload-robot system, the effects of which cannot be ignored by delegating to feedback control. This paper showcases a general solution to this problem by integrating a whole body model predictive controller (WB-MPC) with an extended Kalman filter (EKF) for online estimation of fully physically …</summary></entry><entry><title>Compliant GMT: Making General Motion Tracking Compliant via Residual Reference Adaptation</title><id>https://arxiv.org/abs/2610.22119</id>
<link href="https://arxiv.org/abs/2610.22119"/><updated>2026-10-15T00:00:00Z</updated>
<summary>We propose Compliant GMT (C-GMT), a modular framework for full-body compliant responses in general motion tracking. As humanoid robots move into real world deployment, they not only need to perform any motion but also respond safely and robustly to interaction forces. Existing general motion tracking policies can imitate diverse motions but are trained to be stiff, leading to unexpected and unsafe behaviors under disturbance. Prior work in compliant humanoid control trades off compliance and generality. There exist examples of full-body compliant responses, but these are heavily curated to …</summary></entry><entry><title>TRACE: Typed Reference-Aware Conversational Editing for Humanoid Motion Diffusion</title><id>https://arxiv.org/abs/2610.21515</id>
<link href="https://arxiv.org/abs/2610.21515"/><updated>2026-10-15T00:00:00Z</updated>
<summary>Language-conditioned humanoid motion generation enables users to create and refine robot movements through natural language. The central challenge is to connect an underspecified request to concrete motion structure that can subsequently be revised relative to an accepted reference. We present TRACE, a generation and editing framework for the Unitree G1 humanoid robot built around typed, measurable kinematic quantities. Our insight is to ground generation conditions in paired training motions and editing goals in the current motion. A language model learns to predict support, root, and hand …</summary></entry><entry><title>KODA: Kinematics--Observation Data Alignment for Humanoid Learning from Human Egocentric Demonstration</title><id>https://arxiv.org/abs/2610.21152</id>
<link href="https://arxiv.org/abs/2610.21152"/><updated>2026-10-15T00:00:00Z</updated>
<summary>Training humanoid whole-body vision-language-action (VLA) policies requires costly robot demonstrations with aligned robot-view observations and controller-compatible whole-body state-action labels. Egocentric human demonstrations offer scalable supervision but have misaligned views and sparse motion cues. Existing approaches either pretrain policies that still require robot data for adaptation or generate controller-specific commands that limit reuse. Conversion also requires robot-view observations aligned with the generated whole-body motion. We present KODA (Kinematics-Observation Data …</summary></entry><entry><title>Modeling and Understanding Neural Weights of Humanoid Policies with Diffusion</title><id>https://arxiv.org/abs/2610.20606</id>
<link href="https://arxiv.org/abs/2610.20606"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Recent advances in robot learning have driven rapid progress in humanoid control, enabling increasingly agile behaviors in the real world. However, humanoid control networks are typically obtained through conventional training procedures, while comparatively little attention has been given to directly modeling the distribution of their learned weights and generating functional networks in weight space. In this work, we investigate whether high-performing humanoid control networks can be generatively modeled directly through their weights. We adopt a latent diffusion framework that couples a …</summary></entry><entry><title>PingpongDuo: Agile Humanoid Table Tennis Doubles with Safe Team Coordination</title><id>https://arxiv.org/abs/2610.20579</id>
<link href="https://arxiv.org/abs/2610.20579"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Unlike singles, humanoid table tennis doubles requires teammates to strike in strict alternation while sharing a confined workspace. Rapid repositioning can compromise striking accuracy, while uncoordinated teammate movements introduce collision risks. We present PingpongDuo, a hierarchical framework for agile humanoid doubles with safe team coordination. At the team level, a planner jointly selects positioning targets and uses learned risk estimates to filter risky proposals, preferentially preserving the current striker&#x27;s target. At the individual level, separate footwork and striking …</summary></entry><entry><title>KinoGen: Customizable Humanoid Loco-Manipulation References via Kinematically Grounded Video Generation</title><id>https://arxiv.org/abs/2610.20552</id>
<link href="https://arxiv.org/abs/2610.20552"/><updated>2026-10-14T00:00:00Z</updated>
<summary>We present KinoGen, a framework that synthesizes customizable humanoid loco-manipulation references through kinematically grounded video generation. KinoGen conditions a pretrained video generator on calibrated renders of the target robot and object in a simulated task instance and recovers the reference by fitting the same models to the generated two-view video, so that the reference lies in the robot configuration space by construction without a human body proxy or retargeting. Body, hand, and object priors initialize the reconstruction, and direct optimization against cross-view evidence …</summary></entry><entry><title>Active Perception of Upper-Limb Functional Mobility through Human-Robot Handovers</title><id>https://arxiv.org/abs/2610.19896</id>
<link href="https://arxiv.org/abs/2610.19896"/><updated>2026-10-14T00:00:00Z</updated>
<summary>The reintegration of people in the workplace after an upper-limb injury is often a long process. Collaborative robots and humanoids operating in shared workspaces must adapt their behavior to the physical capabilities of their human partners. Achieving this requires robots to autonomously estimate task-relevant human mobility during interaction, without relying on external clinical assessments. In this work, we formulate the estimation of upper-limb functional mobility as an active perception problem. We model task-available upper-limb functional ranges of motion through impairment …</summary></entry><entry><title>Eye, Robot: Learning Expressive Gaze Dynamics via a VLM-Guided Transformer-VAE</title><id>https://arxiv.org/abs/2610.19635</id>
<link href="https://arxiv.org/abs/2610.19635"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Gaze coordinates attention in human interaction through coupled eye, head, and eyelid motion. A humanoid robot must choose where to look while generating a suitable movement toward that target; fixed tracking rules alone do not model the temporal structure of human gaze. We separate these tasks with an asynchronous vision-language model that selects a scene referent, a reactive perception module that maintains fixation, and a Realistic Gaze Transformer (RGT) that generates target-conditioned motion. RGT is a Transformer-VAE trained on markerless human recordings retargeted to the robot&#x27;s …</summary></entry><entry><title>Beyond Kinematic Tracking: Preserving Expressive Characteristics in Humanoid Whole-Body Control</title><id>https://arxiv.org/abs/2610.19393</id>
<link href="https://arxiv.org/abs/2610.19393"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Whole-body control plays a crucial role in enabling humanoid robots to execute expressive motions. Faithful execution requires preserving both the intended action and its expressive characteristics. Existing whole-body trackers typically balance joint and keypoint tracking with physical stability across diverse motions, but these objectives do not necessarily prioritize the expressive characteristics of each action. Our analysis shows that lower average positional tracking error does not guarantee better preservation of dynamic and postural motion characteristics. To address this gap, we …</summary></entry><entry><title>Contact-UAN: Unsupervised Actuator Networks as a Residual World Model for Humanoid Control</title><id>https://arxiv.org/abs/2610.18991</id>
<link href="https://arxiv.org/abs/2610.18991"/><updated>2026-10-13T00:00:00Z</updated>
<summary>Humanoid policies trained in simulation can transfer qualitatively to hardware while failing to transfer the force interactions learned during training, compromising torque efficiency, load regulation, and robustness to impacts. This failure can arise from actuator sim-to-real gaps because forces depend on actuator torques. We introduce Contact-UAN, a residual world model that preserves a simulator&#x27;s physics priors while correcting actuator dynamics to align simulated rollouts with recorded hardware rollouts. For humanoid motion with contact, this requires contact-consistent replay: if …</summary></entry><entry><title>$λ_0$: Scaling Open-World Egocentric Human Data for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.18950</id>
<link href="https://arxiv.org/abs/2610.18950"/><updated>2026-10-13T00:00:00Z</updated>
<summary>Humanoid loco-manipulation requires coordinated whole-body interaction with the physical world, yet collecting robot demonstrations at scale remains costly. Human demonstrations offer a scalable alternative, but existing egocentric human supervision often omits locomotion and posture, while embodiment differences and controller dynamics hinder accurate end-effector execution. We introduce HumanVerse, a 500-hour dataset of open-world human loco-manipulation pairing egocentric video with synchronized body and hand motion. Our human-to-humanoid pipeline aligns camera viewpoints and arm …</summary></entry><entry><title>EgoExplorer: A Vision-Motion-Touch Observatory for Human Loco-Manipulation In Situ</title><id>https://arxiv.org/abs/2610.18872</id>
<link href="https://arxiv.org/abs/2610.18872"/><updated>2026-10-13T00:00:00Z</updated>
<summary>Learning humanoid loco-manipulation from human demonstrations rests on observing how locomotion, posture, and object interaction evolve together as tasks unfold. Scaling collection across diverse environments, in turn, favors lightweight, portable capture systems. Yet, existing datasets provide only partial views of this coordination. Thus, we introduce EgoExplorer, a 100-hour vision-motion-touch observatory of human loco-manipulation built with a wearable system. With an emphasis on professional activities, its continuous recordings align egocentric video with reconstructed whole-body …</summary></entry><entry><title>GreenWAM: A World Foundation Model for Robotics</title><id>https://arxiv.org/abs/2610.18774</id>
<link href="https://arxiv.org/abs/2610.18774"/><updated>2026-10-13T00:00:00Z</updated>
<summary>A robot needs a world model that predicts how its actions will change the scene and a policy that chooses those actions. Models are usually built and evaluated for only one of these roles, and every robot records its actions in its own format. We ask whether one robot world model can serve both roles across different bodies, and what makes this work. We present GreenWAM, a world foundation model for robotics, together with the recipe that produces it: (1) a shared anatomical action space that describes 20 robot families, from bimanual arms to dexterous humanoids, in common joint coordinates; …</summary></entry><entry><title>TRACE: Efficient Transfer Learning for Neural Whole-Body Control Across Humanoid Embodiments</title><id>https://arxiv.org/abs/2610.17999</id>
<link href="https://arxiv.org/abs/2610.17999"/><updated>2026-10-13T00:00:00Z</updated>
<summary>Humanoid behavior foundation models (BFMs) enable diverse whole-body control, but adapting a pretrained controller to a new embodiment remains challenging because of kinematic and dynamic mismatch. We present TRACE, a framework for efficient cross-embodiment adaptation that preserves pretrained motion representations while specializing feedback control to the target robot.TRACE first injects kinematic priors into input and output projection layers and aligns nominal joint dynamics to reduce embodiment mismatch and support stable fine-tuning. It then combines encoder distillation with low-rank …</summary></entry><entry><title>LiDAR-based Humanoid Navigation in Dynamic, Non-Convex Environments via Spatio-Temporal Safe Corridors</title><id>https://arxiv.org/abs/2610.17232</id>
<link href="https://arxiv.org/abs/2610.17232"/><updated>2026-10-12T00:00:00Z</updated>
<summary>Navigating humanoid robots through dynamic, non-convex environments requires tightly coupling onboard perception with footstep planning and dynamic locomotion control. Existing methods frequently discard complex free space through simplified convex obstacle bounds and fail to account for real-time dynamic occupancy predictions. This paper presents a real-time framework for humanoid navigation that directly constructs spatio-temporal safe corridors from LiDAR-based particle representations and couples them with Linear Inverted Pendulum (LIP)-based planning and Whole Body Control (WBC) to …</summary></entry><entry><title>Human-Like Redundancy Resolution for Real-Time Bimanual Humanoid Teleoperation</title><id>https://arxiv.org/abs/2610.16855</id>
<link href="https://arxiv.org/abs/2610.16855"/><updated>2026-10-12T00:00:00Z</updated>
<summary>Real-time bimanual humanoid teleoperation requires accurate wrist tracking while keeping arm configurations predictable. Because a 7-DoF arm admits multiple elbow configurations for the same wrist pose, wrist-only tracking can cause elbow drift or abrupt configuration changes. Fixed anthropomorphic constraints can stabilize elbow posture, but they can also block the redundant adjustments needed near singular configurations. We propose a human-like redundancy-resolution framework that combines adaptive elbow guidance with singularity-robust wrist tracking. Shoulder-wrist geometric retargeting …</summary></entry><entry><title>Design and Analysis of a Nonlinear Parallel Mechanism Coupling for Dynamic Humanoid Legs</title><id>https://arxiv.org/abs/2610.16604</id>
<link href="https://arxiv.org/abs/2610.16604"/><updated>2026-10-12T00:00:00Z</updated>
<summary>Humanoids increasingly demand lightweight leg mechanisms for agile, dynamic, and energy-efficient locomotion. Reducing distal inertia through proximal actuation has thus become a common design goal. Yet, compact transmissions that preserve torque capability and efficient force transmission remain hard to achieve. This paper presents a novel series-parallel leg design combining a knee parallel mechanism, an ankle parallel mechanism, and a nonlinear knee-ankle coupling where all actuators placed closer to the hip. As the knee flexes, the coupling passively assists ankle dorsiflexion for foot …</summary></entry>
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