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<feed xmlns="http://www.w3.org/2005/Atom"><title>Embodied AI Radar — Locomotion &amp; Humanoids</title>
<link href="https://hu-zlatan.github.io/embodied-ai-radar/"/><link rel="self" href="https://hu-zlatan.github.io/embodied-ai-radar/topics/locomotion.xml"/><id>https://hu-zlatan.github.io/embodied-ai-radar/topics/locomotion.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>When Black-Box Robot Policies Fail: Online Sensor Diagnosis and Repair with a Transparent Surrogate</title><id>https://arxiv.org/abs/2610.36852</id>
<link href="https://arxiv.org/abs/2610.36852"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Robot foundation models may generalize across tasks and embodiments, but their actions still depend on sensors that can fail. When the policy is frozen or inaccessible, can an external monitor diagnose and repair corrupted inputs without access to its internals? We test a structured surrogate that separates periodic gait from sensor-dependent corrections to guide input repair around a frozen locomotion policy. On simulated Go2, offline diagnosis raises walking success from 259/640 to 429/640 episodes; online repair reaches 382/640, with no triggers in 64 held-out fault-free episodes. A …</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>Camera-to-Quadruped Robot Pose Estimation from Sequential Images</title><id>https://arxiv.org/abs/2610.36599</id>
<link href="https://arxiv.org/abs/2610.36599"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Quadruped robots are increasingly deployed in hazardous environments such as disaster response and facility inspection, where external-camera monitoring is essential for safe operation. This setting is challenging because quadrupeds are articulated systems with time-varying leg joints, leg symmetry, and frequent self-occlusions, which make keypoint correspondence ambiguous. Moreover, no public benchmark exists, making quantitative comparison difficult. To address these challenges, we propose QuadPose, which estimates the full-body 18-DoF pose (6-DoF base pose + 12-DoF joint angles) from …</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>A Trainable CPG Framework for Quadruped Locomotion</title><id>https://arxiv.org/abs/2610.36537</id>
<link href="https://arxiv.org/abs/2610.36537"/><updated>2026-10-28T00:00:00Z</updated>
<summary>We present CPG-ENN, a trainable quadruped locomotion framework that combines explicit neural coordination with learned motion realization. A symmetry-based eight-neuron central pattern generator (CPG) supplies gait rhythms, while a pretrained, leg-shared execution neural network (ENN) maps rhythmic signals and trajectory parameters to joint-angle references without online inverse kinematics. A single feedback policy modulates six physically interpretable trajectory variables. The controller tracks planar velocity and yaw-rate commands across walk, trot, pace, bound, and pronk without …</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 to Exploit Passive Dynamics for Energy-Efficient Target Hopping of a Spring-Legged Quadcopter</title><id>https://arxiv.org/abs/2609.15447</id>
<link href="https://arxiv.org/abs/2609.15447"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Combining aerial thrust with spring-loaded hopping makes monopedal quadcopters promising for locomotion over complex terrain, but heuristic proportional-integral-derivative (PID) tuning limits coordination between active thrust and passive contact dynamics. We present a direct estimated-state-to-motor Proximal Policy Optimization (PPO) policy that commands four motors without an explicit hopping state machine or low-level attitude PID. Its reward combines Energy-Manifold Shaping for mass-normalized vertical-energy tracking and apex-state anchoring with Efficiency Shaping, which uses a …</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>Differentiable Contact Dynamics for Legged Locomotion: Policy Learning and Contact-Implicit Trajectory Optimization</title><id>https://arxiv.org/abs/2610.35852</id>
<link href="https://arxiv.org/abs/2610.35852"/><updated>2026-10-27T00:00:00Z</updated>
<summary>This paper proposes a smooth analytic gradient for frictional contact and applies it to policy learning and contact-implicit trajectory optimization for legged locomotion. The exact contact sensitivity is available in closed form but describes changes within the current contact mode, providing no first-order information toward neighboring contact modes. The proposed gradient replaces this sensitivity only in the backward pass, leaving the hard-contact forward solve unchanged and the realized rollout feasible. A central-path relaxation of the de Saxc\&#x27;e-corrected second-order-cone …</summary></entry><entry><title>Continuous-Time Safe Planning and Control for Agile Quadrupeds</title><id>https://arxiv.org/abs/2610.35670</id>
<link href="https://arxiv.org/abs/2610.35670"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Agile quadruped navigation in dynamic environments demands trajectories that are both dynamically feasible and provably collision-free. Most real-time planners achieve tractability through a convex reduction that requires simplified kinematic models, discarding motion that the robot can readily execute, and certify safety only at discretization points, leaving open possible inter-sample collisions with moving obstacles. We present a real-time motion planning framework that retains the fully-actuated $SE(2)$ model of a quadruped, with its anisotropic, heading-coupled velocity bounds, and …</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>ThinkLocoManip: A Whole-Body Control Agentic Harness for Legged Loco-Manipulation</title><id>https://arxiv.org/abs/2610.34370</id>
<link href="https://arxiv.org/abs/2610.34370"/><updated>2026-10-27T00:00:00Z</updated>
<summary>In this paper, we propose ThinkLocoManip, an agentic harness for legged loco-manipulation designed to tackle complex, long-horizon tasks in large-scale environments. Existing approaches typically follow either direct action generation or a plan-then-act paradigm, both of which can struggle with the generalization and error-recovery capabilities required for extended task execution. In contrast, ThinkLocoManip adopts an interleaved reasoning-and-acting paradigm, allowing the agent to continuously reason about its current state, execute actions, observe their outcomes, and adapt its strategy …</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>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>RAIWAY: A Large-Wheeled Bipedal Robot with Contact-Informed Blind Locomotion</title><id>https://arxiv.org/abs/2610.33172</id>
<link href="https://arxiv.org/abs/2610.33172"/><updated>2026-10-27T00:00:00Z</updated>
<summary>We present RAIWAY, an in-house wheeled bipedal robot with 20-inch wheels, together with a contact-informed control approach for rolling locomotion across irregular and discontinuous terrain. Such locomotion is fundamentally contact-dominated, governed by local wheel--terrain interaction that is impractical to instrument directly and depends on more than terrain geometry alone. The proposed framework exploits the contact information available in simulation, distilling multi-contact events into a latent representation. At deployment, the controller infers this representation online from …</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>From Tabletop to Walking Bot: Deploying a VLA Model on a Legged Manipulator Robot</title><id>https://arxiv.org/abs/2610.32271</id>
<link href="https://arxiv.org/abs/2610.32271"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Vision-language-action (VLA) models are typically pretrained on broad, diverse datasets and subsequently fine-tuned on a comparatively small dataset tailored to a specific target robot. Such adaptation recipe is now widely established, achieving its most mature results on fixed-base arms due to their static base dynamics and consistent reference frame. Mounting the same arm on a quadruped extends the workspace to the entire floor, but fundamentally changes the embodiment: rather than controlling the arm in isolation, the policy must jointly coordinate base navigation, body posture, and …</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>The effect of limb kinematics on the speed of a legged robot on granular media</title><id>https://arxiv.org/abs/1303.7276</id>
<link href="https://arxiv.org/abs/1303.7276"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Achieving effective locomotion on diverse terrestrial substrates can require subtle changes of limb kinematics. Biologically inspired legged robots (physical models of organisms) have shown impressive mobility on hard ground but suffer performance loss on unconsolidated granular materials like sand. Because comprehensive limb-ground interaction models are lacking, optimal gaits on complex yielding terrain have been determined empirically. To develop predictive models for legged devices and to provide hypotheses for biological locomotors, we systematically study the performance of SandBot, a …</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>Sensitive dependence of the motion of a legged robot on granular media</title><id>https://arxiv.org/abs/0905.4950</id>
<link href="https://arxiv.org/abs/0905.4950"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Legged locomotion on flowing ground ({\em e.g.} granular media) is unlike locomotion on hard ground because feet experience both solid- and fluid-like forces during surface penetration. Recent bio-inspired legged robots display speed relative to body size on hard ground comparable to high performing organisms like cockroaches but suffer significant performance loss on flowing materials like sand. In laboratory experiments we study the performance (speed) of a small (2.3 kg) six-legged robot, SandBot, as it runs on a bed of granular media (1 mm poppy seeds). For an alternating tripod gait on …</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>End-to-End Reinforcement Learning for Quadrupedal Jumping in Lunar Gravity</title><id>https://arxiv.org/abs/2610.29586</id>
<link href="https://arxiv.org/abs/2610.29586"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Legged robots can extend planetary exploration to rugged and discontinuous terrain that is inaccessible to conventional rovers. In lunar gravity, jumping further expands this mobility by enabling robots to cross obstacles and gaps that cannot be traversed by walking alone. We present a multistage reinforcement-learning approach that produces a single end-to-end control policy for commanded point-to-point jumping under lunar gravity. The resulting policy has a simple architecture and relies exclusively on mission-compatible onboard sensing, making its deployment on a real lunar mission …</summary></entry><entry><title>Make it Walk: Computational Design of LEGO Walkers</title><id>https://arxiv.org/abs/2610.29505</id>
<link href="https://arxiv.org/abs/2610.29505"/><updated>2026-10-22T00:00:00Z</updated>
<summary>LEGO walkers are walking automata constructed from modular LEGO Technic bricks. They exhibit intriguing locomotion and are also highly reconfigurable through the modular Technic bricks, making them widely applicable in education, recreation, and robotics research. However, existing LEGO walkers are designed mostly by reusing existing single-actuator walking mechanisms. Although the locomotion is stable, their fixed walking gaits limit their adaptability and versatility. This paper presents the first computational solution capable of designing LEGO walkers that not only walk stably, but also …</summary></entry><entry><title>S-Rolling: Steerable Rolling Gaits for Twistable Snake Robots in Low-Clearance Environments</title><id>https://arxiv.org/abs/2610.29478</id>
<link href="https://arxiv.org/abs/2610.29478"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Snake robots can traverse complex environments with limbless locomotion, but maneuvering in low-clearance environments remains challenging because a gait must maintain a small swept height while also providing planar steering. Existing rolling gaits preserve a low swept height body configuration but generally provide limited steering, whereas steering gaits often introduce vertical undulation and require additional clearance. With that in mind, this paper develops S-rolling, a steerable rolling gait that combines low swept height locomotion with planar maneuverability for twistable snake …</summary></entry><entry><title>Linear Twisting Sidewinding Gaits for Twistable Snake Robot Motion Planning on Complex Terrains</title><id>https://arxiv.org/abs/2610.29461</id>
<link href="https://arxiv.org/abs/2610.29461"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Sidewinding is an efficient gait for snake robots to locomote on various terrains, by undulating the backbone curve and shifting the contact segments along it. However, relying solely on undulatory motion limits the locomotive capability of snake robots, and combining it with twisting motion can improve their speed and robustness. This hypothesis has recently been verified by the rolling vector approach, which locomotes the robot like a differential-drive car. Yet its twisting is concentrated in a short buffer segment, imposing most of the workload on the two twist joints in the middle, which …</summary></entry><entry><title>A2I-Calib++: A Kinematics-Driven Anti-noise Active Calibration Framework for Whole-Body Multi-IMU Systems on Legged Robots</title><id>https://arxiv.org/abs/2610.29438</id>
<link href="https://arxiv.org/abs/2610.29438"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Recently, multi-node inertial measurement unit (multi-IMU) systems have shown promise for robust odometry in legged robots. Multi-IMU fusion can improve legged robot odometry but requires accurate spatiotemporal calibration among the sensors. Existing multi-IMU calibration methods, designed for aerial or handheld platforms, face challenges on legged robots because routine locomotion may provide insufficient excitation, while foot slips, impacts, and vibrations introduce measurement disturbances. To address these challenges, we propose A2I-Calib++, a kinematics-driven anti-noise active …</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>Towards Autonomous Bricklaying Using Boston Dynamics Spot</title><id>https://arxiv.org/abs/2610.27472</id>
<link href="https://arxiv.org/abs/2610.27472"/><updated>2026-10-21T00:00:00Z</updated>
<summary>Mobile legged robots offer unique advantages for on-site construction, including the ability to traverse unstructured terrain, climb stairs, and operate independently between spatially separated work zones. This paper presents a proof-of-concept system for autonomous brick stacking using a Boston Dynamics Spot quadrupedal robot equipped with a manipulator arm. The system operates between a supply area and an assembly area, using AprilTag fiducials for localization and autowalk missions for navigation. Target brick positions and orientations are specified in CAD software and exported directly …</summary></entry><entry><title>Design and Control of a Multimodal Legged-Aerial Robot Through Separate Control Contraction Metrics</title><id>https://arxiv.org/abs/2610.27315</id>
<link href="https://arxiv.org/abs/2610.27315"/><updated>2026-10-21T00:00:00Z</updated>
<summary>The integration of dynamic legged locomotion and aerial mobility offers versatility that is deterred by challenges in payload distribution, actuation, and the contrasting requirements of both domains. In this paper, we present the design and operation of a multimodal quadrupedal aerial-legged robot. The presence of legged aerial systems also allows for thruster-assisted legged locomotion, which we make possible with a unified control framework using Control Contraction Metrics (CCM). We search for separate domain-specific contraction metrics for walking and flight independently offline and …</summary></entry><entry><title>XoNav: An Exoskeleton as a Personalized Haptic Interface for Assisted Navigation</title><id>https://arxiv.org/abs/2610.27271</id>
<link href="https://arxiv.org/abs/2610.27271"/><updated>2026-10-21T00:00:00Z</updated>
<summary>Walking without vision requires timely, unambiguous guidance, yet many wearable aids encode directions as audio or vibrotactile signals that users must translate into movement. We present XoNav, a four-actuator hip exoskeleton that renders guidance cues directly at the hip joints. It renders an Advance cue and two-level Braking cues through sagittal-plane actuators and two-level Steering cues through frontal-plane actuators. A bilateral LSTM-based gait-state classifier uses two thigh-mounted IMUs to identify gait states, enabling haptic cues to be delivered in coordination with the wearer&#x27;s …</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>Ropedia W0: Scaling Loco-Manipulation World Models across Embodiments with Human Experience</title><id>https://arxiv.org/abs/2610.26855</id>
<link href="https://arxiv.org/abs/2610.26855"/><updated>2026-10-20T00:00:00Z</updated>
<summary>World models enable embodied agents to anticipate action consequences, yet jointly modeling locomotion and manipulation across diverse embodiments remains challenging due to heterogeneous action spaces and limited multimodal supervision. We present Ropedia W0, the first egocentric loco-manipulation world foundation model spanning humans and robots with diverse embodiments. We curate Xp-Data, comprising 10k hours of egocentric human data and 3k hours of robot data with unified multimodal annotations and systematic quality control. A unified kinematic representation encodes locomotion through …</summary></entry><entry><title>Bio-inspired Thrust-Assisted Trotting on a legged-Aerial Robot via Real-Time QP-MPC</title><id>https://arxiv.org/abs/2610.26810</id>
<link href="https://arxiv.org/abs/2610.26810"/><updated>2026-10-20T00:00:00Z</updated>
<summary>This paper presents the hardware implementation of a quadratic program-based controller on Harpy: thruster-assisted bipedal robot to perform thruster-assisted trotting. This is inspired by wing-assisted locomotion observed in birds such as the chukar partridge, which employ thrust vectoring to manipulate the ground reaction force. The proposed controller formulates the thruster-assisted spring-loaded inverted pendulum dynamics as a condensed QP-based model predictive control problem, enabling simultaneous regulation of ground contact force and active thrust vectoring at 500 Hz. A decoupled …</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>Learning Wheel Motion Uncertainty for Degeneracy-Aware LiDAR-Inertial Odometry on Quadrupedal Wheel-Legged Robots</title><id>https://arxiv.org/abs/2610.26550</id>
<link href="https://arxiv.org/abs/2610.26550"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Wheel kinematics can support odometry for quadrupedal wheel-legged robots when LiDAR geometry provides weak motion constraints. However, slip and contact loss make rolling predictions unreliable, and contact state alone cannot determine their reliability across motion directions. We propose a tightly coupled LiDAR-inertial-kinematic odometry framework that retains analytical rolling predictions and learns per-wheel, direction-dependent process covariances from proprioceptive history. The estimator maintains moving wheel-center states, allowing the learned uncertainty to regulate the influence …</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>SkateNav: Learning Energy-Efficient Navigation through Adaptive Skating on Passive-Wheel Quadrupedal Robots</title><id>https://arxiv.org/abs/2610.25962</id>
<link href="https://arxiv.org/abs/2610.25962"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Passive-wheel quadrupedal robots offer energy-efficient locomotion through leg-driven propulsion and momentum-driven gliding. However, navigation requires coordinating steering with intermittent propulsion and adapting push-glide timing to task demands. Velocity-tracking objectives may suppress the speed variations inherent in skating, discouraging efficient gliding. To address these challenges, we propose SkateNav, a unified skating-navigation framework based on reinforcement learning. A time-budgeted goal-reaching objective allows the policy to jointly learn steering, propulsion, and their …</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>Anticipatory Gait Switching for Quadrupeds via Look-Ahead MDP Planning</title><id>https://arxiv.org/abs/2610.24895</id>
<link href="https://arxiv.org/abs/2610.24895"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Quadruped robots often switch gaits to traverse mixed terrain safely. Many practical supervisors enforce hardware constraints (e.g., dwell or guard intervals) using a transition handler. However, the switch decision itself is often driven by near-field thresholds, which can delay commitment when rough terrain is only detected shortly before contact in the local height map. We propose a lightweight height-map-only gait supervisor that unifies look-ahead and locomotion constraints in a single decision policy. A robot-centered height map is partitioned into near-, mid-, and far-field bands, each …</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>Learning Structured Locomotion References for Optimization-Based Whole-Body Control</title><id>https://arxiv.org/abs/2610.24779</id>
<link href="https://arxiv.org/abs/2610.24779"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Quadruped locomotion requires coordinating body motion,contact forces, foothold placement, and gait timing. We present a hierarchical controller in which reinforcement learning adapts these structured locomotion references while a gait scheduler, reactive footstep planner, and whole-body impulse controller retain responsibility for high-frequency execution. The model-based backbone can sustain a nominal trot independently, allowing the policy to focus on when and how to modify an already functional locomotion controller. We train the complete hierarchy in a vectorized controller-in-the-loop …</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>Solving a Giant Rubik&#x27;s Cube with a Quadruped Robot</title><id>https://arxiv.org/abs/2610.24610</id>
<link href="https://arxiv.org/abs/2610.24610"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Pedipulating a freestanding articulated object requires controlling its pose and internal configuration while maintaining balance. We demonstrate this capability by autonomously solving a giant Rubik&#x27;s Cube with a quadruped using only its feet. The task demands repeated precise interactions, since unintended layer motion can invalidate subsequent operations. We develop an onboard RGB-D perception pipeline that estimates the cube&#x27;s metric pose and its full color state from partial views acquired through locomotion and flipping. A planner converts the computed solve into robot-executable skill …</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>Rollbot 2: Agile Locomotion by a Single-Actuator Spherical Robot</title><id>https://arxiv.org/abs/2610.24129</id>
<link href="https://arxiv.org/abs/2610.24129"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Reducing actuator count simplifies robot hardware but also removes independent inputs for maneuvering. The original Rollbot steered by modulating a quasi-stable helical orbit, but moved slowly and relied on external motion capture. Rollbot 2 preserves the single-actuator design while its redesigned mass distribution enables near-straight rolling and more direct travel toward commanded paths and beacon targets. Onboard inertial and ultra-wideband sensing support learned steering, beacon seeking, and waypoint following through one motor-velocity command. Rollbot 2 autonomously approaches UWB …</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>Learning Whole-Body Kinetic Coordination for Wheeled-Quadruped Long-Range Throwing</title><id>https://arxiv.org/abs/2610.23883</id>
<link href="https://arxiv.org/abs/2610.23883"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Long-range throwing on unstructured terrain is a key capability for mobile robots in delivery and retrieval tasks, but it requires high release velocity, coordinated whole-body motion, and robustness to terrain-induced disturbances. We present a whole-body kinetic-coordination framework for a wheeled-quadruped manipulator that combines kinetic-chain arm modeling with SQP-based trajectory optimization and a reference-guided reinforcement learning policy for coordinated base motion. The manipulator is first reduced to a kinetic-chain model and optimized under kinematic and dynamic constraints …</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>Reinforcement Learning Based Multi-Terrain Adaptive Whole-Body Control for a Quadruped Manipulator</title><id>https://arxiv.org/abs/2610.23548</id>
<link href="https://arxiv.org/abs/2610.23548"/><updated>2026-10-19T00:00:00Z</updated>
<summary>Legged robots equipped with manipulators offer promising capabilities for loco-manipulation tasks in unstructured environments. However, achieving task-consistent end-effector behavior during locomotion remains challenging due to terrain-induced disturbances and the strong coupling between locomotion and manipulation, particularly for small-scale quadruped platforms. A reinforcement-learning based whole-body control framework is proposed for quadruped loco-manipulation on complex terrain. The proposed framework combines a hybrid task representation with task-prioritized whole-body learning to …</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>FCTS: Failure-Guided Curriculum Tree Search Over Generated Terrain for Legged Parkour</title><id>https://arxiv.org/abs/2610.22619</id>
<link href="https://arxiv.org/abs/2610.22619"/><updated>2026-10-19T00:00:00Z</updated>
<summary>Quadruped parkour policies handle canonical obstacles well, but their training curricula often miss the irregular, compound geometry of industrial and disaster-response sites, where agile locomotion matters most. Such environments pose a hard generalization problem: even training directly on reconstructed geometry from the target site does not reliably yield policies that traverse it. Hand-designed curricula span only a few terrain families, and recent LLM-generated curricula offer little control over which policy weaknesses they target. We propose FCTS, a failure-conditioned terrain …</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>SOMA: Stack-of-Objects Manipulation using a Quadruped Robot</title><id>https://arxiv.org/abs/2610.20968</id>
<link href="https://arxiv.org/abs/2610.20968"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Executing heavy-duty physical manipulation in unpredictable environments remains a major challenge for quadrupedal robots lacking dedicated manipulators. This paper presents SOMA, a hierarchical reinforcement learning framework for whole-body non-prehensile manipulation of multi-object stacks using a quadruped robot. Unlike traditional methods restricted to two-dimensional planar pushing, SOMA integrates explicit robot base-height control, unlocking full three-dimensional pushing strategies. This capability enables the quadruped to manipulate complex payload stacks as a unified system while …</summary></entry><entry><title>Persistent Profile-Guided Reset-Free Recovery Improves Final Gait Selection after Irreversible Leg Damage</title><id>https://arxiv.org/abs/2610.20838</id>
<link href="https://arxiv.org/abs/2610.20838"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Damage-recovery algorithms often rank gaits from short trials, yet a gait that performs well briefly may not remain effective during continued execution. In reset-free recovery, each trial also changes the physical state inherited by the next. We introduce persistent profile-guided reset-free recovery (PGRR), which predicts multiple outcomes over repeated gait execution and uses conservative uncertainty-aware estimates to guide short online probes without resetting the robot. Across 108 matched MuJoCo tasks spanning leg amputation, distal fracture, and joint lock, PGRR improves final quality …</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>
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