This work proposes AdaPT, an Adaptive Motion Planning and Tracking framework that learns professional tennis serving and rally styles directly from broadcast videos, and improves tracking robustness by learning to track randomized execution speeds, while conditioning the planner on a learned motion-speed adapter to mitigate compounding errors.
Abstract
Humanoid robots have recently demonstrated promising capabilities in real-world ball sports. However, achieving professional motion styles while maintaining strong task performance remains challenging. In this work, we propose AdaPT, an Adaptive Motion Planning and Tracking framework that learns professional tennis serving and rally styles directly from broadcast videos. This hierarchical design is motivated by the key insight that the planner generates stylistic kinematic motions, while the tracker executes them with minimal interference with planning. Despite its effectiveness in simulation, a substantial sim-to-real gap emerges: tracking performance inevitably degrades on real robots, and this degradation is partially overlooked by autoregressive planning and further compounded by noisy perception. To address these issues, our adaptation mechanism improves tracking robustness by learning to track randomized execution speeds, while conditioning the planner on a learned motion-speed adapter to mitigate compounding errors. Real-world experiments on the Unitree G1 demonstrate the effectiveness of our adaptation mechanism in bridging the sim-to-real gap. We further deploy AdaPT policies on the full-size Dobot Atom humanoid robot (1.7m) and demonstrate in-the-wild serving without motion capture. Beyond these results, our real-world experiments reveal both algorithmic and engineering insights for future humanoid ball-sports systems. Videos and code are available on our \href{https://humanoidtennis.github.io/AdaPT/}{project website}.
A three-stage pipeline that turns motion-imitation skills into a reusable hybrid motion prior (HMP) for humanoid locomotion and shows that training the codebook with the rotation trick improves latent organization and reduces downstream falls compared with a standard straight-through estimator.
Humanoid motion trackers can reproduce diverse whole-body motions, but their performance degrades on complex terrain where terrain-agnostic references become physically infeasible. We present PGMT, a Perceptive General Motion Tracking pipeline for humanoid robots that learns terrain adaptation from independently selected motion references and terrains. PGMT first learns a general tracking and recovery prior, then incorporates terrain perception through motion-conditioned terrain glimpses that selectively encode regions relevant to the current motion. Terrain-aware tracking relaxation allows necessary deviations from the reference while preserving its motion intent. Zero-shot deployment on a Unitree G1 demonstrates robust terrain-adaptive locomotion and whole-body motion execution over real-world terrain with obstacles up to 37 cm high, while supporting teleoperation, dynamic motion tracking, and fall recovery. PGMT extends general humanoid motion tracking beyond flat ground, providing a unified policy for terrain-adaptive locomotion, diverse whole-body behaviors, and teleoperation in complex environments. Project homepage: https://luyili.github.io/pgmt/
This work introduces HumanTracker, a preference-aligned metric trained on 12K motion pairs containing 24K motions that better predicts human preferences and reveals contact and stability failures that kinematic metrics often miss.
Dai-En Liu, Zekun Qi, Jiayu Zeng et al.· 0 citations
An empirical study of common modeling and training factors used in recent humanoid motion-imitation pipelines, developing YAHMP, an open-source modular framework for training, evaluating, and deploying whole-body motion tracking policies on the Unitree G1.
A framework for learning human-like robot motion from demonstration, including data collection, probabilistic trajectory learning, and perceptual user evaluation is presented, extending the widely used Gaussian Mixture Model and Gaussian Mixture Regression approach for learning from demonstration.
Alperen Kenan, Paul A. Bremner, Manuel Giuliani· 1 citation
Humanoid soccer is a challenging testbed for dynamic whole-body control, requiring robots to coordinate balance, locomotion, object interaction, and skill switching over long horizons. Existing humanoid sports methods often rely on task-specific multi-stage pipelines, making it difficult to jointly learn and compose multiple object-interactive skills within a single deployable policy. To address this, we present SkillX, a unified reinforcement learning framework that learns and composes multiple atomic soccer skills through a single command-conditioned policy. SkillX integrates three core designs: skill-specific adversarial motion priors, skill-specific critics, and an object-aware temporal encoder, enabling the robot to execute atomic skills and transition among them such as dribbling, trapping, and shooting. Experiments in simulation and on a real Noetix E1 humanoid demonstrate robust multi-skill execution, long-horizon skill composition, and successful sim-to-real deployment.
Unknown authors· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.