Searcharxiv⌕ Search

arXiv · 2610.12772

Reflex: Visually Grounded Reactive Humanoid Control

Abstract

Humans effortlessly react to the world; they adeptly return a tennis shot, catch a falling cup, step aside from a passing cart, or pass a box tossed during truck unloading. These everyday actions require anticipating a moving target and reflexively responding with the whole body within about a second. Such visual reactive whole-body control remains challenging for humanoids, which must (1) coordinate whole-body control, (2) react to object dynamics in real time, and (3) ground perception in egocentric vision. We study catching thrown boxes as a representative task that demands all three capabilities; existing systems cover only part of it, relying on end-effectors, motion capture, or marked objects. We present Reflex, a three-stage framework that learns these capabilities stage by stage while connecting them through a compact representation of object dynamics. First, a state-based policy learns whole-body catching with reinforcement learning. Second, the policy learns to infer the dynamics of a moving box from delayed and incomplete observations. Third, an egocentric RGB-D encoder learns to recover this dynamics representation directly from visual observations while keeping the whole-body controller fixed. This decomposition provides each capability with a direct training signal and makes visual learning substantially more scalable. In simulation, Reflex achieves 85.7% catch success from egocentric RGB-D, compared with 87.9% when given privileged box observations. Temporal visual history is critical: removing it reduces success by 35.6 and 39.8 points on centered and laterally offset throws. On a real Unitree G1, Reflex catches human-thrown boxes with 65% and 40% success at 2.5 and 5 m, reaching 76% and 59% of human catchers' success at the same distances.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Taoyang Jia, Weikai Huang, Linxin Song, Jared Darlington, Jieyu Zhao, Yue Wang, Jiafei Duan, Zhongzheng Ren, Ranjay Krishna. 2026-10-08. Reflex: Visually Grounded Reactive Humanoid Control. https://arxiv.org/abs/2610.12772

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Path Planning on Multi-level Point Cloud with a Weighted Traversability Graph

This article proposes a new path planning method for addressing multi-level terrain situations. The proposed method includes innovations in three aspects: 1) the pre-processing of point cloud maps with a multi-level skip-list structure and data-slimming algorithm for well-organized and simplified map formalization and management, 2) the direct acquisition of local traversability indexes through vehicle and point cloud interaction analysis, which saves work in surface fitting, and 3) the assignment of traversability indexes on a multi-level connectivity graph to generate a weighted traversability graph for generally search-based path planning. The A* algorithm is modified to utilize the traversability graph to generate a short and safe path. The effectiveness and reliability of the proposed method are verified through indoor and outdoor experiments conducted in various environments, including multi-floor buildings, woodland, and rugged mountainous regions. The results demonstrate that the proposed method can properly address 3D path planning problems for ground vehicles in a wide range of situations.

cs.RO↗

An Introduction to Zero-Order Optimization Techniques for Robotics

Zero-order optimization techniques are becoming increasingly popular in robotics due to their ability to handle non-differentiable functions and escape local minima. These advantages make them particularly useful for trajectory optimization and policy optimization. In this work, we propose a mathematical tutorial on random search. It offers a simple and unifying perspective for understanding a wide range of algorithms commonly used in robotics. Leveraging this viewpoint, we classify many trajectory optimization methods under a common framework and derive novel competitive RL algorithms.

cs.RO↗

Drive As You Like: Multi-Head Diffusion with Reinforcement Learning for Personalized Driving

Personalized autonomous driving requires understanding the driving needs implicit in user requests. This is challenging when driving demonstrations lack style annotations and behavioral adaptation risks degrading planning quality. We propose M-Diffusion Planner with a dual-decoupling design: separating intent understanding from trajectory planning, and general planning capability learning from strategy alignment. A large language model infers driving needs and selects a strategy, which is executed by the corresponding head of a shared diffusion planner. Following imitation pretraining, strategy-specific rewards specialize individual heads without style annotations. We innovatively adapt Group Relative Policy Optimization using surrogate policy-ratio estimation and constrained head-specific updates to mitigate degradation of pretrained planning capabilities. Open-loop and closed-loop evaluations on nuPlan demonstrate distinct strategy-aligned behaviors and competitive planning performance. Further experiments assess intent-to-strategy mapping and collision risk, and analyze the effects of reward design and optimization on strategy alignment and planning quality.

cs.RO↗