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Donghoon Baek

Publications and source records attributed to Donghoon Baek.

11 recordsLinked to original sources

Whole-Body Bilateral Teleoperation with Multi-Stage Object Parameter Estimation for Wheeled Humanoid Locomanipulation

This paper presents an object-aware whole-body bilateral teleoperation framework for wheeled humanoid loco-manipulation. This framework combines whole-body bilateral teleoperation with an online multi-stage object inertial parameter estimation module, which is the core technical contribution of this work. The multi-stage process sequentially integrates a vision-based object size estimator, an initial parameter guess generated by a large vision-language model (VLM), and a decoupled hierarchical sampling strategy. The visual size estimate and VLM prior offer a strong initial guess of the object's inertial parameters, significantly reducing the search space for sampling-based refinement and improving the overall estimation speed. A hierarchical strategy first estimates mass and center of mass, then infers inertia from object size to ensure physically feasible parameters, while a decoupled multi-hypothesis scheme enhances robustness to VLM prior errors. Our estimator operates in parallel with high-fidelity simulation and hardware, enabling real-time online updates. The estimated parameters are then used to update the wheeled humanoid's equilibrium point, allowing the operator to focus more on locomotion and manipulation. This integration improves the haptic force feedback for dynamic synchronization, enabling more dynamic whole-body teleoperation. By compensating for object dynamics using the estimated parameters, the framework also improves manipulation tracking while preserving compliant behavior. We validate the system on a customized wheeled humanoid with a robotic gripper and human-machine interface, demonstrating real-time execution of lifting, delivering, and releasing tasks with a payload weighing approximately one-third of the robot's body weight.

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Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game

Recent advances in whole-body robot control have enabled humanoid and legged robots to perform increasingly agile and coordinated motions. However, standardized benchmarks for evaluating these capabilities in real-world settings, and in direct comparison to humans, remain scarce. Existing evaluations often rely on pre-collected human motion datasets or simulation-based experiments, which limit reproducibility, overlook hardware factors, and hinder fair human-robot comparisons. We present Switch-JustDance, a low-cost and reproducible benchmarking pipeline that leverages motion-sensing console games, Just Dance on the Nintendo Switch, to evaluate robot whole-body control. Using Just Dance on the Nintendo Switch as a representative platform, Switch-JustDance converts in-game choreography into robot-executable motions through streaming, motion reconstruction, and motion retargeting modules and enables users to evaluate controller performance through the game's built-in scoring system. We first validate the evaluation properties of Just Dance, analyzing its reliability, validity, sensitivity, and potential sources of bias. Our results show that the platform provides consistent and interpretable performance measures, making it a suitable tool for benchmarking embodied AI. Building on this foundation, we benchmark three state-of-the-art humanoid whole-body controllers on hardware and provide insights into their relative strengths and limitations.

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BAT: Balancing Agility and Stability via Online Policy Switching for Long-Horizon Whole-Body Humanoid Control

Despite recent advances in control, reinforcement learning, and imitation learning, developing a unified framework that can achieve agile, precise, and robust whole-body behaviors, particularly in long-horizon tasks, remains challenging. Existing approaches typically follow two paradigms: coupled whole-body policies for global coordination and decoupled policies for modular precision. However, without a systematic method to integrate both, this trade-off between agility, robustness, and precision remains unresolved. In this work, we propose BAT, an online policy-switching framework that dynamically selects between two complementary whole-body RL controllers to balance agility and stability across different motion contexts. Our framework consists of two complementary modules: a switching policy learned via hierarchical RL with an expert guidance from sliding-horizon policy pre-evaluation, and an option-aware VQ-VAE that predicts option preference from discrete motion token sequences for improved generalization. The final decision is obtained via confidence-weighted fusion of two modules. Extensive simulations and real-world experiments on the Unitree G1 humanoid robot demonstrate that BAT enables versatile long-horizon loco-manipulation and outperforms prior methods across diverse tasks.

cs.RO

Partial Motion Imitation for Learning Cart Pushing with Legged Manipulators

Loco-manipulation is a key capability for legged robots to perform practical mobile manipulation tasks, such as transporting and pushing objects, in real-world environments. However, learning robust loco-manipulation skills remains challenging due to the difficulty of maintaining stable locomotion while simultaneously performing precise manipulation behaviors. This work proposes a partial imitation learning approach that transfers the locomotion style learned from a locomotion task to cart loco-manipulation. A robust locomotion policy is first trained with extensive domain and terrain randomization, and a loco-manipulation policy is then learned by imitating only lower-body motions using a partial adversarial motion prior. We conduct experiments demonstrating that the learned policy successfully pushes a cart along diverse trajectories in IsaacLab and transfers effectively to MuJoCo. We also compare our method to several baselines and show that the proposed approach achieves more stable and accurate loco-manipulation behaviors.

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AdaptManip: Learning Adaptive Whole-Body Object Lifting and Delivery with Online Recurrent State Estimation

This paper presents Adaptive Whole-body Loco-Manipulation, AdaptManip, a fully autonomous framework for humanoid robots to perform integrated navigation, object lifting, and delivery. Unlike prior imitation learning-based approaches that rely on human demonstrations and are often brittle to disturbances, AdaptManip aims to train a robust loco-manipulation policy via reinforcement learning without human demonstrations or teleoperation data. The proposed framework consists of three coupled components: (1) a recurrent object state estimator that tracks the manipulated object in real time under limited field-of-view and occlusions; (2) a whole-body base policy for robust locomotion with residual manipulation control for stable object lifting and delivery; and (3) a LiDAR-based robot global position estimator that provides drift-robust localization. All components are trained in simulation using reinforcement learning and deployed on real hardware in a zero-shot manner. Experimental results show that AdaptManip significantly outperforms baseline methods, including imitation learning-based approaches, in adaptability and overall success rate, while accurate object state estimation improves manipulation performance even under occlusion. We further demonstrate fully autonomous real-world navigation, object lifting, and delivery on a humanoid robot.

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Switch4EAI: Leveraging Console Game Platform for Benchmarking Robotic Athletics

Recent advances in whole-body robot control have enabled humanoid and legged robots to execute increasingly agile and coordinated movements. However, standardized benchmarks for evaluating robotic athletic performance in real-world settings and in direct comparison to humans remain scarce. We present Switch4EAI(Switch-for-Embodied-AI), a low-cost and easily deployable pipeline that leverages motion-sensing console games to evaluate whole-body robot control policies. Using Just Dance on the Nintendo Switch as a representative example, our system captures, reconstructs, and retargets in-game choreography for robotic execution. We validate the system on a Unitree G1 humanoid with an open-source whole-body controller, establishing a quantitative baseline for the robot's performance against a human player. In the paper, we discuss these results, which demonstrate the feasibility of using commercial games platform as physically grounded benchmarks and motivate future work to for benchmarking embodied AI.

cs.RO

Friction-Aware Safety Locomotion for Wheeled-legged Robots using Vision Language Models and Reinforcement Learning

Controlling Wheeled-legged robots is challenging especially on slippery surfaces due to their dependence on continuous ground contact. Unlike quadrupeds or bipeds, which can leverage multiple fixed contact points for recovery, wheeled-legged robots are highly susceptible to slip, where even momentary loss of traction can result in irrecoverable instability. Anticipating ground physical properties such as friction before contact would allow proactive control adjustments, reducing slip risk. In this paper, we propose a friction-aware safety locomotion framework that integrates Vision-Language Models (VLMs) with a Reinforcement Learning (RL) policy. Our method employs a Retrieval-Augmented Generation (RAG) approach to estimate the Coefficient of Friction (CoF), which is then explicitly incorporated into the RL policy. This enables the robot to adapt its speed based on predicted friction conditions before contact. The framework is validated through experiments in both simulation and on a physical customized Wheeled Inverted Pendulum (WIP). Experimental results show that our approach successfully completes trajectory tracking tasks on slippery surfaces, whereas baseline methods relying solely on proprioceptive feedback fail. These findings highlight the importance and effectiveness of explicitly predicting and utilizing ground friction information for safe locomotion. They also point to a promising research direction in exploring the use of VLMs for estimating ground conditions, which remains a significant challenge for purely vision-based methods.

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Online Learning-Based Inertial Parameter Identification of Unknown Object for Model-Based Control of Wheeled Humanoids

Identifying the dynamic properties of manipulated objects is essential for safe and accurate robot control. Most methods rely on low noise force torque sensors, long exciting signals, and solving nonlinear optimization problems, making the estimation process slow. In this work, we propose a fast, online learning based inertial parameter estimation framework that enhances model based control. We aim to quickly and accurately estimate the parameters of an unknown object using only the robot's proprioception through end to end learning, which is applicable for real-time system. To effectively capture features in robot proprioception affected by object dynamics and address the challenge of obtaining ground truth inertial parameters in the real world, we developed a high fidelity simulation that uses more accurate robot dynamics through real-to-sim adaptation. Since our adaptation focuses solely on the robot, task-relevant data (e.g., holding an object) is not required from the real world, simplifying the data collection process. Moreover, we address both parametric and non-parametric modeling errors independently using Robot System Identification and Gaussian Processes. We validate our estimator to assess how quickly and accurately it can estimate physically feasible parameters of an manipulated object given a specific trajectory obtained from a wheeled humanoid robot. Our estimator achieves faster estimation speeds (around 0.1 seconds) while maintaining accuracy comparable to other methods. Additionally, our estimator further highlight its benefits in improving the performance of model based control by compensating object's dynamics and reinitializing new equilibrium point of wheeled humanoid

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Toward Control of Wheeled Humanoid Robots with Unknown Payloads: Equilibrium Point Estimation via Real-to-Sim Adaptation

Model-based controllers using a linearized model around the system's equilibrium point is a common approach in the control of a wheeled humanoid due to their less computational load and ease of stability analysis. However, controlling a wheeled humanoid robot while it lifts an unknown object presents significant challenges, primarily due to the lack of knowledge in object dynamics. This paper presents a framework designed for predicting the new equilibrium point explicitly to control a wheeled-legged robot with unknown dynamics. We estimated the total mass and center of mass of the system from its response to initially unknown dynamics, then calculated the new equilibrium point accordingly. To avoid using additional sensors (e.g., force torque sensor) and reduce the effort of obtaining expensive real data, a data-driven approach is utilized with a novel real-to-sim adaptation. A more accurate nonlinear dynamics model, offering a closer representation of real-world physics, is injected into a rigid-body simulation for real-to-sim adaptation. The nonlinear dynamics model parameters were optimized using Particle Swarm Optimization. The efficacy of this framework was validated on a physical wheeled inverted pendulum, a simplified model of a wheeled-legged robot. The experimental results indicate that employing a more precise analytical model with optimized parameters significantly reduces the gap between simulation and reality, thus improving the efficiency of a model-based controller in controlling a wheeled robot with unknown dynamics

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Hybrid LMC: Hybrid Learning and Model-based Control for Wheeled Humanoid Robot via Ensemble Deep Reinforcement Learning

Control of wheeled humanoid locomotion is a challenging problem due to the nonlinear dynamics and under-actuated characteristics of these robots. Traditionally, feedback controllers have been utilized for stabilization and locomotion. However, these methods are often limited by the fidelity of the underlying model used, choice of controller, and environmental variables considered (surface type, ground inclination, etc). Recent advances in reinforcement learning (RL) offer promising methods to tackle some of these conventional feedback controller issues, but require large amounts of interaction data to learn. Here, we propose a hybrid learning and model-based controller Hybrid LMC that combines the strengths of a classical linear quadratic regulator (LQR) and ensemble deep reinforcement learning. Ensemble deep reinforcement learning is composed of multiple Soft Actor-Critic (SAC) and is utilized in reducing the variance of RL networks. By using a feedback controller in tandem the network exhibits stable performance in the early stages of training. As a preliminary step, we explore the viability of Hybrid LMC in controlling wheeled locomotion of a humanoid robot over a set of different physical parameters in MuJoCo simulator. Our results show that Hybrid LMC achieves better performance compared to other existing techniques and has increased sample efficiency

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Hands-free Telelocomotion of a Wheeled Humanoid toward Dynamic Mobile Manipulation via Teleoperation

Robotic systems that can dynamically combine manipulation and locomotion could facilitate dangerous or physically demanding labor. For instance, firefighter humanoid robots could leverage their body by leaning against collapsed building rubble to push it aside. Here we introduce a teleoperation system that targets the realization of these tasks using human whole-body motor skills. We describe a new wheeled humanoid platform, SATYRR, and a novel hands-free teleoperation architecture using a whole-body Human Machine Interface (HMI). This system enables telelocomotion of the humanoid robot using the operator body motion, freeing their arms for manipulation tasks. In this study we evaluate the efficacy of the proposed system on hardware, and explore the control of SATYRR using two teleoperation mappings that map the operators body pitch and twist to the robot velocity or acceleration. Through experiments and user feedback we showcase our preliminary findings of the pilot-system response. Results suggest that the HMI is capable of effectively telelocomoting SATYRR, that pilot preferences should dictate the appropriate motion mapping and gains, and finally that the pilot can better learn to control the system over time. This study represents a fundamental step towards the realization of combined manipulation and locomotion via teleoperation.

cs.RO