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Guanya Shi

Publications and source records attributed to Guanya Shi.

At least 55 records · Page 3Linked to original sources

Learning Sim-to-Real Humanoid Locomotion in 15 Minutes

Massively parallel simulation has reduced reinforcement learning (RL) training time for robots from days to minutes. However, achieving fast and reliable sim-to-real RL for humanoid control remains difficult due to the challenges introduced by factors such as high dimensionality and domain randomization. In this work, we introduce a simple and practical recipe based on off-policy RL algorithms, i.e., FastSAC and FastTD3, that enables rapid training of humanoid locomotion policies in just 15 minutes with a single RTX 4090 GPU. Our simple recipe stabilizes off-policy RL algorithms at massive scale with thousands of parallel environments through carefully tuned design choices and minimalist reward functions. We demonstrate rapid end-to-end learning of humanoid locomotion controllers on Unitree G1 and Booster T1 robots under strong domain randomization, e.g., randomized dynamics, rough terrain, and push perturbations, as well as fast training of whole-body human-motion tracking policies. We provide videos and open-source implementation at: https://younggyo.me/fastsac-humanoid.

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Opening the Sim-to-Real Door for Humanoid Pixel-to-Action Policy Transfer

Recent progress in GPU-accelerated, photorealistic simulation has opened a scalable data-generation path for robot learning, where massive physics and visual randomization allow policies to generalize beyond curated environments. Building on these advances, we develop a teacher-student-bootstrap learning framework for vision-based humanoid loco-manipulation, using articulated-object interaction as a representative high-difficulty benchmark. Our approach introduces a staged-reset exploration strategy that stabilizes long-horizon privileged-policy training, and a GRPO-based fine-tuning procedure that mitigates partial observability and improves closed-loop consistency in sim-to-real RL. Trained entirely on simulation data, the resulting policy achieves robust zero-shot performance across diverse door types and outperforms human teleoperators by up to 31.7% in task completion time under the same whole-body control stack. This represents the first humanoid sim-to-real policy capable of diverse articulated loco-manipulation using pure RGB perception.

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VIRAL: Visual Sim-to-Real at Scale for Humanoid Loco-Manipulation

A key barrier to the real-world deployment of humanoid robots is the lack of autonomous loco-manipulation skills. We introduce VIRAL, a visual sim-to-real framework that learns humanoid loco-manipulation entirely in simulation and deploys it zero-shot to real hardware. VIRAL follows a teacher-student design: a privileged RL teacher, operating on full state, learns long-horizon loco-manipulation using a delta action space and reference state initialization. A vision-based student policy is then distilled from the teacher via large-scale simulation with tiled rendering, trained with a mixture of online DAgger and behavior cloning. We find that compute scale is critical: scaling simulation to tens of GPUs (up to 64) makes both teacher and student training reliable, while low-compute regimes often fail. To bridge the sim-to-real gap, VIRAL combines large-scale visual domain randomization over lighting, materials, camera parameters, image quality, and sensor delays--with real-to-sim alignment of the dexterous hands and cameras. Deployed on a Unitree G1 humanoid, the resulting RGB-based policy performs continuous loco-manipulation for up to 54 cycles, generalizing to diverse spatial and appearance variations without any real-world fine-tuning, and approaching expert-level teleoperation performance. Extensive ablations dissect the key design choices required to make RGB-based humanoid loco-manipulation work in practice.

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FALCON: Learning Force-Adaptive Humanoid Loco-Manipulation

Humanoid loco-manipulation holds transformative potential for daily service and industrial tasks, yet achieving precise, robust whole-body control with 3D end-effector force interaction remains a major challenge. Prior approaches are often limited to lightweight tasks or quadrupedal/wheeled platforms. To overcome these limitations, we propose FALCON, a dual-agent reinforcement-learning-based framework for robust force-adaptive humanoid loco-manipulation. FALCON decomposes whole-body control into two specialized agents: (1) a lower-body agent ensuring stable locomotion under external force disturbances, and (2) an upper-body agent precisely tracking end-effector positions with implicit adaptive force compensation. These two agents are jointly trained in simulation with a force curriculum that progressively escalates the magnitude of external force exerted on the end effector while respecting torque limits. Experiments demonstrate that, compared to the baselines, FALCON achieves 2x more accurate upper-body joint tracking, while maintaining robust locomotion under force disturbances and achieving faster training convergence. Moreover, FALCON enables policy training without embodiment-specific reward or curriculum tuning. Using the same training setup, we obtain policies that are deployed across multiple humanoids, enabling forceful loco-manipulation tasks such as transporting payloads (0-20N force), cart-pulling (0-100N), and door-opening (0-40N) in the real world.

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BFM-Zero: A Promptable Behavioral Foundation Model for Humanoid Control Using Unsupervised Reinforcement Learning

Building Behavioral Foundation Models (BFMs) for humanoid robots has the potential to unify diverse control tasks under a single, promptable generalist policy. However, existing approaches are either exclusively deployed on simulated humanoid characters, or specialized to specific tasks such as tracking. We propose BFM-Zero, a framework that learns an effective shared latent representation that embeds motions, goals, and rewards into a common space, enabling a single policy to be prompted for multiple downstream tasks without retraining. This well-structured latent space in BFM-Zero enables versatile and robust whole-body skills on a Unitree G1 humanoid in the real world, via diverse inference methods, including zero-shot motion tracking, goal reaching, and reward optimization, and few-shot optimization-based adaptation. Unlike prior on-policy reinforcement learning (RL) frameworks, BFM-Zero builds upon recent advancements in unsupervised RL and Forward-Backward (FB) models, which offer an objective-centric, explainable, and smooth latent representation of whole-body motions. We further extend BFM-Zero with critical reward shaping, domain randomization, and history-dependent asymmetric learning to bridge the sim-to-real gap. Those key design choices are quantitatively ablated in simulation. A first-of-its-kind model, BFM-Zero establishes a step toward scalable, promptable behavioral foundation models for whole-body humanoid control.

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TWIST2: Scalable, Portable, and Holistic Humanoid Data Collection System

Large-scale data has driven breakthroughs in robotics, from language models to vision-language-action models in bimanual manipulation. However, humanoid robotics lacks equally effective data collection frameworks. Existing humanoid teleoperation systems either use decoupled control or depend on expensive motion capture setups. We introduce TWIST2, a portable, mocap-free humanoid teleoperation and data collection system that preserves full whole-body control while advancing scalability. Our system leverages PICO4U VR for obtaining real-time whole-body human motions, with a custom 2-DoF robot neck (cost around $250) for egocentric vision, enabling holistic human-to-humanoid control. We demonstrate long-horizon dexterous and mobile humanoid skills and we can collect 100 demonstrations in 15 minutes with an almost 100% success rate. Building on this pipeline, we propose a hierarchical visuomotor policy framework that autonomously controls the full humanoid body based on egocentric vision. Our visuomotor policy successfully demonstrates whole-body dexterous manipulation and dynamic kicking tasks. The entire system is fully reproducible and open-sourced at https://yanjieze.com/TWIST2 . Our collected dataset is also open-sourced at https://twist-data.github.io .

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Self-Improving Vision-Language-Action Models with Data Generation via Residual RL

Supervised fine-tuning (SFT) has become the de facto post-training strategy for large vision-language-action (VLA) models, but its reliance on costly human demonstrations limits scalability and generalization. We propose Probe, Learn, Distill (PLD), a three-stage plug-and-play framework that improves VLAs through residual reinforcement learning (RL) and distribution-aware data collection. In Stage 1, we train lightweight residual actors to probe failure regions of the VLA generalist. In Stage 2, we use a hybrid rollout scheme that aligns collected trajectories with the generalist's deployment distribution while capturing recovery behaviors. In Stage 3, we distill the curated trajectories back into the generalist with standard SFT. PLD achieves near-saturated 99% task success on LIBERO, over 50% gains in SimplerEnv, and 100% success on real-world Franka and YAM arm manipulation tasks. Ablations show that residual probing and distribution-aware replay are key to collecting deployment-aligned data that improves both seen and unseen tasks, offering a scalable path toward self-improving VLA models.

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ResMimic: From General Motion Tracking to Humanoid Whole-body Loco-Manipulation via Residual Learning

Humanoid whole-body loco-manipulation promises transformative capabilities for daily service and warehouse tasks. While recent advances in general motion tracking (GMT) have enabled humanoids to reproduce diverse human motions, these policies lack the precision and object awareness required for loco-manipulation. To this end, we introduce ResMimic, a two-stage residual learning framework for precise and expressive humanoid control from human motion data. First, a GMT policy, trained on large-scale human-only motion, serves as a task-agnostic base for generating human-like whole-body movements. An efficient but precise residual policy is then learned to refine the GMT outputs to improve locomotion and incorporate object interaction. To further facilitate efficient training, we design (i) a point-cloud-based object tracking reward for smoother optimization, (ii) a contact reward that encourages accurate humanoid body-object interactions, and (iii) a curriculum-based virtual object controller to stabilize early training. We evaluate ResMimic in both simulation and on a real Unitree G1 humanoid. Results show substantial gains in task success, training efficiency, and robustness over strong baselines. Videos are available at https://resmimic.github.io/ .

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Humanoid Policy ~ Human Policy

Training manipulation policies for humanoid robots with diverse data enhances their robustness and generalization across tasks and platforms. However, learning solely from robot demonstrations is labor-intensive, requiring expensive tele-operated data collection which is difficult to scale. This paper investigates a more scalable data source, egocentric human demonstrations, to serve as cross-embodiment training data for robot learning. We mitigate the embodiment gap between humanoids and humans from both the data and modeling perspectives. We collect an egocentric task-oriented dataset (PH2D) that is directly aligned with humanoid manipulation demonstrations. We then train a human-humanoid behavior policy, which we term Human Action Transformer (HAT). The state-action space of HAT is unified for both humans and humanoid robots and can be differentiably retargeted to robot actions. Co-trained with smaller-scale robot data, HAT directly models humanoid robots and humans as different embodiments without additional supervision. We show that human data improves both generalization and robustness of HAT with significantly better data collection efficiency. Code and data: https://human-as-robot.github.io/

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HDMI: Learning Interactive Humanoid Whole-Body Control from Human Videos

Enabling robust whole-body humanoid-object interaction (HOI) remains challenging due to motion data scarcity and the contact-rich nature. We present HDMI (HumanoiD iMitation for Interaction), a simple and general framework that learns whole-body humanoid-object interaction skills directly from monocular RGB videos. Our pipeline (i) extracts and retargets human and object trajectories from unconstrained videos to build structured motion datasets, (ii) trains a reinforcement learning (RL) policy to co-track robot and object states with three key designs: a unified object representation, a residual action space, and a general interaction reward, and (iii) zero-shot deploys the RL policies on real humanoid robots. Extensive sim-to-real experiments on a Unitree G1 humanoid demonstrate the robustness and generality of our approach: HDMI achieves 67 consecutive door traversals and successfully performs 6 distinct loco-manipulation tasks in the real world and 14 tasks in simulation. Our results establish HDMI as a simple and general framework for acquiring interactive humanoid skills from human videos.

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LeVERB: Humanoid Whole-Body Control with Latent Vision-Language Instruction

Vision-language-action (VLA) models have demonstrated strong semantic understanding and zero-shot generalization, yet most existing systems assume an accurate low-level controller with hand-crafted action "vocabulary" such as end-effector pose or root velocity. This assumption confines prior work to quasi-static tasks and precludes the agile, whole-body behaviors required by humanoid whole-body control (WBC) tasks. To capture this gap in the literature, we start by introducing the first sim-to-real-ready, vision-language, closed-loop benchmark for humanoid WBC, comprising over 150 tasks from 10 categories. We then propose LeVERB: Latent Vision-Language-Encoded Robot Behavior, a hierarchical latent instruction-following framework for humanoid vision-language WBC, the first of its kind. At the top level, a vision-language policy learns a latent action vocabulary from synthetically rendered kinematic demonstrations; at the low level, a reinforcement-learned WBC policy consumes these latent verbs to generate dynamics-level commands. In our benchmark, LeVERB can zero-shot attain a 80% success rate on simple visual navigation tasks, and 58.5% success rate overall, outperforming naive hierarchical whole-body VLA implementation by 7.8 times.

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Residual Off-Policy RL for Finetuning Behavior Cloning Policies

Recent advances in behavior cloning (BC) have enabled impressive visuomotor control policies. However, these approaches are limited by the quality of human demonstrations, the manual effort required for data collection, and the diminishing returns from offline data. In comparison, reinforcement learning (RL) trains an agent through autonomous interaction with the environment and has shown remarkable success in various domains. Still, training RL policies directly on real-world robots remains challenging due to sample inefficiency, safety concerns, and the difficulty of learning from sparse rewards for long-horizon tasks, especially for high-degree-of-freedom (DoF) systems. We present a recipe that combines the benefits of BC and RL through a residual learning framework. Our approach leverages BC policies as black-box bases and learns lightweight per-step residual corrections via sample-efficient off-policy RL. We demonstrate that our method requires only sparse binary reward signals and can effectively improve manipulation policies on high-degree-of-freedom (DoF) systems in both simulation and the real world. In particular, we demonstrate, to the best of our knowledge, the first successful real-world RL training on a humanoid robot with dexterous hands. Our results demonstrate state-of-the-art performance in various vision-based tasks, pointing towards a practical pathway for deploying RL in the real world.

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RAMBO: RL-Augmented Model-Based Whole-Body Control for Loco-Manipulation

Loco-manipulation, physical interaction of various objects that is concurrently coordinated with locomotion, remains a major challenge for legged robots due to the need for both precise end-effector control and robustness to unmodeled dynamics. While model-based controllers provide precise planning via online optimization, they are limited by model inaccuracies. In contrast, learning-based methods offer robustness, but they struggle with precise modulation of interaction forces. We introduce RAMBO, a hybrid framework that integrates model-based whole-body control within a feedback policy trained with reinforcement learning. The model-based module generates feedforward torques by solving a quadratic program, while the policy provides feedback corrective terms to enhance robustness. We validate our framework on a quadruped robot across a diverse set of real-world loco-manipulation tasks, such as pushing a shopping cart, balancing a plate, and holding soft objects, in both quadrupedal and bipedal walking. Our experiments demonstrate that RAMBO enables precise manipulation capabilities while achieving robust and dynamic locomotion.

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Hold My Beer: Learning Gentle Humanoid Locomotion and End-Effector Stabilization Control

Can your humanoid walk up and hand you a full cup of beer, without spilling a drop? While humanoids are increasingly featured in flashy demos like dancing, delivering packages, traversing rough terrain, fine-grained control during locomotion remains a significant challenge. In particular, stabilizing a filled end-effector (EE) while walking is far from solved, due to a fundamental mismatch in task dynamics: locomotion demands slow-timescale, robust control, whereas EE stabilization requires rapid, high-precision corrections. To address this, we propose SoFTA, a Slow-Fast Two-Agent framework that decouples upper-body and lower-body control into separate agents operating at different frequencies and with distinct rewards. This temporal and objective separation mitigates policy interference and enables coordinated whole-body behavior. SoFTA executes upper-body actions at 100 Hz for precise EE control and lower-body actions at 50 Hz for robust gait. It reduces EE acceleration by 2-5x relative to baselines and performs much closer to human-level stability, enabling delicate tasks such as carrying nearly full cups, capturing steady video during locomotion, and disturbance rejection with EE stability.

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Sampling-Based System Identification with Active Exploration for Legged Robot Sim2Real Learning

Sim-to-real discrepancies hinder learning-based policies from achieving high-precision tasks in the real world. While Domain Randomization (DR) is commonly used to bridge this gap, it often relies on heuristics and can lead to overly conservative policies with degrading performance when not properly tuned. System Identification (Sys-ID) offers a targeted approach, but standard techniques rely on differentiable dynamics and/or direct torque measurement, assumptions that rarely hold for contact-rich legged systems. To this end, we present SPI-Active (Sampling-based Parameter Identification with Active Exploration), a two-stage framework that estimates physical parameters of legged robots to minimize the sim-to-real gap. SPI-Active robustly identifies key physical parameters through massive parallel sampling, minimizing state prediction errors between simulated and real-world trajectories. To further improve the informativeness of collected data, we introduce an active exploration strategy that maximizes the Fisher Information of the collected real-world trajectories via optimizing the input commands of an exploration policy. This targeted exploration leads to accurate identification and better generalization across diverse tasks. Experiments demonstrate that SPI-Active enables precise sim-to-real transfer of learned policies to the real world, outperforming baselines by 42-63% in various locomotion tasks.

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ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

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Humanoid Locomotion and Manipulation: Current Progress and Challenges in Control, Planning, and Learning

Humanoid robots hold great potential to perform various human-level skills, involving unified locomotion and manipulation in real-world settings. Driven by advances in machine learning and the strength of existing model-based approaches, these capabilities have progressed rapidly, but often separately. This survey offers a comprehensive overview of the state-of-the-art in humanoid locomotion and manipulation (HLM), with a focus on control, planning, and learning methods. We first review the model-based methods that have been the backbone of humanoid robotics for the past three decades. We discuss contact planning, motion planning, and whole-body control, highlighting the trade-offs between model fidelity and computational efficiency. Then the focus is shifted to examine emerging learning-based methods, with an emphasis on reinforcement and imitation learning that enhance the robustness and versatility of loco-manipulation skills. Furthermore, we assess the potential of integrating foundation models with humanoid embodiments to enable the development of generalist humanoid agents. This survey also highlights the emerging role of tactile sensing, particularly whole-body tactile feedback, as a crucial modality for handling contact-rich interactions. Finally, we compare the strengths and limitations of model-based and learning-based paradigms from multiple perspectives, such as robustness, computational efficiency, versatility, and generalizability, and suggest potential solutions to existing challenges.

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Flying Calligrapher: Contact-Aware Motion and Force Planning and Control for Aerial Manipulation

Aerial manipulation has gained interest in completing high-altitude tasks that are challenging for human workers, such as contact inspection and defect detection, etc. Previous research has focused on maintaining static contact points or forces. This letter addresses a more general and dynamic task: simultaneously tracking time-varying contact force in the surface normal direction and motion trajectories on tangential surfaces. We propose a pipeline that includes a contact-aware trajectory planner to generate dynamically feasible trajectories, and a hybrid motion-force controller to track such trajectories. We demonstrate the approach in an aerial calligraphy task using a novel sponge pen design as the end-effector, whose stroke width is positively related to the contact force. Additionally, we develop a touchscreen interface for flexible user input. Experiments show our method can effectively draw diverse letters, achieving an IoU of 0.59 and an end-effector position (force) tracking RMSE of 2.9 cm (0.7 N). Website: https://xiaofeng-guo.github.io/flying-calligrapher/

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