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Robert Griffin

Publications and source records attributed to Robert Griffin.

At least 19 recordsLinked to original sources

A System for Fast, Resilient, and Adaptable Loco-Manipulation Behaviors on Humanoid Robots

There is tremendous value in humanoid robots taking on physically demanding, hazardous, and repetitive work in spaces built for humans. However, a useful robot for these spaces must coordinate locomotion, whole-body motion, perception, contact, and operator supervision. We present a robot-local, runtime-editable behavior authoring and runtime system that addresses these challenges. We argue that behavior architecture can be a primary enabler of capability, speed, and reliability, and that runtime editability enables fast behavior creation, adaptation, extension, and combination. Our behavior architecture combines object-centric Affordance Templates, a tree structure that provides organization and logic, and runtime-editable perception through a behavior scene and primitive scene actions. Our operator interface remains continuously synchronized to the robot for runtime authoring, monitoring, and repair. Action primitives execute through a whole-body controller that supports concurrent body motions and walking. Demonstrations of our system cover six task variants on Unitree H1-2 and Alex. We execute a push door traversal in 34 seconds and sort six balls by color in 45 seconds under human disturbance. Timed authoring sessions show scratch creation of new loco-manipulation behaviors and adaptation of existing ones in hours. Comparison against the literature finds our approach to be competitive with recent learned systems.

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HANDOFF: Humanoid Agentic Task-Space Whole-Body Control via Distilled Complementary Teachers

For a humanoid robot to be deployed in the real world, the choice of command space (i.e., the interface between task planning and whole-body control) is crucial. Existing whole-body controllers typically demand dense kinematic or spatial references that planners struggle to synthesize from task semantics. We instead propose a compact, explicit interface that is intuitive, general, modular, and expressive enough for diverse loco-manipulation skills. To this end, we introduce HANDOFF, a single humanoid whole-body controller that follows this interface and is distilled via multi-teacher KL distillation under a context-conditioned gating scheme into a mixture-of-experts student from three complementary specialists: whole-body motion tracking with safety-filtered data, locomotion, and fall-recovery. On the Unitree G1, HANDOFF matches state-of-the-art velocity tracking and offers one of the largest robust manipulation workspaces. We further demonstrate hardware feasibility through multiple natural-language-driven task roll-outs, powered by a VLM-driven agentic planner with no task-specific data or controller fine-tuning.

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Embedding Classical Balance Control Principles in Reinforcement Learning for Humanoid Recovery

Humanoid robots remain vulnerable to falls and unrecoverable failure states, limiting their practical utility in unstructured environments. While reinforcement learning has demonstrated stand-up behaviors, existing approaches treat recovery as a pure task-reward problem without an explicit representation of the balance state. We present a unified RL policy that addresses this limitation by embedding classical balance metrics: capture point, center-of-mass state, and centroidal momentum, as privileged critic inputs and shaping rewards directly around these quantities during training, while the actor relies solely on proprioception for zero-shot hardware transfer. Without reference trajectories or scripted contacts, a single policy spans the full recovery spectrum: ankle and hip strategies for small disturbances, corrective stepping under large pushes, and compliant falling with multi-contact stand-up using the hands, elbows, and knees. Trained on the Unitree H1-2 in Isaac Lab, the policy achieves a 93.4% recovery rate across randomized initial poses and unscripted fall configurations. An ablation study shows that removing the balance-informed structure causes stand-up learning to fail entirely, confirming that these metrics provide a meaningful learning signal rather than incidental structure. Sim-to-sim transfer to MuJoCo and preliminary hardware experiments further demonstrate cross-environment generalization. These results show that embedding interpretable balance structure into the learning framework substantially reduces time spent in failure states and broadens the envelope of autonomous recovery.

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Stability-Aware Retargeting for Humanoid Multi-Contact Teleoperation

Teleoperation is a powerful method to generate reference motions and enable humanoid robots to perform a broad range of tasks. However, teleoperation becomes challenging when using hand contacts and non-coplanar surfaces, often leading to motor torque saturation or loss of stability through slipping. We propose a centroidal stability-based retargeting method that dynamically adjusts contact points and posture during teleoperation to enhance stability in these difficult scenarios. Central to our approach is an efficient analytical calculation of the stability margin gradient. This gradient is used to identify scenarios for which stability is highly sensitive to teleoperation setpoints and inform the local adjustment of these setpoints. We validate the framework in simulation and hardware by teleoperating manipulation tasks on a humanoid, demonstrating increased stability margins. We also demonstrate empirically that higher stability margins correlate with improved impulse resilience and joint torque margin.

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Anticipatory and Adaptive Footstep Streaming for Teleoperated Bipedal Robots

Achieving seamless synchronization between user and robot motion in teleoperation, particularly during high-speed tasks, remains a significant challenge. In this work, we propose a novel approach for transferring stepping motions from the user to the robot in real-time. Instead of directly replicating user foot poses, we retarget user steps to robot footstep locations, allowing the robot to utilize its own dynamics for locomotion, ensuring better balance and stability. Our method anticipates user footsteps to minimize delays between when the user initiates and completes a step and when the robot does it. The step estimates are continuously adapted to converge with the measured user references. Additionally, the system autonomously adjusts the robot's steps to account for its surrounding terrain, overcoming challenges posed by environmental mismatches between the user's flat-ground setup and the robot's uneven terrain. Experimental results on the humanoid robot Nadia demonstrate the effectiveness of the proposed system.

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Estimating Spatially-Dependent GPS Errors Using a Swarm of Robots

External factors, including urban canyons and adversarial interference, can lead to Global Positioning System (GPS) inaccuracies that vary as a function of the position in the environment. This study addresses the challenge of estimating a static, spatially-varying error function using a team of robots. We introduce a State Bias Estimation Algorithm (SBE) whose purpose is to estimate the GPS biases. The central idea is to use sensed estimates of the range and bearing to the other robots in the team to estimate changes in bias across the environment. A set of drones moves in a 2D environment, each sampling data from GPS, range, and bearing sensors. The biases calculated by the SBE at estimated positions are used to train a Gaussian Process Regression (GPR) model. We use a Sparse Gaussian process-based Informative Path Planning (IPP) algorithm that identifies high-value regions of the environment for data collection. The swarm plans paths that maximize information gain in each iteration, further refining their understanding of the environment's positional bias landscape. We evaluated SBE and IPP in simulation and compared the IPP methodology to an open-loop strategy.

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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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A Behavior Architecture for Fast Humanoid Robot Door Traversals

Towards the role of humanoid robots as squad mates in urban operations and other domains, we identified doors as a major area lacking capability development. In this paper, we focus on the ability of humanoid robots to navigate and deal with doors. Human-sized doors are ubiquitous in many environment domains and the humanoid form factor is uniquely suited to operate and traverse them. We present an architecture which incorporates GPU accelerated perception and a tree based interactive behavior coordination system with a whole body motion and walking controller. Our system is capable of performing door traversals on a variety of door types. It supports rapid authoring of behaviors for unseen door types and techniques to achieve re-usability of those authored behaviors. The behaviors are modelled using trees and feature logical reactivity and action sequences that can be executed with layered concurrency to increase speed. Primitive actions are built on top of our existing whole body controller which supports manipulation while walking. We include a perception system using both neural networks and classical computer vision for door mechanism detection outside of the lab environment. We present operator-robot interdependence analysis charts to explore how human cognition is combined with artificial intelligence to produce complex robot behavior. Finally, we present and discuss real robot performances of fast door traversals on our Nadia humanoid robot. Videos online at https://www.youtube.com/playlist?list=PLXuyT8w3JVgMPaB5nWNRNHtqzRK8i68dy.

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Estimating Disaster Resilience of Hurricane Helene on Florida Counties

This paper presents a rapid approach to assessing disaster resilience in Florida, particularly regarding Hurricane Helene (2024). This category four storm made landfall on Florida's Gulf Coast in September 2024. Using the Disaster Resilience Index (DRI) developed in this paper, the preparedness and adaptive capacities of communities across counties in Florida are evaluated, identifying the most resilient areas based on three key variables: population size, average per-person income, and the Social Vulnerability Index (SVI). While the Social Vulnerability Index (SVI) accounts for factors like socioeconomic status, household composition, minority status, and housing conditions-key elements in determining a community's resilience to disasters-incorporating a county's population and per person income provides additional insight. A county's total population is directly linked to the number of individuals impacted by a disaster, while personal income reflects a household's capacity to recover. Spatial analysis was performed on the index to compare the vulnerability and resilience levels across thirty-four counties vulnerable to Hurricane Helene's projected path. The results highlight that counties with high income and lower population densities, such as Monroe and Collier, exhibit greater resilience. In contrast, areas with larger populations and higher social vulnerabilities are at greater risk of damage. This study contributes to disaster management planning by providing a rapid yet comprehensive and reassuring socioeconomic impact assessment, offering actionable insights for anticipatory measures and resource allocation.

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High-Speed and Impact Resilient Teleoperation of Humanoid Robots

Teleoperation of humanoid robots has long been a challenging domain, necessitating advances in both hardware and software to achieve seamless and intuitive control. This paper presents an integrated solution based on several elements: calibration-free motion capture and retargeting, low-latency fast whole-body kinematics streaming toolbox and high-bandwidth cycloidal actuators. Our motion retargeting approach stands out for its simplicity, requiring only 7 IMUs to generate full-body references for the robot. The kinematics streaming toolbox, ensures real-time, responsive control of the robot's movements, significantly reducing latency and enhancing operational efficiency. Additionally, the use of cycloidal actuators makes it possible to withstand high speeds and impacts with the environment. Together, these approaches contribute to a teleoperation framework that offers unprecedented performance. Experimental results on the humanoid robot Nadia demonstrate the effectiveness of the integrated system.

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Physically Consistent Online Inertial Adaptation for Humanoid Loco-manipulation

The ability to accomplish manipulation and locomotion tasks in the presence of significant time-varying external loads is a remarkable skill of humans that has yet to be replicated convincingly by humanoid robots. Such an ability will be a key requirement in the environments we envision deploying our robots: dull, dirty, and dangerous. External loads constitute a large model bias, which is typically unaccounted for. In this work, we enable our humanoid robot to engage in loco-manipulation tasks in the presence of significant model bias due to external loads. We propose an online estimation and control framework involving the combination of a physically consistent extended Kalman filter for inertial parameter estimation coupled to a whole-body controller. We showcase our results both in simulation and in hardware, where weights are mounted on Nadia's wrist links as a proxy for engaging in tasks where large external loads are applied to the robot.

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Efficient, Dynamic Locomotion through Step Placement with Straight Legs and Rolling Contacts

For humans, fast, efficient walking over flat ground represents the vast majority of locomotion that an individual experiences on a daily basis, and for an effective, real-world humanoid robot the same will likely be the case. In this work, we propose a locomotion controller for efficient walking over near-flat ground using a relatively simple, model-based controller that utilizes a novel combination of several interesting design features including an ALIP-based step adjustment strategy, stance leg length control as an alternative to center of mass height control, and rolling contact for heel-to-toe motion of the stance foot. We then present the results of this controller on our robot Nadia, both in simulation and on hardware. These results include validation of this controller's ability to perform fast, reliable forward walking at 0.75 m/s along with backwards walking, side-stepping, turning in place, and push recovery. We also present an efficiency comparison between the proposed control strategy and our baseline walking controller over three steady-state walking speeds. Lastly, we demonstrate some of the benefits of utilizing rolling contact in the stance foot, specifically the reduction of necessary positive and negative work throughout the stride.

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Generating Humanoid Multi-Contact through Feasibility Visualization

We present a feasibility-driven teleoperation framework designed to generate humanoid multi-contact maneuvers for use in unstructured environments. Our framework is designed for motions with arbitrary contact modes and postures. The operator configures a pre-execution preview robot through contact points and kinematic tasks. A fast estimation of the preview robot's quasi-static feasibility is performed by checking contact stability and collisions along an interpolated trajectory. A visualization of Center of Mass (CoM) stability margin, based on friction and actuation constraints, is displayed and can be previewed if the operator chooses to add or remove contacts. Contact points can be placed anywhere on a mesh approximation of the robot surface, enabling motions with knee or forearm contacts. We demonstrate our approach in simulation and hardware on a NASA Valkyrie humanoid, focusing on multi-contact trajectories which are challenging to generate autonomously or through alternative teleoperation approaches.

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Integrable Whole-body Orientation Coordinates for Legged Robots

Complex multibody legged robots can have complex rotational control challenges. In this paper, we propose a concise way to understand and formulate a \emph{whole-body orientation} that (i) depends on system configuration only and not a history of motion, (ii) can be representative of the orientation of the entire system while not being attached to any specific link, and (iii) has a rate of change that approximates total system angular momentum. We relate this orientation coordinate to past work, and discuss and demonstrate, including on hardware, several different uses for it.

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Authoring and Operating Humanoid Behaviors On the Fly using Coactive Design Principles

Humanoid robots have the potential to perform useful tasks in a world built for humans. However, communicating intention and teaming with a humanoid robot is a multi-faceted and complex problem. In this paper, we tackle the problems associated with quickly and interactively authoring new robot behavior that works on real hardware. We bring the powerful concepts of Affordance Templates and Coactive Design methodology to this problem to attempt to solve and explain it. In our approach we use interactive stance and hand pose goals along with other types of actions to author humanoid robot behavior on the fly. We then describe how our operator interface works to author behaviors on the fly and provide interdependence analysis charts for task approach and door opening. We present timings from real robot performances for traversing a push door and doing a pick and place task on our Nadia humanoid robot.

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Reachability Aware Capture Regions with Time Adjustment and Cross-Over for Step Recovery

For humanoid robots to live up to their potential utility, they must be able to robustly recover from instabilities. In this work, we propose a number of balance enhancements to enable the robot to both achieve specific, desired footholds in the world and adjusting the step positions and times as necessary while leveraging ankle and hip. This includes improving the calculation of capture regions for bipedal locomotion to better consider how step constraints affect the ability to recover. We then explore a new strategy for performing cross-over steps to maintain stability, which greatly enhances the variety of tracking error from which the robot may recover. Our last contribution is a strategy for time adaptation during the transfer phase for recovery. We then present these results on our humanoid robot, Nadia, in both simulation and hardware, showing the robot walking over rough terrain, recovering from external disturbances, and taking cross-over steps to maintain balance.

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Proprioceptive State Estimation of Legged Robots with Kinematic Chain Modeling

Legged robot locomotion is a challenging task due to a myriad of sub-problems, such as the hybrid dynamics of foot contact and the effects of the desired gait on the terrain. Accurate and efficient state estimation of the floating base and the feet joints can help alleviate much of these issues by providing feedback information to robot controllers. Current state estimation methods are highly reliant on a conjunction of visual and inertial measurements to provide real-time estimates, thus being handicapped in perceptually poor environments. In this work, we show that by leveraging the kinematic chain model of the robot via a factor graph formulation, we can perform state estimation of the base and the leg joints using primarily proprioceptive inertial data. We perform state estimation using a combination of preintegrated IMU measurements, forward kinematic computations, and contact detections in a factor-graph based framework, allowing our state estimate to be constrained by the robot model. Experimental results in simulation and on hardware show that our approach out-performs current proprioceptive state estimation methods by 27% on average, while being generalizable to a variety of legged robot platforms. We demonstrate our results both quantitatively and qualitatively on a wide variety of trajectories.

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A Fast, Autonomous, Bipedal Walking Behavior over Rapid Regions

In trying to build humanoid robots that perform useful tasks in a world built for humans, we address the problem of autonomous locomotion. Humanoid robot planning and control algorithms for walking over rough terrain are becoming increasingly capable. At the same time, commercially available depth cameras have been getting more accurate and GPU computing has become a primary tool in AI research. In this paper, we present a newly constructed behavior control system for achieving fast, autonomous, bipedal walking, without pauses or deliberation. We achieve this using a recently published rapid planar regions perception algorithm, a height map based body path planner, an A* footstep planner, and a momentum-based walking controller. We put these elements together to form a behavior control system supported by modern software development practices and simulation tools.

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