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Simon Rappenecker

Publications and source records attributed to Simon Rappenecker.

2 recordsLinked to original sources

LoComposition: Terrain-Adaptive Energy-Efficient Quadruped Locomotion without Gait Priors

Learning-based quadrupedal locomotion typically relies on complex reward formulations that entangle task specification, operational limits, gait preference, and terrain adaptation within a single optimization objective. We instead treat these functions through distinct mechanisms: rewards for task specification, constraints for operational limits, energy minimization for gait preference, and exteroceptive perception for adapting energy use to terrain difficulty. We show that these components jointly enable efficient, terrain-adaptive locomotion, and that removing each component exposes a distinct failure mode. Our formulation removes explicit gait priors (including air-time, contact-count, and foot-clearance targets) in favor of emergent behavior. Compared to a conventional complex-reward baseline, our formulation achieves comparable terrain traversal while reducing cost of transport by 56% and operational-limit violations by 96%. The resulting policies transfer zero-shot to a physical Unitree Go2 using LiDAR-based elevation mapping. Project website with videos: https://tinyurl.com/locomposition.

cs.RO

Differentiable Simulation of Hard Contacts with Soft Gradients for Learning and Control

Contact forces introduce discontinuities into robot dynamics that severely limit the use of simulators for gradient-based optimization. Penalty-based simulators such as MuJoCo, soften contact resolution to enable gradient computation. However, realistically simulating hard contacts requires stiff solver settings, which leads to incorrect simulator gradients when using automatic differentiation. Contrarily, using non-stiff settings strongly increases the sim-to-real gap. We analyze penalty-based simulators to pinpoint why gradients degrade under hard contacts. Building on these insights, we propose DiffMJX, which couples adaptive time integration with penalty-based simulation to substantially improve gradient accuracy. A second challenge is that contact gradients vanish when bodies separate. To address this, we introduce contacts from distance (CFD) which combines penalty-based simulation with straight-through estimation. By applying CFD exclusively in the backward pass, we obtain informative pre-contact gradients while retaining physical realism.

cs.RO