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Sylvain Bertrand

Publications and source records attributed to Sylvain Bertrand.

At least 19 recordsLinked to original sources

HLO-AMP: Hierarchical Loco-Manipulation from Object-Aware Motion Priors

Hierarchical pipelines for humanoid loco-manipulation typically pair a task-agnostic whole-body controller (WBC) with a downstream task policy. Such WBCs are often trained through manual reward shaping, which yields visibly machine-like motions; more consequentially, they are trained without the manipulated object in the scene. Object dynamics are instead approximated through randomized end-effector force disturbances, a proxy that fails to reproduce the distributed multi-contact wrench a real payload applies across the arms and torso, with the gap becoming critical near the platform's payload limit. In this work, we train the low-level (LL) controller itself as an object-aware motion prior: a single policy trained via motion imitation on retargeted motion-capture (MoCap) references that span the core motion primitives of the downstream task, with the manipulated object physically present in the scene. This single stage inherits natural human-like coordination from the references and absorbs the realistic contact wrench at its source, while exposing the same compact task-space command interface used by command-tracking WBCs. A reference-free high-level (HL) policy is then trained on top, with its action channel anchored to the empirical envelope of the low-level training data so that it generalizes the priors to a long-horizon multi-stage task while structurally preventing queries that would push the low level off-distribution. We instantiate the framework on a Unitree G1 for bimanual box pick-and-place: the same deployed policy generalizes across object masses and dimensions, initial and goal poses, and reactively recovers from intentional drops mid-carry. Video: https://youtu.be/viR_ULnRDQQ.

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HuMBLE: Human Motion-Driven Behavior Learning for Embodied Locomotion

Despite recent advances in humanoid locomotion, controllers optimized for command tracking and robustness tend to produce mechanical gaits, whereas controllers tied to human motion data often fail to generalize to commands outside the data distribution. This work introduces a learning framework that balances these competing objectives to synthesize real-time steerable, robust, and biomimetic locomotion policies from human data. Using an in-house curated locomotion dataset covering diverse speeds and directions, we first learn a natural locomotion prior policy through a teacher-student distillation process. Specifically, we train a full-body reference-conditioned policy with Reinforcement Learning (RL), then distill it into a lightweight prior policy conditioned solely on proprioception and a planar torso-velocity steering command. Next, we fine-tune the prior policy with multi-task RL to expand command coverage and robustness beyond the data distribution, pairing a goal-conditioned task that tracks arbitrary commands with a reference-guided task that tracks the human data as an explicit style regularizer. We validate our framework on three humanoid robots: the Boston Dynamics Atlas R1, Atlas D1, and Unitree G1. Experimental results demonstrate robust performance across real-world scenarios, including direct user-controlled locomotion in indoor and outdoor environments, and integration as the locomotion layer within hierarchical control stacks. Benchmarks against Tabula Rasa RL policies trained without human data and ablation studies confirm that our framework yields a lightweight, deployable policy that reconstructs coordinated whole-body behavior from a steering command, retaining the human gait characteristics while remaining robust and fully steerable.

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ZEST: Zero-shot Embodied Skill Transfer for Athletic Robot Control

Achieving robust, human-like whole-body control on humanoid robots for agile, contact-rich behaviors remains a central challenge, demanding heavy per-skill engineering and a brittle process of tuning controllers. We introduce ZEST (Zero-shot Embodied Skill Transfer), a streamlined motion-imitation framework that trains policies via reinforcement learning from diverse sources -- high-fidelity motion capture, noisy monocular video, and non-physics-constrained animation -- and deploys them to hardware zero-shot. ZEST generalizes across behaviors and platforms while avoiding contact labels, reference or observation windows, state estimators, and extensive reward shaping. Its training pipeline combines adaptive sampling, which focuses training on difficult motion segments, and an automatic curriculum using a model-based assistive wrench, together enabling dynamic, long-horizon maneuvers. We further provide a procedure for selecting joint-level gains from approximate analytical armature values for closed-chain actuators, along with a refined model of actuators. Trained entirely in simulation with moderate domain randomization, ZEST demonstrates remarkable generality. On Boston Dynamics' Atlas humanoid, ZEST learns dynamic, multi-contact skills (e.g., army crawl, breakdancing) from motion capture. It transfers expressive dance and scene-interaction skills, such as box-climbing, directly from videos to Atlas and the Unitree G1. Furthermore, it extends across morphologies to the Spot quadruped, enabling acrobatics, such as a continuous backflip, through animation. Together, these results demonstrate robust zero-shot deployment across heterogeneous data sources and embodiments, establishing ZEST as a scalable interface between biological movements and their robotic counterparts.

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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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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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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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Distributed Event-Triggered Leader-Follower Consensus of Nonlinear Multi-Agent Systems

We consider the distributed leader-follower consensus problem with event-triggered communications. The system under consideration is a non-linear input-affine multi agent system. The agents are assumed to have identical dynamics structure with uncertain parameters and satisfying an incremental stabilisability condition. A distributed control law is proposed which achieves consensus based on two novel Communication Triggering Conditions (CTCs): the first one to achieve an asymptotic consensus but without any guarantees on Zeno behaviour and the second one to exclude Zeno behaviour but with practical consensus.

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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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Non-Linear Trajectory Optimization for Large Step-Ups: Application to the Humanoid Robot Atlas

Performing large step-ups is a challenging task for a humanoid robot. It requires the robot to perform motions at the limit of its reachable workspace while straining to move its body upon the obstacle. This paper presents a non-linear trajectory optimization method for generating step-up motions. We adopt a simplified model of the centroidal dynamics to generate feasible Center of Mass trajectories aimed at reducing the torques required for the step-up motion. The activation and deactivation of contacts at both feet are considered explicitly. The output of the planner is a Center of Mass trajectory plus an optimal duration for each walking phase. These desired values are stabilized by a whole-body controller that determines a set of desired joint torques. We experimentally demonstrate that by using trajectory optimization techniques, the maximum torque required to the full-size humanoid robot Atlas can be reduced up to 20% when performing a step-up motion.

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Footstep Planning for Autonomous Walking Over Rough Terrain

To increase the speed of operation and reduce operator burden, humanoid robots must be able to function autonomously, even in complex, cluttered environments. For this to be possible, they must be able to quickly and efficiently compute desired footsteps to reach a goal. In this work, we present a new A* footstep planner that utilizes a planar region representation of the environment enable footstep planning over rough terrain. To increase the number of available footholds, we present an approach to allow the use of partial footholds during the planning process. The footstep plan solutions are then post-processed to capture better solutions that lie between the lattice discretization of the footstep graph. We then demonstrate this planner over a variety of virtual and real world environments, including some that require partial footholds and rough terrain using the Atlas and Valkyrie humanoid robots.

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Exploiting Physical Contacts for Robustness Improvement of a Dot-Painting Mission by a Micro Air Vehicle

In this paper we address the problem of dot painting on a wall by a quadrotor Micro Air Vehicle (MAV), using on-board low cost sensors (monocular camera and IMU) for localization. A method is proposed to cope with uncertainties on the initial positioning of the MAV with respect to the wall and to deal with walls composed of multiple segments. This method is based on an online estimation algorithm that makes use of information of physical contacts detected by the drone during the flight to improve the positioning accuracy of the painted dots. Simulation results are presented to assess quantitatively the efficiency of the proposed approaches.

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Distributed event-triggered control for multi-agent formation stabilization and tracking

This paper addresses the problem of formation control and tracking a of desired trajectory by an Euler-Lagrange multi-agent systems. It is inspired by recent results by Qingkai et al. and adopts an event-triggered control strategy to reduce the number of communications between agents. For that purpose, to evaluate its control input, each agent maintains estimators of the states of the other agents. Communication is triggered when the discrepancy between the actual state of an agent and the corresponding estimate reaches some threshold. The impact of additive state perturbations on the formation control is studied. A condition for the convergence of the multi-agent system to a stable formation is studied. Simulations show the effectiveness of the proposed approach.

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Capture Point Trajectories for Reduced Knee Bend using Step Time Optimization

Traditional force-controlled bipedal walking utilizes highly bent knees, resulting in high torques as well as inefficient, and unnatural motions. Even with advanced planning of center of mass height trajectories, significant amounts of knee-bend can be required due to arbitrarily chosen step timing. In this work, we present a method that examines the effects of adjusting the step timing to produce plans that only require a specified amount of knee bend to execute. We define a quadratic program that optimizes the step timings and is executed using a simple iterative feedback approach to account for higher order terms. We then illustrate the effectiveness of this algorithm by comparing the walking gait of the simulated Atlas humanoid with and without the algorithm, showing that the algorithm significantly reduces the required knee bend for execution. We aim to later use this approach to achieve natural, efficient walking motions on humanoid robot platforms.

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Walking Stabilization Using Step Timing and Location Adjustment on the Humanoid Robot, Atlas

While humans are highly capable of recovering from external disturbances and uncertainties that result in large tracking errors, humanoid robots have yet to reliably mimic this level of robustness. Essential to this is the ability to combine traditional "ankle strategy" balancing with step timing and location adjustment techniques. In doing so, the robot is able to step quickly to the necessary location to continue walking. In this work, we present both a new swing speed up algorithm to adjust the step timing, allowing the robot to set the foot down more quickly to recover from errors in the direction of the current capture point dynamics, and a new algorithm to adjust the desired footstep, expanding the base of support to utilize the center of pressure (CoP)-based ankle strategy for balance. We then utilize the desired centroidal moment pivot (CMP) to calculate the momentum rate of change for our inverse-dynamics based whole-body controller. We present simulation and experimental results using this work, and discuss performance limitations and potential improvements.

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