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<feed xmlns="http://www.w3.org/2005/Atom"><title>Embodied AI Radar — Humanoid</title>
<link href="https://embodied-ai-radar.com/"/><link rel="self" href="https://embodied-ai-radar.com/robots/humanoid.xml"/><id>https://embodied-ai-radar.com/robots/humanoid.xml</id>
<updated>2026-11-10T00:00:00Z</updated><author><name>Embodied AI Radar</name></author>
<entry><title>Bridging Task Planning and Execution for Language-Conditioned Bimanual Manipulation</title><id>https://arxiv.org/abs/2611.12409</id>
<link href="https://arxiv.org/abs/2611.12409"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Robots are increasingly expected to execute natural-language manipulation tasks in real-world environments. This is particularly relevant in household assistance and logistics, where clutter requires reasoning about both task objectives and execution feasibility. This challenge becomes even more pronounced for bimanual humanoid platforms, where coordinating two manipulators introduces additional interaction and kinematic constraints. We present a zero-shot vision-language framework for execution-aware bimanual manipulation that jointly reasons about task objectives and physical feasibility. …</summary></entry><entry><title>LHNav: Long-Horizon Humanoid Navigation via Multirate Coordination and Physics-Grounded Action Data</title><id>https://arxiv.org/abs/2611.12136</id>
<link href="https://arxiv.org/abs/2611.12136"/><updated>2026-11-10T00:00:00Z</updated>
<summary>We study humanoid navigation across multiple destinations under long-horizon language instructions. This task is challenging because robots must maintain progress across successive goals while continuously producing natural, stable whole-body motion through confined spaces. However, task decomposition in existing methods does not by itself ensure progress throughout execution, while waypoint-based navigation does not guarantee natural, route-faithful whole-body motion. Our key idea is to organize navigation into three complementary roles operating at different time scales: a Brain for task …</summary></entry><entry><title>Decoupled Asynchronous System for Humanoids (DASH): Latency-Agnostic Scaling of Vision-Language-Action Models for Humanoid Manipulation</title><id>https://arxiv.org/abs/2611.11854</id>
<link href="https://arxiv.org/abs/2611.11854"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Vision-language-action (VLA) models pair a vision-language backbone with an action head, but in closed-loop control the backbone sits on the control-critical path: while it computes, the robot keeps moving, so each executed action is conditioned on an increasingly stale observation. A larger backbone therefore directly blocks reactivity, especially in humanoid dexterous manipulation. We present DASH, a Decoupled Asynchronous System for Humanoids that removes this coupling. DASH splits the policy into a slow vision-language model (System 2) and a fast flow-matching action head (System 1) that …</summary></entry><entry><title>HINT-VLM: Humanoid Interactive Navigation over Rough Terrain with Embodiment-Grounded Vision-Language Model</title><id>https://arxiv.org/abs/2611.11665</id>
<link href="https://arxiv.org/abs/2611.11665"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Humanoid robots have achieved significant progress in locomotion and manipulation, enabling traversal over rough terrain and richer interaction with the environment, such as moving obstacles. However, most traditional navigation methods assume non-interactive environments and focus only on traversal. While Navigation Among Movable Obstacles (NAMO) approaches relax this assumption, prior efforts have largely focused on flat environments and reactive interaction, rather than predicting object movability and planning ahead. These limitations become critical in outdoor rough-terrain scenarios, …</summary></entry><entry><title>Kimodo-Policy: Learning Kinematic Action Models for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2611.11554</id>
<link href="https://arxiv.org/abs/2611.11554"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Humanoid loco-manipulation requires continuous coordination of high-dimensional whole-body motion to realize task objectives. While vision-language-action models and world action models transfer semantic and visual-dynamics priors to robot control, these priors do not necessarily capture the structure of robot motion. We introduce Kinematic Action Models (KAMs), a paradigm that treats whole-body motion as a direct pretraining target and uses a pretrained motion generator as the primary action-generation backbone. KAMs ground learned temporal and cross-body coordination priors through task …</summary></entry><entry><title>From Festival Video to the Stage: A Sim-to-Real Ladder for Long-Horizon Expressive Whole-Body Dance on a Commercial Humanoid</title><id>https://arxiv.org/abs/2611.11127</id>
<link href="https://arxiv.org/abs/2611.11127"/><updated>2026-11-10T00:00:00Z</updated>
<summary>We present a pipeline for transferring Awa Odori, a traditional Japanese festival dance, from monocular video to a commercial Unitree G1 EDU humanoid. The pipeline combines human mesh recovery, kinematic retargeting, reinforcement learning for motion tracking in simulation, and onboard deployment via ONNX. Training ran on a single RTX 5070 GPU. An eleven-version deployment ladder evaluated on hardware examines three interventions. We detect and repair silent corruption of deployment artifacts, model state-estimator drift during training, and edit the reference motion to support stable …</summary></entry><entry><title>RoboMoCap: A Large-Scale Whole-Body Motion Capture Dataset with Egocentric Vision for Robot Learning</title><id>https://arxiv.org/abs/2611.10994</id>
<link href="https://arxiv.org/abs/2611.10994"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Humanoid robots must coordinate locomotion and manipulation to navigate complex environments and perform everyday tasks. Learning such behaviours from human demonstrations requires accurate whole-body motion paired with egocentric vision, particularly for lower-body movements and foot placements that are frequently invisible from a first-person perspective. However, existing egocentric datasets often lack high-fidelity optical motion capture or systematic coverage of diverse loco-manipulation behaviours. To address this gap, we introduce RoboMoCap, a large-scale multimodal dataset combining …</summary></entry><entry><title>DreamVLA: From Generated Human Motions to Humanoid Vision-Language-Action Policies</title><id>https://arxiv.org/abs/2611.10872</id>
<link href="https://arxiv.org/abs/2611.10872"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Training vision-language-action (VLA) policies typically depends on substantial robot demonstration data, making human teleoperation a costly and cumbersome bottleneck, particularly for whole-body humanoid interaction. Reinforcement learning in simulation offers an alternative for scaling this data, but designing task-specific rewards remains challenging. To address this, we propose DreamVLA, which uses generated motion trajectories to guide reinforcement learning (RL) in simulation, converting them into reliable task execution trajectories. These trajectories train VLA models in simulation …</summary></entry><entry><title>Capturability-Aware Footstep Planning in Cluttered Environments: A Recursively Feasible Sequential MPC on Axis-Aligned Safe Corridors</title><id>https://arxiv.org/abs/2611.10169</id>
<link href="https://arxiv.org/abs/2611.10169"/><updated>2026-11-10T00:00:00Z</updated>
<summary>A fundamental aspect of humanoid footstep planning is to jointly guarantee obstacle avoidance and locomotion stability. This paper presents a capturability-aware sequential Model Predictive Control (MPC) framework for Linear Inverted Pendulum (LIP)-based humanoid footstep planning in the presence of obstacles. The proposed method combines obstacle avoidance with capturability constraints through safe corridors constructed as sequences of intersecting rectangles, yielding a sequential MPC framework with recursive feasibility guarantees for the LIP-based planning layer. The planner autonomously …</summary></entry><entry><title>A Unified Inertial Encoder for Human and Humanoid Motion</title><id>https://arxiv.org/abs/2611.10137</id>
<link href="https://arxiv.org/abs/2611.10137"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Learning humanoid state estimation and language-grounded motion understanding from robot recordings ties training coverage to the robot&#x27;s motion repertoire. Human motion datasets offer broader coverage, yet transferring this knowledge requires overcoming differences in body geometry, sensing, and physical disturbances. To enable this transfer, we propose a unified inertial encoder whose shared inertial interface uses kinematic IMU synthesis to represent human and humanoid motion at corresponding body sites. Within this common input space, joint training on human and kinematically retargeted …</summary></entry><entry><title>KR A1: Design and Preliminary Evaluation of a Humanoid-Robot Interaction Prototype Integrating Personalized Voice Synthesis, Contextual Dialogue, and Emotion-Aware Response Generation</title><id>https://arxiv.org/abs/2611.09900</id>
<link href="https://arxiv.org/abs/2611.09900"/><updated>2026-11-10T00:00:00Z</updated>
<summary>This paper presents the design and preliminary evaluation of KR A1, a humanoid-robot interaction prototype that integrates personalized voice synthesis, contextual dialogue processing, and emotion-aware response generation for potential mental-healthcare applications. The system architecture combines a locally hosted large language model (Qwen2.5-3B-Instruct, served via Ollama) for natural-language understanding and response generation, OpenVoice v2 for zero-shot speaker-adaptive speech synthesis, and a two-tier emotion-processing pipeline comprising a keyword heuristic and LLM-based …</summary></entry><entry><title>DKWBC: Decoupling Motion Tracking and Balancing for Humanoid Whole-Body Control</title><id>https://arxiv.org/abs/2611.09605</id>
<link href="https://arxiv.org/abs/2611.09605"/><updated>2026-11-09T00:00:00Z</updated>
<summary>Humanoid whole-body control requires a robot to track diverse reference motions while maintaining balance under gravity, torque limits, contact switching, and external disturbances. Existing reinforcement-learning-based trackers typically learn control outputs that jointly address motion tracking and balance. However, similar reference poses can correspond to substantially different dynamic demands, requiring a unified policy to learn motion-dependent control requirements alongside balance corrections. This can complicate learning and lead to high-frequency fluctuations in control outputs. We …</summary></entry><entry><title>SUGARv2: Learning Diverse Visual Humanoid Loco-Manipulation Skills from Synthesized Interaction References</title><id>https://arxiv.org/abs/2611.09266</id>
<link href="https://arxiv.org/abs/2611.09266"/><updated>2026-11-09T00:00:00Z</updated>
<summary>Scaling up visual humanoid loco-manipulation skill acquisition requires reducing the human effort needed as tasks and spatial configurations expand, particularly in demonstration collection and task-specific training design. We present SUGARv2, a unified framework for learning diverse visual humanoid loco-manipulation skills through interaction reference synthesis and a shared training pipeline. To obtain diverse references at low cost, we adapt reusable task templates to different spatial configurations, synthesizing coordinated robot and object motions. To reduce task-specific reward design …</summary></entry><entry><title>STRIDE: Learning Humanoid Locomotion in Minutes with Acceleration-Based Rewards</title><id>https://arxiv.org/abs/2611.08857</id>
<link href="https://arxiv.org/abs/2611.08857"/><updated>2026-11-09T00:00:00Z</updated>
<summary>Learning locomotion directly on a humanoid robot is a promising direction to avoid the sim-to-real gap. However, locomotion rewards in Reinforcement Learning (RL) typically track the base velocity, which cannot be measured onboard without an external motion capture system or well-calibrated state estimator. This is why we introduce \method{}, which learns humanoid locomotion from minutes of samples with a reward that only requires the onboard Inertial Measurement Unit (IMU). Instead of tracking the base velocity, STRIDE rewards the robot for following a commanded acceleration profile. To …</summary></entry><entry><title>ForPC: Force-Aware Whole-Body Control for Precise Humanoid Cart Pushing</title><id>https://arxiv.org/abs/2611.08664</id>
<link href="https://arxiv.org/abs/2611.08664"/><updated>2026-11-09T00:00:00Z</updated>
<summary>Humanoid robots are expected to take over strenuous material handling in manufacturing, logistics, and healthcare, where operating existing wheeled carts would let them move heavy loads without modifying the workplace. However, humanoid cart pushing remains challenging because the bimanual grasp closes a force-coupled loop in which the contact wrenches that drive the cart also disturb the robot&#x27;s balance, and payload changes alter the coupled dynamics. We propose ForPC, a force-aware whole-body control framework that regulates cart velocity through two-stage reinforcement learning. A …</summary></entry><entry><title>Social Humanoid: Socially Responsive Human-Humanoid Interaction</title><id>https://arxiv.org/abs/2611.08407</id>
<link href="https://arxiv.org/abs/2611.08407"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner&#x27;s motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner&#x27;s motion when they are …</summary></entry><entry><title>STEP: Spatiotemporal Training with Explicit Prediction for Perceptive Humanoid Locomotion</title><id>https://arxiv.org/abs/2611.08097</id>
<link href="https://arxiv.org/abs/2611.08097"/><updated>2026-11-06T00:00:00Z</updated>
<summary>For perceptive humanoid locomotion, the relevance of terrain geometry depends on the robot&#x27;s body state and how both evolve under its actions. Existing work has advanced terrain-aware sensory fusion and cross-modal prediction, improving how visual and proprioceptive information is combined and related. However, feature aggregation alone does not specify which cross-modal relationships should be learned, while prediction between simultaneous observations does not explicitly constrain their action-dependent evolution. We present Spatiotemporal Training with Explicit Prediction (STEP), a …</summary></entry><entry><title>Terrain-Indexed Motion Priors and Geometric Support for Extreme Humanoid Parkour</title><id>https://arxiv.org/abs/2611.08056</id>
<link href="https://arxiv.org/abs/2611.08056"/><updated>2026-11-06T00:00:00Z</updated>
<summary>We present a progressive imitation framework that learns terrain-appropriate humanoid parkour skills and subsequently adapts their hand--knee support. Human demonstrations provide traversal behaviors, but their contact patterns need not suit a robot&#x27;s proportions or the available support surfaces. Our framework changes the role of demonstrations across three stages: privileged imitation produces physically executable robot references; terrain-indexed adversarial motion priors guide skill acquisition; and geometric support guidance with a reduced motion-prior weight enables contact adaptation. …</summary></entry><entry><title>HITCH: Teaching a Vision-Language Model to Operate a Humanoid through a Whole-Body Harness</title><id>https://arxiv.org/abs/2611.08039</id>
<link href="https://arxiv.org/abs/2611.08039"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Enabling vision-language models (VLMs) to control humanoid robots requires both reliable whole-body interfaces and knowledge of how to use the body that carries over across tasks. We present HITCH (Harness Interfaces To Command Humanoids), a harness in which perception returns the 3D position of any point the VLM selects in its image, and execution turns commands for the pelvis, torso, hands, walking, and gaze into whole-body motion with a learned tracker. We find that both measuring the scene and executing commands accurately raise task success. We then fine-tune a VLM on trajectories in …</summary></entry><entry><title>AffectiveVLA: Safe and Intent-Aware VLA Control for Human-Humanoid Social Interaction</title><id>https://arxiv.org/abs/2611.07712</id>
<link href="https://arxiv.org/abs/2611.07712"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Social touch interactions, such as handshakes, fist bumps, and hugs, require humanoid robots to infer human intent, generate contact-rich motions, and maintain safe physical contact. We present AffectiveVLA, an intent-gated Vision-Language-Action (VLA) pipeline deployed on a Unitree G1 humanoid with dexterous hands. A lightweight RGB-based model recognizes interaction intent from two onboard cameras and converts it into a language prompt for the VLA policy. Low-confidence predictions suppress motion execution, reducing unintended activations. During physical contact, interaction-specific …</summary></entry><entry><title>PhySA: Decoupling Aesthetic and Physical Rewards for Humanoid Locomotion</title><id>https://arxiv.org/abs/2611.07679</id>
<link href="https://arxiv.org/abs/2611.07679"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Humanoid locomotion policies trained without an explicit smoothness objective tend to produce jerky, high-energy gaits that stress actuators. Vision-language models (VLMs) offer an appealing reward source: given a rendered rollout, a VLM returns an aesthetic quality score on [0,10] without task-specific feature engineering. We find, however, that aesthetic preference and physical smoothness point in opposite directions: across four production VLMs, clips with higher joint acceleration receive higher aesthetic scores (mean Pearson r=+0.66). We study PhySA (Physical Smoothness and Aesthetics), …</summary></entry><entry><title>Whole-Body Elasto-Geometrical Calibration of Wheeled Humanoid Robots Using a Shared-Waist Dual-Chain Model</title><id>https://arxiv.org/abs/2611.07560</id>
<link href="https://arxiv.org/abs/2611.07560"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Wheeled humanoid robots carry both arms on one actuated waist, usually without torque sensors, so the accuracy of both end-effectors depends on a single waist model. After a first stage that estimates the tracker and target extrinsics, we identify the waist and both arms in one problem from the target positions on both flanges, measured by an optical tracker. The kinematic model is complete, with waist-base, parallel-axis, and branch parameters; arm compliances are driven by measured torques and waist compliances by gravity torques of the robot&#x27;s mass model; and Gaussian priors with …</summary></entry><entry><title>CRISP: Constraint-Resolved Interactions between Subsystems for Predictive Whole-Body Cooperation</title><id>https://arxiv.org/abs/2611.07268</id>
<link href="https://arxiv.org/abs/2611.07268"/><updated>2026-11-06T00:00:00Z</updated>
<summary>This paper presents a layered control framework that recasts high-dimensional system dynamics as a composition of dynamically interconnected subsystems, with dynamic dual-arm manipulation on the humanoid serving as a representative application. The humanoid is decomposed into a single rigid body (SRB) representing the torso and floating-base dynamic models representing the articulated arms and lower-body. The rigid connections between arm and torso and the closed kinematic chain formed between the end-effectors during cooperative manipulation are represented as holonomic constraints. The …</summary></entry><entry><title>Perceptive Humanoid Motion from Simulation</title><id>https://arxiv.org/abs/2611.06908</id>
<link href="https://arxiv.org/abs/2611.06908"/><updated>2026-11-05T00:00:00Z</updated>
<summary>Humanoid robots have the potential to automate a wide range of physical tasks. Progress toward generalist humanoid autonomy, however, remains constrained by a data bottleneck: mapping pixels and free-form language to low-level joint commands requires paired supervision, and no corpus of such data exists at sufficiently large scale. Some approaches rely on human teleoperation and wearable capture devices, which require at least an hour of human time to produce an hour of data. We present HALO, a humanoid autonomy system powered by a pipeline that synthesizes vision-language-motion data across …</summary></entry><entry><title>Playing Soccer Like Humans Do: Learning Versatile and Agile Humanoid Soccer via Latent Motion Priors</title><id>https://arxiv.org/abs/2611.06564</id>
<link href="https://arxiv.org/abs/2611.06564"/><updated>2026-11-05T00:00:00Z</updated>
<summary>Humanoid soccer requires a robot to seamlessly combine agile locomotion, ball manipulation, and impact-rich contact dynamics across a continuous, dynamic behavioral spectrum. Yet existing approaches either cover only a limited set of skills, or forego motion priors entirely and produce unnatural behaviors, leaving the combination of a unified skill set and human-like motion quality unaddressed. We present soccerbot, a hierarchical reinforcement learning framework that resolves both limitations through a structured latent motion prior distilled from large-scale human soccer motion capture …</summary></entry><entry><title>H^2MARL: Hierarchical Heterogeneous Multi-agent Reinforcement Learning for Humanoid Robot Control</title><id>https://arxiv.org/abs/2611.06523</id>
<link href="https://arxiv.org/abs/2611.06523"/><updated>2026-11-05T00:00:00Z</updated>
<summary>Coordinated whole-body control of humanoid robots remains challenging due to high-dimensional coupled dynamics and substantial physical heterogeneity across joint degrees of freedom (JDoFs). Existing multi-agent reinforcement learning methods either employ coarse agent partitions or directly apply generic heterogeneous-agent algorithms, while hierarchical controllers commonly optimize high-level planning and low-level execution independently, leading to uncoordinated motion. In this paper, we propose H^2MARL, a hierarchical heterogeneous multi-agent reinforcement learning framework with two …</summary></entry><entry><title>Robots in the City: Persona-Based Perceptions of Urban Robots</title><id>https://arxiv.org/abs/2611.05954</id>
<link href="https://arxiv.org/abs/2611.05954"/><updated>2026-11-05T00:00:00Z</updated>
<summary>Pedestrians increasingly encounter robots in urban public spaces without interacting with them, but how robots change the perceived safety of a street remains unclear. We examine how robot presence and type affect perceived safety across urban contexts. We generate 18 images of Seoul streets that vary in time of day, road class, and robot condition (no robot, a delivery robot, or a humanoid). Two multimodal large language models (MLLMs), Qwen3.8-27B and Gemma4-26B, each conditioned on 500 synthetic personas, choose the safer image in each pair, and 25 human respondents complete the same task. …</summary></entry><entry><title>Contact-Implicit Whole-Body Trajectory Optimization for Dynamic Humanoid Locomotion on Parameterizable Uneven Terrain</title><id>https://arxiv.org/abs/2611.05585</id>
<link href="https://arxiv.org/abs/2611.05585"/><updated>2026-11-05T00:00:00Z</updated>
<summary>This letter presents a trajectory planner for humanoid robots to perform dynamic motions on complex, parameterizable terrains using a contact-implicit whole-body optimization framework. The planner generates feasible movements without predefined contact sequences, considering the robot&#x27;s full dynamics and kinematics. To plan bipedal locomotion on steps, ramps, and other terrains, we propose a mathematical model to approximate ground geometry with a smooth surface. The rigid interaction between the robot and the ground is modeled via novel contact constraints, extending the domain of …</summary></entry><entry><title>Ctrl-F: Force as an Interface for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2611.05507</id>
<link href="https://arxiv.org/abs/2611.05507"/><updated>2026-11-05T00:00:00Z</updated>
<summary>Humanoid motion tracking has scaled to general policies that reproduce diverse human motion, but the resulting behavior is in free-space: the tracker knows where the body should be, not how it should interact with the environment. Other work makes the object part of the objective, yet abstracts that interaction to contact or geometry, which leaves the demanding cases under-explored. We argue that force is a natural command channel between motion imitation and object interaction, one that specifies not just where to make contact but how hard. We present Ctrl-F, a hierarchical motion-force …</summary></entry><entry><title>PACT: Pose-Robust Actuation Co-Design for Tendon-Driven Robotic Hands</title><id>https://arxiv.org/abs/2611.05302</id>
<link href="https://arxiv.org/abs/2611.05302"/><updated>2026-11-04T00:00:00Z</updated>
<summary>Humanoid robotic hands must provide sufficient force, speed, and backdrivability within a human-scale envelope. Tendon-driven transmissions address this challenge by relocating actuators to the palm and forearm, but routing paths, moment arms, and capstan dimensions jointly determine both force capability and joint speed, so selecting them sequentially satisfies one requirement at the expense of the other. This paper presents a pose-robust actuation co-design for tendon-driven robot hands (PACT) framework that optimizes tendon routing, moment arms, and capstan dimensions under pose-dependent …</summary></entry><entry><title>HLO-AMP: Hierarchical Loco-Manipulation from Object-Aware Motion Priors</title><id>https://arxiv.org/abs/2611.05113</id>
<link href="https://arxiv.org/abs/2611.05113"/><updated>2026-11-04T00:00:00Z</updated>
<summary>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&#x27;s …</summary></entry><entry><title>Coordinating Humanoid Loco-Manipulation through Action-Conditioned Latent Foresight</title><id>https://arxiv.org/abs/2611.04839</id>
<link href="https://arxiv.org/abs/2611.04839"/><updated>2026-11-04T00:00:00Z</updated>
<summary>Humanoid loco-manipulation requires coordinated body motion and hand interaction over time, and a plausible-looking command sequence can still drop a held object or leave an interaction incomplete. We present action-conditioned latent foresight, a latent world-action model (WAM) that evaluates proposed command sequences before execution. An action generator proposes joint motion-hand command sequences from vision, language, and the robot state. An action-conditioned endpoint predictor estimates the visual features each sequence prefix reaches and measures progress toward a …</summary></entry><entry><title>ReflexArc: Bottom-Up Integration of Instantaneous Tactile Reflexes into Whole-Body Humanoid Control</title><id>https://arxiv.org/abs/2611.04424</id>
<link href="https://arxiv.org/abs/2611.04424"/><updated>2026-11-04T00:00:00Z</updated>
<summary>Humanoid robots operating in cluttered environments must react to unexpected contacts before the first impact peak, which arrives within tens of milliseconds. Learned whole-body policies running at 50 Hz introduce a policy-cycle delay and may suppress a protective withdrawal as a tracking error. To address these challenges, we propose ARC (Ascending Reflex Control), a bottom-up framework that integrates instantaneous tactile reflexes with learned whole-body control. ARC consists of two components: an instantaneous reflex pathway and bottom-up reflex integration. The reflex pathway detects …</summary></entry><entry><title>RAIPAL: A Powerful and Agile Humanoid Arm for Human Tasks</title><id>https://arxiv.org/abs/2611.04334</id>
<link href="https://arxiv.org/abs/2611.04334"/><updated>2026-11-04T00:00:00Z</updated>
<summary>This paper presents humanoid manipulator hardware designed specifically for human-level performance throughout its broad domain of tasks, from heavy payloads to highly dynamic motions. Unlike conventional designs targeting uniform workspace capability, the proposed approach derives force, speed, and endurance targets from published measurements of task-relevant human upper-limb performance. These targets guide the actuator, mechanism, and thermal design toward torque transparency and sustained operation. The platform integrates force-oriented upper-arm components, speed-oriented forearm …</summary></entry><entry><title>ActOR: Ambient AI-Based Agentic Orchestration for Humanoid Autonomy in Operating Rooms</title><id>https://arxiv.org/abs/2611.04255</id>
<link href="https://arxiv.org/abs/2611.04255"/><updated>2026-11-04T00:00:00Z</updated>
<summary>Operating rooms (ORs) increasingly contain ambient sensing infrastructure to enable AI-based optimization of workflows and utilization. We pursue an alternative path: using ambient AI to guide robot action and optimize utilization. Deploying humanoids in the OR without ambient AI is severely limited by cumbersome de novo orientation and planning due to partial onboard observations. We posit that this can be achieved by coupling an ambient AI-based agentic orchestrator with the humanoid robotic actor, providing shared perception and execution feedback for humanoid autonomy in the OR. ActOR …</summary></entry><entry><title>Online iLQR-MPC with Whole-Body Control for Robust Humanoid Locomotion</title><id>https://arxiv.org/abs/2611.04204</id>
<link href="https://arxiv.org/abs/2611.04204"/><updated>2026-11-04T00:00:00Z</updated>
<summary>Humanoid locomotion requires deciding where to step and how to distribute contact forces. However, a disturbance can invalidate the nominal plan, requiring coordinated revision under constraints that switch with every footfall. To solve this online, the proposed approach employs the single-rigid-body model, which retains attitude dynamics and the full contact wrench. An iterative linear-quadratic-regulator MPC (iLQR-MPC) then jointly optimizes contact forces and footstep locations in a single receding-horizon problem, without a separate step planner. Specifically, contact and motion …</summary></entry><entry><title>Online Hamilton-Jacobi Reachability Onboard the Robot Control Loop: A Real-Time GPU Solver for Safety-Critical Autonomy</title><id>https://arxiv.org/abs/2611.04096</id>
<link href="https://arxiv.org/abs/2611.04096"/><updated>2026-11-04T00:00:00Z</updated>
<summary>Hamilton-Jacobi (HJ) reachability provides certified backward reachable tubes (BRTs) for safety-critical robotic systems, but the level-set computation scales exponentially in the state dimension and has historically been performed offline. As autonomy stacks (ADAS/AV, humanoid robotics, and vision-language-action models) increasingly rely on black-box, probabilistic policies, a deterministic safety layer with formal guarantees is an essential complement. We present a CUDA implementation of the canonical WENO5 + TVD-RK3 + Lax-Friedrichs level-set Hamilton-Jacobi-Isaacs solver for 2D, 3D, and …</summary></entry><entry><title>Pixel: A Co-Designed Full-Stack Robot System for Learning General-Purpose Mobile Manipulation</title><id>https://arxiv.org/abs/2611.03648</id>
<link href="https://arxiv.org/abs/2611.03648"/><updated>2026-11-03T00:00:00Z</updated>
<summary>General-purpose mobile manipulation requires a combination of capable robot hardware, scalable demonstration collection, expressive whole-body control, and effective policy learning. Yet these components are often developed independently, creating mismatches that limit the capabilities of the complete system. We present Pixel, a co-designed full-stack system for learning general-purpose mobile manipulation. Pixel combines a low-cost wheeled humanoid with human-aligned kinematics and compliant grippers, multiple teleoperation and robot-free human data-collection interfaces, a unified …</summary></entry><entry><title>ReContact: Reconstruct and Retarget Human Contacts from Video for Contact-Rich Humanoid Manipulation</title><id>https://arxiv.org/abs/2611.02968</id>
<link href="https://arxiv.org/abs/2611.02968"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Contact transitions allow humanoid robots to redistribute object support across the whole body, enabling manipulation beyond hand-only grasps. Human videos provide a scalable source of such transitions for robots to learn from. However, body occlusion disrupts object pose tracking and corrupts retargeted motion. Moreover, accurately reproducing the object trajectory does not ensure that the robot applies stabilizing forces at the intended contacts, risking slips or drops in later phases. To address these challenges, we propose ReContact, which reconstructs and retargets human-object …</summary></entry><entry><title>ReGATE: Recurrent Gated Visual Fusion for Reactive Humanoid-Object Interaction</title><id>https://arxiv.org/abs/2611.02871</id>
<link href="https://arxiv.org/abs/2611.02871"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Humanoid loco-manipulation requires coordinating object acquisition, transport, and release from onboard sensing while responding to user commands and incomplete visual observations. We present ReGATE, a whole-body controller that combines egocentric depth, proprioception, and online locomotion and contact commands. Built on a teacher-student framework, ReGATE integrates interaction-state estimation through a recurrent adapter that predicts object geometry and physical contact without an external object-pose estimator. Head-wise and global gates regulate visual updates to a proprioceptive …</summary></entry><entry><title>MAPO: Mixture of Experts with Alternating Policy Optimization for Universal Humanoid Motion Tracking</title><id>https://arxiv.org/abs/2611.02613</id>
<link href="https://arxiv.org/abs/2611.02613"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Universal humanoid motion tracking is essential for enabling humanoid robots to perform diverse tasks in human environments. To capture the wide diversity of human motions, mixture-of-experts (MoE) policies have been widely adopted, leveraging dynamic routing to enhance policy expressiveness. However, we identify that divergence between old and updated policies can be misestimated during policy-gradient updates of MoE policies, due to their dynamic routing. Because most policy-gradient algorithms regulate policy updates based on the divergence, this misestimation can lead to either overly …</summary></entry><entry><title>A Study on the Effects of Finger Movements on a Humanoid Hugging Robot</title><id>https://arxiv.org/abs/2611.02517</id>
<link href="https://arxiv.org/abs/2611.02517"/><updated>2026-11-03T00:00:00Z</updated>
<summary>This study aimed to examine the impact of finger movements in hugging robots on users by experimentally investigating how the presence and patterns of such movements affect users psychologically. The results suggest that the presence and patterns of finger movements influence the sensations users seek from the robot; specifically, repetitive movements and asynchronous movements across multiple fingers tended to enhance these sensations. Additionally, simultaneous movement of all fingers and gentle hugging tended to evoke a greater sense of care. Conversely, no differences were observed …</summary></entry><entry><title>RoboColosseum: Evaluating Physical Intelligence at Scale In-The-Wild</title><id>https://arxiv.org/abs/2611.02497</id>
<link href="https://arxiv.org/abs/2611.02497"/><updated>2026-11-03T00:00:00Z</updated>
<summary>General-purpose robot policies must work across robots, tasks, and environments, yet the variation that makes physical trials informative also makes them difficult to reproduce. We introduce RoboColosseum, a distributed evaluation framework that combines unified policy serving and standardized protocols across a network of locally operated robots in diverse environments. Our initial study evaluates five vision-language-action (VLA) policies and three frontier AI agents across four embodiments (SO-101, Franka, Bimanual-YAM, and G1 Humanoid). The Open Track compares models without task-specific …</summary></entry><entry><title>CompliantBot: Learning Whole-Body Compliance across Task Interfaces for Humanoid Control</title><id>https://arxiv.org/abs/2611.01748</id>
<link href="https://arxiv.org/abs/2611.01748"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Humanoid controllers need the ability to yield to external forces while retaining the capacity to resume their original tasks. However, tracking objectives penalize the deviations needed for yielding, while relaxing tracking goals persistently can make task recovery harder. Existing approaches often rely on task-specific interaction command interfaces or constructed compliant motion data and reference trajectories, limiting the direct reuse of their compliance-training mechanisms across different task interfaces. We introduce CompliantBot, a compliance-training framework for motion tracking …</summary></entry><entry><title>HuG: Learning Humanoid Whole-Body Affordance-Aware Grasping with Active Perception</title><id>https://arxiv.org/abs/2611.01659</id>
<link href="https://arxiv.org/abs/2611.01659"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Acquiring objects in human environments is hard for humanoids: targets are partially occluded under egocentric viewpoints, and reaching them demands coordinated whole-body motion that keeps the target visible and reachable while the base stays stable. We present HuG, a framework for whole-body affordance-aware grasping with active perception that couples perception and action through a Perceive-Align-Grasp pipeline: belief-driven active perception resolves occlusion by treating viewpoint as an explicit decision variable; a point-cloud-conditioned affordance policy proposes whole-body grasps; …</summary></entry><entry><title>Learning Agile Humanoid Dodgeball with Onboard Monocular Vision</title><id>https://arxiv.org/abs/2611.01197</id>
<link href="https://arxiv.org/abs/2611.01197"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Humanoid robots operating in shared, dynamic environments must respond to rapidly approaching objects while maintaining balance. We study dodgeball as a controlled test of this capability, coupling visual threat assessment with whole-body evasion, recovery, and target reacquisition. We develop a system that integrates onboard monocular perception, temporal ball-state and threat-flag estimation, and learned whole-body control. A ball detector supplies bounding-box histories, and a temporal estimator predicts relative ball position and a binary threat flag. Separate dodge/recovery and …</summary></entry><entry><title>Why Koopman Structure Does Not Help Differentiable World Models for Humanoid Whole-Body Tracking</title><id>https://arxiv.org/abs/2611.00951</id>
<link href="https://arxiv.org/abs/2611.00951"/><updated>2026-11-03T00:00:00Z</updated>
<summary>We test whether Koopman structure, linear dynamics in a lifted state space, helps when a humanoid whole-body tracking policy is trained by backpropagating through a differentiable world model, replacing the MLP world model of an otherwise unchanged pipeline for simulated Unitree G1 tracking. It does not: return is at best equal (0.823 versus 0.830), one-step error on identical data is 1.3 to 1.6 times the MLP&#x27;s, and training is about 15% slower. Lifted rollouts diverge or fail to train a policy; of the schemes tested, re-lifting at every imagined step trains best. Re-lifting never uses the …</summary></entry><entry><title>Anchor 1: Precise and Stable Humanoid Control for Whole-Body Manipulation</title><id>https://arxiv.org/abs/2611.00193</id>
<link href="https://arxiv.org/abs/2611.00193"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Humanoid controllers have acquired increasingly diverse motor skills, yet translating these capabilities into precise and stable whole-body manipulation remains challenging. Manipulation tasks are sensitive to execution deviations -- even small errors or unintended steps can cause failure. Introducing Anchor 1, a whole-body controller for precise and stable whole-body manipulation, together with a benchmark spanning diverse coordination demands. Anchor 1 adopts calibrated sparse motion references to preserve task-relevant human motion structure without online joint-space retargeting, leaving …</summary></entry><entry><title>ROOF: Learning Humanoid Fall Recovery under Overhead Constraints</title><id>https://arxiv.org/abs/2610.42097</id>
<link href="https://arxiv.org/abs/2610.42097"/><updated>2026-11-02T00:00:00Z</updated>
<summary>A fallen humanoid beneath an overhead obstacle faces a coupled recovery problem. It must create clearance while organizing support for a stable rise, since attempting to stand before making room can further increase obstruction. We introduce a reinforcement learning method with contact-supported geometric escape guidance, which rewards incremental reduction of robot-obstacle overlap without prescribing an escape path. To achieve this, a learned motion prior, together with posture-dependent support and joint-stall costs, is proposed to shape a single policy that learns when to clear the …</summary></entry><entry><title>Movens-Zero: Scaling Humanoid Motion Foundation Models with Large-Scale Human Videos</title><id>https://arxiv.org/abs/2610.41877</id>
<link href="https://arxiv.org/abs/2610.41877"/><updated>2026-11-02T00:00:00Z</updated>
<summary>Scaling humanoid motion foundation models is constrained by the scarcity of diverse, robot-executable data and by the difficulty of jointly learning from heterogeneous multimodal inputs while supporting real-time closed-loop control. We present Movens-5M, constructed from raw Internet videos through clip generation, quality filtering, semantic annotation, motion recovery, and physical refinement with humanoid retargeting and execution verification. It contains 15 million human-motion sequences and 5 million physically executable humanoid-motion sequences spanning over 10,000 hours, aligned …</summary></entry><entry><title>$\nabla$Mimic: Ultra-Efficient Humanoid Control with Differentiable Simulation</title><id>https://arxiv.org/abs/2610.41654</id>
<link href="https://arxiv.org/abs/2610.41654"/><updated>2026-11-02T00:00:00Z</updated>
<summary>Robot policy learning is dominated by zeroth-order methods such as PPO, which treat the simulator as a black box and pay for it with enormous sample counts. First-order policy learning differentiates through the dynamics, but on contact-rich whole-body control it has rarely worked: its gradients explode. A recent world-model method showed that derivative information can make humanoid motion tracking far more efficient, using surrogate gradients of a learned model. We show that exact gradients of the simulator itself do better, once two obstacles are removed. Exact gradients contain rare …</summary></entry><entry><title>DiffWBC: Unlocking Steerable General Humanoid Motion Tracking via One-Step Diffusion Whole-Body Control</title><id>https://arxiv.org/abs/2610.41354</id>
<link href="https://arxiv.org/abs/2610.41354"/><updated>2026-11-02T00:00:00Z</updated>
<summary>General humanoid motion trackers typically rely on deterministic policies that cannot adapt online without brittle reference editing or costly retraining. We present DiffWBC, shifting whole-body control to a generative paradigm via a one-step diffusion model. By modeling distributions over future trajectories, DiffWBC unifies general tracking, test-time steering, and simulation-free failure discovery within a single controller: (1) Generative general tracking: DiffWBC requires a single forward pass per 50 Hz control step and can be distilled from an RL teacher or trained from scratch via …</summary></entry><entry><title>Geometry-Aware Humanoid Retargeting via Manifold ODEs</title><id>https://arxiv.org/abs/2610.41349</id>
<link href="https://arxiv.org/abs/2610.41349"/><updated>2026-11-02T00:00:00Z</updated>
<summary>In this paper, we focus on interaction-preserving motion retargeting, which transfers human demonstrations to humanoids while maintaining spatial relationships with objects and terrain. Previous work, such as OmniRetarget, addresses this task through temporally coupled constrained optimization, requiring repeated sequential quadratic programming (SQP) iterations at each frame. We study this problem from an ordinary differential equation (ODE) perspective by modeling the continuous-time limit of its framewise Karush-Kuhn-Tucker (KKT) conditions as an ODE on the robot configuration manifold. …</summary></entry><entry><title>HIPC: Humanoid Iterative Planning and Control via Goal-Conditioned Motion Closure</title><id>https://arxiv.org/abs/2610.41334</id>
<link href="https://arxiv.org/abs/2610.41334"/><updated>2026-11-02T00:00:00Z</updated>
<summary>Recent generative models are widely used to provide whole-body motion for humanoid tracking. Current methods combine motion generators with controllers in an open-loop paradigm, which leads to critical issues: tracking errors can accumulate into spatial drift, and the planner cannot adapt to unexpected physical disturbances without feedback from physical execution. However, directly feeding realized states back to the planner in a closed loop can cause discontinuities, resulting in physical jitter and even falls, since such states are out of distribution during training. To bridge this gap, …</summary></entry><entry><title>Humanoid Dodgeball: Learning Fast Dynamic Obstacle Avoidance Motions for Humanoids</title><id>https://arxiv.org/abs/2610.40003</id>
<link href="https://arxiv.org/abs/2610.40003"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Humanoids have become increasingly agile and capable in real-world environments. To operate safely in dynamic scenarios, they must rapidly evade fast-moving obstacles while maintaining stability and physically feasible whole-body motion. Learning such behaviors remains challenging due to the high-dimensional dynamics of humanoid systems and the need to jointly balance reactive obstacle avoidance, motion naturalness, and control robustness. In this work, we present Humanoid Dodgeball, a reinforcement learning (RL) framework for agile dynamic obstacle avoidance in humanoids. Our method enables …</summary></entry><entry><title>ScheduleGen: Demonstration Generation via Skill Scheduling for Multi-Arm Imitation Learning</title><id>https://arxiv.org/abs/2610.39429</id>
<link href="https://arxiv.org/abs/2610.39429"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Multi-arm robot platforms, including bimanual and humanoid robots, have the capability to complete tasks with lower cycle times than single-arm systems, but they are more difficult to safely control due to the presence of multi-arm constraints. The paradigm of training generalist robot policies from massive datasets is a promising approach to address general-purpose multi-arm manipulation, but the acquisition of large multi-arm manipulation datasets remains a bottleneck. Automated demonstration generation can alleviate this burden by synthesizing new demonstrations from a handful of source …</summary></entry><entry><title>SONIC-K1: Porting a Universal Humanoid Motion Tracker to a Small Humanoid on a Single GPU</title><id>https://arxiv.org/abs/2610.39327</id>
<link href="https://arxiv.org/abs/2610.39327"/><updated>2026-10-30T00:00:00Z</updated>
<summary>We present SONIC-K1, to our knowledge the first open-weights whole-body motion tracker for the Booster K1 humanoid, obtained by adapting the SONIC framework to this smaller robot. The policy is trained from scratch on a single shared GPU with a small fraction of the compute reported for SONIC. In MuJoCo simulation, it tracks nearly all held-out motion clips and performs well on external benchmarks under SONIC&#x27;s success criterion. On the real K1, it tracks upper-body and slow motions, while stepping and turning remain less reliable, and simulation experiments show a sensitivity to action …</summary></entry><entry><title>Catch It All!: Generalizable Dynamic Catching with a Dexterous Hand</title><id>https://arxiv.org/abs/2610.39044</id>
<link href="https://arxiv.org/abs/2610.39044"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Catching arbitrary objects requires generalization to novel projectiles and real-time adaptation to unpredictable contact dynamics under noisy visual observations. This paper presents Catch It All!, a sim-to-real catching framework for humanoid robots that generalizes and adapts to unseen objects with variable physical properties for underhand and overhand catches, using only one egocentric camera. We learn policies which generalize to unseen objects with varying geometry, deformability, elasticity, and physical properties. Effective grasps which adapt real-time to object poses and shapes are …</summary></entry><entry><title>METATRON: A Promptable Whole-Body Execution Layer for Humanoids</title><id>https://arxiv.org/abs/2610.38027</id>
<link href="https://arxiv.org/abs/2610.38027"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Humanoid controllers often require task-specific training despite sharing the need for balance and whole-body coordination. We present Metatron, a promptable whole-body execution layer combining a generative base policy with a programmable skill layer. The base policy receives partial goals, collectively called a prompt, that can combine timed body-part targets, velocity commands, and style cues. It produces diverse whole-body motions consistent with these goals. Training combines motion capture, synthetic recovery trajectories, and retargeted scene-interaction motions. After training, the …</summary></entry><entry><title>FORGE: Feasible Online Reduced-Order Reference Generation and Whole-Body Execution for Agile Humanoid Locomotion</title><id>https://arxiv.org/abs/2610.37974</id>
<link href="https://arxiv.org/abs/2610.37974"/><updated>2026-10-30T00:00:00Z</updated>
<summary>This paper presents a two-stage learning framework for versatile and agile humanoid locomotion that couples online reduced-order model (ROM) reference generation with whole-body tracking control. In the first stage, we train a command-conditioned whole-body reference generator using single rigid body dynamics combined with full humanoid kinematics. In the second stage, the frozen ROM policy is rolled out online to generate references for training a whole-body tracking policy on the full-order dynamics model. Learning a kino-dynamically consistent reference generator in the simplified ROM …</summary></entry><entry><title>An Empirical Study of Wrist-Target Construction and Joint-Angle Limits in Humanoid Arm Retargeting</title><id>https://arxiv.org/abs/2610.37801</id>
<link href="https://arxiv.org/abs/2610.37801"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Motion retargeting maps a demonstrated human movement onto a robot to compute its joint motion. This study examines how the construction of the desired wrist position affects whether computed arm joint angles reach their permitted limits on a Unitree H1-2. A reconstructed target is formed from demonstrated arm directions and robot segment lengths, so its shoulder-to-wrist distance depends on the demonstrated angle between the segments even when no posture-matching preference is applied. A reach-normalized target retains that direction while rescaling the distance, using the same processed …</summary></entry><entry><title>Tokens of Motion: Primitive Motion Learning for Human-Humanoid Skill Transfer</title><id>https://arxiv.org/abs/2610.37330</id>
<link href="https://arxiv.org/abs/2610.37330"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Vision-language-action (VLA) models provide a promising paradigm for scalable robotic manipulation, yet their reliance on success-only behavioral cloning leaves them brittle; lacking corrective training signals, minor execution errors rapidly compound into unrecoverable, out-of-distribution failures. To address this limitation, we propose Adaptive Failure-Informed Learning (AFIL), an end-to-end framework that leverages failure trajectories as adaptive negative guidance for diffusion- and flow-based VLA policies. AFIL uses a pretrained VLA to generate failure rollouts online, avoiding the need …</summary></entry><entry><title>Remember Where You Walk: Learning Spatial Memory for End-to-End Legged Robot Exploration</title><id>https://arxiv.org/abs/2610.37203</id>
<link href="https://arxiv.org/abs/2610.37203"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoids and other legged robots operating in complex environments must remember information that leaves their field of view and only becomes relevant much later. Reinforcement learning policies address this using memory networks such as LSTMs that are trained end-to-end with the policy to memorize such task-relevant aspects. Yet, such architectures often fail to preserve sufficient information over long horizons. In this work, we propose a network architecture based on Hadamard memory that specifically targets robot navigation. Our Local Spatial Matrix Memory (LSMM) enables RL agents to …</summary></entry><entry><title>HC2Robot: Hyper-Connection Transformers with Predicted Foresight for Multi-Terrain Humanoid Parkour</title><id>https://arxiv.org/abs/2610.36825</id>
<link href="https://arxiv.org/abs/2610.36825"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoid parkour requires robots to reason about future footholds and whole-body motions over highly discontinuous terrain. We revisit the information asymmetry in asymmetric actor-critic learning for perceptive humanoid locomotion: the critic exploits privileged simulator signals during training, whereas the deployable actor operates solely from onboard perception. We argue that the key is not exposing privileged information to the actor, but learning a deployable approximation of it to narrow the information gap between training and deployment. We present HC2Robot, a deployable perceptive …</summary></entry><entry><title>A fully articulated humanoid dexterous hand with human-level joint structure enabled by linkage-based actuation</title><id>https://arxiv.org/abs/2610.36789</id>
<link href="https://arxiv.org/abs/2610.36789"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoid dexterous hands are a core component of embodied intelligence, enabling robots to translate high-level intent into rich and adaptive physical interaction. However, existing designs remain constrained by a persistent trade-off among anthropomorphic kinematic complexity, mechanical robustness, load capacity and control simplicity, limiting dexterous manipulation in unstructured environments. Here we present Torch-Hand, a fully articulated humanoid dexterous hand that replicates the joint structure and motion hierarchy of the human hand with 21 degrees of freedom (DOF), comprising a …</summary></entry><entry><title>Mimetic Embodiment Transfer of Human-Humanoid Interaction from In-the-Wild Videos</title><id>https://arxiv.org/abs/2610.36615</id>
<link href="https://arxiv.org/abs/2610.36615"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Enabling a humanoid to interact naturally with human partners requires preserving not only individual motions but also the spatial, semantic, and contact relationships underlying the interaction (i.e., hugging, dancing, hand-shaking, etc.). Furthermore, a practical solution should generalize across various humanoid embodiments with distinct morphologies and kinematic constraints. To tackle this challenge, we propose HumiTransfer, a mimetic embodiment transfer framework that converts in-the-wild human-human interaction videos into physically plausible human-humanoid interactions. HumiTransfer …</summary></entry><entry><title>REACH: An RL-based Hierarchical Humanoid Crawling Framework for Adaptable Confined Space Traversal</title><id>https://arxiv.org/abs/2610.36546</id>
<link href="https://arxiv.org/abs/2610.36546"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoid locomotion in confined spaces requires continuous height adaptation across multiple locomotion modes, yet most existing approaches remain limited to height-adjustable bipedal walking. We present REACH, an RL-based hierarchical framework that enables a Unitree G1 humanoid to traverse height-constrained environments through variable-height bipedal walking and crawling. The learned policies regulate body height over complementary command ranges of 1.27--0.50m in bipedal locomotion and 0.50--0.20m in crawling, extending traversal beyond the clearance limits of crouched walking. To …</summary></entry><entry><title>GRAFT: Geometry-Aware Residual Adaptation for Foundation Trackers</title><id>https://arxiv.org/abs/2610.36507</id>
<link href="https://arxiv.org/abs/2610.36507"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Humanoid behavior foundation models (BFMs) provide reusable whole-body motion priors: given a kinematic reference, they generate coordinated joint commands for motion replay, teleoperation, and VLA control. However, trained primarily on flat-ground motion, BFMs lack an explicit mechanism to adapt foot placement, swing clearance, and contact timing to local terrain. Many terrain-aware BFM approaches address this limitation by retraining or fine-tuning the tracker together with perception, incurring substantial data and computation costs while coupling ordinary tracking to the perception …</summary></entry><entry><title>Whole-Body Humanoid Control via Stochastic Motion Tokenization</title><id>https://arxiv.org/abs/2610.36452</id>
<link href="https://arxiv.org/abs/2610.36452"/><updated>2026-10-28T00:00:00Z</updated>
<summary>While velocity-commanded RL policies are effective for controlling quadrupeds, they are a limited interface for humanoids that need to perform complex whole-body motions. Furthermore, RL tracking policies for whole-body motions typically have limited information about the desired future motion, preventing them from performing controlled deviations to achieve long-term task success; such information is particularly relevant when a controller must prepare for transitions between behaviors. We address these challenges using concise motion representations that can be generated by a high-level …</summary></entry><entry><title>Learning Multi-Phase Robot Loco-Manipulation via Phase-Conditioned Policy Optimization</title><id>https://arxiv.org/abs/2610.36270</id>
<link href="https://arxiv.org/abs/2610.36270"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Complex whole-body loco-manipulation requires executing diverse maneuvers, such as crouching, grasping, and locomotion, within a single long-horizon task. While performing simple pick-and-place behaviors is well-established, scaling to complex, long-horizon tasks remains difficult. Currently, this challenge is addressed by relying on human motion data and correspondingly humanoid platforms, which limits platform independence and introduces substantial data processing overhead. Instead, we extend proximal policy optimization (PPO) to train a single policy for multi-phase tasks across diverse …</summary></entry><entry><title>Program-Level Adversarial Co-Adaptive Self-Play for Robotic Security</title><id>https://arxiv.org/abs/2610.36143</id>
<link href="https://arxiv.org/abs/2610.36143"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Coding agents can adapt robotic software by revising executable programs, but successful responses to an evolving opponent may not remain effective. We present a framework for program-level adversarial co-adaptive self-play in which coding agents generate attacks and defenses from tested opponent code and mission feedback, without model fine-tuning. Environment-specific interfaces support external programs for autonomous driving and SDK-level defenses for humanoid locomotion. Two eight-generation case studies reveal concrete software responses: a driving defender introduces direct-actuation …</summary></entry><entry><title>Learning Force-Reactive Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.35862</id>
<link href="https://arxiv.org/abs/2610.35862"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Many everyday tasks require controlling contact force as well as motion. On a humanoid, this force must often be coordinated across both hands and the whole body, and cannot be specified by kinematic trajectories alone. Therefore, we present FLORE, a framework for learning force-reactive humanoid loco-manipulation. We collect robot-free demonstrations using two force-sensing UMI-style handheld grippers for hand motion and contact wrenches, and wearable trackers for body motion. A force-reactive diffusion policy takes vision, proprioception, and measured wrenches as input, then predicts …</summary></entry><entry><title>Zero-HLM: Generalizable Humanoid Loco-Manipulation without Real Robot Data</title><id>https://arxiv.org/abs/2610.35075</id>
<link href="https://arxiv.org/abs/2610.35075"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Learning generalizable humanoid loco-manipulation remains bottlenecked by costly real-world demonstrations. Simulation provides a scalable alternative, but requires visually faithful, physics-ready scenes and executable whole-body motions. We present Zero-HLM, a real-to-sim-to-real framework that transforms smartphone captures and simulated source demonstrations into scalable training data for humanoid loco-manipulation. Gaussian-guided agentic real-to-sim reconstruction aligns visual and physical scenes; motion-environment co-adaptation uses rollout feedback to correct whole-body references …</summary></entry><entry><title>Networked Humanoid Intelligence: Communication, Coordination, Collaboration, and Social Interaction</title><id>https://arxiv.org/abs/2610.34740</id>
<link href="https://arxiv.org/abs/2610.34740"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Humanoid robots are moving from laboratory platforms toward connected fleets that share workspaces, infrastructure, tasks, and knowledge with other robots and humans. As deployments grow, the operation and improvement of each humanoid depend on information exchanged across the network. However, existing research has largely studied humanoids as individual systems. This survey examines networked humanoid intelligence through four functions of information exchange: communication, coordination, collaboration, and social intelligence with human interaction. We first establish the foundations of …</summary></entry><entry><title>TRIAGE: Efficient Vision-Language-Action Inference Needs Both Reuse and Pruning</title><id>https://arxiv.org/abs/2610.34519</id>
<link href="https://arxiv.org/abs/2610.34519"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Vision-language-action (VLA) models are increasingly used for robot manipulation because they map camera images and a language instruction directly to actions. Robots that cannot be tethered to a workstation, such as mobile manipulators and humanoids, must run them on onboard embedded boards, where the prefill latency of the language backbone grows with the hundreds of visual tokens processed at every control step. To meet real-time limits, training-free accelerators recompute only a subset of the visual tokens and skip the rest, either by pruning them or by reusing their cached key-value …</summary></entry><entry><title>HuGe: Scaling Humanoid Generalist Vision-Language-Action Models with Egocentric Experience</title><id>https://arxiv.org/abs/2610.34186</id>
<link href="https://arxiv.org/abs/2610.34186"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Extending Vision-Language-Action models (VLAs) to humanoid robots requires coordinated whole-body control and diverse demonstrations that are costly to collect in real-world scenarios. Although egocentric human demonstrations provide a complementary source of task experience, differences in visual embodiment and missing robot proprioception complicate transfer to humanoid policies. To address these challenges, we introduce HuGe, a family of Humanoid Generalist VLAs pre-trained on over 2,000 hours of egocentric human and robot data. Specifically, HuGe employs three existing representative VLA …</summary></entry><entry><title>HumanoidNDM: Closing the Training-Deployment Gap of Motion Tracking via Humanoid Neural Dynamics Model</title><id>https://arxiv.org/abs/2610.34126</id>
<link href="https://arxiv.org/abs/2610.34126"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Humanoid robots have recently achieved remarkable success in motion tracking. However, during real-world deployment, robots inevitably encounter dynamics gaps arising from either extra physical disturbances or inaccurate simulation modeling, resulting in a significant training-deployment gap. Therefore, effectively leveraging real-world data to fine-tune policies represents the crucial last mile for robust deployment. To bridge this gap, we propose HumanoidNDM, an online fine-tuning framework for humanoid motion tracking driven by a real-world-trained neural dynamics model. First, in the data …</summary></entry><entry><title>RoboWorM: Evaluating Movement Realism, Consistency and Acceleration Affects in Embodied Video World Models</title><id>https://arxiv.org/abs/2610.33807</id>
<link href="https://arxiv.org/abs/2610.33807"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Video world models (VWMs) are rapidly emerging as scalable neural simulators for robotic manipulation. However, most benchmarks only evaluate them as open-world video generators, using Vision-Language Models (VLMs) that lack strict 3D spatial and kinematic reasoning. To bridge this gap, we introduce RoboWorM, a comprehensive, deployment-aware benchmark that leverages known hardware priors such as robot kinematic trees and fixed camera configurations, to systematically examine structural and spatiotemporal fidelity. RoboWorM curates 1,605 episodes across single-arm, bimanual, and humanoid …</summary></entry><entry><title>MimicAll: Structured Embodiment Conditioning for Cross-Humanoid Whole-Body Motion Tracking</title><id>https://arxiv.org/abs/2610.33508</id>
<link href="https://arxiv.org/abs/2610.33508"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Humanoid motion trackers reproduce diverse behaviors, but sharing a policy across bodies requires accounting for differences in structure, morphology and dynamics. We present MimicAll, a reinforcement-learning framework for shared whole-body motion tracking across heterogeneous humanoids. A structured embodiment descriptor is encoded into global and joint-aligned conditions, which are combined with observation history and body-matched motion references to predict joint-target offsets. Physics-consistent embodiment randomization, body-calibrated retargeting and heterogeneous simulation support …</summary></entry><entry><title>MOTIO: Agentic Skill Engineering for Reality-Grounded Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.33446</id>
<link href="https://arxiv.org/abs/2610.33446"/><updated>2026-10-27T00:00:00Z</updated>
<summary>We present MOTIO, an agentic skill-engineering system that turns ordinary human-action videos, reality-grounded 3D assets, motion references, and reusable robot skills into executable humanoid loco-manipulation programs. Through in-context task and contact reasoning, an agent constructs staged robot-native interactions and improves them using physics execution, multi-frame feedback, and human validation---without task-specific teleoperation or robot demonstration collection. Agentic 3D supplies metric product and environment assets, while existing whole-body, inverse-kinematics, and …</summary></entry><entry><title>Active Reachability Learning for Humanoid Recoverability Monitoring</title><id>https://arxiv.org/abs/2610.33317</id>
<link href="https://arxiv.org/abs/2610.33317"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Deploying humanoid task policies requires reliable runtime monitors that anticipate unrecoverable falls in time to trigger a fallback. We formulate this task as learning the stochastic, finite-horizon recoverability envelope of a given fallback policy. Synthesizing this monitor is challenging: existing methods assume training data naturally covers the recoverability envelope, yet acquiring such data remains a major bottleneck for contact-rich systems. Consequently, they recover only a fraction of the true envelope, leaving them prone to optimistic hallucinations for out-of-distribution (OOD) …</summary></entry><entry><title>ViT-H: Generative Video-To-Humanoid Control with Motion Tracking Feedback</title><id>https://arxiv.org/abs/2610.32966</id>
<link href="https://arxiv.org/abs/2610.32966"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Learning humanoid control from monocular human videos offers a scalable way to acquire diverse whole-body behaviors. Yet, existing reconstruction-retargeting-tracking pipelines are limited in system-level scalability by separately optimized intermediate stages and cannot directly optimize reference motion executability using downstream tracking feedback. We present ViT-H, a video-to-humanoid control framework following a generation-and-tracking paradigm. ViT-H directly generates humanoid reference motions from videos with a diffusion model, bypassing human motion reconstruction and …</summary></entry><entry><title>HoloBoxing: A Simple Recipe for Humanoid Boxing with 7 Minutes of Single-GPU Training</title><id>https://arxiv.org/abs/2610.32909</id>
<link href="https://arxiv.org/abs/2610.32909"/><updated>2026-10-26T00:00:00Z</updated>
<summary>HoloBoxing presents a simple recipe for learning humanoid boxing by building on a pretrained whole-body controller. The recipe separates reusable motor skills from task decisions: a compact planner requests future body-point targets, while the frozen controller handles joint-level execution. A learned decoder maps 32-dimensional actions to structured target windows, and measured-state imitation initializes the planner before reinforcement learning. Task learning then refines interaction behavior while reusing the decoder and controller, avoiding the need to relearn whole-body control. This …</summary></entry><entry><title>CoCarry: Contact-Support-Structured Retargeting for Dual-Humanoid Cooperative Carrying</title><id>https://arxiv.org/abs/2610.32460</id>
<link href="https://arxiv.org/abs/2610.32460"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Recent advances in large-scale human motion data, motion retargeting, and motion imitation have enabled increasingly capable whole-body control for individual humanoids. Cooperative carrying is more challenging because successful coordination requires not only plausible individual motions, but also consistent cross-agent and agent-object relations, including shared grasp, relative configuration, and whole-body support. We introduce CoCarry, a cooperative-carrying dataset containing 220 synchronized two-person sequences across 21 task schemes, five shared-object geometries, four terrain types, …</summary></entry><entry><title>Delay Randomization Widens the Delay Margin of Learned Humanoid Motion Trackers</title><id>https://arxiv.org/abs/2610.32277</id>
<link href="https://arxiv.org/abs/2610.32277"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Learned humanoid controllers are usually trained in one simulator and then checked in a second one before they go near hardware. We ask what that check says about command delay. We train motion-tracking policies for a 24-joint humanoid on five motions taken from monocular video and test them in an independent CPU MuJoCo harness, which we first verify against the training model. Every policy completes its motion in at least 26 of 30 episodes under the training randomization. With 40 ms of constant command delay, however, survival drops to 15% on average (0% - 45%), and the delay margin is only …</summary></entry><entry><title>Not an Accident: Exploiting Safety Filter Inadequacy in Humanoid Robots</title><id>https://arxiv.org/abs/2610.31923</id>
<link href="https://arxiv.org/abs/2610.31923"/><updated>2026-10-26T00:00:00Z</updated>
<summary>As humanoid robots move from research laboratories toward deployment in human-centered environments such as homes, hospitals, and warehouses, safe operation around nearby people and objects becomes a fundamental requirement. Safety filters have emerged as a promising technique to address this challenge by providing mathematical guarantees that generated control actions do not result in collisions. This paper shows that these guarantees hold only when the safety parameters are configured correctly. However, correct parameter configurations are task- and environment-specific, and no general …</summary></entry><entry><title>Humanoid Mobility via Attention-based Contacts</title><id>https://arxiv.org/abs/2610.31608</id>
<link href="https://arxiv.org/abs/2610.31608"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Humanoid mobility over complex terrain requires accurate foot placement and coordinated whole-body motion capable of robust adaptation. Reinforcement learning (RL) policies trained without motion references generalize well across terrains, yet eliciting effective whole-body coordination through reward design and exploration alone remains challenging. In contrast, reference-based methods yield natural motions but struggle to adapt beyond the predefined trajectories in their training data. We introduce a learning framework that bridges these two approaches by using motion data strictly as a …</summary></entry><entry><title>Memory before Goal: Role of Pre-History Memory for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.31166</id>
<link href="https://arxiv.org/abs/2610.31166"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Humanoid loco-manipulation in dynamic scenes is non-Markovian: cues vanish as objects change or are hidden, or leave the view as the robot turns and walks, yet whole-body vision-language-action (VLA) policies see only the present. We present WholeBodyMem, an object-guided perceptual memory that keeps the pre-history of object events seen before the robot acts on its goal. SAM3 tracks the task objects, and their events causally select key frames within an adaptive budget, which the action expert reads by cross-attention together with object tokens encoding appearance, geometry and time. We …</summary></entry><entry><title>LocoManiLab: A Unified Testbed for Data, Policies, Controllers, and Deployment in Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.30876</id>
<link href="https://arxiv.org/abs/2610.30876"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Humanoid robots must coordinate locomotion and manipulation in everyday environments, yet progress is difficult to assess across differing policies, controllers, and task settings. LocoManiLab provides an integrated testbed spanning data collection and generation, policy training, evaluation, and physical deployment. Its task suite covers 234 atomic and compositional tasks across five household scene categories, supported by 51.5 hours of simulated teleoperation. The evaluation covers twelve policies with a shared controller across task and scene splits and perturbation levels, two policies …</summary></entry><entry><title>Robot Motion Transition with Human Motion Prior</title><id>https://arxiv.org/abs/2610.30817</id>
<link href="https://arxiv.org/abs/2610.30817"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Humanoid motion-tracking policies can reproduce diverse behaviors, yet connecting independently acquired motions into a continuous sequence remains challenging. Interpolation connects boundary poses without considering whether their relative position, heading, and timing provide suitable conditions for a transition. A generative motion prior can produce richer motion, but poorly arranged boundaries may cause it to generate excessive locomotion, turning, or another unintended action. We present Spatio-Temporal Alignment with a Motion Prior (STAMP), a framework for connecting independently …</summary></entry><entry><title>Motion Retargeting with Spatiotemporal Preferences for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.30540</id>
<link href="https://arxiv.org/abs/2610.30540"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Human motion retargeting bridges the embodiment gap between humans and humanoid robots by converting human demonstrations into reference trajectories for whole-body control and loco-manipulation. For object-interaction tasks, successful execution depends on accurately preserving body--object relations at critical stages. However, uniform per-frame iteration budgets do not account for these localized accuracy requirements, limiting the computational efficiency of retargeting. To address this limitation, we present Spatiotemporal Retargeting (STR), which uses keyframes and key body parts to …</summary></entry><entry><title>MPBRS: Multi-Potential-Based Reward Shaping for Unified Reward Configuration in Humanoid Locomotion</title><id>https://arxiv.org/abs/2610.30334</id>
<link href="https://arxiv.org/abs/2610.30334"/><updated>2026-10-23T00:00:00Z</updated>
<summary>Designing and tuning reward functions remains one of the main challenges in building effective reinforcement learning (RL) pipelines for humanoid locomotion. While shaping rewards can accelerate learning, naively formulated terms often conflict with the desired behavior, overfit to a specific robot, or become unstable under small weight changes. Potential-Based Reward Shaping (PBRS) offers an alternative solution: shaping the reward via differences of a potential function to guide exploration without changing the optimal policy. In this paper, we study Multi-PBRS for humanoid locomotion and …</summary></entry><entry><title>Do Earth-Trained Humanoid Controllers Walk on the Moon? Gravity, Terrain, and Soil Transfer</title><id>https://arxiv.org/abs/2610.30080</id>
<link href="https://arxiv.org/abs/2610.30080"/><updated>2026-10-22T00:00:00Z</updated>
<summary>The Moon changes gravity, terrain, and soil at once. Learned locomotion has studied reduced gravity on rigid ground and granular terrain mostly at Earth gravity, but not humanoids under both, generalist-controller transfer, or the Earth cost of lunar adaptation. On a simulated Unitree G1, we train 12 policies with one recipe, varying gravity, terrain geometry, and ground contact (rigid or three-dimensional resistive force theory, 3D RFT), and including Earth-to-Moon fine-tuning and gravity randomization. We test them at both gravities on rigid ground and 3D RFT, and at their training gravity …</summary></entry><entry><title>Test-Time Motion Steering for Perceptive Humanoid Fall Recovery</title><id>https://arxiv.org/abs/2610.30061</id>
<link href="https://arxiv.org/abs/2610.30061"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Humanoid fall recovery requires selecting a motion that suits both the surrounding scene and the task. The same fallen pose can admit several ways to stand, with different routes, support transitions, and final headings. Yet reliable recovery alone does not provide control over which of these alternatives the robot executes. Steering this choice requires anticipating the physical consequences of a requested movement. We present RISE, an approach to perceptive humanoid recovery that lets task objectives steer how the robot returns to standing at inference time. It builds on two insights: …</summary></entry><entry><title>SP-HLM: Sparse-Pose-Driven Motion Generation and Whole-Body Control for Humanoid Loco-Manipulation</title><id>https://arxiv.org/abs/2610.30044</id>
<link href="https://arxiv.org/abs/2610.30044"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Humanoid loco-manipulation requires an effective interface between high-level task policies and whole-body control. Existing interfaces typically rely on a single action representation for both task intent and whole-body coordination. This may burden the high-level policy or leave one aspect underspecified. We present SP-HLM, a framework built on a sparse-pose-driven interface. The interface combines five task-critical body poses with a learned latent motion prior to represent spatial intent and whole-body coordination in complementary forms. SP-VLA, a vision-language-action model, first …</summary></entry><entry><title>HuMiT: Low-Latency Whole-Body Humanoid Teleoperation via Compact Reference Tracking</title><id>https://arxiv.org/abs/2610.29903</id>
<link href="https://arxiv.org/abs/2610.29903"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Real-time whole-body humanoid teleoperation remains challenging due to the computational latency introduced by optimization-based retargeting pipelines and future-frame conditioning. Existing motion tracking policies typically require dense reference targets including full joint positions, body-part transformations, and even future frames, which tightly couples the controller to expensive upstream modules. In this work, we present HuMiT, a whole-body teleoperation system built on a unified tracking policy that requires only a compact reference target, consisting of root height, root velocity, …</summary></entry><entry><title>Watch Your Step: Anticipated Perception for Humanoid Locomotion</title><id>https://arxiv.org/abs/2610.29612</id>
<link href="https://arxiv.org/abs/2610.29612"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Perceptive locomotion policies typically observe a dense robot-centric elevation map, although only the terrain beneath and around the next footsteps informs the control decision. Learned encoders compress the whole visual input, leaving the policy to work out which inputs matter while learning the baseline locomotion task. Learning both at once slows training and, without computationally expensive attention mechanisms, makes generalization to new terrain harder. We instead remove redundant inputs from the elevation map before the policy sees it. A lightweight foothold prediction model (FPM) …</summary></entry><entry><title>SMR: Learning streaming motion retargeting for humanoids from human semantic</title><id>https://arxiv.org/abs/2610.29169</id>
<link href="https://arxiv.org/abs/2610.29169"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Retargeting human motion to humanoids requires preserving motion semantics while accounting for the robot&#x27;s physical constraints. Kinematic pipelines prescribe a robot trajectory through geometric matching, without establishing whether it can be executed under the robot&#x27;s dynamics. Prior physics-supervised neural methods train bidirectional full-sequence models on physics-refined kinematic trajectories, remaining tied to prescribed kinematic solutions and requiring noncausal context. We propose SMR, a streaming neural motion retargeter learned from semantic-conditioned physics experts. We …</summary></entry><entry><title>PHD-Hand: A Printable Humanoid Dexterous Hand with Linkage-Driven 3-DOA Digits</title><id>https://arxiv.org/abs/2610.29030</id>
<link href="https://arxiv.org/abs/2610.29030"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Currently, dexterous humanoid robot hands are widely considered the final hardware bottleneck that hampers generalist robots from physically assisting people at home and work. As conventional tendon-driven designs suffer from high cost, demanding maintenance, poor reliability, and short durability, alternative linkage-driven designs have increasingly gained attention. Despite their potential to avoid the weaknesses of tendon-driven hands, integrating multiple degrees of actuation (DOA) in a single digit with linkage drivetrains is a challenge for design and fabrication. Only a few studies …</summary></entry><entry><title>One Policy, Many Styles: Where to Aggregate Preferences for Steerable Humanoid Control?</title><id>https://arxiv.org/abs/2610.28925</id>
<link href="https://arxiv.org/abs/2610.28925"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Modern robotic agents are increasingly expected to support steerable control, where a single policy can adjust its behavioral style at runtime under changing user preferences. Preference-conditioned reinforcement learning provides this interface, but conditioning alone does not ensure that a requested behavior change is strong, does not leak into unrelated behaviors, and does not compromise task performance. Our evaluation combines Preference Reward Responsiveness (PRR) with coverage and utility metrics. We use these measures to compare reward-level, advantage-level, loss-level, and …</summary></entry>
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