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<feed xmlns="http://www.w3.org/2005/Atom"><title>Embodied AI Radar — Locomotion &amp; Humanoids</title>
<link href="https://embodied-ai-radar.com/"/><link rel="self" href="https://embodied-ai-radar.com/topics/locomotion.xml"/><id>https://embodied-ai-radar.com/topics/locomotion.xml</id>
<updated>2026-11-10T00:00:00Z</updated><author><name>Embodied AI Radar</name></author>
<entry><title>ExoStack: A Modular and Reconfigurable Software Framework for Wearable Robotics Using ROS 2</title><id>https://arxiv.org/abs/2611.12306</id>
<link href="https://arxiv.org/abs/2611.12306"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Wearable robots depend on a software chain that links body-worn sensing to gait interpretation, assistance generation, and actuation. Personalization further requires each measured response to remain associated with the assistance parameters that generated it. This paper presents ExoStack, a modular ROS 2 framework for implementing that chain across embedded hubs and a host computer. Its Embedded Sensing and Actuation (ESA) library configures ESP32 boards as microROS sensing and actuation hubs. ExoCore supplies multi-hub synchronization, gait-event detection, profile generation, motion …</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>Autonomous Whole-body Loco-manipulation Using a Snake Robot</title><id>https://arxiv.org/abs/2611.09777</id>
<link href="https://arxiv.org/abs/2611.09777"/><updated>2026-11-09T00:00:00Z</updated>
<summary>Snake robots can leverage their hyper-redundant morphology for both locomotion and manipulation through distributed body contact but whole-body loco-manipulation is particularly challenging since the entire body serves simultaneously as propulsive mechanism and manipulation tool Prior work on wheeled legged and snake robot platforms has decoupled these functions through dedicated appendages body segmentation or grippers We present closed-loop loco-manipulation with our snake robot COBRA without this distinction such that any part of the body may make contact We develop a contact-implicit …</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>Kinematic analysis of a double-closed-loop four-bar chain-based leg for a multimodal quadruped-pentarotor robot</title><id>https://arxiv.org/abs/2611.07470</id>
<link href="https://arxiv.org/abs/2611.07470"/><updated>2026-11-06T00:00:00Z</updated>
<summary>This paper presents the kinematic modeling and singularity analysis of a three-degree-of-freedom, double four-bar closed-loop quadruped leg mechanism. This leg is essential for transitioning between the two operational modes; therefore, it is examined in both joint and task spaces, leading to the development of its Jacobian matrix, which is vital for designing the gaits required for terrestrial mode and mid-air aerial reconfiguration (for aerial mode). Various gaits are devised for the system&#x27;s motion in the MATLAB simulation, and their practical implementation on the single-leg test rig is …</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>SCRUB: Contact-Based Surface-Frame Estimation for Force-Motion Control with an Armless Quadruped</title><id>https://arxiv.org/abs/2611.06649</id>
<link href="https://arxiv.org/abs/2611.06649"/><updated>2026-11-05T00:00:00Z</updated>
<summary>Wiping, sanding, and inspection robots press a sliding tool on a surface with controlled force. Controlling that force needs the surface normal, which is unknown on real-world, unmapped surfaces. Surface-normal estimators can help estimate the surface normal, but they either need a friction model or assume that the instantaneous tool velocity lies along the surface; however, walking violates this assumption. We propose SCRUB, a contact-based surface-frame estimator, which lets an armless quadruped slide a body-mounted tool along near-vertical surfaces in the absence of known, axis-aligned, or …</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>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>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>Caging Vision-Language Navigation for Legged Robots via Barrier-Certified Safety Architecture</title><id>https://arxiv.org/abs/2611.04972</id>
<link href="https://arxiv.org/abs/2611.04972"/><updated>2026-11-04T00:00:00Z</updated>
<summary>By harnessing the inherent commonsense capabilities of pretrained Large Language Models (LLMs) and Vision-Language Models (VLMs), current Vision-Language Action(VLA) models for legged robots excel at interpreting language-based navigation commands but lack the physical grounding and explicit safety assurance required for real-world operation. Therefore, this paper aims to cage Legged-Vision-Language Navigation (VLN) through a safety architecture that provides physical grounding and ensures navigation safety. The key idea is not to abandon the powerful capabilities of end-to-end VLA planning, …</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>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>TRAILS: Trajectory Generation for Automated Indoor Locomotion Studies</title><id>https://arxiv.org/abs/2611.03254</id>
<link href="https://arxiv.org/abs/2611.03254"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Virtual reality experiments involving navigation and simulated robot motion often require large, realistic environments and numerous distinct trajectories to avoid repetitive navigation while providing sufficient variation for controlled experiments. Designing such scenarios manually is labor-intensive, particularly when trajectories must satisfy predefined geometric and kinematic constraints while remaining diverse and comparable across experimental conditions. This paper presents TRAILS, an automated framework for generating complete virtual navigation scenarios consisting of an environment …</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>Central pivot point control of a body-attached spring-mass runner: periodic gaits, stabilization, template embedding and approximate analytic return maps</title><id>https://arxiv.org/abs/2611.02564</id>
<link href="https://arxiv.org/abs/2611.02564"/><updated>2026-11-03T00:00:00Z</updated>
<summary>The spring-loaded inverted pendulum (SLIP) describes the center-of-mass (COM) motion of runners but has no trunk. In trunk models, the hip torque couples posture and COM motion and destroys the central-force structure on which SLIP analysis relies. As a result, trunk models have been studied almost only numerically. We show that this structure can be restored. The central pivot point (CPP), a hip-torque law that directs the ground reaction force through the COM, decouples pitch exactly and reduces stance to a planar central-force problem. At upright posture, time-reversal symmetry produces …</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>Learning Purposeful Co-designs of Bio-inspired Quadrupedal Robots</title><id>https://arxiv.org/abs/2611.02462</id>
<link href="https://arxiv.org/abs/2611.02462"/><updated>2026-11-03T00:00:00Z</updated>
<summary>Treating morphology and control as separate design problems has constrained the efficiency and adaptability of quadrupedal robots, while current co-design approaches are often constrained by restricted design spaces. We overcome this limit by introducing Dogger, a bio-inspired quadruped with modular three-segment legs, four-bar linkages and adjustable passive knee compliance. A two-stage framework combining reinforcement learning and Bayesian optimization is developed: the morphology-conditioned control policy is trained across designs and then held fixed during task-specific design …</summary></entry><entry><title>Beyond Ensemble Disagreement: Predictive STL Monitoring of RL Locomotion under Distribution Shift</title><id>https://arxiv.org/abs/2611.02218</id>
<link href="https://arxiv.org/abs/2611.02218"/><updated>2026-11-03T00:00:00Z</updated>
<summary>RL locomotion policies trained under nominal simulation conditions may encounter distribution shifts that compromise safety. Predictive monitors could anticipate violations, but their world-model forecasts may become unreliable under shift, and ensemble disagreement is not calibrated. We evaluate predictive Signal Temporal Logic (STL) monitoring for frozen Ant-v5 and HalfCheetah-v5 policies using closed-loop world-model rollouts and a three-model ensemble. Across external-force, observation-noise, and mass shifts, predicted robustness ranks HalfCheetah&#x27;s future STL violations strongly, …</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>Online Learning of Heterogeneous Locomotion Dynamics under Reinforcement Learning Policies for Precise Loco-Manipulation</title><id>https://arxiv.org/abs/2610.41892</id>
<link href="https://arxiv.org/abs/2610.41892"/><updated>2026-11-02T00:00:00Z</updated>
<summary>How to reuse a pretrained locomotion policy for precise loco-manipulation is still an open problem. We propose an online method to learn the closed-loop dynamics under a frozen locomotion policy. The learned model predicts floating-base motion and improves loco-manipulation accuracy. However, unobserved latent conditions of the policy introduce heterogeneous responses, meaning that the same observed state will lead to different motions. Direct learning without accounting for this heterogeneity introduces bias and fluctuations into dynamics estimates, degrading floating-base prediction and …</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>Is It the Curriculum or Just the Easy Start? Benchmarking Unsupervised Environment Design on Quadrupeds</title><id>https://arxiv.org/abs/2610.40364</id>
<link href="https://arxiv.org/abs/2610.40364"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Unsupervised environment design (UED) methods such as PLR, ACCEL, SFL and PAIRED are compared mostly on 2D mazes, grid worlds and BipedalWalker, while terrain curricula for legged robots are hand-designed and evaluated against a few baselines. We present a benchmark that runs fourteen UED, domain-randomisation and robotics curricula under one protocol on five 3D quadrupeds in MuJoCo MJX: the closed-chain W01-TEK and the open-chain Unitree Go1 and Go2, Google Barkour vB and Boston Dynamics Spot. Levels are vectors of eight interpretable terrain parameters, and all curricula drive the same PPO …</summary></entry><entry><title>LLM-guided Planar Loco-Manipulation for Quadruped Robots</title><id>https://arxiv.org/abs/2610.40248</id>
<link href="https://arxiv.org/abs/2610.40248"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Robotic navigation typically assumes a collision-free route to the goal exists; in cluttered environments with movable obstacles, however, reaching the goal may require physical interaction. Classical solutions encode these behaviors through geometric rules and task-specific logic, while learning-based approaches often constrain the decision space to low-dimensional motion commands or predefined action sets. We instead consider a broader decision space, jointly selecting the skill, relevant object, and geometric target. Our language-conditioned task planner, fine-tuned with LoRA on synthetic …</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>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>RAIBO-Wagon: Real-Time Navigation System for a Legged Robot Towing a Wagon</title><id>https://arxiv.org/abs/2610.39267</id>
<link href="https://arxiv.org/abs/2610.39267"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Legged robots have demonstrated advanced capabilities across a wide range of real-world tasks, yet much of this progress concerns the robot controlling only itself. Once the robot is coupled to an external object -- particularly an underactuated one -- the dynamics of the combined assembly become more complex. Towing a wagon is a common practical scenario, where coupled dynamics make reliable navigation challenging. This difficulty is amplified in confined spaces, where collision-free navigation requires finding a narrow set of feasible paths under strict real-time constraints. To address …</summary></entry><entry><title>OmniQuad: a Wheeled-Legged Hybrid Robot with Omnidirectional Wheels</title><id>https://arxiv.org/abs/2610.38502</id>
<link href="https://arxiv.org/abs/2610.38502"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Combining wheeled and legged locomotion within a single robotic platform offers the potential to harness the advantages of both systems. The development of such hybrid systems remains an active area of research. While legged robots exhibit remarkable adaptability for traversing uneven and rugged terrains, their relatively low speed limits their practicality in indoor environments. Conversely, wheeled robots demonstrate higher efficiency on flat surfaces but often encounter difficulties when navigating obstacles such as steps. This paper introduces OmniQuad, a novel hybrid robot that …</summary></entry><entry><title>ELEVATE: Agentic Controller Acquisition from Task Failure for Quadrupedal Manipulation</title><id>https://arxiv.org/abs/2610.38388</id>
<link href="https://arxiv.org/abs/2610.38388"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Quadrupedal manipulators can extend their workspace through whole-body interaction, but task-planning agents&#x27; capabilities remain limited by their available controllers. We present ELEVATE, a framework that uses persistent failures during task-program refinement to identify and acquire missing whole-body control capabilities. When these failures suggest a missing physical capability, a coding agent formulates and iteratively refines a reinforcement-learning problem, specifying behavior-specific rewards, curricula, and termination conditions. Validated controllers are added to the capability …</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>TACOS: Terrain-Aware COntact Supervision for Visual Footstep Planning</title><id>https://arxiv.org/abs/2610.37806</id>
<link href="https://arxiv.org/abs/2610.37806"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Humans navigate their environment based on their vision system, anticipating how the ground will respond before committing to a step. Self-supervised learning could provide legged robots the same ability, but the supervisory signal is typically chosen on intuition, and its effect on what the model learns is rarely examined. We present Terrain-Aware COntact Supervision (TACOS), which proposes a meaningful and consistent footstep instability score, based on the residual of a factor graph in legged state estimation. It projects the continuous score into preceding images to supervise a dense …</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>When Black-Box Robot Policies Fail: Online Sensor Diagnosis and Repair with a Transparent Surrogate</title><id>https://arxiv.org/abs/2610.36852</id>
<link href="https://arxiv.org/abs/2610.36852"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Robot foundation models may generalize across tasks and embodiments, but their actions still depend on sensors that can fail. When the policy is frozen or inaccessible, can an external monitor diagnose and repair corrupted inputs without access to its internals? We test a structured surrogate that separates periodic gait from sensor-dependent corrections to guide input repair around a frozen locomotion policy. On simulated Go2, offline diagnosis raises walking success from 259/640 to 429/640 episodes; online repair reaches 382/640, with no triggers in 64 held-out fault-free episodes. A …</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>Camera-to-Quadruped Robot Pose Estimation from Sequential Images</title><id>https://arxiv.org/abs/2610.36599</id>
<link href="https://arxiv.org/abs/2610.36599"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Quadruped robots are increasingly deployed in hazardous environments such as disaster response and facility inspection, where external-camera monitoring is essential for safe operation. This setting is challenging because quadrupeds are articulated systems with time-varying leg joints, leg symmetry, and frequent self-occlusions, which make keypoint correspondence ambiguous. Moreover, no public benchmark exists, making quantitative comparison difficult. To address these challenges, we propose QuadPose, which estimates the full-body 18-DoF pose (6-DoF base pose + 12-DoF joint angles) from …</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>A Trainable CPG Framework for Quadruped Locomotion</title><id>https://arxiv.org/abs/2610.36537</id>
<link href="https://arxiv.org/abs/2610.36537"/><updated>2026-10-28T00:00:00Z</updated>
<summary>We present CPG-ENN, a trainable quadruped locomotion framework that combines explicit neural coordination with learned motion realization. A symmetry-based eight-neuron central pattern generator (CPG) supplies gait rhythms, while a pretrained, leg-shared execution neural network (ENN) maps rhythmic signals and trajectory parameters to joint-angle references without online inverse kinematics. A single feedback policy modulates six physically interpretable trajectory variables. The controller tracks planar velocity and yaw-rate commands across walk, trot, pace, bound, and pronk without …</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 to Exploit Passive Dynamics for Energy-Efficient Target Hopping of a Spring-Legged Quadcopter</title><id>https://arxiv.org/abs/2609.15447</id>
<link href="https://arxiv.org/abs/2609.15447"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Combining aerial thrust with spring-loaded hopping makes monopedal quadcopters promising for locomotion over complex terrain, but heuristic proportional-integral-derivative (PID) tuning limits coordination between active thrust and passive contact dynamics. We present a direct estimated-state-to-motor Proximal Policy Optimization (PPO) policy that commands four motors without an explicit hopping state machine or low-level attitude PID. Its reward combines Energy-Manifold Shaping for mass-normalized vertical-energy tracking and apex-state anchoring with Efficiency Shaping, which uses a …</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>Differentiable Contact Dynamics for Legged Locomotion: Policy Learning and Contact-Implicit Trajectory Optimization</title><id>https://arxiv.org/abs/2610.35852</id>
<link href="https://arxiv.org/abs/2610.35852"/><updated>2026-10-27T00:00:00Z</updated>
<summary>This paper proposes a smooth analytic gradient for frictional contact and applies it to policy learning and contact-implicit trajectory optimization for legged locomotion. The exact contact sensitivity is available in closed form but describes changes within the current contact mode, providing no first-order information toward neighboring contact modes. The proposed gradient replaces this sensitivity only in the backward pass, leaving the hard-contact forward solve unchanged and the realized rollout feasible. A central-path relaxation of the de Saxc\&#x27;e-corrected second-order-cone …</summary></entry><entry><title>Continuous-Time Safe Planning and Control for Agile Quadrupeds</title><id>https://arxiv.org/abs/2610.35670</id>
<link href="https://arxiv.org/abs/2610.35670"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Agile quadruped navigation in dynamic environments demands trajectories that are both dynamically feasible and provably collision-free. Most real-time planners achieve tractability through a convex reduction that requires simplified kinematic models, discarding motion that the robot can readily execute, and certify safety only at discretization points, leaving open possible inter-sample collisions with moving obstacles. We present a real-time motion planning framework that retains the fully-actuated $SE(2)$ model of a quadruped, with its anisotropic, heading-coupled velocity bounds, and …</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>ThinkLocoManip: A Whole-Body Control Agentic Harness for Legged Loco-Manipulation</title><id>https://arxiv.org/abs/2610.34370</id>
<link href="https://arxiv.org/abs/2610.34370"/><updated>2026-10-27T00:00:00Z</updated>
<summary>In this paper, we propose ThinkLocoManip, an agentic harness for legged loco-manipulation designed to tackle complex, long-horizon tasks in large-scale environments. Existing approaches typically follow either direct action generation or a plan-then-act paradigm, both of which can struggle with the generalization and error-recovery capabilities required for extended task execution. In contrast, ThinkLocoManip adopts an interleaved reasoning-and-acting paradigm, allowing the agent to continuously reason about its current state, execute actions, observe their outcomes, and adapt its strategy …</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>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>RAIWAY: A Large-Wheeled Bipedal Robot with Contact-Informed Blind Locomotion</title><id>https://arxiv.org/abs/2610.33172</id>
<link href="https://arxiv.org/abs/2610.33172"/><updated>2026-10-27T00:00:00Z</updated>
<summary>We present RAIWAY, an in-house wheeled bipedal robot with 20-inch wheels, together with a contact-informed control approach for rolling locomotion across irregular and discontinuous terrain. Such locomotion is fundamentally contact-dominated, governed by local wheel--terrain interaction that is impractical to instrument directly and depends on more than terrain geometry alone. The proposed framework exploits the contact information available in simulation, distilling multi-contact events into a latent representation. At deployment, the controller infers this representation online from …</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>From Tabletop to Walking Bot: Deploying a VLA Model on a Legged Manipulator Robot</title><id>https://arxiv.org/abs/2610.32271</id>
<link href="https://arxiv.org/abs/2610.32271"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Vision-language-action (VLA) models are typically pretrained on broad, diverse datasets and subsequently fine-tuned on a comparatively small dataset tailored to a specific target robot. Such adaptation recipe is now widely established, achieving its most mature results on fixed-base arms due to their static base dynamics and consistent reference frame. Mounting the same arm on a quadruped extends the workspace to the entire floor, but fundamentally changes the embodiment: rather than controlling the arm in isolation, the policy must jointly coordinate base navigation, body posture, and …</summary></entry>
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