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#Unitree G1 (70)

PanTact: Teaching Whole-Body Dexterity with a Wearable Contact Interface

PanTact: Teaching Whole-Body Dexterity with a Wearable Contact Interface

PanTact treats contact, not joint trajectories, as the transfer currency from people to humanoids. Wearable patches are assembled magnetically from 44x44 mm FSR modules; a custom 50x50 mm PCB streams 16 channels at 1 kHz over a CRC-checked RS-485 daisy chain, one Vive tracker per patch maps sensor centers into the world frame, and contact states are binarized against a per-channel adaptive baseline with threshold max(0.35 beta, r_min). The policy observes body-masked 3D egocentric point clouds, both wrist images and proprioception, and at 10 Hz predicts an action chunk of H=16 steps containing a look-at point, EEF poses with gripper widths, and per-sensor contact goals (binary state plus 3D position). A soft-minimum proximity d(p,q) with T = 0.02 m hands each active contact to whichever robot surface is currently nearest, and active goals are offset by delta along the pressing direction to form virtual goals that generate pressing force, so the G1 holds objects without any tactile sensor on its body. Three control formulations trade off differently: training-free upper-body IK, WBIK whose dense reference is executed by SONIC, and a sparse contact tracker trained with PPO over 4096 simulation environments for 30k iterations (50 Hz, 29 joints, S=8 upper-body / S=16 whole-body contact slots). On a 29-DoF Unitree G1: Grasp-and-Embrace reaches 85% with upper-body IK and 80% with the sparse tracker against 0% for Humanoid UMI; Sweep-and-Stow reaches 90.63% end to end while Humanoid UMI++ scores 18.75% on each stage and 0% end to end; Carry-and-Push is 90% versus 40%. In simulation replay, adding contact goals lowers contact distance for all three controllers at almost no cost in EEF accuracy.

Xu, Xiaomeng, Zhang, Han, Ruan, Zhian · 133 views · Oct 8, 2026
Whole-Body ManipulationTactile SensingContact-Rich ManipulationOct 8, 2026
PredActor: Predictive Action Diffusion for Steerable Onboard Humanoid Control

PredActor: Predictive Action Diffusion for Steerable Onboard Humanoid Control

Diffusion models provide a flexible framework for motion generation, but turning this flexibility into closed-loop humanoid control remains challenging. Hierarchical generator-tracker systems steer motion through reference trajectories, yet these references may exceed the capabilities of the downstream tracker, leaving physical feasibility and disturbance recovery largely to a separate control module. Action-only diffusion avoids this separation by directly generating executable actions, but provides no explicit future-state trajectory that can be steered toward test-time motion objectives. Joint state-action diffusion offers a natural alternative, but existing controllers often rely on privileged full-body states, while learned behavior selection and test-time motion steering remain only partially integrated. We present PredActor, a predictive action diffusion policy that unifies both steering modes in one directly executed policy using proprioception alone. Given proprioceptive history and optional task context, PredActor jointly predicts actions and an internal future-state trajectory that enables guidance: classifier-free guidance strengthens text-conditioned motion, while classifier guidance steers future states toward test-time objectives. Only actions are executed, requiring neither a motion-reference tracker nor privileged full-body states. In simulation, PredActor reaches 44 of 45 destination targets and achieves a text retrieval score of 0.539 versus 0.424 for conditional action diffusion, with similar disturbance survival. Rolling denoising and computation-preserving runtime optimizations reduce the complete callback to 16.790 ms median and 19.383 ms p95 on a Jetson Orin NX, within the 20 ms control period. Deployed on a Unitree G1, PredActor demonstrates text-conditioned motion, disturbance response, joystick control, and semantic interpolation in simulation and hardware.

Ye, Lei, Gao, Haibo, Li, Yitang · 137 views · Sep 21, 2026
Humanoid ControlDiffusion policiesWhole-Body ControlSep 21, 2026
HuMBLE: Human Motion-Driven Behavior Learning for Embodied Locomotion

HuMBLE: Human Motion-Driven Behavior Learning for Embodied Locomotion

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

Mike Zhang, Dongho Kang, Kevin Bergamin · 537 views · Oct 7, 2026
Humanoid LocomotionMotion ImitationReinforcement LearningOct 7, 2026
Generate, Track, Improve: Perceptive Multi-Skill Humanoid Locomotion with RL-Fine-Tuned Motion Generators

Generate, Track, Improve: Perceptive Multi-Skill Humanoid Locomotion with RL-Fine-Tuned Motion Generators

General purpose humanoids require locomotion controllers that are multi-skill, perceptive, dynamic, and robust enough to go anywhere humans can. In this work, we present a two layer locomotion architecture: (1) a perceptive flow matching motion generator plans whole body trajectories from raw depth images while a (2) perceptive tracking policy trained with control-guided RL follows these motions. Both policies are trained on a library of terrain consistent motion clips created with dynamically optimized human data which yields both accurate velocity tracking and terrain consistent references. Our central contribution is a simple yet effective off-policy RL fine tuning loop that improves the motion generator. A structured search method is used with the generator to gather data for advantage weighted regression. This off-policy loop is much more sample efficient than on-policy residual fine tuning and improves terrain consistency on unseen geometries and skill compositions. We find that successful terrain traversals increased by up to 25 percentage points and skill selection improved by up to 80 percentage points. By using raw depth images to perceive the environment no odometry or height maps are needed, and outdoor deployment is easy. With two cameras, the policy can see terrain coming from further away and adjust its velocity regardless of the commanded speed so it can traverse the terrain. A single policy pair enables a Unitree G1 humanoid to walk, run, stand, jump on and off of boxes, and traverse stairs in outdoor environments. Project page: https://zolkin1.github.io/generate-track-improve/

Zachary Olkin, William D. Compton, Aaron D. Ames · 661 views · Sep 25, 2026
Humanoid LocomotionPerceptive LocomotionReinforcement LearningSep 25, 2026

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