Badminton
Humanoid Whole-Body Badminton via Multi-Stage Reinforcement Learning
Liu, Chenhao, Jiang, Leyun, Wang, Yibo, Yao, Kairan, Fu, Jinchen, Ren, Xiaoyu
A fully autonomous humanoid returns machine-fed shuttles in a motion-capture arena; overlaid arcs show an incoming (blue) and returned (orange) trajectory. Abstract--Humanoid robots have demonstrated strong capabilities for interacting with static scenes across locomotion, manipulation, and more challenging loco-manipulation tasks. Y et the real world is dynamic, and quasi-static interactions are insufficient to cope with diverse environmental conditions. As a step toward more dynamic interaction scenarios, we present a reinforcement-learning-based training pipeline that produces a unified whole-body controller for humanoid badminton, enabling coordinated lower-body footwork and upper-body striking without motion priors or expert demonstrations. Training follows a three-stage curriculum--first footwork acquisition, then precision-guided racket swing generation, and finally task-focused refinement--yielding motions in which both legs and arms serve the hitting objective. For deployment, we incorporate an Extended Kalman Filter (EKF) to estimate and predict shuttlecock trajectories for target striking. We also introduce a prediction-free variant that dispenses with EKF and explicit trajectory prediction. T o validate the framework, we conduct five sets of experiments in both simulation and the real world. In simulation, two robots sustain a rally of 21 consecutive hits. Moreover, the prediction-free variant achieves successful hits with comparable performance relative to the target-known policy. In real-world tests, both prediction and controller modules exhibit high accuracy, and on-court hitting achieves an outgoing shuttle speed up to 19.1 m/s with a mean return landing distance of 4 m. These experimental results show that our proposed training scheme can deliver highly dynamic while precise goal striking in badminton, and can be adapted to more dynamics-critical domains. Humanoid platforms have been proposed as general-purpose embodied agents for human-compatible skills [1, 2, 3, 4, 5, 6, 7]. Despite rapid progress in locomotion and motion imitation, agile, contact-rich interactions with fast-moving objects under tight reaction windows remain underexplored.
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Learning coordinated badminton skills for legged manipulators
Ma, Yuntao, Cramariuc, Andrei, Farshidian, Farbod, Hutter, Marco
Coordinating the motion between lower and upper limbs and aligning limb control with perception are substantial challenges in robotics, particularly in dynamic environments. To this end, we introduce an approach for enabling legged mobile manipulators to play badminton, a task that requires precise coordination of perception, locomotion, and arm swinging. We propose a unified reinforcement learning-based control policy for whole-body visuomotor skills involving all degrees of freedom to achieve effective shuttlecock tracking and striking. This policy is informed by a perception noise model that utilizes real-world camera data, allowing for consistent perception error levels between simulation and deployment and encouraging learned active perception behaviors. Our method includes a shuttlecock prediction model, constrained reinforcement learning for robust motion control, and integrated system identification techniques to enhance deployment readiness. Extensive experimental results in a variety of environments validate the robot's capability to predict shuttlecock trajectories, navigate the service area effectively, and execute precise strikes against human players, demonstrating the feasibility of using legged mobile manipulators in complex and dynamic sports scenarios.
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Hi AirStar, Guide Me to the Badminton Court.
Wang, Ziqin, Chen, Jinyu, Zheng, Xiangyi, Liao, Qinan, Huang, Linjiang, Liu, Si
Unmanned Aerial Vehicles, operating in environments with relatively few obstacles, offer high maneuverability and full three-dimensional mobility. This allows them to rapidly approach objects and perform a wide range of tasks often challenging for ground robots, making them ideal for exploration, inspection, aerial imaging, and everyday assistance. In this paper, we introduce AirStar, a UAV-centric embodied platform that turns a UAV into an intelligent aerial assistant: a large language model acts as the cognitive core for environmental understanding, contextual reasoning, and task planning. AirStar accepts natural interaction through voice commands and gestures, removing the need for a remote controller and significantly broadening its user base. It combines geospatial knowledge-driven long-distance navigation with contextual reasoning for fine-grained short-range control, resulting in an efficient and accurate vision-and-language navigation (VLN) capability.Furthermore, the system also offers built-in capabilities such as cross-modal question answering, intelligent filming, and target tracking. With a highly extensible framework, it supports seamless integration of new functionalities, paving the way toward a general-purpose, instruction-driven intelligent UAV agent. The supplementary PPT is available at \href{https://buaa-colalab.github.io/airstar.github.io}{https://buaa-colalab.github.io/airstar.github.io}.
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Quadruped robot plays badminton with you using AI
ANYmal-D combines robotics, artificial intelligence and sports, showing how advanced robots can take on dynamic, fast-paced games. At ETH Zurich's Robotic Systems Lab, engineers have created ANYmal-D, a four-legged robot that can play badminton with people. This project brings together robotics, artificial intelligence and sports, showing how advanced robots can take on dynamic, fast-paced games. ANYmal-D's design and abilities are opening up new possibilities for human-robot collaboration in sports and beyond. Sign up for my FREE CyberGuy Report Get my best tech tips, urgent security alerts, and exclusive deals delivered straight to your inbox.
Integrating Learning-Based Manipulation and Physics-Based Locomotion for Whole-Body Badminton Robot Control
Wang, Haochen, Shi, Zhiwei, Zhu, Chengxi, Qiao, Yafei, Zhang, Cheng, Yang, Fan, Ren, Pengjie, Lu, Lan, Xuan, Dong
-- Learning-based methods, such as imitation learning (IL) and reinforcement learning (RL), can produce excel control policies over challenging agile robot tasks, such as sports robot. However, no existing work has harmonized learning-based policy with model-based methods to reduce training complexity and ensure the safety and stability for agile badminton robot control. In this paper, we introduce Hamlet, a novel hybrid control system for agile badminton robots. Specifically, we propose a model-based strategy for chassis locomotion which provides a base for arm policy. We introduce a physics-informed "IL+RL " training framework for learning-based arm policy. In this train framework, a model-based strategy with privileged information is used to guide arm policy training during both IL and RL phases. In addition, we train the critic model during IL phase to alleviate the performance drop issue when transitioning from IL to RL. Our system can be easily generalized to other agile mobile manipulation tasks such as agile catching and table tennis. Badminton is a competitive sport that requires high-speed reactions.
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YO-CSA-T: A Real-time Badminton Tracking System Utilizing YOLO Based on Contextual and Spatial Attention
Lai, Yuan, Shi, Zhiwei, Zhu, Chengxi
The 3D trajectory of a shuttlecock required for a badminton rally robot for human-robot competition demands real-time performance with high accuracy. However, the fast flight speed of the shuttlecock, along with various visual effects, and its tendency to blend with environmental elements, such as court lines and lighting, present challenges for rapid and accurate 2D detection. In this paper, we first propose the YO-CSA detection network, which optimizes and reconfigures the YOLOv8s model's backbone, neck, and head by incorporating contextual and spatial attention mechanisms to enhance model's ability in extracting and integrating both global and local features. Next, we integrate three major subtasks, detection, prediction, and compensation, into a real-time 3D shuttlecock trajectory detection system. Specifically, our system maps the 2D coordinate sequence extracted by YO-CSA into 3D space using stereo vision, then predicts the future 3D coordinates based on historical information, and re-projects them onto the left and right views to update the position constraints for 2D detection. Additionally, our system includes a compensation module to fill in missing intermediate frames, ensuring a more complete trajectory. We conduct extensive experiments on our own dataset to evaluate both YO-CSA's performance and system effectiveness. Experimental results show that YO-CSA achieves a high accuracy of 90.43% mAP@0.75, surpassing both YOLOv8s and YOLO11s. Our system performs excellently, maintaining a speed of over 130 fps across 12 test sequences.
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Modification of muscle antagonistic relations and hand trajectory on the dynamic motion of Musculoskeletal Humanoid
Koga, Yuya, Kawaharazuka, Kento, Onitsuka, Moritaka, Makabe, Tasuku, Tsuzuki, Kei, Omura, Yusuke, Asano, Yuki, Okada, Kei, Inaba, Masayuki
In recent years, some research on musculoskeletal humanoids is in progress. However, there are some challenges such as unmeasurable transformation of body structure and muscle path, and difficulty in measuring own motion because of lack of joint angle sensor. In this study, we suggest two motion acquisition methods. One is a method to acquire antagonistic relations of muscles by tension sensing, and the other is a method to acquire correct hand trajectory by vision sensing. Finally, we realize badminton shuttlecock-hitting motion of Kengoro with these two acquisition methods.
BADGE: BADminton report Generation and Evaluation with LLM
Chiang, Shang-Hsuan, Chao, Lin-Wei, Wang, Kuang-Da, Wang, Chih-Chuan, Peng, Wen-Chih
Badminton enjoys widespread popularity, and reports on matches generally include details such as player names, game scores, and ball types, providing audiences with a comprehensive view of the games. However, writing these reports can be a time-consuming task. This challenge led us to explore whether a Large Language Model (LLM) could automate the generation and evaluation of badminton reports. We introduce a novel framework named BADGE, designed for this purpose using LLM. Our method consists of two main phases: Report Generation and Report Evaluation. Initially, badminton-related data is processed by the LLM, which then generates a detailed report of the match. We tested different Input Data Types, In-Context Learning (ICL), and LLM, finding that GPT-4 performs best when using CSV data type and the Chain of Thought prompting. Following report generation, the LLM evaluates and scores the reports to assess their quality. Our comparisons between the scores evaluated by GPT-4 and human judges show a tendency to prefer GPT-4 generated reports. Since the application of LLM in badminton reporting remains largely unexplored, our research serves as a foundational step for future advancements in this area. Moreover, our method can be extended to other sports games, thereby enhancing sports promotion. For more details, please refer to https://github.com/AndyChiangSH/BADGE.
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Counterfactual Explanation-Based Badminton Motion Guidance Generation Using Wearable Sensors
Seong, Minwoo, Kim, Gwangbin, Kang, Yumin, Jang, Junhyuk, DelPreto, Joseph, Kim, SeungJun
This study proposes a framework for enhancing the stroke quality of badminton players by generating personalized motion guides, utilizing a multimodal wearable dataset. These guides are based on counterfactual algorithms and aim to reduce the performance gap between novice and expert players. Our approach provides joint-level guidance through visualizable data to assist players in improving their movements without requiring expert knowledge. The method was evaluated against a traditional algorithm using metrics to assess validity, proximity, and plausibility, including arithmetic measures and motion-specific evaluation metrics. Our evaluation demonstrates that the proposed framework can generate motions that maintain the essence of original movements while enhancing stroke quality, providing closer guidance than direct expert motion replication. The results highlight the potential of our approach for creating personalized sports motion guides by generating counterfactual motion guidance for arbitrary input motion samples of badminton strokes.
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Offline Imitation of Badminton Player Behavior via Experiential Contexts and Brownian Motion
Wang, Kuang-Da, Wang, Wei-Yao, Hsieh, Ping-Chun, Peng, Wen-Chih
In the dynamic and rapid tactic involvements of turn-based sports, badminton stands out as an intrinsic paradigm that requires alter-dependent decision-making of players. While the advancement of learning from offline expert data in sequential decision-making has been witnessed in various domains, how to rally-wise imitate the behaviors of human players from offline badminton matches has remained underexplored. Replicating opponents' behavior benefits players by allowing them to undergo strategic development with direction before matches. However, directly applying existing methods suffers from the inherent hierarchy of the match and the compounding effect due to the turn-based nature of players alternatively taking actions. In this paper, we propose RallyNet, a novel hierarchical offline imitation learning model for badminton player behaviors: (i) RallyNet captures players' decision dependencies by modeling decision-making processes as a contextual Markov decision process. (ii) RallyNet leverages the experience to generate context as the agent's intent in the rally. (iii) To generate more realistic behavior, RallyNet leverages Geometric Brownian Motion (GBM) to model the interactions between players by introducing a valuable inductive bias for learning player behaviors. In this manner, RallyNet links player intents with interaction models with GBM, providing an understanding of interactions for sports analytics. We extensively validate RallyNet with the largest available real-world badminton dataset consisting of men's and women's singles, demonstrating its ability to imitate player behaviors. Results reveal RallyNet's superiority over offline imitation learning methods and state-of-the-art turn-based approaches, outperforming them by at least 16% in mean rule-based agent normalization score. Furthermore, we discuss various practical use cases to highlight RallyNet's applicability.
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