table tennis
Towards Versatile Humanoid Table Tennis: Unified Reinforcement Learning with Prediction Augmentation
Hu, Muqun, Chen, Wenxi, Li, Wenjing, Mandali, Falak, He, Zijian, Zhang, Renhong, Krisna, Praveen, Christian, Katherine, Benaharon, Leo, Ma, Dizhi, Ramani, Karthik, Gu, Yan
Humanoid table tennis (TT) demands rapid perception, proactive whole-body motion, and agile footwork under strict timing -- capabilities that remain difficult for unified controllers. We propose a reinforcement learning framework that maps ball-position observations directly to whole-body joint commands for both arm striking and leg locomotion, strengthened by predictive signals and dense, physics-guided rewards. A lightweight learned predictor, fed with recent ball positions, estimates future ball states and augments the policy's observations for proactive decision-making. During training, a physics-based predictor supplies precise future states to construct dense, informative rewards that lead to effective exploration. The resulting policy attains strong performance across varied serve ranges (hit rate $\geq$ 96% and success rate $\geq$ 92%) in simulations. Ablation studies confirm that both the learned predictor and the predictive reward design are critical for end-to-end learning. Deployed zero-shot on a physical Booster T1 humanoid with 23 revolute joints, the policy produces coordinated lateral and forward-backward footwork with accurate, fast returns, suggesting a practical path toward versatile, competitive humanoid TT.
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.71)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.68)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.46)
Whole Body Model Predictive Control for Spin-Aware Quadrupedal Table Tennis
Nguyen, David, Zaidi, Zulfiqar, Karol, Kevin, Hodgins, Jessica, Xie, Zhaoming
Developing table tennis robots that mirror human speed, accuracy, and ability to predict and respond to the full range of ball spins remains a significant challenge for legged robots. To demonstrate these capabilities we present a system to play dynamic table tennis for quadrupedal robots that integrates high speed perception, trajectory prediction, and agile control. Our system uses external cameras for high-speed ball localization, physical models with learned residuals to infer spin and predict trajectories, and a novel model predictive control (MPC) formulation for agile full-body control. Notably, a continuous set of stroke strategies emerge automatically from different ball return objectives using this control paradigm. We demonstrate our system in the real world on a Spot quadruped, evaluate accuracy of each system component, and exhibit coordination through the system's ability to aim and return balls with varying spin types. As a further demonstration, the system is able to rally with human players.
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- North America > United States > Georgia > Fulton County > Atlanta (0.04)
- Europe > Germany > Baden-Württemberg > Stuttgart Region > Stuttgart (0.04)
- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.04)
HITTER: A HumanoId Table TEnnis Robot via Hierarchical Planning and Learning
Su, Zhi, Zhang, Bike, Rahmanian, Nima, Gao, Yuman, Liao, Qiayuan, Regan, Caitlin, Sreenath, Koushil, Sastry, S. Shankar
Our system enables both humanoid-humanoid (left) and humanoid-human (right) matches, achieving rallies of up to 106 consecutive shots against a human opponent. Abstract -- Humanoid robots have recently achieved impressive progress in locomotion and whole-body control, yet they remain constrained in tasks that demand rapid interaction with dynamic environments through manipulation. T able tennis exemplifies such a challenge: with ball speeds exceeding 5 m/s, players must perceive, predict, and act within sub-second reaction times, requiring both agility and precision. T o address this, we present a hierarchical framework for humanoid table tennis that integrates a model-based planner for ball trajectory prediction and racket target planning with a reinforcement learning-based whole-body controller . The planner determines striking position, velocity and timing, while the controller generates coordinated arm and leg motions that mimic human strikes and maintain stability and agility across consecutive rallies. Moreover, to encourage natural movements, human motion references are incorporated during training. We validate our system on a general-purpose humanoid robot, achieving up to 106 consecutive shots with a human opponent and sustained exchanges against another humanoid.
- North America > United States > California > Alameda County > Berkeley (0.04)
- Asia > South Korea > Daegu > Daegu (0.04)
Google set up two robotic arms for a game of infinite table tennis
Breakthroughs, discoveries, and DIY tips sent every weekday. On the early evening of June 22, 2010, American tennis star John Isner began a grueling Wimbledon match against Frenchman Nicolas Mahut that would become the longest in the sport's history. The marathon battle lasted 11 hours and stretched across three consecutive days. Though Isner ultimately prevailed 70–68 in the fifth set, some in attendance half-jokingly wondered at the time whether the two men might be trapped on that court for eternity. A similarly endless-seeming skirmish of rackets is currently unfolding just an hour's drive south of the All England Club--at Google DeepMind.
- Europe > United Kingdom > England > Greater London > London > Wimbledon (0.25)
- North America > United States > New York (0.05)
- North America > United States > Arizona (0.05)
From Pong to Wii Sports: the surprising legacy of tennis in gaming history
With Wimbledon under way, I am going to grasp the opportunity to make a perhaps contentious claim: tennis is the most important sport in the history of video games. Sure, nowadays the big sellers are EA Sports FC, Madden and NBA 2K, but tennis has been foundational to the industry. It was a simple bat-and-ball game, created in 1958 by scientist William Higinbotham at the Brookhaven National Laboratory in Upton, New York, that is widely the considered the first ever video game created purely for entertainment. Tennis for Two ran on an oscilloscope and was designed as a minor diversion for visitors attending the lab's annual open day, but when people started playing, a queue developed that eventually extended out of the front door and around the side of the building. It was the first indication that computer games might turn out to be popular.
- Europe > United Kingdom > England > Greater London > London > Wimbledon (0.61)
- North America > United States > New York (0.25)
- Asia > Japan (0.05)
- Leisure & Entertainment > Sports > Tennis (1.00)
- Leisure & Entertainment > Games > Computer Games (1.00)
SpikePingpong: High-Frequency Spike Vision-based Robot Learning for Precise Striking in Table Tennis Game
Wang, Hao, Hou, Chengkai, Li, Xianglong, Fu, Yankai, Li, Chenxuan, Chen, Ning, Dai, Gaole, Liu, Jiaming, Huang, Tiejun, Zhang, Shanghang
Learning to control high-speed objects in the real world remains a challenging frontier in robotics. Table tennis serves as an ideal testbed for this problem, demanding both rapid interception of fast-moving balls and precise adjustment of their trajectories. This task presents two fundamental challenges: it requires a high-precision vision system capable of accurately predicting ball trajectories, and it necessitates intelligent strategic planning to ensure precise ball placement to target regions. The dynamic nature of table tennis, coupled with its real-time response requirements, makes it particularly well-suited for advancing robotic control capabilities in fast-paced, precision-critical domains. In this paper, we present SpikePingpong, a novel system that integrates spike-based vision with imitation learning for high-precision robotic table tennis. Our approach introduces two key attempts that directly address the aforementioned challenges: SONIC, a spike camera-based module that achieves millimeter-level precision in ball-racket contact prediction by compensating for real-world uncertainties such as air resistance and friction; and IMPACT, a strategic planning module that enables accurate ball placement to targeted table regions. The system harnesses a 20 kHz spike camera for high-temporal resolution ball tracking, combined with efficient neural network models for real-time trajectory correction and stroke planning. Experimental results demonstrate that SpikePingpong achieves a remarkable 91% success rate for 30 cm accuracy target area and 71% in the more challenging 20 cm accuracy task, surpassing previous state-of-the-art approaches by 38% and 37% respectively. These significant performance improvements enable the robust implementation of sophisticated tactical gameplay strategies, providing a new research perspective for robotic control in high-speed dynamic tasks.
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.
- Oceania > New Zealand > North Island > Auckland Region > Auckland (0.04)
- Asia > South Korea > Daegu > Daegu (0.04)
- Asia > China > Shanghai > Shanghai (0.04)
- Leisure & Entertainment > Sports > Badminton (0.80)
- Leisure & Entertainment > Sports > Tennis (0.50)
LATTE-MV: Learning to Anticipate Table Tennis Hits from Monocular Videos
Etaat, Daniel, Kalaria, Dvij, Rahmanian, Nima, Sastry, Shankar
Physical agility is a necessary skill in competitive table tennis, but by no means sufficient. Champions excel in this fast-paced and highly dynamic environment by anticipating their opponent's intent - buying themselves the necessary time to react. In this work, we take one step towards designing such an anticipatory agent. Previous works have developed systems capable of real-time table tennis gameplay, though they often do not leverage anticipation. Among the works that forecast opponent actions, their approaches are limited by dataset size and variety. Our paper contributes (1) a scalable system for reconstructing monocular video of table tennis matches in 3D and (2) an uncertainty-aware controller that anticipates opponent actions. We demonstrate in simulation that our policy improves the ball return rate against high-speed hits from 49.9% to 59.0% as compared to a baseline non-anticipatory policy.
- North America > United States > California > Alameda County > Berkeley (0.04)
- Asia > Middle East > Jordan (0.04)
- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.04)
Learning Wheelchair Tennis Navigation from Broadcast Videos with Domain Knowledge Transfer and Diffusion Motion Planning
Wu, Zixuan, Zaidi, Zulfiqar, Patil, Adithya, Xiao, Qingyu, Gombolay, Matthew
In this paper, we propose a novel and generalizable zero-shot knowledge transfer framework that distills expert sports navigation strategies from web videos into robotic systems with adversarial constraints and out-of-distribution image trajectories. Our pipeline enables diffusion-based imitation learning by reconstructing the full 3D task space from multiple partial views, warping it into 2D image space, closing the planning loop within this 2D space, and transfer constrained motion of interest back to task space. Additionally, we demonstrate that the learned policy can serve as a local planner in conjunction with position control. We apply this framework in the wheelchair tennis navigation problem to guide the wheelchair into the ball-hitting region. Our pipeline achieves a navigation success rate of 97.67% in reaching real-world recorded tennis ball trajectories with a physical robot wheelchair, and achieve a success rate of 68.49% in a real-world, real-time experiment on a full-sized tennis court.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.04)
- North America > United States > New York > New York County > New York City (0.04)
- Asia > South Korea (0.04)
- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.04)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.68)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (0.68)
- Information Technology > Artificial Intelligence > Robots > Robot Planning & Action (0.51)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning (0.46)
Learning Diverse Robot Striking Motions with Diffusion Models and Kinematically Constrained Gradient Guidance
Lee, Kin Man, Ye, Sean, Xiao, Qingyu, Wu, Zixuan, Zaidi, Zulfiqar, D'Ambrosio, David B., Sanketi, Pannag R., Gombolay, Matthew
Advances in robot learning have enabled robots to generate skills for a variety of tasks. Yet, robot learning is typically sample inefficient, struggles to learn from data sources exhibiting varied behaviors, and does not naturally incorporate constraints. These properties are critical for fast, agile tasks such as playing table tennis. Modern techniques for learning from demonstration improve sample efficiency and scale to diverse data, but are rarely evaluated on agile tasks. In the case of reinforcement learning, achieving good performance requires training on high-fidelity simulators. To overcome these limitations, we develop a novel diffusion modeling approach that is offline, constraint-guided, and expressive of diverse agile behaviors. The key to our approach is a kinematic constraint gradient guidance (KCGG) technique that computes gradients through both the forward kinematics of the robot arm and the diffusion model to direct the sampling process. KCGG minimizes the cost of violating constraints while simultaneously keeping the sampled trajectory in-distribution of the training data. We demonstrate the effectiveness of our approach for time-critical robotic tasks by evaluating KCGG in two challenging domains: simulated air hockey and real table tennis. In simulated air hockey, we achieved a 25.4% increase in block rate, while in table tennis, we saw a 17.3% increase in success rate compared to imitation learning baselines.
- Leisure & Entertainment > Sports > Tennis (0.67)
- Leisure & Entertainment > Sports > Hockey (0.45)