torque limit
FALCON: Learning Force-Adaptive Humanoid Loco-Manipulation
Zhang, Yuanhang, Yuan, Yifu, Gurunath, Prajwal, Gupta, Ishita, Omidshafiei, Shayegan, Agha-mohammadi, Ali-akbar, Vazquez-Chanlatte, Marcell, Pedersen, Liam, He, Tairan, Shi, Guanya
Humanoid loco-manipulation holds transformative potential for daily service and industrial tasks, yet achieving precise, robust whole-body control with 3D end-effector force interaction remains a major challenge. Prior approaches are often limited to lightweight tasks or quadrupedal/wheeled platforms. To overcome these limitations, we propose FALCON, a dual-agent reinforcement-learning-based framework for robust force-adaptive humanoid loco-manipulation. FALCON decomposes whole-body control into two specialized agents: (1) a lower-body agent ensuring stable locomotion under external force disturbances, and (2) an upper-body agent precisely tracking end-effector positions with implicit adaptive force compensation. These two agents are jointly trained in simulation with a force curriculum that progressively escalates the magnitude of external force exerted on the end effector while respecting torque limits. Experiments demonstrate that, compared to the baselines, FALCON achieves 2x more accurate upper-body joint tracking, while maintaining robust locomotion under force disturbances and achieving faster training convergence. Moreover, FALCON enables policy training without embodiment-specific reward or curriculum tuning. Using the same training setup, we obtain policies that are deployed across multiple humanoids, enabling forceful loco-manipulation tasks such as transporting payloads (0-20N force), cart-pulling (0-100N), and door-opening (0-40N) in the real world.
Opt2Skill: Imitating Dynamically-feasible Whole-Body Trajectories for Versatile Humanoid Loco-Manipulation
Liu, Fukang, Gu, Zhaoyuan, Cai, Yilin, Zhou, Ziyi, Zhao, Shijie, Jung, Hyunyoung, Ha, Sehoon, Chen, Yue, Xu, Danfei, Zhao, Ye
Humanoid robots are designed to perform diverse loco-manipulation tasks. However, they face challenges due to their high-dimensional and unstable dynamics, as well as the complex contact-rich nature of the tasks. Model-based optimal control methods offer precise and systematic control but are limited by high computational complexity and accurate contact sensing. On the other hand, reinforcement learning (RL) provides robustness and handles high-dimensional spaces but suffers from inefficient learning, unnatural motion, and sim-to-real gaps. To address these challenges, we introduce Opt2Skill, an end-to-end pipeline that combines model-based trajectory optimization with RL to achieve robust whole-body loco-manipulation. We generate reference motions for the Digit humanoid robot using differential dynamic programming (DDP) and train RL policies to track these trajectories. Our results demonstrate that Opt2Skill outperforms pure RL methods in both training efficiency and task performance, with optimal trajectories that account for torque limits enhancing trajectory tracking. We successfully transfer our approach to real-world applications.
Towards Super-Nominal Payload Handling: Inverse Dynamics Analysis for Multi-Skill Robotic Manipulation
Pasricha, Anuj, Roncone, Alessandro
Motion planning for articulated robots has traditionally been governed by algorithms that operate within manufacturer-defined payload limits. Our empirical analysis of the Franka Emika Panda robot demonstrates that this approach unnecessarily restricts the robot's dynamically-reachable task space. These results establish an expanded operational envelope for such robots, showing that they can handle payloads of more than twice their rated capacity. Additionally, our preliminary findings indicate that integrating non-prehensile motion primitives with grasping-based manipulation has the potential to further increase the success rates of manipulation tasks involving payloads exceeding nominal limits.
AI Olympics challenge with Evolutionary Soft Actor Critic
Calรฌ, Marco, Sinigaglia, Alberto, Turcato, Niccolรฒ, Carli, Ruggero, Susto, Gian Antonio
In the following report, we describe the solution we propose for the AI Olympics competition held at IROS 2024. Our solution is based on a Model-free Deep Reinforcement Learning approach combined with an evolutionary strategy. We will briefly describe the algorithms that have been used and then provide details of the approach
Swing-Up of a Weakly Actuated Double Pendulum via Nonlinear Normal Modes
Sachtler, Arne, Calzolari, Davide, Raff, Maximilian, Schmidt, Annika, Wotte, Yannik P., Della Santina, Cosimo, Remy, C. David, Albu-Schรคffer, Alin
We identify the nonlinear normal modes spawning from the stable equilibrium of a double pendulum under gravity, and we establish their connection to homoclinic orbits through the unstable upright position as energy increases. This result is exploited to devise an efficient swing-up strategy for a double pendulum with weak, saturating actuators. Our approach involves stabilizing the system onto periodic orbits associated with the nonlinear modes while gradually injecting energy. Since these modes are autonomous system evolutions, the required control effort for stabilization is minimal. Even with actuator limitations of less than 1% of the maximum gravitational torque, the proposed method accomplishes the swing-up of the double pendulum by allowing sufficient time.
Multi-Contact Whole Body Force Control for Position-Controlled Robots
Rouxel, Quentin, Ivaldi, Serena, Mouret, Jean-Baptiste
Many humanoid and multi-legged robots are controlled in positions rather than in torques, preventing direct control of contact forces, and hampering their ability to create multiple contacts to enhance their balance, such as placing a hand on a wall or a handrail. This paper introduces the SEIKO (Sequential Equilibrium Inverse Kinematic Optimization) pipeline, drawing inspiration from flexibility models used in serial elastic actuators to indirectly control contact forces on traditional position-controlled robots. SEIKO formulates whole-body retargeting from Cartesian commands and admittance control using two quadratic programs solved in real time. We validated our pipeline with experiments on the real, full-scale humanoid robot Talos in various multicontact scenarios, including pushing tasks, far-reaching tasks, stair climbing, and stepping on sloped surfaces. This work opens the possibility of stable, contact-rich behaviors while getting around many of the challenges of torque-controlled robots. Code and videos are available at https://hucebot.github.io/seiko\_controller\_website/.
Discovering Fatigued Movements for Virtual Character Animation
Cheema, Noshaba, Xu, Rui, Kim, Nam Hee, Hรคmรคlรคinen, Perttu, Golyanik, Vladislav, Habermann, Marc, Theobalt, Christian, Slusallek, Philipp
Virtual character animation and movement synthesis have advanced rapidly during recent years, especially through a combination of extensive motion capture datasets and machine learning. A remaining challenge is interactively simulating characters that fatigue when performing extended motions, which is indispensable for the realism of generated animations. However, capturing such movements is problematic, as performing movements like backflips with fatigued variations up to exhaustion raises capture cost and risk of injury. Surprisingly, little research has been done on faithful fatigue modeling. To address this, we propose a deep reinforcement learning-based approach, which -- for the first time in literature -- generates control policies for full-body physically simulated agents aware of cumulative fatigue. For this, we first leverage Generative Adversarial Imitation Learning (GAIL) to learn an expert policy for the skill; Second, we learn a fatigue policy by limiting the generated constant torque bounds based on endurance time to non-linear, state- and time-dependent limits in the joint-actuation space using a Three-Compartment Controller (3CC) model. Our results demonstrate that agents can adapt to different fatigue and rest rates interactively, and discover realistic recovery strategies without the need for any captured data of fatigued movement.
Topology-Based MPC for Automatic Footstep Placement and Contact Surface Selection
Shim, Jaehyun, Mastalli, Carlos, Corbรจres, Thomas, Tonneau, Steve, Ivan, Vladimir, Vijayakumar, Sethu
State-of-the-art approaches to footstep planning assume reduced-order dynamics when solving the combinatorial problem of selecting contact surfaces in real time. However, in exchange for computational efficiency, these approaches ignore joint torque limits and limb dynamics. In this work, we address these limitations by presenting a topology-based approach that enables model predictive control (MPC) to simultaneously plan full-body motions, torque commands, footstep placements, and contact surfaces in real time. To determine if a robot's foot is inside a contact surface, we borrow the winding number concept from topology. We then use this winding number and potential field to create a contact-surface penalty function. By using this penalty function, MPC can select a contact surface from all candidate surfaces in the vicinity and determine footstep placements within it. We demonstrate the benefits of our approach by showing the impact of considering full-body dynamics, which includes joint torque limits and limb dynamics, on the selection of footstep placements and contact surfaces. Furthermore, we validate the feasibility of deploying our topology-based approach in an MPC scheme and explore its potential capabilities through a series of experimental and simulation trials.
Collaborative Bimanual Manipulation Using Optimal Motion Adaptation and Interaction Control
Wen, Ruoshi, Rouxel, Quentin, Mistry, Michael, Li, Zhibin, Tiseo, Carlo
This work developed collaborative bimanual manipulation for reliable and safe human-robot collaboration, which allows remote and local human operators to work interactively for bimanual tasks. We proposed an optimal motion adaptation to retarget arbitrary commands from multiple human operators into feasible control references. The collaborative manipulation framework has three main modules: (1) contact force modulation for compliant physical interactions with objects via admittance control; (2) task-space sequential equilibrium and inverse kinematics optimization, which adapts interactive commands from multiple operators to feasible motions by satisfying the task constraints and physical limits of the robots; and (3) an interaction controller adopted from the fractal impedance control, which is robust to time delay and stable to superimpose multiple control efforts for generating desired joint torques and controlling the dual-arm robots. Extensive experiments demonstrated the capability of the collaborative bimanual framework, including (1) dual-arm teleoperation that adapts arbitrary infeasible commands that violate joint torque limits into continuous operations within safe boundaries, compared to failures without the proposed optimization; (2) robust maneuver of a stack of objects via physical interactions in presence of model inaccuracy; (3) collaborative multi-operator part assembly, and teleoperated industrial connector insertion, which validate the guaranteed stability of reliable human-robot co-manipulation.
Learning to Get Up
Tao, Tianxin, Wilson, Matthew, Gou, Ruiyu, van de Panne, Michiel
Getting up from an arbitrary fallen state is a basic human skill. Existing methods for learning this skill often generate highly dynamic and erratic get-up motions, which do not resemble human get-up strategies, or are based on tracking recorded human get-up motions. In this paper, we present a staged approach using reinforcement learning, without recourse to motion capture data. The method first takes advantage of a strong character model, which facilitates the discovery of solution modes. A second stage then learns to adapt the control policy to work with progressively weaker versions of the character. Finally, a third stage learns control policies that can reproduce the weaker get-up motions at much slower speeds. We show that across multiple runs, the method can discover a diverse variety of get-up strategies, and execute them at a variety of speeds. The results usually produce policies that use a final stand-up strategy that is common to the recovery motions seen from all initial states. However, we also find policies for which different strategies are seen for prone and supine initial fallen states. The learned get-up control strategies often have significant static stability, i.e., they can be paused at a variety of points during the get-up motion. We further test our method on novel constrained scenarios, such as having a leg and an arm in a cast.