Source-linked AI summary
HuB: Learning Extreme Humanoid Balance
Tong Zhang, Boyuan Zheng, Ruiqian Nai, Yingdong Hu, Yen-Jen Wang, Geng Chen, Fanqi Lin, Jiongye Li, Chuye Hong, Koushil Sreenath, Yang Gao
TL;DR
Extreme humanoid balance remains challenging for reference-tracking approaches because of motion errors, morphological mismatch, and sim-to-real issues. HuB combines motion refinement, balance-aware policy learning, and robustness training; on the Unitree G1, it completes challenging balance tasks that tracking-based baselines consistently fail, with robustness to disturbances and repeated execution.
Problem
Applying reference-tracking reinforcement learning to extreme balance is challenging because of reference-motion errors, human–humanoid morphological mismatch, sensor noise, and unmodeled dynamics.
Source: §1 · p. 2Method
HuB combines reference-motion refinement, relaxed tracking with balance-shaping rewards, and sim-to-real training using localized tracking, IMU perturbations, and high-frequency pushes.
Source: §1 · p. 2Results
On the Unitree G1, HuB completes challenging balance tasks including Swallow Balance and Bruce Lee’s Kick, while tracking-based baselines consistently fail.
Source: §1 · p. 3Takeaways & Limitations
HuB demonstrates stable execution of extreme balance poses, disturbance robustness, and consistency over long-horizon deployments.
Source: §5 · p. 8Some components rely on balance-specific assumptions and may not directly apply to jumping or parkour, while substantially different motions typically require retraining.
Source: §6 · p. 9
Abstract
from arXiv · showhide
The human body demonstrates exceptional motor capabilities-such as standing steadily on one foot or performing a high kick with the leg raised over 1.5 meters-both requiring precise balance control. While recent research on humanoid control has leveraged reinforcement learning to track human motions for skill acquisition, applying this paradigm to balance-intensive tasks remains challenging. In this work, we identify three key obstacles: instability from reference motion errors, learning difficulties due to morphological mismatch, and the sim-to-real gap caused by sensor noise and unmodeled dynamics. To address these challenges, we propose HuB (Humanoid Balance), a unified framework that integrates reference motion refinement, balance-aware policy learning, and sim-to-real robustness training, with each component targeting a specific challenge. We validate our approach on the Unitree G1 humanoid robot across challenging quasi-static balance tasks, including extreme single-legged poses such as Swallow Balance and Bruce Lee's Kick. Our policy remains stable even under strong physical disturbances-such as a forceful soccer strike-while baseline methods consistently fail to complete these tasks. Project website: https://hub-robot.github.io
1 Introduction
Tracking human reference motions has enabled diverse humanoid skills, but extreme balance tasks expose problems with motion accuracy, human–humanoid morphology mismatch, and sim-to-real transfer. HuB addresses these challenges with motion refinement, balance-aware learning, and robustness training, and completes demanding tasks on the Unitree G1 where tracking-based baselines fail.
- Human-motion tracking is commonly trained in simulation and then deployed on hardware, but this pipeline faces significant challenges on complex balance tasks.Reference poses are obtained from motion capture and retargeted to humanoid-specific motions before policy training.Source: §1 · p. 2
- Reference errors—including foot sliding from noisy pose capture and retargeting—make accurate motions essential for demanding balance tasks.HuB’s refinement pipeline uses designed initialization and post-processing to improve physical plausibility and transition stability.Source: §1 · p. 2
- Human–humanoid center-of-mass misalignment means strict reference tracking may not produce stable equilibrium, so HuB relaxes tracking and adds shaping rewards.These choices let the policy explore stable behavior near the reference while encouraging physically plausible motion.Source: §1 · p. 2
- Noisy IMU and VIO inputs and mismodeled ground contact can destabilize real-world balance, so HuB uses localized tracking, IMU-centric perturbations, and high-frequency pushes.These measures target VIO dependence, realistic sensor noise, and simulation discrepancies, respectively.Source: §1 · p. 2
- On the Unitree G1, HuB completes extreme balance tasks such as Swallow Balance and Bruce Lee’s Kick, while tracking-based baselines consistently fail.The baselines lose balance and fall or abandon single-leg motions; HuB also completes 10 consecutive executions in one rollout without intervention or resets.Source: §1 · p. 3
2 Related Work
Prior humanoid-control work includes model-based balance control and learning-based skills, but sustained quasi-static balance in extreme poses remains less addressed. HuB focuses on that setting and uses balance-specific perturbations for real-world robustness.
- Prior balance work focuses mainly on locomotion or transient stabilization, whereas HuB targets sustained quasi-static balance under extreme conditions.The target requires precise whole-body coordination and disturbance resilience.Source: §2 · p. 3
- Learning-based humanoid control spans locomotion and skills such as running, jumping, dancing, parkour, and loco-manipulation, but mostly emphasizes dynamic stabilization over precise quasi-static poses.HuB introduces a balance-centric framework for sustained stability in extreme configurations such as single-leg support.Source: §2 · p. 3
- Sim-to-real strategies include system identification, real-to-sim feedback, and domain randomization, but their effectiveness for humanoid quasi-static balance is underexplored.HuB builds on domain randomization with balance-specific perturbations.Source: §2 · p. 3
3 Learning Framework for Extreme Humanoid Balance
HuB combines reference-motion refinement, balance-aware policy learning, and sim-to-real robustness training for extreme humanoid balance. Its pipeline moves from motion capture and retargeting to teacher-student policy training, with refinements and training choices designed to improve feasibility, stability, and deployment robustness.
3.1 Background
- HuB’s tracking-based balance task is formulated as goal-conditioned reinforcement learning, with proprioceptive observations, reference-motion goals, desired joint-angle actions, and tracking-and-stability rewards.A low-level PD controller executes the policy’s desired joint angles.Source: §3.1 · pp. 3–4
- The pipeline extracts SMPL poses from video, retargets them to humanoid references, trains a privileged-observation teacher with PPO, distills an onboard-observation student with DAgger, and deploys the student on the robot.Policies are trained in simulation.Source: §3.1 · p. 4
3.2 Reference Motion Refinement
- Reference refinement uses SMPL-based joint initialization, grounded-foot correction, COM-based trajectory filtering, and extended double-support phases to improve motion accuracy, physical feasibility, and transitions.Trajectories are discarded when the ground-projected COM is more than 0.2 m from the support-foot center.Source: §3.2 · pp. 4–5
3.3 Balance-Aware Policy Learning
- Balance-aware learning relaxes reference tracking with σ = 0.6 m so policies can adjust COM when strict tracking would destabilize the humanoid.The tolerance permits fine-grained COM adjustments near the reference motion.Source: §3.3 · p. 5
- COM, foot-contact-mismatch, and close-feet shaping rewards encourage balance within the support polygon, intended foot contacts, and stable lower-body poses.The contact penalty discourages unintended ground contact by the non-supporting foot.Source: §3.3 · p. 5
3.4 Sim-to-Real Robustness Training
- For sim-to-real robustness, HuB uses local-frame tracking without odometry in training and deployment, avoiding VIO dependence and keeping the two settings consistent.The reference root is aligned with the humanoid’s current root pose.Source: §3.4 · pp. 5–6
- Student training perturbs root orientation with temporally correlated OU noise, while teacher training adds small high-frequency root-velocity pushes to model sensor noise and subtle instability.Pushes occur every 1 s at up to 0.5 m/s; the method contrasts them with prior low-frequency, high-magnitude pushes that are unsuitable for single-leg balance.Source: §3.4 · p. 6
4 Experiments
HuB is evaluated on the Unitree G1 in simulation and on real-world balance tasks, with experiments assessing baseline performance, component contributions, and robustness. It completes extreme balance tasks where tracking-based baselines struggle, and its real-world evaluations include disturbance recovery and repeated execution.
4.1 Experiments Setup
- Experiments use the Unitree G1, IsaacGym simulation, 100 episodes per policy, and test-time root-velocity pushes and IMU noise; baselines share HuB’s motion data and keypoints.The baselines are adapted to localized tracking and trained from scratch.Source: §4.1 · pp. 6–7, §4 · p. 6
4.2 Simulation Results
- 100% success rate makes HuB the only method to complete the extreme simulation balance tasks; baselines almost always fail from unintended contacts by the non-supporting foot.HuB also has smaller slippage, shorter airborne durations, lower action variability, and lower tracking errors.Source: Table 1 · p. 7, §4.2 · p. 7
- A tracking tolerance of σ = 0.6 m balances tracking fidelity and stability; smaller values increase slippage, airborne time, and action rate, while excessively large values impair task success.The large-tolerance trade-off also includes higher tracking errors and more contact mismatches.Source: §4.2 · p. 7
- Removing the COM reward increases slippage and airborne time; removing contact-mismatch or close-feet penalties respectively raises incorrect contacts or reduces standing stability.Removing the contact-mismatch penalty also lowers success rates.Source: §4.2 · p. 7
- Global rather than localized training tracking, omitting IMU noise, or omitting high-frequency pushes degrades performance; low-frequency pushes particularly hurt tasks with narrow balance regions.The paper suggests infrequent large perturbations may be too hard for the humanoid to withstand.Source: §4.2 · pp. 7–8
- SMPL-initialized retargeting yields lower loss than non-SMPL initialization across tasks, with notably large reductions for Deep Squat.The comparison measures retargeting loss after 500 optimization steps.Source: Figure 3 · p. 8, §4.2 · p. 8
4.3 Real-World Results
- HuB completes real-world Swallow Balance and Bruce Lee’s Kick stably, while OmniH2O falls, shakes excessively, or abandons leg lifting in evaluated poses.Table 2 compares HuB and OmniH2O across real-world evaluation metrics.Source: §4.3 · p. 8, Table 2 · p. 8
- During a forceful soccer-ball strike, HuB recovers to a stable state with minimal corrective motion and completes 10 consecutive Bruce Lee’s Kicks without reset or intervention.The kick trials were performed in a single take.Source: §4.3 · p. 8
5 Conclusion
HuB is a unified learning-based framework for extreme humanoid balance, supporting challenging poses that tracking-based baselines fail to complete. It also demonstrates robustness to disturbances and consistency over long-horizon deployments.
5 Conclusion
- HuB enables challenging balance poses that tracking-based baselines consistently fail to complete.The framework also demonstrates robustness to disturbances and consistency over long-horizon deployments.Source: §5 · p. 8
- HuB addresses reference-motion inaccuracies, balance-policy learning difficulties, and the sim-to-real gap in one framework.Source: §5 · p. 8
- HuB demonstrates robustness to disturbances and consistency over long-horizon deployments.Source: §5 · p. 8
6 Limitations
Some HuB components rely on balance-task-specific assumptions and may not transfer directly to tasks such as jumping or parkour; substantially different motions typically require retraining. Experiments use a Unitree G1 with onboard sensing and 50 Hz policy inference.
6 Limitations
A Real Robot Setup
- The real-world setup uses a 29-DoF Unitree G1, onboard IMU and joint encoders, and policy inference at 50 Hz.Inference runs on an onboard NVIDIA Jetson Orin NX.Source: A Real Robot Setup · p. 15
B.1 State Space Design
The appendix describes teacher and student policy state spaces, reward components, domain randomization, IMU noise, hyperparameters, and grounded-foot labeling. The student uses deployment-accessible observations, while several implementation details are identified by tables or brief prose descriptions.
B.1 State Space Design
- The teacher policy has access to the full states required for reference tracking, while the student uses deployment-accessible observations and a 25-step history.The student uses 12 tracking keypoints at the hips, knees, ankles, shoulders, elbows, and wrists.Source: §B.1 · p. 15
B.2 Rewards
- The reward components are summarized in Table 5, whose hatted quantities denote reference variables and unmarked terms denote humanoid state variables.Source: Table 5 · p. 16, §B.2 · p. 16
B.3 Domain Randomization
- HuB’s domain-randomization strategies include high-frequency push disturbances intended to bridge the sim-to-real gap and improve balance robustness.Source: §B.3 · p. 17
B.4 IMU Noise
- Ornstein-Uhlenbeck noise is added to the IMU’s Euler-angle observations; its mean-reversion term limits excessive drift.The stated parameters are θ = 25 and σ = 250.Source: §B.4 · p. 17
B.5 Hyperparameters
- Table 7 presents the hyperparameters used for training HuB.Source: §B.5 · p. 17, Table 7 · p. 17
B.6 Foot Contact Labeling
- During grounded-foot correction, the foot with the lower ankle height is labeled as grounded.For the foot-contact mismatch penalty, the criteria in Table 5 determine which foot is grounded.Source: §B.6 · p. 18
C.1 Experiments Setup Details
The baselines are trained from scratch on the same balance-motion data as HuB and track the same keypoints. Training and evaluation share domain randomization except for external pushes, whose magnitudes differ.
C.1 Experiments Setup Details
- For a fair comparison, H2O and OmniH2O are trained from scratch using HuB’s balance-motion data and the same tracking keypoints.Source: §C.1 · p. 18
- Training and evaluation use the same domain randomization except for random external pushes.Source: §C.1 · p. 18
- External pushes reach 0.5 m/s during training and 0.1 m/s during evaluation.The passage describes the larger training pushes as promoting robustness to stronger disturbances and the smaller evaluation perturbations as closer to realistic deployment.Source: §C.1 · p. 18
C.2 Additional Results
HuB outperforms baselines across three additional tasks on completion, stability, and tracking errors. In Bruce Lee’s Kick, coupled OU noise performs best overall among the tested IMU-noise variants.
C.2 Additional Results
- HuB outperforms baselines in completion, stability, and tracking errors across three additional tasks.The reported results are from simulation.Source: Table 8 · p. 18, §C.2 · p. 18
- The noise comparison distinguishes perturbing IMU orientation before computing policy observations from adding noise directly to those observations.The former is termed coupled; the latter independent.Source: §C.2 · p. 18
- Coupled OU noise achieves the best overall performance among the tested variants on Bruce Lee’s Kick.The comparison includes coupled Uniform noise and independent OU and Uniform noise.Source: §C.2 · p. 18, Table 9 · p. 19
C.3 Failure Analysis of Baselines
H2O and OmniH2O primarily fail through falling or foot-contact mismatch; contact with both feet counts as failure for a single-leg task.
C.3 Failure Analysis of Baselines
- Baseline failures primarily involve falling or foot-contact mismatch.Both-feet contact counts as failure because it means the single-leg task was not completed.Source: §C.3 · p. 19
- Swallow Balance failures involve falling, while Ne Zha Pose and Single-Leg Stand failures involve contact mismatch.These are the task-specific failure examples reported for the baselines.Source: §C.3 · p. 19
- Possible contributors to low baseline success include missing contact penalties, overly small tracking tolerances, and reward designs such as penalizing non-flat base orientations.The passage notes these are among many possible factors.Source: §C.3 · p. 19