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Learning Getting-Up Policies for Real-World Humanoid Robots

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AI Generated ๐Ÿค— Daily Papers AI Applications Robotics ๐Ÿข University of Illinois Urbana-Champaign
Hugging Face Daily Papers
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Hugging Face Daily Papers
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Table of Contents

2502.12152
Xialin He et el.
๐Ÿค— 2025-02-18

โ†— arXiv โ†— Hugging Face

TL;DR
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Humanoid robots’ real-world deployment is hindered by the lack of robust fall recovery mechanisms. Hand-designing controllers is difficult due to the robot’s varied post-fall configurations and unpredictable terrains. Previous locomotion learning methods are inadequate due to the non-periodic and contact-rich nature of the getting-up task. This poses significant challenges for reward design and controller optimization.

To address these issues, the paper introduces HUMANUP, a novel two-stage reinforcement learning framework. Stage I focuses on discovering effective getting-up trajectories, while Stage II refines these trajectories for real-world deployment by optimizing smoothness and robustness. The framework incorporates a curriculum for learning, starting with simpler settings and gradually increasing complexity. The results demonstrate that the learned policies enable a real-world humanoid robot to successfully get up from various lying postures and on diverse terrains, significantly exceeding the performance of existing hand-engineered controllers.

Key Takeaways
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Why does it matter?
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This paper is crucial because fall recovery is a critical unsolved problem for humanoid robots; enabling robots to autonomously recover from falls significantly advances their real-world applicability and safety. The research directly addresses this need, offering a novel learning-based approach that exhibits robustness and generalizability. This opens avenues for developing more resilient and adaptable robots that can operate reliably in complex and unpredictable environments, improving their utility in various applications like search and rescue, disaster relief, and industrial settings. Furthermore, the two-stage training method and the detailed analysis of various factors affecting recovery provide valuable insights for future research in humanoid robotics control and learning.


Visual Insights
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๐Ÿ”ผ This figure showcases the effectiveness of the HumanUP framework. It demonstrates the ability of a Unitree G1 humanoid robot to recover from various lying positions (both on its back and stomach) on different terrains. HumanUP uses a two-stage training approach, resulting in robust and smooth getting-up motions. The image displays the robot successfully getting up from different lying positions on diverse surfaces like grass, slopes and tiles.

read the captionFigure 1: HumanUP provides a simple and general two-stage training method for humanoid getting-up tasks, which can be directly deployed on Unitree G1 humanoid robotsย [70]. Our policies showcase robust and smooth behavior that can get up from diverse lying postures (both supine and prone) on varied terrains such as grass slopes and stone tile.
Sim2RealTaskSmoothnessSafety
Successโ†‘โ†‘\uparrowโ†‘Task Metricโ†‘โ†‘\uparrowโ†‘Action Jitterโ†“โ†“\downarrowโ†“DoF Pos Jitterโ†“โ†“\downarrowโ†“Energyโ†“โ†“\downarrowโ†“๐’ฎ0.8,0.5Torqueโ†‘โ†‘subscriptsuperscript๐’ฎTorque0.80.5absent\mathcal{S}^{\text{Torque}}_{0.8,0.5}\uparrowcaligraphic_S start_POSTSUPERSCRIPT Torque end_POSTSUPERSCRIPT start_POSTSUBSCRIPT 0.8 , 0.5 end_POSTSUBSCRIPT โ†‘๐’ฎ0.8,0.5DoFโ†‘โ†‘subscriptsuperscript๐’ฎDoF0.80.5absent\mathcal{S}^{\text{DoF}}_{0.8,0.5}\uparrowcaligraphic_S start_POSTSUPERSCRIPT DoF end_POSTSUPERSCRIPT start_POSTSUBSCRIPT 0.8 , 0.5 end_POSTSUBSCRIPT โ†‘
โถ Getting Up from Supine Poses
Tao etย al. [65]โœ—92.62 ยฑplus-or-minus\pmยฑ 0.541.27 ยฑplus-or-minus\pmยฑ 0.005.39 ยฑplus-or-minus\pmยฑ 0.010.48 ยฑplus-or-minus\pmยฑ 0.00650.19 ยฑplus-or-minus\pmยฑ1.260.72 ยฑplus-or-minus\pmยฑ 3.10e-40.73 ยฑplus-or-minus\pmยฑ 1.39e-4
HumanUP w/o Stage IIโœ—24.82 ยฑplus-or-minus\pmยฑ 0.250.83 ยฑplus-or-minus\pmยฑ 0.0013.70 ยฑplus-or-minus\pmยฑ 0.180.71 ยฑplus-or-minus\pmยฑ 0.001311.22 ยฑplus-or-minus\pmยฑ 8.570.57 ยฑplus-or-minus\pmยฑ 1.45e-30.67 ยฑplus-or-minus\pmยฑ 5.56e-4
HumanUP w/o Full URDFโœ—93.95 ยฑplus-or-minus\pmยฑ 0.241.22 ยฑplus-or-minus\pmยฑ 0.000.71 ยฑplus-or-minus\pmยฑ 0.000.11 ยฑplus-or-minus\pmยฑ 0.00104.14 ยฑplus-or-minus\pmยฑ 0.570.92 ยฑplus-or-minus\pmยฑ 8.36e-50.77 ยฑplus-or-minus\pmยฑ 9.40e-5
HumanUP w/o Posture Rand.โœ“65.39 ยฑplus-or-minus\pmยฑ 0.501.09 ยฑplus-or-minus\pmยฑ 0.040.75 ยฑplus-or-minus\pmยฑ 0.050.15 ยฑplus-or-minus\pmยฑ 0.03141.52 ยฑplus-or-minus\pmยฑ 0.610.91 ยฑplus-or-minus\pmยฑ 2.32e-40.74 ยฑplus-or-minus\pmยฑ 7.24e-5
HumanUP w/ Hard Symmetryโœ“84.56 ยฑplus-or-minus\pmยฑ 0.111.23 ยฑplus-or-minus\pmยฑ 0.000.97 ยฑplus-or-minus\pmยฑ 0.010.22 ยฑplus-or-minus\pmยฑ 0.00182.39 ยฑplus-or-minus\pmยฑ 0.220.89 ยฑplus-or-minus\pmยฑ 1.70e-50.78 ยฑplus-or-minus\pmยฑ 8.81e-5
HumanUPโœ“95.34 ยฑplus-or-minus\pmยฑ 0.121.24 ยฑplus-or-minus\pmยฑ 0.000.56 ยฑplus-or-minus\pmยฑ 0.010.10 ยฑplus-or-minus\pmยฑ 0.0091.74 ยฑplus-or-minus\pmยฑ 0.330.93 ยฑplus-or-minus\pmยฑ 1.55e-50.78 ยฑplus-or-minus\pmยฑ 4.15e-5
โท Rolling Over from Prone to Supine Poses
HumanUP w/o Stage IIโœ—43.48 ยฑplus-or-minus\pmยฑ 0.410.91 ยฑplus-or-minus\pmยฑ 0.003.32 ยฑplus-or-minus\pmยฑ 0.310.40 ยฑplus-or-minus\pmยฑ 0.051684.66 ยฑplus-or-minus\pmยฑ 0.430.65 ยฑplus-or-minus\pmยฑ 6.28e-40.72 ยฑplus-or-minus\pmยฑ 7.18e-5
HumanUP w/o Full URDFโœ—87.73 ยฑplus-or-minus\pmยฑ 0.330.97 ยฑplus-or-minus\pmยฑ 0.000.33 ยฑplus-or-minus\pmยฑ 0.000.07 ยฑplus-or-minus\pmยฑ 0.0059.01 ยฑplus-or-minus\pmยฑ 0.050.93 ยฑplus-or-minus\pmยฑ 7.91e-50.75 ยฑplus-or-minus\pmยฑ 9.98e-5
HumanUP w/o Posture Rand.โœ“37.27 ยฑplus-or-minus\pmยฑ 1.140.77 ยฑplus-or-minus\pmยฑ 0.010.77 ยฑplus-or-minus\pmยฑ 0.010.15 ยฑplus-or-minus\pmยฑ 0.00234.46 ยฑplus-or-minus\pmยฑ 1.000.90ยฑplus-or-minus\pmยฑ 4.98e-40.72 ยฑplus-or-minus\pmยฑ 2.04e-4
HumanUP w/ Hard Symmetryโœ“75.53 ยฑplus-or-minus\pmยฑ 0.250.60 ยฑplus-or-minus\pmยฑ 0.000.31 ยฑplus-or-minus\pmยฑ 0.000.09 ยฑplus-or-minus\pmยฑ 0.0084.95 ยฑplus-or-minus\pmยฑ 0.330.95 ยฑplus-or-minus\pmยฑ 3.12e-50.76 ยฑplus-or-minus\pmยฑ 2.49e-5
HumanUPโœ“94.40 ยฑplus-or-minus\pmยฑ 0.210.99 ยฑplus-or-minus\pmยฑ0.000.31 ยฑplus-or-minus\pmยฑ 0.000.06 ยฑplus-or-minus\pmยฑ 0.0057.08 ยฑplus-or-minus\pmยฑ 0.200.95 ยฑplus-or-minus\pmยฑ 1.51e-40.76 ยฑplus-or-minus\pmยฑ 2.48e-5
โธ Getting Up from Prone Poses
Tao etย al. [65]โ€ โœ—98.99 ยฑplus-or-minus\pmยฑ 0.201.26 ยฑplus-or-minus\pmยฑ 0.0011.73 ยฑplus-or-minus\pmยฑ 0.010.76 ยฑplus-or-minus\pmยฑ 0.001015.27 ยฑplus-or-minus\pmยฑ 0.650.67 ยฑplus-or-minus\pmยฑ 2.24e-40.68 ยฑplus-or-minus\pmยฑ 6.41e-5
HumanUP w/o Stage IIโœ—27.59 ยฑplus-or-minus\pmยฑ 0.281.23 ยฑplus-or-minus\pmยฑ 0.005.56 ยฑplus-or-minus\pmยฑ 0.360.45 ยฑplus-or-minus\pmยฑ 0.041213.07 ยฑplus-or-minus\pmยฑ 5.560.67 ยฑplus-or-minus\pmยฑ 4.71e-30.71 ยฑplus-or-minus\pmยฑ 2.17e-3
HumanUP w/o Full URDFโœ—89.59 ยฑplus-or-minus\pmยฑ 0.290.82 ยฑplus-or-minus\pmยฑ 0.000.44 ยฑplus-or-minus\pmยฑ 0.010.08 ยฑplus-or-minus\pmยฑ 0.0077.61 ยฑplus-or-minus\pmยฑ 0.860.92 ยฑplus-or-minus\pmยฑ 2.88e-50.75 ยฑplus-or-minus\pmยฑ 3.19e-5
HumanUP w/o Posture Rand.โœ“30.25 ยฑplus-or-minus\pmยฑ 0.240.87 ยฑplus-or-minus\pmยฑ 0.021.05 ยฑplus-or-minus\pmยฑ 0.010.15 ยฑplus-or-minus\pmยฑ 0.00208.23 ยฑplus-or-minus\pmยฑ 1.270.90 ยฑplus-or-minus\pmยฑ 3.06e-40.73 ยฑplus-or-minus\pmยฑ 1.01e-4
HumanUP w/ Hard Symmetryโœ“67.12 ยฑplus-or-minus\pmยฑ 0.341.09 ยฑplus-or-minus\pmยฑ 0.010.94 ยฑplus-or-minus\pmยฑ 0.010.23 ยฑplus-or-minus\pmยฑ 0.01196.17 ยฑplus-or-minus\pmยฑ 3.680.91 ยฑplus-or-minus\pmยฑ 3.54e-50.76 ยฑplus-or-minus\pmยฑ 4.45e-5
HumanUPโœ“92.10 ยฑplus-or-minus\pmยฑ 0.461.24 ยฑplus-or-minus\pmยฑ 0.000.39 ยฑplus-or-minus\pmยฑ 0.010.07 ยฑplus-or-minus\pmยฑ 0.0069.98 ยฑplus-or-minus\pmยฑ 0.450.94 ยฑplus-or-minus\pmยฑ 1.82e-40.77 ยฑplus-or-minus\pmยฑ 3.70e-4

๐Ÿ”ผ Table I presents simulation results comparing the performance of the proposed HumanUP method with several baseline methods on a held-out test set of supine and prone robot poses. HumanUP’s two-stage training approach is evaluated, along with ablations removing key components. A comparison is also made with a baseline method from prior work which directly solves the final task without an intermediate rolling-over stage. The results show success rates, task metrics (height and body uprightness), smoothness metrics (action and DoF position jitter, energy consumption), and safety metrics (torque and DoF limits). A ‘Sim2Real’ column indicates which methods successfully transferred to real-world testing.

read the captionTABLE I: Simulation results. We compare HumanUP with several baselines on the held-out split of our curated posture set ๐’ซsupinesubscript๐’ซsupine\mathcal{P}_{\text{supine}}caligraphic_P start_POSTSUBSCRIPT supine end_POSTSUBSCRIPT and ๐’ซpronesubscript๐’ซprone\mathcal{P}_{\text{prone}}caligraphic_P start_POSTSUBSCRIPT prone end_POSTSUBSCRIPT using full URDF. All methods are trained on the training split of our posture set ๐’ซ๐’ซ\mathcal{P}caligraphic_P, except for methods HumanUP w/o Stage II and w/o posture randomization. HumanUP solves task โธ by solving task โท and task โถ consecutively. We do not include the results of baseline 6 (HumanUP w/o Two-Stage Learning) as it cannot solve the task. โ€  Tao etย al. [65] is trained to directly solving task โธ as it does not have a rolling over policy. Sim2Real column indicates whether the method can transfer to the real world successfully. We tested all methods in the real world for which the Smoothness and Safety metrics are reasonable, and Sim2Real is false if deployment wasnโ€™t successful. Metrics are introduced in Sectionย V-C.

In-depth insights
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Sim-to-Real RL
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Sim-to-Real Reinforcement Learning (RL) is a crucial technique for training robots to perform complex tasks in the real world. It leverages the efficiency of simulation for training, but faces the challenge of transferring the learned policies effectively to real-world scenarios. Bridging the reality gap between simulation and reality is paramount and requires careful consideration of various factors. These include accurate physics modeling within the simulator, domain randomization to expose the agent to variability not present in a perfectly controlled environment, and appropriate reward functions that translate well to the real world. Curriculum learning can significantly improve the training process by gradually increasing the difficulty of the tasks and allowing the agent to master fundamental skills before tackling more complex ones. Another critical aspect is ensuring the learned policy is robust and generalizable, able to adapt to unforeseen variations in the environment or robot’s initial state. Despite the challenges, Sim-to-Real RL offers a promising path for developing adaptable and robust robotic control policies, capable of handling the complexities and uncertainties inherent in real-world operations.

Curriculum Learning
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Curriculum learning, a pedagogical approach where simpler tasks precede more complex ones, is crucial for the success of the humanoid robot getting-up task. The paper cleverly employs a two-stage curriculum. Stage I, focusing on motion discovery, prioritizes finding any successful getting-up trajectory with minimal constraints on smoothness or speed. This allows the robot to learn the fundamental sequence of actions necessary to stand up without being bogged down by complex constraints, enabling faster initial learning. Stage II then refines these initial motions, prioritizing deployability. This involves improving smoothness and speed, applying strong control regularization and domain randomization. The introduction of this two-stage approach is innovative, addressing the unique challenges of humanoid getting-up which are different from typical locomotion tasks. By starting with simpler, less constrained tasks and gradually increasing complexity and adding robustness, the method cleverly leverages the strengths of curriculum learning, resulting in a more efficient and generalizable policy that is directly transferable to real-world scenarios.

Contact-Rich Locomotion
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Contact-rich locomotion presents a significant challenge in robotics, demanding advanced control strategies beyond traditional methods. The complexity arises from the numerous and dynamic contact points between the robot and its environment, unlike simpler locomotion tasks. This necessitates accurate modeling of collision geometry and contact forces, which is computationally expensive and difficult to generalize. Reward functions in reinforcement learning become sparse and under-specified, posing difficulties in training effective policies. Approaches like curriculum learning, which progressively increase the difficulty of the training environment, and two-stage training, which first focuses on task discovery and then on refinement, show promise in addressing this challenge. However, transferring learned policies from simulation to the real world remains a significant hurdle due to differences in dynamics and environmental factors. Future research will need to focus on improving contact modeling, developing more robust and generalizable reward functions, and bridging the simulation-to-reality gap for effective contact-rich locomotion in real-world applications.

Humanoid Fall Recovery
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Humanoid fall recovery presents a significant challenge in robotics, demanding robust and adaptable solutions. Current approaches range from hand-engineered controllers, which struggle with the complexity and variability of falls and terrains, to learning-based methods. Learning-based approaches show promise, but face challenges such as contact modeling, sparse reward design, and generalization to unseen scenarios. The paper explores a two-stage reinforcement learning framework to overcome these challenges. Stage I focuses on trajectory discovery, prioritizing task completion over smoothness, while Stage II refines the trajectory for real-world deployment, emphasizing robustness and smooth motion. This two-stage approach, coupled with a curriculum of increasing complexity, demonstrates a successful real-world implementation on a Unitree G1 robot. Key innovations include techniques to address the challenges of complex contact patterns and sparse rewards unique to the getting-up task. However, limitations remain in simulator accuracy and the need for further research in generalizing to more diverse and unpredictable falls.

Two-Stage Policy
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The proposed “Two-Stage Policy” framework offers a novel approach to training humanoid robot getting-up policies by breaking down the complex task into two simpler stages. Stage I, the discovery stage, focuses on learning a feasible trajectory without strict constraints, prioritizing task completion over smoothness or speed. This allows the robot to explore a wider range of motions and discover effective getting-up strategies. Stage II, the deployment stage, then refines this trajectory, incorporating constraints on smoothness, speed, and torque limits, resulting in a policy that’s both robust and safe for real-world deployment. This two-stage approach, coupled with curriculum learning that gradually increases the difficulty, significantly improves the success rate and generalizability of the learned policy. The separation of motion discovery from refinement is crucial because it addresses the challenge of balancing exploration and exploitation in reinforcement learning, enabling effective learning even in complex, contact-rich scenarios. This strategy avoids the pitfalls of directly training a deployable policy from the start, which often leads to poor performance due to premature convergence to suboptimal solutions.

More visual insights
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More on figures

๐Ÿ”ผ This figure details the HUMANUP system’s two-stage reinforcement learning approach for training humanoid robot getting-up policies. Stage I focuses on discovering an effective getting-up trajectory with minimal constraints, while Stage II refines this trajectory to create a deployable, robust, and generalizable policy that handles various terrains and starting poses. The two-stage process incorporates a curriculum, starting with simpler settings in Stage I (simplified collision model, fixed starting pose, weak regularization) and progressing to more complex scenarios in Stage II (full collision model, varied starting poses, strong regularization). The final policy is then directly deployed on a real-world robot.

read the captionFigure 2: HumanUP system overview. Our getting-up policy (Sectionย III-A) is trained in simulation using two-stage RL training, after which it is directly deployed in the real world. (a) Stage I (Sectionย III-B1) learns a discovery policy f๐‘“fitalic_f that figures out a getting-up trajectory with minimal deployment constraints. (b) Stage II (Sectionย III-B2) converts the trajectory discovered by Stage I into a policy ฯ€๐œ‹\piitalic_ฯ€ that is deployable, robust, and generalizable. This policy ฯ€๐œ‹\piitalic_ฯ€ is trained by learning to track a slowed down version of the discovered trajectory under strong control regularization on varied terrains and from varied initial poses. (c) The two-stage training induces a curriculum (Sectionย III-C). Stage I targets motion discovery in easier settings (simpler collision geometry, same starting poses, weak regularization, no variations in terrain), while Stage II solves the task of making the learned motion deployable and generalizable.

๐Ÿ”ผ Figure 3 showcases the real-world performance evaluation of the HumanUP getting-up policy. The experiments were conducted on a Unitree G1 humanoid robot across six diverse terrains: concrete, brick, stone tiles, muddy grass, a grassy slope (approximately 10 degrees), and a snowfield. These terrains were selected to test the robustness of the policy against variations in surface roughness (smooth to very rough), bumpiness (flat to uneven), ground compliance (firm to soft), and slope. The results compare the success rate of HumanUP with the G1’s built-in getting-up controller and a version of HumanUP without posture randomization. The figure visually demonstrates HumanUP’s superior performance, achieving a significantly higher success rate (78.3%) compared to the G1 controller (41.7%) and showcasing its ability to successfully navigate terrains where the G1 controller fails.

read the captionFigure 3: Real-world results. We evaluate HumanUP (ours) in several real-world setups that span diverse surface properties, including both man-made and natural surfaces, and cover a wide range of roughness (rough concrete to slippery snow), bumpiness (flat concrete to tiles), ground compliance (completely firm concrete to being swampy muddy grass), and slope (flat to about 10โˆ˜superscript1010^{\circ}10 start_POSTSUPERSCRIPT โˆ˜ end_POSTSUPERSCRIPT). We compare HumanUP with G1โ€™s built-in getting-up controller and our HumanUP w/o posture randomization (PR). HumanUP succeeds more consistently (78.3% vs 41.7%) and can solve terrains that the G1โ€™s controller canโ€™t.

๐Ÿ”ผ Figure 4 presents the learning curves for two key metrics during the training process of the humanoid robot’s getting-up policy. The first metric, shown in (a), is the termination height of the robot’s torso, which represents how effectively the robot can lift its body during the getting-up motion. The second metric, displayed in (b), is the body uprightness, calculated as the projected gravity on the z-axis. This metric is normalized to a range of 0 to 1 to allow for easier comparison between different simulation runs and stages of training. The x-axis of both plots represents the normalized number of simulation steps, indicating the progress of the training process. The total number of simulation steps used in the training is approximately 5 billion. These curves illustrate the performance improvement over time and help in evaluating the effectiveness of the two-stage training approach.

read the captionFigure 4: Learning curve. (a) Termination height of the torso, indicating whether the robot can lift the body. (b) Body uprightness, computed as the projected gravity on the z๐‘งzitalic_z-axis, normalized to [0,1]01[0,1][ 0 , 1 ] for better comparison. The overall number of simulation sampling steps is about 5B, normalized to [0,1]01[0,1][ 0 , 1 ].

๐Ÿ”ผ This figure compares the getting-up performance of the HumanUP method with that of the G1 controller. The G1 controller uses a pre-designed three-phase motion, while HumanUP learns a continuous, whole-body motion. HumanUP enables the robot to get up in 6 seconds, half the time taken by the G1 controller (11 seconds). The figure also displays the mean motor temperatures for the upper body, lower body, and waist. The G1 controller leads to excessive heating of the arm motors, while HumanUP utilizes the higher-torque leg motors more effectively, mitigating this issue.

read the captionFigure 5: Getting up comparison with G1 controller. G1 controller uses a handcrafted motion trajectory, which can be divided into three phases, while our HumanUP learns a continuous and more efficient whole-body getting-up motion. Our HumanUP enables the humanoid to get up within 6 seconds, half of the G1 controllerโ€™s 11 seconds of control. (a), (b), and (c) record the corresponding mean motor temperature of the upper body, lower body, and waist, respectively. G1โ€™s default controllerโ€™s execution causes the arm motors to heat up significantly, whereas our policy makes more use of the leg motors that are larger (higher torque limit of 83N as opposed to 25N for the arm motors) and thus able to take more load.

๐Ÿ”ผ Figure 6 shows qualitative examples of how the G1 controller and the HumanUP policy fail on challenging terrains like grass slopes and snowy fields. The G1 controller struggles to squat on the slope due to high friction and insufficient torque, ultimately slipping on the snow. HumanUP, although capable of partially getting up on both surfaces, ultimately fails due to unstable foot placement on the slope and slippage on the snow. This highlights the challenges of robust fall recovery in diverse real-world conditions.

read the captionFigure 6: Qualitative examples of failure modes on grass slope and snow field. G1 controller isnโ€™t able to squat on the sloping grass and slips on the slow. HumanUP policy is able to partially get up on both the slope and the snow but falls due to unstable feet placement on the slope and slippage on the snow.
More on tables
TermExpressionWeight
Penalty:
Torque limits๐Ÿ™โข(๐‰tโˆ‰[๐‰min,๐‰max])1subscript๐‰๐‘กsubscript๐‰subscript๐‰\mathds{1}({{\boldsymbol{{\tau}}_{t}}\notin[\boldsymbol{\tau}_{\min},% \boldsymbol{\tau}_{\max}]})blackboard_1 ( bold_italic_ฯ„ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆ‰ [ bold_italic_ฯ„ start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , bold_italic_ฯ„ start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT ] )-0.1
DoF position limits๐Ÿ™โข(๐’…tโˆ‰[๐’’min,๐’’max])1subscript๐’…๐‘กsubscript๐’’subscript๐’’\mathds{1}({{\boldsymbol{{d}}_{t}}\notin[\boldsymbol{q}_{\min},\boldsymbol{q}_% {\max}]})blackboard_1 ( bold_italic_d start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆ‰ [ bold_italic_q start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , bold_italic_q start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT ] )-5
Energyโˆฅ๐‰โŠ™๐ชห™โˆฅdelimited-โˆฅโˆฅdirect-product๐‰ห™๐ช\lVert\ \boldsymbol{\tau}\odot\dot{\mathbf{q}}\rVertโˆฅ bold_italic_ฯ„ โŠ™ overห™ start_ARG bold_q end_ARG โˆฅ-1e-4
Termination๐Ÿ™terminationsubscript1termination\mathds{1}_{\text{termination}}blackboard_1 start_POSTSUBSCRIPT termination end_POSTSUBSCRIPT-500
Regularization:
DoF accelerationโˆฅ๐’…ยจtโˆฅ2subscriptdelimited-โˆฅโˆฅsubscriptbold-ยจ๐’…๐‘ก2\lVert{\boldsymbol{\ddot{d}}_{t}}\rVert_{2}โˆฅ overbold_ยจ start_ARG bold_italic_d end_ARG start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆฅ start_POSTSUBSCRIPT 2 end_POSTSUBSCRIPT-1e-7
DoF velocityโˆฅ๐’…ห™tโˆฅ22superscriptsubscriptdelimited-โˆฅโˆฅsubscriptbold-ห™๐’…๐‘ก22\lVert{\boldsymbol{\dot{d}}_{t}}\rVert_{2}^{2}โˆฅ overbold_ห™ start_ARG bold_italic_d end_ARG start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆฅ start_POSTSUBSCRIPT 2 end_POSTSUBSCRIPT start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT-1e-4
Action rateโˆฅ๐’‚tโˆฅ22superscriptsubscriptdelimited-โˆฅโˆฅsubscript๐’‚๐‘ก22\lVert\boldsymbol{a}_{t}\rVert_{2}^{2}โˆฅ bold_italic_a start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆฅ start_POSTSUBSCRIPT 2 end_POSTSUBSCRIPT start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT-0.1
Torqueโˆฅ๐‰tโˆฅdelimited-โˆฅโˆฅsubscript๐‰๐‘ก\lVert{\boldsymbol{{\tau}}_{t}}\rVertโˆฅ bold_italic_ฯ„ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆฅ-6e-7
DoF position error๐Ÿ™โข(hbaseโ‰ฅ0.8)โ‹…expโก(โˆ’0.05โขโ€–๐’…tโˆ’๐’…tdefault|)โ‹…1subscriptโ„Žbase0.80.05delimited-โ€–|subscript๐’…๐‘กsuperscriptsubscript๐’…๐‘กdefault\mathds{1}(h_{\text{base}}\geq 0.8)\cdot\exp\left(-0.05\|{\boldsymbol{{d}}_{t}% }-{\boldsymbol{{d}}_{t}}^{\text{default}}|\right)blackboard_1 ( italic_h start_POSTSUBSCRIPT base end_POSTSUBSCRIPT โ‰ฅ 0.8 ) โ‹… roman_exp ( - 0.05 โˆฅ bold_italic_d start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT - bold_italic_d start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT default end_POSTSUPERSCRIPT | )-0.75
Angular velocityโˆฅฯ‰2โˆฅdelimited-โˆฅโˆฅsuperscript๐œ”2\lVert\omega^{2}\rVertโˆฅ italic_ฯ‰ start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT โˆฅ-0.1
Base velocityโˆฅ๐’—2โˆฅdelimited-โˆฅโˆฅsuperscript๐’—2\lVert\boldsymbol{v}^{2}\rVertโˆฅ bold_italic_v start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT โˆฅ-0.1
Foot slip๐Ÿ™โข(๐‘ญzfeet>5.0)โ‹…โ€–๐’—zfeetโ€–โ‹…1subscriptsuperscript๐‘ญfeet๐‘ง5.0normsuperscriptsubscript๐’—๐‘งfeet\mathds{1}(\boldsymbol{F}^{\text{feet}}_{z}>5.0)\cdot\sqrt{\|\boldsymbol{v}_{z% }^{\text{feet}}\|}blackboard_1 ( bold_italic_F start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT start_POSTSUBSCRIPT italic_z end_POSTSUBSCRIPT > 5.0 ) โ‹… square-root start_ARG โˆฅ bold_italic_v start_POSTSUBSCRIPT italic_z end_POSTSUBSCRIPT start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT โˆฅ end_ARG-1
Getting-Up Task Rewards:
Base height expexpโก(๐’‰bโขaโขsโขe)โˆ’1superscript๐’‰๐‘๐‘Ž๐‘ ๐‘’1\exp(\boldsymbol{h}^{base})-1roman_exp ( bold_italic_h start_POSTSUPERSCRIPT italic_b italic_a italic_s italic_e end_POSTSUPERSCRIPT ) - 15
Head height expexpโก(๐’‰hโขeโขaโขd)โˆ’1superscript๐’‰โ„Ž๐‘’๐‘Ž๐‘‘1\exp(\boldsymbol{h}^{head})-1roman_exp ( bold_italic_h start_POSTSUPERSCRIPT italic_h italic_e italic_a italic_d end_POSTSUPERSCRIPT ) - 15
ฮ”ฮ”\Deltaroman_ฮ” base height๐Ÿ™โข(๐’‰tbโขaโขsโขe>๐’‰tโˆ’1bโขaโขsโขe)1superscriptsubscript๐’‰๐‘ก๐‘๐‘Ž๐‘ ๐‘’subscriptsuperscript๐’‰๐‘๐‘Ž๐‘ ๐‘’๐‘ก1\mathds{1}(\boldsymbol{h}_{t}^{base}>\boldsymbol{h}^{base}_{t-1})blackboard_1 ( bold_italic_h start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT italic_b italic_a italic_s italic_e end_POSTSUPERSCRIPT > bold_italic_h start_POSTSUPERSCRIPT italic_b italic_a italic_s italic_e end_POSTSUPERSCRIPT start_POSTSUBSCRIPT italic_t - 1 end_POSTSUBSCRIPT )1
Feet contact forces reward๐Ÿ™(โˆฅ๐‘ญtfโขeโขeโขtโˆฅ>โˆฅ๐‘ญtโˆ’1feet)โˆฅ\mathds{1}(\lVert\boldsymbol{F}_{t}^{feet}\rVert>\lVert\boldsymbol{F}^{\text{% feet}}_{t-1})\rVertblackboard_1 ( โˆฅ bold_italic_F start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT italic_f italic_e italic_e italic_t end_POSTSUPERSCRIPT โˆฅ > โˆฅ bold_italic_F start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT start_POSTSUBSCRIPT italic_t - 1 end_POSTSUBSCRIPT ) โˆฅ1
Standing on feet reward๐Ÿ™โข((โˆฅ๐‘ญfeetโˆฅ>0)&(๐’‰feet<0.2))1delimited-โˆฅโˆฅsuperscript๐‘ญfeet0superscript๐’‰feet0.2\mathds{1}\big{(}(\lVert\boldsymbol{F}^{\text{feet}}\rVert>0\big{)}\&\big{(}% \boldsymbol{h}^{\text{feet}}<0.2)\big{)}blackboard_1 ( ( โˆฅ bold_italic_F start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT โˆฅ > 0 ) & ( bold_italic_h start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT < 0.2 ) )2.5
Body upright rewardexpโก(โˆ’๐ zbase)subscriptsuperscript๐ base๐‘ง\exp(-\mathbf{g}^{\text{base}}_{z})roman_exp ( - bold_g start_POSTSUPERSCRIPT base end_POSTSUPERSCRIPT start_POSTSUBSCRIPT italic_z end_POSTSUBSCRIPT )0.25
Feet height rewardexpโก(โˆ’10โ‹…๐’‰feet)โ‹…10superscript๐’‰feet\exp(-10\cdot\boldsymbol{h}^{\text{feet}})roman_exp ( - 10 โ‹… bold_italic_h start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT )2.5
Feet distance reward 12(exp(โˆ’100|max(๐’…feetโˆ’๐’…min,โˆ’0.5)|)\frac{1}{2}\Big{(}\exp(-100\left|\max(\boldsymbol{d}_{\text{feet}}-\boldsymbol% {d}_{\min},-0.5)\right|)divide start_ARG 1 end_ARG start_ARG 2 end_ARG ( roman_exp ( - 100 | roman_max ( bold_italic_d start_POSTSUBSCRIPT feet end_POSTSUBSCRIPT - bold_italic_d start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , - 0.5 ) | ) +exp(โˆ’100|max(๐’…feetโˆ’๐’…max,0)|))+\exp(-100\left|\max(\boldsymbol{d}_{\text{feet}}-\boldsymbol{d}_{\max},0)% \right|)\Big{)}+ roman_exp ( - 100 | roman_max ( bold_italic_d start_POSTSUBSCRIPT feet end_POSTSUBSCRIPT - bold_italic_d start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT , 0 ) | ) ) 2
Foot orientationโˆฅGxโขyfeetโˆฅdelimited-โˆฅโˆฅsuperscriptsubscript๐บ๐‘ฅ๐‘ฆfeet\sqrt{\lVert G_{xy}^{\text{feet}}\rVert}square-root start_ARG โˆฅ italic_G start_POSTSUBSCRIPT italic_x italic_y end_POSTSUBSCRIPT start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT โˆฅ end_ARG-0.5
Soft body symmetry penaltyโ€–๐šleftโˆ’๐šrightโ€–normsubscript๐šleftsubscript๐šright\left\|\mathbf{a}_{\text{left}}-\mathbf{a}_{\text{right}}\right\|โˆฅ bold_a start_POSTSUBSCRIPT left end_POSTSUBSCRIPT - bold_a start_POSTSUBSCRIPT right end_POSTSUBSCRIPT โˆฅ-1.0
Soft waist symmetry penaltyโ€–๐šwaistโ€–normsuperscript๐šwaist\left\|\mathbf{a}^{\text{waist}}\right\|โˆฅ bold_a start_POSTSUPERSCRIPT waist end_POSTSUPERSCRIPT โˆฅ-1.0
Rolling-Over Task Rewards:
Base Gravity Exp 12(exp(โˆ’0.01(1โˆ’cosฮธleft))+\frac{1}{2}\Big{(}\exp\big{(}-0.01(1-\cos\theta_{\text{left}})\big{)}+divide start_ARG 1 end_ARG start_ARG 2 end_ARG ( roman_exp ( - 0.01 ( 1 - roman_cos italic_ฮธ start_POSTSUBSCRIPT left end_POSTSUBSCRIPT ) ) + exp(โˆ’0.01(1โˆ’cosฮธright))),\exp\big{(}-0.01(1-\cos\theta_{\text{right}})\big{)}\Big{)},roman_exp ( - 0.01 ( 1 - roman_cos italic_ฮธ start_POSTSUBSCRIPT right end_POSTSUBSCRIPT ) ) ) , cosโกฮธ=๐ kneeโ‹…๐ targetโ€–๐ baseโ€–โขโ€–๐ baseโ€–๐œƒโ‹…superscript๐ kneesubscript๐ targetnormsuperscript๐ basenormsubscript๐ base\cos\theta=\frac{\mathbf{g}^{\text{knee}}\cdot\mathbf{g}_{\text{target}}}{\|% \mathbf{g}^{\text{base}}\|\|\mathbf{g}_{\text{base}}\|}roman_cos italic_ฮธ = divide start_ARG bold_g start_POSTSUPERSCRIPT knee end_POSTSUPERSCRIPT โ‹… bold_g start_POSTSUBSCRIPT target end_POSTSUBSCRIPT end_ARG start_ARG โˆฅ bold_g start_POSTSUPERSCRIPT base end_POSTSUPERSCRIPT โˆฅ โˆฅ bold_g start_POSTSUBSCRIPT base end_POSTSUBSCRIPT โˆฅ end_ARG 8
Knee Gravity Exp 12(exp(โˆ’0.01(1โˆ’cosฮธleft))+\frac{1}{2}\Big{(}\exp\big{(}-0.01(1-\cos\theta_{\text{left}})\big{)}+divide start_ARG 1 end_ARG start_ARG 2 end_ARG ( roman_exp ( - 0.01 ( 1 - roman_cos italic_ฮธ start_POSTSUBSCRIPT left end_POSTSUBSCRIPT ) ) + exp(โˆ’0.01(1โˆ’cosฮธright))),\exp\big{(}-0.01(1-\cos\theta_{\text{right}})\big{)}\Big{)},roman_exp ( - 0.01 ( 1 - roman_cos italic_ฮธ start_POSTSUBSCRIPT right end_POSTSUBSCRIPT ) ) ) , cosโกฮธ=๐ kneeโ‹…๐ targetโ€–๐ baseโ€–โขโ€–๐ baseโ€–๐œƒโ‹…superscript๐ kneesubscript๐ targetnormsuperscript๐ basenormsubscript๐ base\cos\theta=\frac{\mathbf{g}^{\text{knee}}\cdot\mathbf{g}_{\text{target}}}{\|% \mathbf{g}^{\text{base}}\|\|\mathbf{g}_{\text{base}}\|}roman_cos italic_ฮธ = divide start_ARG bold_g start_POSTSUPERSCRIPT knee end_POSTSUPERSCRIPT โ‹… bold_g start_POSTSUBSCRIPT target end_POSTSUBSCRIPT end_ARG start_ARG โˆฅ bold_g start_POSTSUPERSCRIPT base end_POSTSUPERSCRIPT โˆฅ โˆฅ bold_g start_POSTSUBSCRIPT base end_POSTSUBSCRIPT โˆฅ end_ARG 8
Feet distance reward 12(exp(โˆ’100|max(๐’…feetโˆ’๐’…min,โˆ’0.5)|)\frac{1}{2}\Big{(}\exp(-100\left|\max(\boldsymbol{d}_{\text{feet}}-\boldsymbol% {d}_{\min},-0.5)\right|)divide start_ARG 1 end_ARG start_ARG 2 end_ARG ( roman_exp ( - 100 | roman_max ( bold_italic_d start_POSTSUBSCRIPT feet end_POSTSUBSCRIPT - bold_italic_d start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , - 0.5 ) | ) +exp(โˆ’100|max(๐’…feetโˆ’๐’…max,0)|))+\exp(-100\left|\max(\boldsymbol{d}_{\text{feet}}-\boldsymbol{d}_{\max},0)% \right|)\Big{)}+ roman_exp ( - 100 | roman_max ( bold_italic_d start_POSTSUBSCRIPT feet end_POSTSUBSCRIPT - bold_italic_d start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT , 0 ) | ) ) 2
Feet height rewardexpโก(โˆ’10โ‹…๐’‰feet)โ‹…10superscript๐’‰feet\exp(-10\cdot\boldsymbol{h}^{\text{feet}})roman_exp ( - 10 โ‹… bold_italic_h start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT )2.5

๐Ÿ”ผ Table II details the reward function components and their weights used in Stage I of the HUMANUP training process. The reward function is designed with three key parts: 1. Penalty Rewards: These discourage undesirable behaviors that could hinder the successful transfer of the learned policy from simulation to the real world. Specific penalties are applied for exceeding torque limits, exceeding joint position limits, and excessive energy consumption. 2. Regularization Rewards: These encourage smoother and more controlled motions, making the learned policy more robust and deployable in real-world scenarios. They help to refine the motions making them suitable for deployment on a real robot. 3. Task Rewards: These incentivize the robot to successfully complete the getting-up or rolling-over task. These rewards directly encourage the desired behavior of getting up or rolling over to a standing posture.

read the captionTABLE II: Reward components and weights in Stage I. Penalty rewards prevent undesired behaviors for sim-to-real transfer, regularization refines motion, and task rewards ensure successful getting up or rolling over.
TermExpressionWeight
Penalty:
Torque limits๐Ÿ™โข(๐‰tโˆ‰[๐‰min,๐‰max])1subscript๐‰๐‘กsubscript๐‰subscript๐‰\mathds{1}({{\boldsymbol{{\tau}}_{t}}\notin[\boldsymbol{\tau}_{\min},% \boldsymbol{\tau}_{\max}]})blackboard_1 ( bold_italic_ฯ„ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆ‰ [ bold_italic_ฯ„ start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , bold_italic_ฯ„ start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT ] )-5
Ankle torque limits๐Ÿ™โข(๐‰tankleโˆ‰[๐‰minankle,๐‰maxankle])1superscriptsubscript๐‰๐‘กanklesubscriptsuperscript๐‰anklesubscriptsuperscript๐‰ankle\mathds{1}({{\boldsymbol{{\tau}}_{t}}^{\text{ankle}}\notin[\boldsymbol{\tau}^{% \text{ankle}}_{\min},\boldsymbol{\tau}^{\text{ankle}}_{\max}]})blackboard_1 ( bold_italic_ฯ„ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT ankle end_POSTSUPERSCRIPT โˆ‰ [ bold_italic_ฯ„ start_POSTSUPERSCRIPT ankle end_POSTSUPERSCRIPT start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , bold_italic_ฯ„ start_POSTSUPERSCRIPT ankle end_POSTSUPERSCRIPT start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT ] )-0.01
Upper torque limits๐Ÿ™โข(๐‰tupperโˆ‰[๐‰minupper,๐‰maxupper])1superscriptsubscript๐‰๐‘กuppersubscriptsuperscript๐‰uppersubscriptsuperscript๐‰upper\mathds{1}({{\boldsymbol{{\tau}}_{t}}^{\text{upper}}\notin[\boldsymbol{\tau}^{% \text{upper}}_{\min},\boldsymbol{\tau}^{\text{upper}}_{\max}]})blackboard_1 ( bold_italic_ฯ„ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT upper end_POSTSUPERSCRIPT โˆ‰ [ bold_italic_ฯ„ start_POSTSUPERSCRIPT upper end_POSTSUPERSCRIPT start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , bold_italic_ฯ„ start_POSTSUPERSCRIPT upper end_POSTSUPERSCRIPT start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT ] )-0.01
DoF position limits๐Ÿ™โข(๐’…tโˆ‰[๐’’min,๐’’max])1subscript๐’…๐‘กsubscript๐’’subscript๐’’\mathds{1}({{\boldsymbol{{d}}_{t}}\notin[\boldsymbol{q}_{\min},\boldsymbol{q}_% {\max}]})blackboard_1 ( bold_italic_d start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆ‰ [ bold_italic_q start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , bold_italic_q start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT ] )-5
Ankle DoF position limits๐Ÿ™โข(๐’…tankleโˆ‰[๐’’minankle,๐’’maxankle])1superscriptsubscript๐’…๐‘กanklesubscriptsuperscript๐’’anklesubscriptsuperscript๐’’ankle\mathds{1}({{\boldsymbol{{d}}_{t}}^{\text{ankle}}\notin[\boldsymbol{q}^{\text{% ankle}}_{\min},\boldsymbol{q}^{\text{ankle}}_{\max}]})blackboard_1 ( bold_italic_d start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT ankle end_POSTSUPERSCRIPT โˆ‰ [ bold_italic_q start_POSTSUPERSCRIPT ankle end_POSTSUPERSCRIPT start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , bold_italic_q start_POSTSUPERSCRIPT ankle end_POSTSUPERSCRIPT start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT ] )-5
Upper DoF position limits๐Ÿ™โข(๐’…tupperโˆ‰[๐’’minupper,๐’’maxupper])1superscriptsubscript๐’…๐‘กuppersubscriptsuperscript๐’’uppersubscriptsuperscript๐’’upper\mathds{1}({{\boldsymbol{{d}}_{t}}^{\text{upper}}\notin[\boldsymbol{q}^{\text{% upper}}_{\min},\boldsymbol{q}^{\text{upper}}_{\max}]})blackboard_1 ( bold_italic_d start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT upper end_POSTSUPERSCRIPT โˆ‰ [ bold_italic_q start_POSTSUPERSCRIPT upper end_POSTSUPERSCRIPT start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , bold_italic_q start_POSTSUPERSCRIPT upper end_POSTSUPERSCRIPT start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT ] )-5
Energyโˆฅ๐‰โŠ™๐ชห™โˆฅdelimited-โˆฅโˆฅdirect-product๐‰ห™๐ช\lVert\ \boldsymbol{\tau}\odot\dot{\mathbf{q}}\rVertโˆฅ bold_italic_ฯ„ โŠ™ overห™ start_ARG bold_q end_ARG โˆฅ-1e-4
Termination๐Ÿ™terminationsubscript1termination\mathds{1}_{\text{termination}}blackboard_1 start_POSTSUBSCRIPT termination end_POSTSUBSCRIPT-50
Regularization:
DoF accelerationโˆฅ๐’…ยจtโˆฅ2subscriptdelimited-โˆฅโˆฅsubscriptbold-ยจ๐’…๐‘ก2\lVert{\boldsymbol{\ddot{d}}_{t}}\rVert_{2}โˆฅ overbold_ยจ start_ARG bold_italic_d end_ARG start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆฅ start_POSTSUBSCRIPT 2 end_POSTSUBSCRIPT-1e-7
DoF velocityโˆฅ๐’…ห™tโˆฅ22superscriptsubscriptdelimited-โˆฅโˆฅsubscriptbold-ห™๐’…๐‘ก22\lVert{\boldsymbol{\dot{d}}_{t}}\rVert_{2}^{2}โˆฅ overbold_ห™ start_ARG bold_italic_d end_ARG start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆฅ start_POSTSUBSCRIPT 2 end_POSTSUBSCRIPT start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT-1e-3
Action rateโˆฅ๐’‚tโˆฅ22superscriptsubscriptdelimited-โˆฅโˆฅsubscript๐’‚๐‘ก22\lVert\boldsymbol{a}_{t}\rVert_{2}^{2}โˆฅ bold_italic_a start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆฅ start_POSTSUBSCRIPT 2 end_POSTSUBSCRIPT start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT-0.1
Torqueโˆฅ๐‰tโˆฅdelimited-โˆฅโˆฅsubscript๐‰๐‘ก\lVert{\boldsymbol{{\tau}}_{t}}\rVertโˆฅ bold_italic_ฯ„ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT โˆฅ-0.003
Ankle torqueโˆฅ๐‰tankleโˆฅdelimited-โˆฅโˆฅsuperscriptsubscript๐‰๐‘กankle\lVert{\boldsymbol{{\tau}}_{t}}^{\text{ankle}}\rVertโˆฅ bold_italic_ฯ„ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT ankle end_POSTSUPERSCRIPT โˆฅ-6e-7
Upper torqueโˆฅ๐‰tupperโˆฅdelimited-โˆฅโˆฅsuperscriptsubscript๐‰๐‘กupper\lVert{\boldsymbol{{\tau}}_{t}}^{\text{upper}}\rVertโˆฅ bold_italic_ฯ„ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT upper end_POSTSUPERSCRIPT โˆฅ-6e-7
Angular velocityโˆฅฯ‰2โˆฅdelimited-โˆฅโˆฅsuperscript๐œ”2\lVert\omega^{2}\rVertโˆฅ italic_ฯ‰ start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT โˆฅ-0.1
Base velocityโˆฅ๐’—2โˆฅdelimited-โˆฅโˆฅsuperscript๐’—2\lVert\boldsymbol{v}^{2}\rVertโˆฅ bold_italic_v start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT โˆฅ-0.1
Tracking Rewards:
Tracking DoF positionexpโก(โˆ’(๐’…tโˆ’๐’…ttarget)24)superscriptsubscript๐’…๐‘กsuperscriptsubscript๐’…๐‘กtarget24\exp\left(-\frac{({\boldsymbol{{d}}_{t}}-{\boldsymbol{{d}}_{t}}^{\text{target}% })^{2}}{4}\right)roman_exp ( - divide start_ARG ( bold_italic_d start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT - bold_italic_d start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT start_POSTSUPERSCRIPT target end_POSTSUPERSCRIPT ) start_POSTSUPERSCRIPT 2 end_POSTSUPERSCRIPT end_ARG start_ARG 4 end_ARG )8
Feet distance reward 12(exp(โˆ’100|max(๐’…feetโˆ’๐’…min,โˆ’0.5)|)\frac{1}{2}\Big{(}\exp(-100\left|\max(\boldsymbol{d}_{\text{feet}}-\boldsymbol% {d}_{\min},-0.5)\right|)divide start_ARG 1 end_ARG start_ARG 2 end_ARG ( roman_exp ( - 100 | roman_max ( bold_italic_d start_POSTSUBSCRIPT feet end_POSTSUBSCRIPT - bold_italic_d start_POSTSUBSCRIPT roman_min end_POSTSUBSCRIPT , - 0.5 ) | ) +exp(โˆ’100|max(๐’…fโขeโขeโขtโˆ’๐’…max,0)|))+\exp(-100\left|\max(\boldsymbol{d}_{feet}-\boldsymbol{d}_{\max},0)\right|)% \Big{)}+ roman_exp ( - 100 | roman_max ( bold_italic_d start_POSTSUBSCRIPT italic_f italic_e italic_e italic_t end_POSTSUBSCRIPT - bold_italic_d start_POSTSUBSCRIPT roman_max end_POSTSUBSCRIPT , 0 ) | ) ) 2
Foot orientationโˆฅ๐ xโขyfeetโˆฅdelimited-โˆฅโˆฅsuperscriptsubscript๐ ๐‘ฅ๐‘ฆfeet\sqrt{\lVert\mathbf{g}_{xy}^{\text{feet}}\rVert}square-root start_ARG โˆฅ bold_g start_POSTSUBSCRIPT italic_x italic_y end_POSTSUBSCRIPT start_POSTSUPERSCRIPT feet end_POSTSUPERSCRIPT โˆฅ end_ARG-0.5

๐Ÿ”ผ This table details the reward function components and their corresponding weights used in Stage II of the HUMANUP training process. The reward function is designed to guide the humanoid robot’s learning in several ways. Penalty rewards discourage undesired behaviors, such as exceeding torque limits or joint displacement limits, that would hinder successful transfer from simulation to the real world. Regularization rewards promote smooth and controlled movements, which enhances the deployability and robustness of the learned policy. Finally, task rewards incentivize the robot to successfully track the desired whole-body getting-up motion in real-time. The weights assigned to each component reflect their relative importance in the overall learning objective.

read the captionTABLE III: Reward components and weights in Stage II. Penalty rewards prevent undesired behaviors for sim-to-real transfer, regularization refines motion, and task rewards ensure successful whole-body tracking in real time.

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