Eight ways to teach a humanoid to move, each with a policy running live in MuJoCo, most of them on the Booster K1:
- naive RL: reward speed and staying alive, and watch the robot find strange movements;
- reward shaping: hand-written rewards that give a normal walk;
- a gait clock that schedules the steps;
- tracking a math-based reference gait;
- animation-guided RL;
- adversarial motion priors (AMP), learning a style from motion capture;
- motion tracking: dances and a cartwheel from one retargeted clip;
- foundation trackers that follow thousands of motions.
We also tried to break the policies on purpose (wrong observations, weaker motors, lower friction) to see what sim-to-real has to survive.
Slides will be added later.