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Interested in simulated characters traversing complex terrains?
PARC: Physics-based Augmentation with Reinforcement Learning for Character Controllers
Project page: michaelx.io/parc/index.html
with: @YiShi_333, @KangkangYin, and @xbpeng4
@siggraph 2025 Conference Paper
1/
Michael Xu retweeted
1/ I trained an AI to be top 1% in the world at Super Smash Bros. Melee by watching 80k hours of human replay.
Meet HAL.
Michael Xu retweeted
YouTubeに僕の音楽や映像が24時間流れ続けるStationというものが出来ました!
ふと音楽を流したくなった時に、覗いてみてほしいしチャットも出来るのでぜひ
youtube.com/live/YIBuMiMUwVQ…
How can humanoids keep getting better on their own? Two loops:
🔁 Training: a data flywheel that grows from its own loco-manipulation skills: sirui-xu.github.io/InterMimi…
🧩 Test time: robots that behave better as an LLM agent thinks longer and evolves: sirui-xu.github.io/InterEvol…
🧵
Michael Xu retweeted
Five iterations and six hours.
Enough to fine-tune a humanoid motion generator with RL.
📌 For anyone working on humanoid locomotion or generative robot policies, this paper is worth saving.
The PPO baseline used more than 160x the data and 30x the wall-clock time, and still ended up about 13 points lower in success rate.
The work comes from Zachary Olkin, William Compton and Aaron Ames at Caltech's AMBER Lab. Their Unitree G1 plans 1.24 seconds of whole-body motion directly from depth images and replans every 0.24 seconds, while a separate tracker runs at 50 Hz.
The generator produces 2,728 values for every plan, which makes ordinary action-space exploration extremely inefficient. Instead of adding Gaussian noise across the whole output, they perturb the conditioning, resample the initial flow-matching noise and start the robot from states the original policy would rarely visit. The nominal conditioning is kept as the label.
A critic is trained on the generator's frozen prefix encoder and assigns advantages to the collected trajectories. Those advantages weight the flow-matching loss, giving better trajectories more influence on the next version of the generator.
The reward is built around terrain consistency.
Penetration and contact are checked first using signed distance fields, while velocity tracking and task success only count when the planned motion is consistent with the terrain.
After five iterations, success on unseen geometries and skill combinations improved by as much as 25 percentage points. On one staircase, the share of runs that selected every required skill correctly went from 0% to about 80%.
The ablations are useful here.
Plain behavior cloning performs poorly, removing the conditioning perturbations costs around 4 to 6 points of success, and PPO on the full 2,728-dimensional output needs far more data while still performing worse.
The camera setup also shows up clearly in the numbers. With both depth cameras, box success in simulation is 100%. With only the lower camera, it falls to 57.3%, because the upper camera gives the robot enough warning to slow down before a box or staircase and speed up again afterward.
The full system runs without odometry or height maps. Depth images go into the motion generator, the tracker follows the generated motion, and the fine-tuning loop improves the generator from collected rollouts.
Website: zolkin1.github.io/generate-t…
Paper: zolkin1.github.io/generate-t…
Video: youtube.com/watch?v=U81SjJIK…
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Michael Xu retweeted
Walking up stairs vs sprinting on slopes, which to learn first? When task difficulty isn’t obvious, handcrafting curriculum becomes challenging.
We tackle this with automatic curriculum and achieve the highest rough-terrain speed on ANYmal.
🔗sites.google.com/view/lp-acr…
🧵RAL 2026
Michael Xu retweeted
We are releasing a dataset with human motions together with terrain reference collected both indoors and outdoors.
Now, contact signals can be extracted to help with learning terrain interactions.
Presenting in Nov 2026 @corl_conf!
Try out EgoHTR now!
🔗 egohtr.github.io/
We are releasing EgoHTR, a dataset with both human motions and terrain references, accepted @corl_conf.
📖 Paper: lnkd.in/eeepUefs
🌐 Project Page: egohtr.github.io
• 55 scene-aligned sequences • 150k+ frames • rough-terrain environments • multi-modal 3D scene
Michael Xu retweeted
AIがなんでも出来るようになるほど人間のことが好きになっていくし、不完全な人間がわざわざ時間をかけて何かを作ることに前より価値を感じるようになった。音楽をする理由はこれなのかもしれない。人間讃歌だ
Michael Xu retweeted
I'm excited to release mjbatch, a simple tool that lets you step thousands of MuJoCo simulations in parallel on your CPU, all from the comfort of Python!
github.com/kevinzakka/mjbatc…
To show how far this primitive can take you, I built some fun, self-contained examples with it 👇
Michael Xu retweeted
New paper release: Learning Agile Perceptive Traversal of Sparse 3D Structures for Humanoids
Paper arxiv.org/pdf/2608.29769
Videos nemantor.github.io/sparse-3d…
We study how to do learning and sim2real for 3d traversal, such as monkey bars and overhanging obstacles.
Michael Xu retweeted
Preview of a new library I'm working on called cleave. It's a fast and interactive GUI for approximate convex decomposition. The goal is to eliminate a very common pain point in real2sim workflows and visual feedback is super helpful here.
Working in robotics now, the main application of these methods 🦾🦾🦾. I would have loved to create a fully physics-based simulation game, that was my dream, but the market/demand for that is too low compared to the compute resources required for this type of research.
Michael Xu retweeted
Our humanoid robot vaults, climbs, and crosses terrain it’s never seen before—deciding which move to use in real time, completely on its own 🤖 Real → sim → real. 👇
Michael Xu retweeted
Excited to share what we've been working on! 🤖
With Gemini Robotics 2 we can bridge the sim2real gap and learn new tasks entirely from simulation!
Here it is performing an automotive kitting task, handling bimanual grasping, 3D reorientations, and tight insertions. 👇





















