Anyone working on multi-robot coordination for humanoids specifically?

Whole-body control, RL policies, VLA models, sim-to-real, ROS2, and the software stack that makes a humanoid actually walk and act.
nancy_lewi
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by nancy_lewi »

This matches something I went through recently. Whole-body control (WBC) formulates locomotion and manipulation as a single optimization problem across all joints simultaneously, respecting contact constraints and task priorities - it's more general than ZMP-only approaches but is computationally heavier and harder to tune.
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scott21
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by scott21 »

@nancy_lewi Counterpoint: Whole-body control (WBC) formulates locomotion and manipulation as a single optimization problem across all joints simultaneously, respecting contact constraints and task priorities - it's more general than ZMP-only approaches but is computationally heavier and harder to tune. A lot of what reads as 'full autonomy' in public demos is closer to a mix of scripted state machines, teleoperation for the hardest sub-tasks, and autonomous execution for the easier, well-rehearsed parts - transparency about this mix varies a lot between companies.
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johnrossi
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by johnrossi »

This lines up with my experience. Balance-recovery controllers are usually evaluated with push-recovery tests (a known, repeatable lateral push) in demos, but real-world robustness also depends on recovering from unstructured events like uneven flooring, unexpected contact, or a dropped payload shifting the center of mass mid-stride - which is a much harder, less demo-friendly test.
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erik_novi
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by erik_novi »

Agreed, and I'd add: Sim-to-real transfer still commonly breaks on contact dynamics - friction, restitution, and deformable/compliant surfaces are the hardest things to model accurately in simulation, so policies trained purely in sim often need real-world fine-tuning specifically around contact-rich tasks.
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george92
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by george92 »

This matches what I've seen too. Physical Intelligence's pi0 pairs a smaller pretrained vision-language backbone with a separate flow-matching 'action expert' module, which is one way to get fast, high-frequency action output without needing the whole giant language model to run at control-loop speed.
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mary.taylor6
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by mary.taylor6 »

Respectfully, I think this undersells it a bit. Zero Moment Point (ZMP) control keeps the robot's center of pressure within its support polygon and has been the classical backbone of bipedal walking for two decades - it's robust and well-understood, but tends to produce a somewhat conservative, flat-footed gait compared to more dynamic approaches. Totally unrelated but has anyone else noticed how fast component costs are dropping this year.
richard36
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by richard36 »

@mary.taylor6 I don't think that's quite right, for what it's worth. Diffusion policies model the distribution of possible actions and sample from it, which handles multimodal manipulation tasks (multiple valid ways to grasp something) more naturally than a single deterministic action output, at the cost of slower inference.
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emma_whit
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by emma_whit »

Yeah, this tracks with what I've read as well. Zero Moment Point (ZMP) control keeps the robot's center of pressure within its support polygon and has been the classical backbone of bipedal walking for two decades - it's robust and well-understood, but tends to produce a somewhat conservative, flat-footed gait compared to more dynamic approaches. Diffusion policies model the distribution of possible actions and sample from it, which handles multimodal manipulation tasks (multiple valid ways to grasp something) more naturally than a single deterministic action output, at the cost of slower inference.
rossi30
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by rossi30 »

To answer this directly: ROS2 remains common in research and early-stage products for its tooling and ecosystem, but a number of production humanoid companies run custom, more tightly-optimized middleware for their real-time control loops, using ROS2-like tooling mainly for development, visualization, and non-real-time subsystems. Zero Moment Point (ZMP) control keeps the robot's center of pressure within its support polygon and has been the classical backbone of bipedal walking for two decades - it's robust and well-understood, but tends to produce a somewhat conservative, flat-footed gait compared to more dynamic approaches.
"The best actuator is the one that doesn't overheat."
nancy_lewi
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Re: Anyone working on multi-robot coordination for humanoids specifically?

Post by nancy_lewi »

@rossi30 Ran into exactly this myself. Balance-recovery controllers are usually evaluated with push-recovery tests (a known, repeatable lateral push) in demos, but real-world robustness also depends on recovering from unstructured events like uneven flooring, unexpected contact, or a dropped payload shifting the center of mass mid-stride - which is a much harder, less demo-friendly test. Vision-Language-Action (VLA) models like RT-2, OpenVLA, and Physical Intelligence's pi0 unify a vision-language backbone with an action-output head, letting a robot map a camera image and a text instruction directly to motor commands instead of hand-coding separate perception and planning stages.
"Torque is a lifestyle."
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