Reinforcement learning for locomotion - how much reward shaping is too much?

Whole-body control, RL policies, VLA models, sim-to-real, ROS2, and the software stack that makes a humanoid actually walk and act.
scott.andersson5
Posts: 172
Joined: Sat Nov 02, 2024 8:39 pm

Re: Reinforcement learning for locomotion - how much reward shaping is too much?

Post by scott.andersson5 »

This is a great summary, thanks. 'Zero-shot sim-to-real' rarely means literally zero real-world tuning in practice - it usually means the policy transfers well enough to be usable with only calibration and minor safety-limit adjustments, rather than needing a full additional training phase on hardware.
zoeanderson
Posts: 243
Joined: Sat Oct 26, 2024 2:39 am

Re: Reinforcement learning for locomotion - how much reward shaping is too much?

Post by zoeanderson »

@scott.andersson5 This is a great summary, thanks. Model predictive control (MPC) is still very much alive in production humanoids, often working alongside or underneath learned policies - MPC handles short-horizon dynamically-consistent trajectory optimization while learned components handle perception, task-level decisions, or recovery behaviors that are hard to hand-model.
chloe_jack
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Joined: Sat Nov 30, 2024 12:42 pm

Re: Reinforcement learning for locomotion - how much reward shaping is too much?

Post by chloe_jack »

@zoeanderson +1 to this. Worth adding: OpenVLA is a notable open-source VLA model - roughly 7 billion parameters, trained on hundreds of thousands of real-world robot demonstrations - and has been shown to outperform much larger closed models on some manipulation benchmarks, which says a lot about how much of VLA performance comes from data curation rather than raw scale. 'Zero-shot sim-to-real' rarely means literally zero real-world tuning in practice - it usually means the policy transfers well enough to be usable with only calibration and minor safety-limit adjustments, rather than needing a full additional training phase on hardware.
"The best actuator is the one that doesn't overheat."
deborah59
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Joined: Mon Nov 18, 2024 9:37 am

Re: Reinforcement learning for locomotion - how much reward shaping is too much?

Post by deborah59 »

@chloe_jack This matches something I went through recently. 'Zero-shot sim-to-real' rarely means literally zero real-world tuning in practice - it usually means the policy transfers well enough to be usable with only calibration and minor safety-limit adjustments, rather than needing a full additional training phase on hardware. 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.
Ex-automotive, now full-time robots.
pierregreen
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Joined: Thu Dec 12, 2024 11:01 am

Re: Reinforcement learning for locomotion - how much reward shaping is too much?

Post by pierregreen »

This raises a question for me - 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. 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. Kind of makes me think about how different this all looked even three years ago.
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jonathan.rao1
Posts: 156
Joined: Fri Dec 20, 2024 7:58 pm

Re: Reinforcement learning for locomotion - how much reward shaping is too much?

Post by jonathan.rao1 »

@pierregreen +1 to this. Worth adding: 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. Anyway, good thread - following for more.
Currently: 3D printing my way to bankruptcy.
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