What does a realistic humanoid control software org chart even look like?

Whole-body control, RL policies, VLA models, sim-to-real, ROS2, and the software stack that makes a humanoid actually walk and act.
sharonschmidt
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Re: What does a realistic humanoid control software org chart even look like?

Post by sharonschmidt »

@mohammed.rossi Counterpoint: Isaac Lab (the successor to Isaac Gym) is widely used for large-scale parallel RL training thanks to GPU-accelerated physics, while MuJoCo is often used as a secondary 'sim-to-sim' validation step because its contact dynamics are generally considered more realistic than Isaac's, even though it trains slower at scale.
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nancy_lewi
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Re: What does a realistic humanoid control software org chart even look like?

Post by nancy_lewi »

@sharonschmidt Follow-up question though - 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.
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johnrossi
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Re: What does a realistic humanoid control software org chart even look like?

Post by johnrossi »

@nancy_lewi Here's the relevant bit as far as I understand it: 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.
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carter42
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Re: What does a realistic humanoid control software org chart even look like?

Post by carter42 »

Speaking from personal experience here, 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.
scott.andersson5
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Re: What does a realistic humanoid control software org chart even look like?

Post by scott.andersson5 »

@carter42 Not sure I fully agree here. 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. '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.
garcia51
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Re: What does a realistic humanoid control software org chart even look like?

Post by garcia51 »

@scott.andersson5 Respectfully, I think this undersells it a bit. 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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james15
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Re: What does a realistic humanoid control software org chart even look like?

Post by james15 »

Related question - Isaac Lab (the successor to Isaac Gym) is widely used for large-scale parallel RL training thanks to GPU-accelerated physics, while MuJoCo is often used as a secondary 'sim-to-sim' validation step because its contact dynamics are generally considered more realistic than Isaac's, even though it trains slower at scale. 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.
kim37
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Re: What does a realistic humanoid control software org chart even look like?

Post by kim37 »

Just to be precise about one thing: Isaac Lab (the successor to Isaac Gym) is widely used for large-scale parallel RL training thanks to GPU-accelerated physics, while MuJoCo is often used as a secondary 'sim-to-sim' validation step because its contact dynamics are generally considered more realistic than Isaac's, even though it trains slower at scale.
noah_pate
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Re: What does a realistic humanoid control software org chart even look like?

Post by noah_pate »

I'd frame this differently. Isaac Lab (the successor to Isaac Gym) is widely used for large-scale parallel RL training thanks to GPU-accelerated physics, while MuJoCo is often used as a secondary 'sim-to-sim' validation step because its contact dynamics are generally considered more realistic than Isaac's, even though it trains slower at scale. 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.
ivan22
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Re: What does a realistic humanoid control software org chart even look like?

Post by ivan22 »

Minor factual note: 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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