What's the state of language-conditioned task planning for humanoids right now?
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samuel.campbell8
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What's the state of language-conditioned task planning for humanoids right now?
This has been on my mind since a conversation I had last week.
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. Cross-embodiment training (training one policy across data from multiple different robot bodies) has shown some real transfer benefits for high-level behaviors, but low-level control (exact joint torques, timing) still tends to need embodiment-specific fine-tuning.
Anyone want to poke holes in this?
Watching this space closely since 2019.
Re: What's the state of language-conditioned task planning for humanoids right now?
@samuel.campbell8 Pretty much this. One thing to add:
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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emily.kumar
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Re: What's the state of language-conditioned task planning for humanoids right now?
@hill23 I dealt with almost this exact situation.
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. 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.
Currently: 3D printing my way to bankruptcy.
Re: What's the state of language-conditioned task planning for humanoids right now?
@emily.kumar From what I've seen:
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.
"Torque is a lifestyle."
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novikova63
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Re: What's the state of language-conditioned task planning for humanoids right now?
@greta78 Agreed, and I'd add:
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.
Re: What's the state of language-conditioned task planning for humanoids right now?
@novikova63 Small correction on one detail:
Domain randomization - varying friction, mass, sensor noise, and even visual textures during training - is one of the more reliable tricks for improving sim-to-real transfer, but overdoing it can make training slower to converge and produce overly conservative policies. 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.
"Torque is a lifestyle."
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nancy_lewi
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Re: What's the state of language-conditioned task planning for humanoids right now?
@ethan17 Follow-up question though -
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. 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.
"Torque is a lifestyle."
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samuel.campbell8
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Re: What's the state of language-conditioned task planning for humanoids right now?
This raises a question for me -
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.
Watching this space closely since 2019.
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freya.smith
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Re: What's the state of language-conditioned task planning for humanoids right now?
@samuel.campbell8 I dealt with almost this exact situation.
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.
she/her
Re: What's the state of language-conditioned task planning for humanoids right now?
@freya.smith One nitpick -
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. 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.
they/them