How do you keep a whole-body controller stable when adding a new tool/payload?

Whole-body control, RL policies, VLA models, sim-to-real, ROS2, and the software stack that makes a humanoid actually walk and act.
byang
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by byang »

Worth being a little skeptical of the marketing angle here. 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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chloe_jack
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by chloe_jack »

@byang +1 to this. Worth adding: 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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choi98
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by choi98 »

Minor factual note: '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. 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.
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jhansen
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by jhansen »

@choi98 Same conclusion I've come to. Also worth noting: 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. '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.
byang
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by byang »

I'd take that specific number with a grain of salt, honestly. 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.
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rao91
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by rao91 »

From what I've seen: 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. 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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diego.moore6
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by diego.moore6 »

This is a great summary, thanks. 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. 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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harmonicjen60
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by harmonicjen60 »

I'd take that specific number with a grain of salt, honestly. 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. This whole thread is a good reminder how young this field still is.
michaelroberts
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by michaelroberts »

Small correction on one detail: 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 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."
carter42
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Re: How do you keep a whole-body controller stable when adding a new tool/payload?

Post by carter42 »

@michaelroberts Not to derail, but this reminds me of something adjacent: 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. 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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