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.
mia.weber
Posts: 165
Joined: Thu Dec 05, 2024 4:38 am

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

Post by mia.weber »

This lines up with my experience. 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.
ivan22
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Joined: Mon Mar 31, 2025 11:13 am

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

Post by ivan22 »

Minor factual note: 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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mary.taylor6
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Re: What does a realistic humanoid control software org chart even look like?

Post by mary.taylor6 »

Thanks for laying this out, genuinely useful. 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. 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.
lbianchi
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Re: What does a realistic humanoid control software org chart even look like?

Post by lbianchi »

Small correction on one detail: 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. 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.
jessica_faro
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Re: What does a realistic humanoid control software org chart even look like?

Post by jessica_faro »

Here's the relevant bit as far as I understand it: '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.
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