Whole-body MPC solve times - what hardware are people running this on?
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sven.smith4
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Re: Whole-body MPC solve times - what hardware are people running this on?
@emma_whit I see it a little differently.
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.
Opinions my own, not my employer's.
Re: Whole-body MPC solve times - what hardware are people running this on?
Not sure I fully agree here.
'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. 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.
she/her | grad student, biped locomotion
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ashley_flor
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Re: Whole-body MPC solve times - what hardware are people running this on?
@nicole57 Not to derail, but this reminds me of something adjacent:
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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cynthia.muller
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Re: Whole-body MPC solve times - what hardware are people running this on?
@ashley_flor This matches something I went through recently.
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.
Opinions my own, not my employer's.
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charlesbianchi
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Re: Whole-body MPC solve times - what hardware are people running this on?
Slight correction, though the overall point stands:
'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. 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.
she/her
Re: Whole-body MPC solve times - what hardware are people running this on?
This is a great summary, thanks.
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.
Re: Whole-body MPC solve times - what hardware are people running this on?
@carol38 Here's what I know on this:
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.
Re: Whole-body MPC solve times - what hardware are people running this on?
@olga_lind Pretty much this. One thing to 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. 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.
Watching this space closely since 2019.
Re: Whole-body MPC solve times - what hardware are people running this on?
@nschmidt Slightly off-topic, but related:
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.
she/her | grad student, biped locomotion