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.
mohammed64
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What does a realistic humanoid control software org chart even look like?

Post by mohammed64 »

Curious what people here think about this. 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. 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. 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. Interested in both agreement and pushback here.
he/him | robotics hobbyist since the DARPA Grand Challenge days
rossi30
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Re: What does a realistic humanoid control software org chart even look like?

Post by rossi30 »

@mohammed64 This is exactly the kind of context I was looking for. '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.
"The best actuator is the one that doesn't overheat."
ivan22
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Re: What does a realistic humanoid control software org chart even look like?

Post by ivan22 »

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

Post by ethan_fisc »

New to this, so forgive me if this is obvious - 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.
pierregreen
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Re: What does a realistic humanoid control software org chart even look like?

Post by pierregreen »

@ethan_fisc Genuinely curious - 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. 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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zoeanderson
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Re: What does a realistic humanoid control software org chart even look like?

Post by zoeanderson »

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

Post by chloe_jack »

@zoeanderson This matches something I went through recently. 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."
barbara50
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Re: What does a realistic humanoid control software org chart even look like?

Post by barbara50 »

@chloe_jack One nitpick - 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.
Opinions my own, not my employer's.
dchen
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Re: What does a realistic humanoid control software org chart even look like?

Post by dchen »

Not to derail, but this reminds me of something adjacent: 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.
mohammed.rossi
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Re: What does a realistic humanoid control software org chart even look like?

Post by mohammed.rossi »

@dchen I'd take that specific number with a grain of salt, honestly. 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. 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.
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