Humanoid Secures Landmark Deal with Schaeffler to Deploy Thousands of Humanoid Robots
Humanoid Secures Landmark Deal with Schaeffler to Deploy Thousands of Humanoid Robots
London-based startup to put Humanoid Robots on Schaeffler’s factory floors
Deployment begins in live German production environments in late 2026
Schaeffler becomes preferred actuator supplier
London, UK — May 13, 2026 — Humanoid, the UK-based AI and robotics company, has signed a binding, phased deployment and supply agreement with Schaeffler, a leading Motion Technology Company, to integrate humanoid robots directly into live manufacturing operations. The first systems go live in Germany before the end of 2026. Humanoid will also purchase actuators from Schaeffler as a preferred supplier.
The agreement is one of the largest disclosed humanoid robot rollouts ever announced and positions Humanoid, founded by Artem Sokolov in 2024, among the youngest companies to secure a large-scale contract at this level. It targets deployment of a four-digit number of wheeled units across Schaeffler’s global facilities by 2032.
The agreement follows a series of successful proof-of-concepts and a strategic partnership announced in January 2026 between the two companies. The initial deployment phase, running from December 2026 through June 2027, will take place across two Schaeffler sites in Germany. In Herzogenaurach, the focus will remain on advancing box handling use case within a live production environment. At the same time, operations in Schweinfurt will begin with a three-month capability demonstration and integration testing period, followed by a three-month on-site phase dedicated to validating stable, continuous operation approaching full production scale.
A core principle of the collaboration is economic viability at scale: Humanoid will support Schaeffler in integrating its robotic systems into existing production environments. This includes meeting Schaeffler’s requirements for system architecture, safety, and IT infrastructure, as well as aligning with standardized rollout processes and security-by-design principles.
The agreement is structured around a Robot-as-a-Service (RaaS) model. Under this model, Humanoid provides the robotic systems together with the related services required for end-to-end deployment and operation, including connection to the fleet management software, maintenance, 24/7 technical support, updates, and ongoing performance management.
In addition to the deployment contract, Humanoid has also signed a 5-year supply agreement with Schaeffler for supply of actuators. Under this agreement, Schaeffler will become Humanoid’s preferred supplier, covering more than 50% of the company’s demand for joint actuators for its wheeled-based platforms through 2031. This partnership is expected to translate into the supply of a seven-digit number of actuators.
“Together with Schaeffler, one of our key industrial partners, we are taking an important step toward making humanoid robotics part of global manufacturing operations,” said Artem Sokolov, Founder and CEO of Humanoid. “We have already seen strong results from our proof of concept together, and now we are taking the next step to staged deployment. Moving into real-world operations is where the true value of humanoid robots is proven.”
Dr. Jochen Schroeder, Chief Operating Officer at Schaeffler AG, said: “The partnership with Humanoid underscores Schaeffler’s position as a trusted technology partner in advanced robotics. By supporting the phased deployment of humanoid systems in real manufacturing environments and serving as a preferred supplier of actuators, we are contributing to the industrial scaling of this technology while further strengthening our role in future-oriented motion solutions.”
Following the initial stages, both companies will continue to assess performance, expand deployment across the whole value stream including dexterous tasks as assembly and packaging in future.
About Humanoid
Humanoid is a UK-based robotics company building humanoid robots for industrial use, working to become the #1 general-purpose industrial humanoid robotics company within two years. Founded by Artem Sokolov in 2024, Humanoid brings together over 200 engineers, researchers, and innovators from top global tech companies. All robots run on KinetIQ, Humanoid’s proprietary four-layer AI framework designed for real-world deployment.
With offices in London, Boston, and Vancouver, the company is focused on building commercially viable, scalable, and safe robotic solutions for real-world applications. For media inquiries, interviews, or further information, please contact: [email protected].
Introducing KinetIQ
Introducing KinetIQ
Today we’re introducing KinetIQ, Humanoid’s own AI framework for end-to-end orchestration of humanoid robot fleets across industrial, service, and home applications. A single system controls robots with different embodiments and coordinates interactions between them.
The architecture is cross-timescale: four layers operate simultaneously, from fleet-level goal assignment to millisecond-level joint control. Each layer treats the layer below as a set of tools, orchestrating them via prompting and tool use to achieve goals set from above. This agentic pattern, proven in frontier AI systems, allows components to improve independently while the overall system scales naturally to larger fleets and more complex tasks.
In this video, KinetIQ orchestrates both our product lines.
Our wheeled-base robots run industrial workflows: back-of-store grocery picking, container handling, and packing across retail, logistics, and manufacturing. The bipedal robot is our R&D platform for service and home, showcasing voice interaction, online ordering, and grocery handling as an intelligent assistant.
KinetIQ Features and Architecture overview
Cross-embodiment
A single AI model can control robots with different morphologies and end-effector designs. Data collected on one embodiment helps train and improve performance across the fleet.
Cross-timescale
KinetIQ simultaneously operates across several cognitive layers, each running at its own timescale, both in terms of the decision-making frequency and planning horizon.
System 3 — Humanoid AI Fleet Agent
An agentic AI layer that treats each robot as a tool and reacts within seconds to use them and optimize fleet operations.
System 3 integrates with facility management systems across logistics, retail and manufacturing, and is also applicable to service scenarios and smart-home coordination. Our KinetIQ Agentic Fleet Orchestrator ingests task requests, expected outcomes, SOPs, real-time request updates and facility context, and allocates tasks and information across wheeled and bipedal robots, coordinating robot swaps at workstations, to maximize throughput and uptime.
The KinetIQ Fleet Orchestrator directs two-way communication with facility systems to:
receive new task requests and changes/reassignments,
track task progress and performance metrics,
report completion and issues,
ensure exceptions are handled and resolved in coordination with traditional or agentic facility management systems.
System 2 — Robot-Level Reasoning
A robot-level agentic layer that plans interactions with the environment to achieve goals set by System 3. Spans second to subminute timescale.
System 2 uses an omni-modal language model to observe the environment and interpret high-level instructions from System 3. It decomposes goals into sub-tasks by reasoning about the required actions to complete its assignments, as well as the best sequence and approach. Plans are updated dynamically from visual context instead of relying on fixed, pre-programmed sequences, similar to how agentic systems select and sequence tools. These plans can be saved as workflows/SOPs to be executed again in the future and shared across the fleet.
System 2 also monitors execution and evaluates whether the VLA (System 1) is making progress. If the system determines that it’s unable to complete a task, or needs assistance, it requests human support through the fleet layer (System 3). Assistance can be delivered via interventions at System 2 level (through prompting) or at the level of System 1 (through teleoperation or direct joint control), either remotely or on-site.
System 1 — VLA-Based Low-Level Task Execution
A Vision-Language-Action (VLA) neural network that commands target poses for a subset of robot body parts (such as hands, torso or pelvis), driving progress toward immediate low-level objectives set by System 2.
System 1 exposes multiple low-level capabilities to System 2 that can be invoked via different prompts. Examples include picking & placing objects, manipulating containers, packing or locomoting. VLM-based reasoning of System 2 selects the capability most appropriate for the current situation and the goal. Each low-level capability is also capable of reporting its status (success, failure or in-progress) back to System 2 to facilitate progress tracking.
KinetIQ VLA issues new predictions at subsecond timescale, usually 5-10Hz. Each prediction constitutes a chunk of higher-frequency actions (30 to 50Hz depending on the task) that will be executed by System 0. Action execution is fully asynchronous: a new action chunk is always being prepared while the previous one is still executed.
To ensure that an asynchronously produced chunk doesn’t contradict the reality that unfolded while it was produced, KinetIQ uses the prefix conditioning technique: every chunk prediction is conditioned on the part of the previous chunk that is expected to be executed during inference. Unlike impainting, this is a universal technique equally applicable to both autoregressive and flow-matching models.
System 0 — RL-based Whole-Body Control
The goal of System 0 is to achieve pose targets set by System 1, while solving for the state of all robot joints in a way that continuously guarantees dynamic stability. System 0 runs at 50 Hz.
KinetIQ implementation of System 0 uses RL-trained whole-body control for both bipedal and wheeled robots. Such approach allows KinetIQ to fully exploit synergy between different platforms, benefitting from the power of RL in producing capable locomotion controllers.
Whole body control is trained solely in simulation with online reinforcement learning, requiring roughly 15k hours of experience to produce a capable model.
The Path Toward Solving Physical AI
Working in unison across multiple embodiments and timescales, the four cognitive layers of KinetIQ can achieve complex goals that require fleet orchestration, reasoning, dexterous manipulation, dynamic recovery and stability control. The fully-agentic design of KinetIQ that embraces recent breakthroughs in the field of AI is one of the key factors behind Humanoid’s rapid progress towards solving Physical AI.
Humanoid Unveils Record Breaking Bipedal Robot Walking 48 Hours After Assembly
Humanoid Unveils Record Breaking Bipedal Robot Walking 48 Hours After Assembly
London, UK, November 24, 2025 — Humanoid, a UK-based robotics and AI company, today unveiled HMND 01 Alpha Bipedal, a humanoid robot that sets a new benchmark for development speed and operational readiness. Built from initial design to working prototype in just five months, compared with the industry average of 18 to 24 months, Alpha achieved stable walking only 48 hours after final assembly, a milestone that typically takes weeks or even months.
The secret lies in Humanoid’s approach to both hardware and software. The team relied on ultra-precise 3D modeling to create prototypes that closely match simulation, minimizing the “sim-to-real” gap that often slows humanoid development. Using Nvidia’s Isaac Sim and Isaac Lab, the team trained more than 52.5 million seconds of reinforcement-learning locomotion data in simulation, equivalent to nearly 19 months of conventional training, in only two days. The robot took its first real-world steps after just 3.2 million seconds, with minimal randomization needed to handle external pushes of up to 350 Newtons.
Standing 179 centimeters (5’10’’) tall with 29 degrees of freedom excluding end-effectors, Alpha combines top-class upper-body strength with a bimanual payload capacity of 15 kilograms (33 lbs). Its modular end-effectors can be fitted with either 12-degree-of-freedom five-fingered hands or 1-degree-of-freedom parallel grippers, while its head features six RGB cameras, two depth sensors, and a six-microphone array. The robot’s body is equipped with haptic sensors, force/torque sensors, and joint torque feedback, all powered by Nvidia Jetson Orin AGX and Intel i9 processors. Its battery provides three hours of swappable power, ensuring extended operation during testing and development.
“HMND 01 is designed to address real-world challenges across industrial and home environments,” said Artem Sokolov, Founder and CEO of Humanoid. “With manufacturing sectors facing labour shortages of up to 27%, leaving significant gaps in production, and millions of people performing physically demanding or repetitive tasks, robots can provide meaningful support. In domestic environments, they have the potential to assist elderly people or those with physical limitations, helping with object handling, coordination, and daily activities. Every day, over 16 billion hours are spent on unpaid domestic and care work worldwide — work that, if valued economically, would exceed 40% of GDP in some countries. By taking on these responsibilities, humanoid robots can free humans to focus on higher-value and safer work, improving their productivity and quality of life.”
Alpha Bipedal is designed for robust and repeatable performance across multiple applications, including industrial, household, and service tasks. It can walk in straight and curved trajectories, turn in place, sidestep, squat, hop, run, manipulate objects with precision, recover from omnidirectional pushes, and coordinate with other humanoid or wheeled robots. Beyond locomotion and manipulation, it can engage with humans via a head display, LEDs, speakers, and audio sensing, while its VLM and VLA-based KinetIQ framework enables advanced reasoning and task execution.
Humanoid’s approach emphasizes modularity and versatility, allowing future upgrades to the robot’s upper body, end-effectors, and even garments. The platform is optimized for low total cost of ownership, fast training and adoption of AI policies, and high payload-to-cost ratio.
HMND 01 Alpha Bipedal expands Humanoid’s robotics portfolio, following the wheeled Alpha platform, which was recently launched and has already completed its first commercial POCs, and extends the company’s reach from industrial and logistics tasks, including warehouse automation, picking, and palletizing, to domestic support applications.
For media inquiries, interviews, or further information, please contact: [email protected]
Humanoid Explores Integration of Humanoid Robotics with SAP’s Embodied AI for Industrial Applications
Humanoid Explores Integration of Humanoid Robotics with SAP’s Embodied AI for Industrial Applications
London, November 5 — Humanoid, a UK-based AI and robotics company, announced a collaboration with SAP to develop and demonstrate real-world robotics solutions. Together, the companies will explore the integration of cognitive humanoid robots into industrial and enterprise environments through a series of Proofs of concept (POCs) combining Humanoid’s latest HMND 01 platform with SAP’s enterprise software solutions,addressing a market estimated at $15–20 billion by 2030, equivalent to 300,000–400,000 robots, with longer-term projections of $38 billion by 2035.
The first joint pilot is planned with Martur Fompak International, a first-tier supplier and solution partner for automotive seating and interior systems. The global manufacturer plans to deploy Humanoid’s modular humanoid platforms to explore automation of complex seat-assembly processes. The proof-of-concept focuses on intelligent kitting — selecting diverse seat components from organized bins and placing them precisely into containers bound for the production line alongside tote handling from storage to production. The POC will integrate directly with SAP Extended Warehouse Management (EWM) for real-time inventory and order management.
This cognitive robotics solution addresses the complexity of automotive seat production, where numerous configuration variants demand precise component selection and coordinated assembly. SAP’s proof-of-concept embodied-AI agents provide business-context awareness, enabling robots to understand production schedules, customer specifications, and quality requirements while maintaining seamless integration with existing manufacturing workflows.
The initial in-house POC results of the intelligent kitting use case have been demonstrated at SAP’s TechEd event in Berlin in November 2025.
Through this partnership, SAP will contribute its deep business process and enterprise software expertise, while Humanoid will provide experience in cognitive robotics systems. Both companies will explore further collaboration opportunities: building their solutions on each other’s platforms, integrating them into their portfolio, and enabling data exchange.
“This partnership is an important step toward bringing humanoid robotics into enterprise operations at scale,” said Artem Sokolov, founder of Humanoid. “Together with SAP, we’re exploring how cognitive robots can extend automation beyond the factory floor, into every environment where people work.”
“Embodied AI represents a fundamental shift in how robots understand and respond to business needs,” said Philipp Herzig, CTO of SAP SE. “We look forward to exploring the potential of our embodied AI agents together with Humanoid. The first proof of concept in the manufacturing industry allows us to demonstrate how humanoid robots can act as extensions of an organization’s operations by providing business context awareness and integration with existing workflows.”
About Humanoid:
Humanoid is a UK-based robotics innovation company dedicated to developing advanced humanoid robots that enhance human capabilities. Founded by Artem Sokolov in 2024, Humanoid brings together over 180 engineers, researchers, and innovators from top global tech companies. With offices in London, Boston, and Vancouver, the company is focused on building commercially viable, scalable, and safe robotic solutions for real-world applications.For media inquiries, interviews, or further information, please contact: [email protected]
Humanoid and Schaeffler Successfully Completed Proof of Concept for Bin Picking with Pre-Alpha Robot
Humanoid and Schaeffler Successfully Completed Proof of Concept for Bin Picking with Pre-Alpha Robot
London, October 29 — Humanoid, a UK-based robotics and AI company, has successfully completed a Proof of Concept (POC) with Schaeffler using its pre-alpha robot. The project showcased Humanoid’s robot in a real-world use case: bin picking of metallic bearing rings in clutter, carried out in a near-production setting at the Schaeffler site in Erlangen, Germany.
The task involved continuously picking bearing rings from bins at a static station using the robot’s parallel grippers, transferring them to a buffer table for further processing, and moving between stations. According to Schaeffler’s and Humanoid’s analysis, traditional automation systems such as robotic arms or cobots, suffer from low utilization and limited ROI for this use case, while humanoid robots bring clear advantages. These include mobility for multi-machine operation, AI models that generalize skills across many ring types, and autonomous correction capabilities for real-time regrasp.
The POC results fully met the established expectations This way the Humanoid team demonstrated its ability to develop new skills rapidly, fine-tune performance on-site, and transfer policies from lab environments into real-world facilities with minimal adjustments.
To support the POC, Humanoid built a physical twin in its lab and used teleoperation with leader arms to collect training data. This data was used to fine-tune a pre-trained VLA model. Required cameras and sensors were integrated directly into the robot, minimizing installation requirements.
“At Humanoid, early POCs are one of our key priorities because they allow us to iterate faster — to go into the real world as early as possible and learn what our future customers truly need. This project proved that even at the pre-alpha stage, our platform can deliver tangible value in operational settings. We see high potential for more operational applications with humanoids at Schaeffler’s factories,” said Artem Sokolov, founder of Humanoid.
“Humanoid robotics plays a crucial role in the production of the future. Schaeffler plans to deploy a significant number of humanoid robots in its global manufacturing footprint. The successful proof of concept (POC) with Humanoid is another important milestone on this path. We look forward to making progress together in the next phase of the project leveraging our extensive expertise in manufacturing“, says Sebastian Jonas, Senior Vice President Advanced Production Technology at Schaeffler.
Looking ahead, both companies are discussing next steps and moving into the second phase of the POC in a production environment. This next phase will involve Humanoid’s alpha robot — the company’s first in-house designed and built platform. It will bring higher payload capacity, more advanced manipulation, and improved AI performance. The goal is to validate performance in realistic manufacturing conditions, including noise, dust, materials, and operational demands.
About Humanoid
Humanoid is a UK-based robotics innovation company dedicated to developing advanced humanoid robots that enhance human capabilities. Founded by Artem Sokolov in 2024, Humanoid brings together over 170 engineers, researchers, and innovators from top global tech companies. With offices in London, Boston, and Vancouver, the company is focused on building commercially viable, scalable, and safe robotic solutions for real-world applications.For media inquiries, interviews, or further information, please contact: [email protected]
Humanoid and QSS AI & Robotics Announce Strategic Partnership to Advance Robotics Development in Saudi Arabia
Humanoid and QSS AI & Robotics Announce Strategic Partnership to Advance Robotics Development in Saudi Arabia
London, October 20 — Humanoid, a UK-based AI and robotics company, announced a strategic partnership with QSS AI & Robotics, Saudi Arabia’s leading robotics and artificial intelligence company pioneering the localization of advanced technologies under Vision 2030.. By combining Humanoid’s product innovation with QSS’s deep regional expertise, infrastructure, and government partnerships, the collaboration aims to accelerate the deployment and local manufacturing of humanoid robots across the Kingdom.
Under the agreement, QSS AI & Robotics will serve as Humanoid’s exclusive commercial,distribution, and localization partner in Saudi Arabia. The partnership will focus on introducing, deploying, and supporting Humanoid’s robots across key sectors, including manufacturing, logistics, retail, and infrastructure.
Humanoid & QSS, together, will co-develop a localized market-entry strategy, ensuring full alignment with Saudi Arabia’s Vision 2030 and its national digital transformation roadmap.
As part of the collaboration, QSS will utilize its state-of-the-art Robotics Factory in Riyadh, the first of its kind in Saudi Arabia, to explore localized assembly, customization, and support operations for Humanoid. This will enable sustainable scaling, cost efficiency, and faster market delivery.
The partners have also agreed on a non-binding pre-order framework of up to 10,000 humanoid units for the Saudi clients over the next five years, marking one of the largest potential humanoid deployments in the Middle East.
To further promote innovation and engagement, Humanoid and QSS will establish a flagship “Humanoid Lounge” in Riyadh, a co-branded experience centre that will showcase Humanoid’s latest robotics platforms. The lounge will feature live demos, customer experiences, and educational sessions, serving as a hub for collaboration and inspiration on the future of robotics in the Kingdom.
“Saudi Arabia represents one of the most forward-looking markets in the world when it comes to innovation,” said Artem Sokolov, founder of Humanoid. “This partnership is our first step into the MENA region, a market with immense potential for large-scale adoption of humanoid robots. Together with QSS, we aim to bring humanoid robotics from concept to reality, driving efficiency, safety, and progress across industries”.
“This partnership reinforces our mission to localize global technology within Saudi Arabia,” said Dr. Elie Metri, CEO of QSS AI & Robotics. “By combining Humanoid’s world-class engineering with our local manufacturing capabilities, ecosystem, and government alignment, we’re paving the way for a new era of humanoid robotics made, developed, and deployed from the heart of Saudi Arabia.”
About Humanoid
Humanoid is a UK-based robotics innovation company dedicated to developing advanced humanoid robots that enhance human capabilities. Founded by Artem Sokolov in 2024, Humanoid brings together over 180 engineers, researchers, and innovators from top global tech companies. With offices in London, Boston, and Vancouver, the company is focused on building commercially viable, scalable, and safe robotic solutions for real-world applications.
For media inquiries, interviews, or further information, please contact: [email protected]
About QSS AI & Robotics
QSS AI & Robotics is a Saudi company pioneering robotics and artificial intelligence manufacturing & localization in alignment with Vision 2030. Established in Riyadh, QSS designs, manufactures, and deploys advanced robotic systems and AI, including SARA and MOHAMAD, the first Saudi-made humanoid robots. With its dedicated R&D division, AI software development labs, and the first Saudi robotics factory, QSS leads national efforts in automation, AI integration, and smart technology manufacturing.
Humanoid Unveils the UK’s First Humanoid Robot For Industrial Use
Humanoid Unveils the UK’s First Humanoid Robot For Industrial Use
Built in just seven months, HMND 01 Alpha prototype is the fastest-developed humanoid to date and the company has already completed its first commercial Proofs of Concept
UK-based robotics and AI company Humanoid today announced the launch of HMND 01 Alpha, the country’s first humanoid robot for industrial use. Built in just seven months, Alpha represents the fastest humanoid development cycle in history. Within its first founding year, Humanoid has already completed two commercial Proofs of Concept (POCs), positioning HMND 01 as the only industrial humanoid robot on track for commercial deployment within the next 12 months.
The launch comes as industries face widening shortages and productivity challenges. In the UK alone, manufacturers report more than 58,000 unfilled vacancies, while across Europe more than one in four manufacturers (26%) cite labour shortages as a critical barrier to growth and one of the sector’s biggest challenges. In the United States, the situation is even more severe, with around 600,000 jobs currently unfilled – a figure projected to rise to 2.1 million by 2030. Humanoid is targeting these challenges directly, starting with deployments in warehouses, logistics hubs, and retail facilities. Here, HMND 01 can take on repetitive, physically demanding tasks such as picking and sorting goods, machine feeding, kitting, loading and unloading inventory, and supporting packaging and fulfilment. By working alongside people in environments designed for humans, the robot boosts throughput, reduces errors, and improves working conditions – all without the costly infrastructure changes typical of traditional automation.
“Robots shouldn’t replace people, they should support them,” said Artem Sokolov, Founder of Humanoid. “After scaling my family’s manufacturing business, I saw firsthand the toll repetitive work took on employees, including my own grandparents. HMND 01 is built to fill the labour gaps, letting people to focus on more meaningful work. We are targeting a $38B industrial TAM, projected to reach $1T by 2050, with a clear path to market leadership in Europe. Globally, robot density averages 162 per 10,000 workers, and each additional robot can boost overall productivity by up to 7%, which means more output, fewer errors, and less strain on the team. That’s why we see HMND 01 not just as a machine, but as a step toward a more sustainable and human‑centred future of work.”
What sets Humanoid apart is its approach: a proprietary combination of 360° simulation training and real-world data flywheels. This dual system is already delivering tangible results – twice the development speed at half the cost compared to traditional methods. Standing 220 centimetres (cm) tall, Alpha is a wheeled humanoid that the team believes is the most robust wheeled robotic platform in the world. It can reach speeds of up to 7.2 kilometres per hour (km/h) and carry bimanual payloads of 15 kilograms (kg), with the ability to lift even more when objects are closer to the body. Its reach spans from the floor up to two metres, with shelf depths of up to 60 centimetres, allowing it to pick goods directly from the ground or from high storage locations. Alpha features 29 active degrees of freedom (DOF), excluding end-effectors, and is powered by AI-driven, end-to-end reasoning. Its end-effectors can be fitted with either a 12-DOF five-fingered hand or a 1-DOF parallel gripper, allowing the robot to adapt to tasks requiring either dexterity or simple/heavy handling. The head is equipped with 360-degree RGB cameras and two depth sensors for comprehensive perception.
HMND 01 Alpha is primarily designed for testing across industrial facilities, gathering insights on which functions are market-ready, which need refinement, and what new capabilities are required. These learnings will help to shape Beta wheeled robot, scheduled for launch in Q3 2026.
Humanoid is backed by $50 million in founder-led capital and a 175-strong team that includes alumni from Apple, Tesla, Google, Boston Dynamics, Sanctuary AI, and Nvidia. Humanoid will operate on a Robots-as-a-Service (RaaS) model, enabling enterprise customers to achieve a fast ROI, with potential labour cost savings of up to 50% annually, while experiencing firsthand how intelligent humanoid robots can enhance productivity, improve working conditions, and transform the future of industrial work.
Humanoids A to Z: A Modern Glossary for Humanoid Robotics
Humanoids A to Z: A Modern Glossary for Humanoid Robotics
In 2025, humanoid robots are no longer a long-term bet, they’re entering production. Major industrial players are partnering with robotics companies, moving humanoids out of labs and into real workflows faster than expected. According to a recent Morgan Stanley article, by 2050 the number of humanoid robots could approach 1 billion, with the market projected to surpass $5 trillion.
But progress in this space comes with complexity. Humanoids combine various technologies and mechanisms across its hardware and software, including high-DOF mechanics, real-time whole-body control, reinforcement learning, or foundation-scale perception models among others. Even familiar terms like “fall recovery” or “training data” take on new meaning in humanoid robotics context.
That’s why we created this glossary: a guide to the terminology shaping the field built to help you move fluently through the language of next-gen robotics.
Deployment-Ready RL: Pitfalls, Lessons, and Best Practices
Deployment-Ready RL: Pitfalls, Lessons, and Best Practices
This text is a transcript of a webinar led by Kyle Morgenstein from the University of Texas at Austin for the Humanoid team. We’re sharing it on our blog to spread knowledge and help move the humanoid robotics industry forward. Please note that the views and information presented here are Kyle’s own.
Kyle Morgenstein, University of Texas at Austin
04:21 –> 04:00
As much as I’d like to sit here and give a lecture on proximal policy optimization and math, that’s not the goal today. Today we want to be pretty laser-focused on deployment on what does it mean to take our policies from simulation and get them to work on hardware.
05:00 –> 06:00
In the last couple of years, we’ve seen this really incredible success in legged locomotion, specifically in quadrupeds, using reinforcement learning.
Compared to model-based methods in the years prior we’re now able to do things that we thought were impossible. Learning entirely in simulation and deploying in the real world. So here we see some of the vision-based RL parkour work coming out of ETH Zurich, uh, without any kind of references or contact schedule, or any of the things that would have been required in model-based control.
We can put these robots sort of anywhere on Earth, and they’ll navigate them very effectively.
And then maybe my favorite video that’s come out in recent years has been this ladder climbing video. When I first saw it, I couldn’t believe what I was seeing. And of course, there are some modifications to make this problem a little bit easier. There’s the foot design that has the hook.
But the fact that we’re able to learn these really, really complex and agile skills in simulation and then deploy them in the real world, zero-shot is, I think, incredibly impressive.
06:00 –> 07:00
And we’ve seen this work as a standardized recipe now that works on any quadruped you can imagine.
When seeing these sorts of results over the last couple of years, I think there’s a fairly natural question that arises. Which is why we haven’t seen the same degree of success in humanoids?
So I want to show a video from last year. It was a humanoid parkour paper copying some of the best practices that came out of those ETH parkour papers. And to be clear, this is an incredibly impressive result as well. The vision-based policy adapting to its environment. Taking large steps, jumping over gaps. It’s still a very, very good policy, but the robot exhibits an ailment that we call “Drunken Robot Syndrome”. The gait is not quite confident. It’s taking all these small stutter steps to orient itself.
07:00 –> 08:00
And maybe this makes sense in simulation, given that our largest penalty that we ever give it is a termination for falling over, so the robot learns that it needs to stay upright at all costs, it’s taking these small steps to reorient itself.
There’s sort of an old adage that you don’t have to worry about dynamic balance if you can just step fast. And so we see this good enough transfer of a lot of these ideas that have worked so well in quadrupeds, but we don’t quite see the same level of precision and smoothness that we see in quadrupeds transfer over into humanoids. And so I’d like to spend some time today talking about what are those gaps in the deployment side that take us from the kinds of precise, agile policies we see in simulation, and turn them into behaviors on the robot.
To act as a foil for this, and maybe to contradict everything I just said, has been this demo from earlier this year where Boston Dynamics Electric Atlas did these really, really slick and smooth walking and running and dancing behaviors.
I think that there’s a pretty clear distinction between the video on the left and the right.
08:00 –> 09:00
The video on the left, the humanoid parkour, is using sort of the vanilla RL formalism. We’ve got our rewards, we hand-design, we hand-tune them, and we get the behavior that we want. On the right, these really nice behaviors are coming from reference data. So we have some motion capture data and retarget it for the robot, in this case, just kinematic retargeting, and then we can embed that in the RL formalism to get these kinds of really, really smooth behaviors.
And so I think that there’s sort of a conflict or tension between what we can do to take our vanilla RL formalism that works so well in the quadruped case, in the quadruped case we don’t require any additional references at all. Versus in the humanoid case, where we’d like to see the same kind of vanilla RL formalism work, but we haven’t really seen that at a deployment level.
And we’re starting to see a lot more of these reference and imitation methods embedded into RL to try and get that same degree of performance. That’s the starting point for what I want to talk about today.
09:00 –> 10:00
To that end I want to talk about actions-based design, the observation space, how you deal with model mismatch, things like your actor, your student-teacher, actor-critic methods, or asymmetric actor-critic. Some basic intuition for reward tuning, and then finish up with some talk about RL with motion references, and maybe how the field is evolving around it.
And you can see, I come from more of a control theory background, but have now turned my PhD into a learning PhD. And I’m strongly of the belief that to be able to do this well, you do need a very strong mix of learning and control theory. The intuition that you get from control theory is really indispensable. But the methods from learning are really what has enabled us to deploy these policies on even low-quality hardware very, very robustly. So, with that, let’s jump into it.
Starting with the action space. Typically, the action space that we use for these policies is a joint position residual.
10:00 –> 11:00
And so that looks like our PD control law at the top, so we have some desired joint position Q, and some velocity Q dot, and we track it. Now we take our action, we sample from our policy, parameterized by our weights. And our desired position, we say, is some reference position, maybe it’s the stance configuration for our robot, plus the scaled output from our neural network. And our desired velocity is always zero, so it’s gonna act like a regularizer for us.
This gives us our fairly standard control law. It’s still a PD control law, where we have some residual on top of a stance position, and that’s giving us the behavior that we want. This is sort of a virtual spring, it’s a damped virtual spring. It’s one way of thinking about it. But I’d like to convince you that there’s an alternative way of thinking about this that makes it a lot easier to deploy.
So, if you algebraically rearrange, if you pull the KAA term outside of the stiffness term, then you can treat this equivalently as a joint position residual.
11:05 –> 12:00
Or as a feed-forward torque with gravity compensation. And there’s the dimensions on the neural network output A don’t really care either way, but the way you look at these equations makes a big, big difference in how you tune them. Specifically when you go to tune the PD gains and the action scale A.
Given these two different representations of our action, we’d like to try and determine a pretty robust way of selecting our gains, both that we get good exploration in simulation, as well as good deployment on our hardware.
So the two terms we have are gravity compensation, as opposed to our feed-forward torque.
12:00 –> 13:00
Now, notice that even though these are algebraically equivalent lines, this is actually a multi-rate loop, so the Kp term, or the PD term, the first term in the bottom equation, is being updated at your firmware rate, so that could be somewhere in the thousands to tens of thousands of hertz.
Whereas the feed-forward torque term is only being updated at the policy control rate, which is usually around 50 Hz. Similarly, the joint position residual version of this. The whole control law is being updated at that firmware rate, but you’re only updating the action at that 50Hz.
What that means is that from the perspective of the PD controller, the action is quasi-static. It’s effectively not moving. If you’re updating your PD controller at 40,000 Hz, and your action only updates at 50. That’s more or less a static action for the PD controller to track.
So you can think of this either as a gain-tuning problem in the physical sense…
13:00 –> 14:00
…where we’d like to find a KP and KD such that we can converge on the position offset given to us by KA times A, and track that high rate, high fidelity to be able to achieve the desired position residual by the time we get our next control input.
Alternatively, we can think of this as adding some constant feed-forward torque onto this high-rate PD control law that’s smoothing out jitter or other disturbances from the policy. The difference that this makes is how you pick your gains, so you can either choose to… if you treat this as a PD controller in the typical control sense, then you’re gonna pick KP to be the square of your natural frequency, and use that KD to be critical damping and things like that. And the resulting gains are very, very high.
And so that will transfer to hardware, you’ll be able to stand the robot up no problem, because you’re treating it as a sort of physical problem. But you have substantially reduced exploration performance in simulation.
14:00 –> 15:00
If your gains are very, very high, then the effective bandwidth of the policy learn is lower, I’ll show that visually in a moment. But in the low gains case, where you’re in the bottom equation, where you’ve got your gravity compensation you’re allowing the policy to determine the bulk behavior, and you’re just using the PD controller as a bias towards stance.
So as opposed to treating the action as a position, you have to track exactly. You can treat the PD controller as just sort of a nudge at the beginning of training to keep you oriented around stance and to smooth out any jitter, and then the policy gets to learn the whole behavior around that.
So to depict this visually, let’s assume that at the beginning of training, our neural network is parameterized as a Bolivariate Gaussian, let’s call it one-dimensional for now. So its shape is gonna look like this black curve. So this is our distribution of actions that we may sample at the beginning of training.
Given some torque limit for our robot, we’d like to be able to understand what kind of exploration we can perform at the beginning of training.
15:00 –> 16:00
In the high-gain case, it’s going to be the red dotted lines. Because of our torque limits and our gains being as high as they are, when you do your random sampling over your untrained policy, the bandwidth, the range of values that you can sample, where you change the position of the actuator, or where you have a difference in output torque before it gets clipped, is very, very small.
It means that even though you’d like to sample from this normal distribution centered at zero, you end up oversampling and biasing your exploration at the torque limits. Because the high stiffness means that it’s effectively a bang-bang controller. So you’re exploring moving your joint one direction, you’re exploring moving it the other direction, but it’s hard to sample in between because there’s a very limited bandwidth that you’re able to resolve before you hit those torque limits when your gains are high.
When you have the lower gains, you’re able to resolve a much larger range of the distribution that you’re sampling from, this full normal curve.
16:00 –> 17:00
And so this gives you much, much better exploration, because now, let’s say if I want to sample on the right side of the distribution, and I’m over here close to but under the dashed blue line.
And then as opposed to that sample, let’s say half of that, but it’s still outside of the red dotted lines. That difference, when I’ve got low gains, I can track. The policy will take a different behavior, it’ll get to a different joint position. And we’ll get different rewards for it, we got good learning signal, we’ll update accordingly.
In the high gains case, in either one of those samples, I’m still gonna hit my torque limit, and so the joint’s still going to its maximum value. And so, you end up with a very jittery policy that is hard to do exploration with, and oftentimes won’t converge.
And so when you have lower gains, you tend to get much, much better training performance, uh, you end up with a smoother policy, it sort of helps the whole problem, not because it’s of the physical system.
If we go back to the equation for a minute. It’s not that, you know, one of these equations is more correct than the other, they’re both true.
17:00 –> 18:00
But if you think about it as a feed-forward torque law, as opposed to a joint position residual, it’s much, much easier to tune these parameters for exploration and simulation.
It’s not necessary to tune them as if it were a physical system that you must track as a standard PD control law, or you want to minimize overshoot and rise time and everything else like that. We don’t have to think about it in that control theoretic sense.
It’s better to think about it as an inductive bias against stance early in training. Really, what the action scale Ka is doing for you is – it’s controlling your learning rate, or your sampling rate, your exploration rate. So in Ka is very high, you’re going to oversample the torque limits.
But you’re going to more rapidly explore that space, whereas when Ka is low, you’ve got maybe lower magnitude exploration, so it can take longer to get momentum and energy in the weights of the neural network to output large values. But you get much smoother policies as a result.
19:00 –> 20:00
Just last thing to say on this visual, which is that when you have the high-gain case, you have limited bandwidth, like I mentioned, because you’re effectively doing bang-bang control. Uh, the effect of this when you’re training is that your actor standard deviation may increase, and in my opinion, this is sort of the most critical parameter to track during training, more than your terminations, more than your rewards, more than your success metrics.
If your standard deviation does not converge, then all of your training is sort of kaput. You’re not going to be able to reason about the effects of the policy with an increasing standard deviation, and I’ll talk more about that in depth in a little bit.
But that’s one of the big risks here, is if you have the high gains, even though it may be easier to start training, because you start with more torque at your stance configuration, the risk to the learning rate, the risk to the exploration is such that it’s generally not worth it. You generally do want the lower gains here.
I will talk about what that means on hardware in a minute. Um, but then, how do you pick those gains, heuristically?
This is sort of where we’re leaving well-principled theory land, and now going into what works in practice.
20:00 –> 21:00
This is just a heuristic. But the way I like to think about it is, given some range of motion at the joint and given some torque limit, we set Kp such that when we’re at one extreme of that range of motion, you can’t apply more than your torque limit. So this helps protect the system mechanically as well.
You can also modify this so that your spring is defined with respect to the center point. If you assume that you’ve got a symmetric range of motion. But I tend to find that it works better if you just treat it as… let’s say I’m at one extreme of my range of motion and I’d like to get to the opposite extreme of my range of motion. I set my Kp such that I would exhort maximum torque to cross over from one extreme to the other.
I think this works quite nicely in practice, because we very, very rarely, in a single step, want to transition from one extreme to the other. And so we’re generally using much less than this torque limit but we give the controller authority up to that torque limit to actuate the joint.
21:00 –> 22:12
But we don’t risk exceeding that. And then to set the damping for this. Again, just a heuristic, if you divide Kp by about 20, I find that works really nicely in practice.
27:00–> 28:05
Right, so then given this heuristic, I think there’s a fair question, especially that I typically get from the roboticists and mechanical engineers of how do I actually deploy a low-gain policy, because how am I tracking my joints otherwise?
So, a couple different ways to do it. First is a robot that we have in my lab, Spot, which we use for RL quite a bit. If you have high fidelity, torque or current feedback, and especially if you have output torque sensing, it is very, very easy to deploy a low-gain policy, because that feed-forward torque term can be tracked by your low-level control.
If you have that, that really makes life very easy. Spot is by far the easiest robot I’ve ever done RL with, because it has output torque sensing. And so that means that whatever, you know, torque I ask for, it’s gonna give me.
Like I mentioned, you can also anneal the gains to zero. As opposed to having to set a control law with low gains into your firmware, your low-level controller, you can just send a desired torque and If you have good enough torque tracking, that will work.
28:05–> 29:00
Although you do end up a little bit more susceptible to modeling errors, because you don’t have that PD controller to smooth out jitter from things like unmodeled joint friction or roadrunner show.
You can also train an actuator network if you have some reference policy to collect data with, like a model-based policy. That works quite well.
Or you can just distill it into a high-gain policy. So maybe you’re working with your physical system, and with low gains, you just can’t get it to track the torque accurately enough.
The reason we use low torques in sim is primarily for exploration. It gives us better exploration characteristics early in training, so we can learn more agile and more precise behaviors.
Once you have a policy that can provide you those references, you can then distill that with a student-teacher method into a policy that uses the higher gains that do work on your hardware, and then just track the desired joint positions accordingly.
29:00–> 30:00
And so there is some flexibility. What you train in simulation, it doesn’t always have to mirror exactly what you deploy on hardware, and we’ll talk more about some of those methods for distillation in a little bit.
Now let’s talk about the observation space.
I very, very often see people throwing wild things into their observation space that do not need to be there. All you need for your observation space are your velocity, your orientation, your joint state, your last action, and your command. That’s it.
You do not need anything else, you do not need a time history. If you need anything besides these features, you have to have a good reason for it. The one-time step should be all you need.
30:00–> 31:00
Even when you’re doing perceptive RL, then you can add and ensure a height scan or a depth image. Your command term, you can have multiple different types of commands. Velocity tracking is the common one, but this could also be a desired position and navigation, or a desired base height, or a desired footstep frequency, so that the command can still be somewhat expressive.
But in terms of the representation of the robot’s state. This is all you need. And for orientation, projected gravity is a much easier space to learn in than quaternions. I would recommend using projected gravity here as well.
The one exception, or a couple exceptions, are if you have a good reason for it. Some good reasons may be motion imitation. If you’re trying to learn some trajectory that you’ve already recorded, maybe through motion capture, then it’s reasonable to observe references for that trajectory that the policy is trying to meet, so that they’re joint targets at that point.
Or to observe the phase of the motion.
31:00–> 32:00
Similarly, in navigation, what made a lot of the animal navigation and parkour papers work through RSL was observing a clock that was counting down how much time remained in the episode, and this is really helpful to teach the policy that it didn’t need to throw its body into the goal region.
They could walk there much more steadily, because it knew it had time left before it was going to be reset.
Similarly for local manipulation, maybe you’d like to observe some objects or forces or goal positions for those objects. These are all good reasons to augment the observation space. But when you go to augment it, you do need to have a good reason for it.
Anything else is generally an excuse for poor system identification, so I see people add in things like the estimated ground friction. You don’t need that. Or estimating the desired foot height, you don’t need that.
Uh, in general, if you’ve got a well-identified system, you do not need anything additional to your observation space. So I’ll give an example of this. It’s sort of a cardinal sin I see in papers all the time related to linear velocity.
32:00–> 33:00
Uh, typically, especially for the… a lot of the Unitree robots, they don’t have a very good linear velocity estimator on the robot. So, there’s a couple different ways you can do this estimation. Of course, the more traditional way is just to use a model-based estimator, a common filter, a factor graph, etc. It might take a week or two to write out and test, and that’s fine, but it does help you substantially. If your goal is velocity tracking, it’s pretty important to know what your velocity is.
But there are alternatives, it doesn’t have to be a Kalman filter. So, for example, the paper on the diagram on the right is a learned velocity estimator. It’s a concurrent training, it’s a paper out of KAIST, very nice paper. This is very easy to implement. You could implement this in Isaac Lab in maybe an afternoon, train it at about the same time.
And this Learn module will give you an estimate of the linear velocity and foot height and contact state for the feet, and that’s all really helpful information to have. If you have that information available to you, that’s fine, you can use it.
33:00–> 34:00
But you should estimate it in some way. And then you can also do implicit estimation, so it’s become pretty common to use decoding heads, which we’ll talk more about in a little bit. But in some way, you should be embedding the linear velocity into your policy.
What you should not be doing is augmenting the observation space and hoping that it works. That’s what most people do. So, as opposed to having any kind of explicit or implicit estimate of the linear velocity, they’ll typically just add on an observation history. And say, okay, well, you know, I have all of my positions. And if I have enough time steps, then through finite differencing, the policy should just figure out how to reason about the velocity terms.
And it may, but this is less effective than using explicit estimation basically every single time.
Similarly, for recurrent architectures, there are reasons to use those architectures. We’ll talk about it in a minute. But lack of state estimation is not a good reason. If you have the ability and bandwidth to give yourself an estimate, you will be much, much happier. You will spend more time tuning the right things in your control policy.
34:00–> 35:00
You’ll have more time to spend with your spouse and kids. You’ll be a happier person, you’ll have lower stress. If you have the ability to train a state estimator, or use a model-based estimator, you should do it. It really, really, really helps.
I see it so often, these really complex architectures and papers that could all be resolved if they just had a state estimator. Model-based control will set you free. It does work.
There are times when it is okay to augment the observation space, or to violate Markov property, though the sort of context for everything we’re doing here in RL is as a Markov decision process, where we assume that one time step is sufficient to define your full problem space, but there are exceptions.
For example, maybe your task is acceleration-dependent, and you don’t observe your accelerations directly. So maybe you’re doing force control, and you don’t have IMUs on your end effectors.
Then you can use some amount of observation history or recurrent architecture, all the things I just said not to do, but when your task requires it, that’s okay.
35:00–> 36:00
You’re not making this assumption that you need it. It is true that through finite differencing, you can approximate these acceleration terms, and if your rewards are acceleration-dependent as well, then the policy will learn to reason about it.
Similarly, if your task requires memory, so if you’re trying to navigate a maze, then knowing that you took the left last time, and now you’d like to take the right, that’s pretty helpful. You do need to know that in your observation in some space.
Uh, so usually people do this by using a memory module, like neurovolumetric memory or some other technique like that, or using an explicit representation of your environment, like an occupancy map.
And so if you have access to this information, that will substantially help your training performance. But again, the idea is don’t just naively throw recurrent architectures or histories at the problem. I think the original RMA paper used 50 time steps. You do not need one second of history in 99% of cases. It’s usually overkill, and it usually just hurts your training performance.
36:00–> 37:00
Then the last one is when there’s some kind of fundamental constraint. So maybe you’ve got some non-rigid contacts that one time step is not enough to reason about how the trampoline may respond to your behavior, or you’ve got very, very poor quality sensors that you can’t extract the information you want.
If it’s possible, just fix the fundamental limitation, that will always help you more. Most of the struggle of RL is not actually a problem with learning, it’s the hardware, it’s the engineering, it’s the tooling, it’s everything around the RL. So, fix that first. It’ll make the learning problem much, much easier.
But if you’ve tried all of these things, and it’s still not working the way you expect, you can find better performance with these sorts of histories, but usually at the cost of conservatism in the policy.
37:00–> 38:00
Now I want to spend a little bit of time dealing with model mismatch.
Usually, like I mentioned, we’re treating this as a Markov decision process, but it’s specifically a partially observable Markov decision process, and so depending on where that partial observability comes from, we may need to change something fundamental about our learning architecture, oral neural network architecture that makes the problem tractable.
And so one example of this may be where you have informationally dense data type on your hardware, something like an image, but that doesn’t provide you an explicit representation of state, going back to control theory formalisms.
So, in your simulator, you have privileged information, ground truth, everything you could ever want about the position of your feet and the position of objects around you and everything else like that. But on your real robot, maybe you don’t have a depth scanner, or you don’t have a camera, or you have a camera only, but you don’t have any other way of, you know, you don’t have a LiDAR to track the position on the ground.
38:00–> 39:00
One really, really helpful way to deal with this is to use what’s called an asymmetric actor-critic. So, in simulation, where you have ground truth, you give the critic the most compact state representation that you can, you give it that ground truth information, because it’s very easy for the critic to use that to reason about the performance of the actor.
But then the actor only sees maybe still high information quality, but less explicit representation of an image, and that deploys better to hardware, because it’s what you have on your physical robot. This is sort of the dominant architecture at this point. Even problems where it’s not strictly required.
Everybody uses an asymmetric actor critic because it works really, really well. If you have extra information in your simulation about your center of mass, about your ground friction, about your foot height, all the things I said you don’t need in your observation space.
You do not need, and your actors’ observation space, it is not required on hardware, but if you provide it to the critic, it can give you a more accurate value estimate that can lead to more adaptive behaviors.
39:00–> 40:00
This is a fairly powerful formalism for dealing with limited information on hardware, but still being able to learn from all of the ground truth information available in simulation.
Next is student-teacher training. In many cases, we have a very complex task that requires certain information to complete. So, for example, this was the paper where they took the animal robot on a hike through the Swiss Alps. It was a nice science paper. To be able to do that, to adapt to all of these various terrains, the robot needs fairly accurate and precise information about the terrain through height scans.
But on the real robot, the LiDAR is sitting on the back of the robot, which is the opposite place you’d want it if you want to see the ground, and so the ground underneath the robot is fully occluded by the robot itself.
And so the question is, how do you resolve that? And one easy way to do it is through a student-teacher method. So your teacher assumes perfect information. All the things we just said you could provide to your critic, you can now provide to your actor as well in simulation.
40:00–> 41:00
And you train a reference policy, sort of an oracle, that is able to perform as well as possible in simulation, assuming perfect information, no sensor noise, no drift, everything else.
But of course, that’s unlikely to transfer to hardware, because your hardware does have all of these limitations, sensor, noise, drift, and everything else. And so you distill the teacher through DAgger or some other behavior cloning algorithm into a student policy that has the same characteristics as your real robot.
And this is really helpful, because I often see people look at the robot, they may have designed it themselves, they’re great mechanical engineers, they know all of the limitations, and so they bake that into the simulation, wanting to match it exactly. And then can’t learn anything because the model that they’ve used is so restrictive and has such poor fidelity and everything else, maybe that is what your real robot has.
But if you assume that in simulation at sort of step zero, then you’re never gonna learn as good of a policy as you’d like to, and so a good hack around that is to start with a teacher that you assume to be perfect in all of the ways that matter.
41:00–> 42:00
Learn a high-performance policy that way, and then use these tricks like student-teacher distillation to learn a student policy that is able to mimic the teacher as well as possible, given whatever constraints or limitations the student and real robot would have.
This is fairly common, especially in perceptive locomotion, where you want to use something like a perfect height scan representation, but on a real robot, all you have is a depth image, and so you can distill the depth image version from the teacher.
The one other time where people very often use this is exactly that depth image case. Simulating photorealistic images is still very, very slow and hard, even with these very powerful simulation environments. And so people typically train with the height scan, because you can easily, even on a consumer-grade GPU, you can train with 4,000 environments, which is pretty standard.
And then, using maybe the 256 or whatever your computer can support environments with the depth images, you distill your reference policy into the version that has a lot fewer environments.
42:00–> 43:00
Usually, if you tried to train with that few environments from the beginning, you wouldn’t be able to converge on any good behavior. You really do need that increased parallelism to have your increased batch sizes, to have a good estimate of the policy gradient.
But when you’re simulating depth images, you can’t really do that, and so it can be really helpful to learn a faster, more efficient representation of the state, like the height scan, and then distill that into the images that hopefully contain the same or similar information, but are too slow to simulate otherwise.
You can use student-teacher both because of limitations in your hardware, but also because of limitations in the simulator, and those are both valid reasons for doing student-teacher.
Then last, a more general, is decoding heads. You do this when you both don’t want to assume you can observe some parameter, but also still want your policy to be able to reason about it, so in this paper, for example, they used height scans. They did not want their real robot to require height information, whether through a depth camera or a LiDAR or anything else like that.
43:00–> 44:00
So instead what they do is they have a second output head from their policy. Their primary output head is controlling the robot, but the second output head is predicting what the height scan around the robot looks like, and in simulation, of course, you can access this.
And so it means that on the real robot, even though this is a fully blind policy, usually for these small quadrupeds, they struggle with stairs when blind, because they’ve got to pick their feet very high up. Through interacting with the environment, it’s able to estimate that there is a stair here, and navigate that even without explicit observation of the environment. That’s pretty impressive.
People also do this for, uh, linear velocity as well. So, as opposed to learning an explicit estimator of linear velocity, this is one way to get it implicitly, by training the network to have an additional output head to estimate linear velocity.
And if that converges during training, then you can argue that the weights of the latent space of the neural network has sufficient information to reconstruct the linear velocity.
43:00–> 44:00
Which you never actually need explicitly, as long as you’re confident that the policy knows about it and can reason about it and act accordingly. This can help with efficiency, uh, to help boost trap learning in sensor-denied environments as well.
55:00–> 56:00
So, next we’ll talk about curricula. Uh, they’re not strictly necessary, and there’s not a good science for how to do them yet, other than a few canonical examples that we’ll discuss.
But they can be really, really helpful when you have a hard task, that you’re finding the policy struggles to learn. This is especially true in manipulation. I think curricula are a lot better understood for manipulation than they are in locomotion.
For locomotion, the most common example of a curricula is your terrains. So you can see in this image, sort of at the left side of the image, we have these very steep pyramids and steep pits and high variability in the step height.
But if you look all the way to the left, then it’s much, much flatter. And so part of what we do with these curricula is we start with an easier version of the task, such that we can define a programmatic way of increasing the difficulty of the task as the policy learns. So as the policy becomes more capable, we should make the task harder until we get to the task we actually care about.
When we want to do, let’s say, stair climbing, you don’t start with stairs, you start with flat ground walking.
56:00–> 57:00
And then introduce stairs as you go throughout training, higher and higher stairs, until you’re doing the tasks that you care about.
And as a simple heuristic, if you define some success metric, in this kind of terrain-based environment, it’s usually the total distance traveled from reset. But if you find you get more than 75% success, then you should increase the complexity of the task and put the robot in a more difficult environment.
If you’re getting less than 50%, then maybe bump it back down to the easier environment so it can practice there. And so you can see that for this somewhat flat ground, where you just have the steps or the random variation. In this example, they have robots spanning the entire terrain space. In these much harder pyramids and pits they’re very much overrepresented in these easier levels, but the policy has not increased in capability enough yet to put it in the harder parts of the terrain.
So you update that programmatically, and various simulators have ways of dealing with this. Isaac in particular, has a nice curriculum interface for this.
57:00–> 58:00
Then another example of this was the Spot running demo. This was the other intern that I worked with, AJ Miller. And his work was in getting Spot to run at over 5 meters per second. The stock controller from the factory could do 1.25 meters per second, the fastest that I think they had ever seen internally at BD was 2.25 meters per second.
So we were able to over-double that. And a big part of that was the velocity curriculum. If you tell the robot when it doesn’t know how to move at all, that you want it to go 5 meters per second, then you give it a really big penalty, or basically no reward signal at all. And it’s very hard for it to learn that way.
And so instead, we started by asking for it to walk at up to 1 meter per second, and as it got better at that speed, then we asked it to go up to 2 meters per second, and then 3, and then 4, etc. So as the robot became more capable and gained skills, we asked it to do harder and harder tasks, to converge on the task we wanted, which was to maximize its velocity. But you don’t start with that version of the task immediately.
1:00:50–> 1:02:00
Now just a little bit on reward tuning and tuition.
This is also very much an art and not a science, so I’ll give you my perspective on it, what’s worked well for me. Other people may have totally different perspective on it, but I tend to approach reward tuning as a control theorist, more than as a strict learning person.
I think learning people tend to, uh, prefer sparse rewards, you know, success metrics, things like that. I think it’s oftentimes more helpful in legged locomotion to treat this as the cost for MPC. They’re not the same, obviously, their intuition is distinct. But I think it’s easier to start from that place of intuition and build on it into the learning side, then vice versa.
And so I want one more question real quick before I jump into that.
01:02:20-01:03:00
The general way that I think about it is that the weight loosely encodes the order that you want to be learning your different tasks. So if you have some very large, high, positive weight rewards, those are the things the policy will learn first. Because it’s going to drive TD error, so the critic will try to resolve that and guide the policy to minimize TV error, and that’s what ends up being learned first as a skill.
When it’s possible, and it’s not always, but when it’s possible, try to factor rewards into somewhat independent actions. So, for example, while my foot clearance, while the height of my foot is above the ground, it’s certainly dependent on how fast I’m going in some sense.
01:03:00 –> 01:04:00
I can tune them as independent knobs. I can say, oh, I’d like to walk at 1 meter per second, and whether I’m picking my foot up 10 centimeters versus 15 centimeters from the ground, that’s sort of independent of my choice of desired base velocity.
They are coupled through the dynamics, but you can think of them as being independent in the sense, as opposed to two rewards that maybe are more intimately tied.
In general, I split all of my rewards into task rewards versus penalties. So your task rewards tend to be large and positive rewards that define the bulk behavior. If you squint, what is the robot doing? Is it velocity tracking? Is it navigation? Is it goal? Is it reorientation about some goal? Etc.
It’s pretty common to do, like, a squared exponential or a normed exponential as the kernel for these. So it looks like a bell curve, so it gives you a nice, smooth gradient to minimize some error. Usually you define an error for your task, and then you have this squared exponential to minimize it with a positive reward.
01:04:00 –> 01:05:00
People occasionally will also use the L1 kernel instead of L2 for the exponential. That gives you more of the absolute value if you were to plot, you know, the E to the negative absolute value of X. You get a much spikier function.
You don’t want all of your rewards to look like that, because you’ll end up with a lot of jitter, because the policy can never converge on a low error state. Because it’s so spiky. But for some rewards where you really want to make sure you push it to minimize err as much as possible, it’s a much more aggressive kernel.
So an example of that might be if you’re trying to minimize error between some desired base height for your robot, you typically want to use an L1 kernel instead of L2, because you’ll get much more high-fidelity tracking, but it isn’t the dominant task reward, your velocity tracking usually is.
And so you’re able to avoid the kind of jitter you might see if you only use L1 exponentials. While still getting high fidelity tracking performance. And this is some of the reasoning there.
If you look at that compared to the inverse, the inverse is 1 over 1 plus X squared, where you’re trying to minimize X squared, that is almost the exact same shape as a bell curve.
01:05:00 –> 01:06:00
So a lot of these have very, very similar shapes and characteristics. And currently, squared exponentials are the kernel that people most typically use.
For regularizing penalties, this is just minimizing some L2 norm, so minimize energy usage, minimize joint accelerations, minimize violations beyond your desired joint limits if you’re not enforcing them as a strict penalty, or as a strict termination condition.
These typically have much smaller weights. And the idea is that you start by learning all of your task words, you enforce that the policy will learn the bulk behavior that you want, but it might look a little ugly doing it. At that point, your mean total reward typically converges, because most of the reward that you’re getting is coming from these large positive task rewards.
And then you let it train for 2 to 5 times longer than it looks like you need to, longer than it looks like it’s converged. And that’s what really gets all these regularizing penalties to shake out the behavior to make it much, much smoother.
I very often see, when you look at more learning-style papers of the Atari games, whatever, they’re trying to maximize their success rate.
01:06:00 –> 01:07:00
And the minute that they get the high enough success rate that they want, they stop training. For us, when we’re trying to deploy this on real hardware, you typically want to train it a good deal longer than that, because the result is a much, much smoother policy, and this goes back to where the policy’s learning from.
It’s not just that you’re trying to maximize your rewards, but it’s specifically that you’re trying to minimize the temporal differencing error from the critic. Without going too much into the theory, all that means is if the critic can expect the reward or penalty, then it’s not going to learn from it.
And so, early in training, all of the error between what the critic expects and what’s actually happening is coming from these high-magnitude task rewards, but later in training, when it looks like the reward is converged what’s actually happening is there’s still TD error coming from the critic for these smaller magnitude regularizers.
And minimizing that takes a lot longer than you’d expect. And so, usually, for the rewards I have tuned, when I deploy them on hardware, and this is true whether Quadruped humanoids or across modality, I’ll train for 20,000 to 30,000 iterations.
01:07:00 –> 01:08:00
You can minimize that if you have a lot more parallel environments. When I do that, I usually have about 4,000 environments, which works well on consumer GPUs. But if you have a nice server rack of H100s burning a hole in your pocket, then, yeah, go to 32,000 environments. Train on multi-GPU, and you’ll converge much, much faster. And by faster, I mean in fewer number of iterations.
But you still do want to let it converge and then sit there for a while to get the nice SIM-to-real transfer.
Then last note here: ensure that you always have a net positive reward, uh, otherwise, if the net reward is negative and the robot has some way of terminating the episode, for example, by making contact with the ground, it will learn to kill itself. If life is suffering, then there’s an easy way out.
Instead, if the reward is always net positive, then it will never do that. It will always learn the task that you want, or at least it will learn to maximize the length of the episode, because there’s always positive reward to be had. I often see people using a termination penalty to try and prevent this from happening.
01:08:00 –> 01:09:00
I find it much harder to intuit and tune when termination penalties are applied, and so I typically prefer to use a live rewarder and a live bonus to push the net reward to always be positive at the beginning of training, to make sure that the robots don’t learn early termination.
01:18:30 –> 01:19:00
Okay, so next, some commons. So, you asked about the common rewards. This is very similar to what we see in the paper that was linked in the chat from Spot running, and you can see it’s very clearly split into task rewards, which are positive, versus the penalties, which are the negatives.
I’m not gonna go into these explicitly, just in the interest of time. They’re fairly straightforward and somewhat uniform in the literature.
I will say that, again, as reward tuning is more of an art than a science, there are small changes, for example, the L1 vs. L2 kernel, that do make a big difference.
01:19:00 –> 01:20:00
It doesn’t seem like it should, but that choice can pretty drastically change how smooth your resulting policy is, and that’s mostly a matter of trial and error. So I, at this point, like I mentioned, I’ve got this set of rewards that I really like that works well for me, so I use them everywhere.
But to get those rewards, there wasn’t really any first principles reasoning to get there. It is fairly empirical and heuristic. It takes practice on your robot to get the right formalism and weights and kernel for your robot specifically.
But these are the general things, the parameters, the knobs I like to have to be able to tune, to be able to get the kinds of behavior that I want for legged locomotion.
And of course, this is a velocity tracking formalism, but you can swap this to navigation pretty easily just by changing out some of the task rewards.
Okay, I would say, the most important, uh, parameter in all of training for RL. When we train our policy,the policy doesn’t actually give us an action, it gives us a mean and a standard deviation.
01:20:00 –> 01:21:00
So we can parameterize some multivariate Gaussian that we sample, and that’s where our action comes from.
At runtime, we’re just taking the mean of the distribution, but for training, the standard deviation is vitally important to be able to do this sampling procedure. When you are training, first and foremost, make sure that you are logging the standard deviation. If you are not logging your standard deviation, you do not know how well your robot is working, doesn’t matter what the rewards look like, doesn’t matter if your loss converges.
If you don’t know your standard deviation, you don’t know how good your policy is. Once you do have your standard deviation logged, make sure it is decreasing. It should not go to zero, but it should converge from whatever its initial value, usually 1, to some smaller value. This is the most important thing to do your RL tuning.
If this value does not converge, nothing you do matters, because the policy does not know the effect of its actions. The standard deviation is the policy telling you how confident it is that its action is going to be a good one.
01:25:00 –> 01:26:00
And then last, just to finish up here, let’s talk about RL with Motion references, because they’re becoming very popular. I think for good reason. If we want to think about task specification as a spectrum, on one end, we have behavior cloning, we have an exact teleoperated example of what we want our robot to do, and we’d like the policy to exactly mimic or clone that behavior. We have fully specified our task, it is very, very rigid, but we have a great deal of control over what the robot does, because we’re just showing it.
On the opposite end of the spectrum, you’ve got the vanilla RL formalism, especially when you only have a few rewards where you aren’t over-prescribing your rewards. You have a very, very flexible task specification. If your only reward is track velocity and minimize energy, then the robot will find whatever unnatural gate to be able to do that. But it’s got maximum ability to explore and flexibility to achieve the task.
01:26:00 –> 01:27:00
In practice, though, we don’t want the most flexible version of this, because we know from first principles how our robot should behave. We’ve got some desire for what that motion looks like, how smooth it is, etc.
And so you can increase the specification of the task. Either by adding more rewards by hand or, what’s even easier to do is to use motion references. And so these motion references, as we see in this video, give the robot a sort of more in the style of behavior cloning, a reference for what it should do, its joint angles, its base, you know, state, etc.
But because you’re still training it with the reinforcement learning formalism, it has a great degree of robustness to things like ground friction, or center of mass, or if different inertial properties, things like that. Then in behavior cloning, if you go out of distribution, where you don’t have data, you expect performance to degrade rapidly, whereas with RL, because we can generate data at train time with this wide variety of real-world conditions.
We can start with fairly simple and very small amounts of reference data, and expand that into a very robust policy that works on hardware.
01:27:00 –> 01:28:00
So it’s part of why we’re seeing it work so effectively. There’re two main different ways to do this, either GAN or discriminator-based versus feature-based. So, AMP, Adversarial Motion Priors, is the canonical example of GAN-based. It’s very scalable to diverse environments, you’re just estimating the style, or you’re trying to mimic the style of the distribution of your reference data.
But because it’s a discriminator trained in parallel with the actor, it can be very difficult to train and hard to interpret. Just in general, I feel like the intuition for training discriminators is quite difficult, even though they work well in practice once they’ve been trained.
Compared to feature-based, this is more like training an auto-encoder on your reference data, and then using latent conditioning to get the behavior you want.
This tends to be much easier to train and interpret. You can get nice compositionality with it. The motion imitation itself is much higher quality and higher fidelity, much lower joint tracking errors, for example. But it doesn’t generalize nearly as well.
01:28:00 –> 01:29:00
So depending on your task, whether you’re trying to mimic one specific behavior that you want to have high fidelity on, you would use feature-based. Versus if you just want the style of natural gait walking, for example, then GAN-based is gonna typically do better for you in that setting.
And then, just to wrap up, summary. Lower PD gains will give you better exploration and you should enforce everything as a soft constraint. The hard constraints will hurt you. If you start with a perfect model, then you know the capabilities of your task setup and your rewards, and then you add realism iteratively until you converge on your real system model.
You should train a lot longer than you think and use less domain randomization than you think.
Please, use a state estimator, your life will get easier, I promise.
The hyperparameters that you get with PPO, generally, at this point, are good. We call them Nikita magic numbers, because they are tuned well, and they work.
But the most important takeaway, I hope, that you got from this talk: there is no replacement for principled system identification.
01:29:00 –> 01:30:00
If you have a good and well-identified system, RL is not hard. If you are struggling with RL, most of the time when I’ve seen this at various labs, it is because they do not have good system identification. This is the most critical thing to make RL work in practice, the difference between “drunken robot syndrome” versus the really, really smooth and slick demos is system identification. The better you know your robot, the better RL will treat you. And so I think teams that spend the time and effort to do good system identification will be rewarded with better performing RL, and that’s the most important thing I could possibly impart.
Humanoids A to Z: A Modern Glossary for Humanoid Robotics
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Humanoids A to Z: A Modern Glossary for Humanoid Robotics
In 2025, humanoid robots are no longer a long-term bet, they’re entering production. Major industrial players are partnering with robotics companies, moving humanoids out of labs and into real workflows faster than expected. According to a recent Morgan Stanley article, by 2050 the number of humanoid robots could approach 1 billion, with the market projected to surpass $5 trillion.
But progress in this space comes with complexity. Humanoids combine various technologies and mechanisms across its hardware and software, including high-DOF mechanics, real-time whole-body control, reinforcement learning, or foundation-scale perception models among others. Even familiar terms like “fall recovery” or “training data” take on new meaning in humanoid robotics context.
That’s why we created this glossary: a guide to the terminology shaping the field built to help you move fluently through the language of next-gen robotics.
A
Actuators
Actuators turn energy into movement giving humanoid robots the strength, speed, and precision to walk, lift, balance, and recover. Without them, even the smartest robot is just a statue.
Most humanoids rely on electric motors with gear reductions (precise but rigid) or hydraulic systems (powerful but heavy and complex). Some joints also use strain-wave, planetary, or ball screw drives to balance torque density, weight, and backlash — each suited for different loads from hips to wrists. But new trends are shifting the landscape:
Series Elastic Actuators (SEAs) add compliance and impact absorption, improving safety and resilience.
Direct-drive motors offer smoother, quieter control without bulky gearboxes.
Sensorized actuators integrate force and position sensing for real-time feedback.
Modular designs make repair and iteration easier at scale.
Some of the most radical advances come from emerging research in soft robotics — like fiber-based actuators inspired by rope weaving, which offer programmable elasticity in lightweight, flexible forms.
Application Layer
The application layer defines what a humanoid robot does and how humans interact with it. It sits above control and perception, orchestrating high-level tasks like fetching tools, guiding users, or running mission scripts. This is where voice interfaces, UI frameworks, and task planners live.
Modern systems integrate application logic with foundation models and multimodal input, turning open-ended commands into structured behavior. The goal isn’t just automation, but usability: task abstraction, domain adaptation, and human-friendly interaction.
In commercial deployments, the application layer supports use-case-specific behavior without retraining core models — whether that’s shelf restocking, guided tours, or safety checks. Architecturally, this layer connects cloud services, onboard policies, and operator controls into a unified logic stack.
As humanoids move from labs to logistics and retail, the application layer becomes the differentiator between a general-purpose robot and one that solves a specific problem.
Autonomy
Autonomy is the goal behind humanoid robotics: operating in unstructured, dynamic environments without step-by-step instruction. But it’s not a binary switch, it’s a layered stack of systems, from low-level motion control to high-level task planning and reasoning.
Today’s humanoids combine model-predictive control (for balance and locomotion), behavior trees (for structured actions), and increasingly, transformer-based planners that interpret open-ended commands.
The rise of Vision-Language-Action (VLA) models marks a major shift — integrating visual input, language understanding, and motor output into a unified policy. Recent systems demonstrate long-horizon planning, manipulation, and recovery behavior in previously unseen spaces.
Emerging architectures mix cloud-based reasoning with onboard control, enabling humanoids to respond quickly while drawing on massive world models.
Artificial Intelligence (AI)
Artificial intelligence now drives every layer of humanoid robotics from vision and language to manipulation and planning. Early systems ran on hand-coded rules. Today’s robots learn from multimodal data, simulate before acting, and generalize far beyond their training sets.
The most advanced models unify perception, language, and motor control into end-to-end policies, turning abstract prompts into grounded action. These systems don’t just perform tasks, they infer what the task is, decide how to do it, and adapt when it changes.
The focus is shifting from narrow skillsets to generalization: training models that transfer across tools, environments, and even robot types.
Bipedal locomotion gives humanoid robots access to the world we built: stairs, curbs, doorways, uneven flooring. But walking on two legs is one of the hardest problems in robotics.
Staying upright demands real-time coordination of balance, force, and motion across dozens of joints. Most systems start with model-based control — like Zero Moment Point (ZMP) or Capture Point strategies — to prevent tipping. But natural motion requires anticipatory dynamics, whole-body coordination, and responses that can adapt to changing terrain or sudden disturbances.
Unlike wheeled robots, bipedal systems must continually fall and catch themselves. Walking, as it turns out, is just controlled instability.
Balance Control
Balance control is what keeps humanoid robots upright when the world pushes back. It’s how they respond to slips, bumps, uneven terrain, or shifting loads — by recalculating movement in real time, across the whole body.
Bipedal locomotion is hard, and balance explains why. Traditional methods use feedback loops based on Zero Moment Point or center-of-mass tracking. But modern systems are moving toward learned, general-purpose policies that adapt to uncertainty, noise, and delay.
Battery design defines how long a humanoid robot can remain useful, mobile, and safe. Runtime depends not only on battery capacity, but also on how the robot moves, senses, and computes. Every additional joint, sensor, or onboard model increases power demand. Managing that demand is critical for deploying robots outside controlled environments.
Efficiency depends on tight coordination between hardware and software. Locomotion speed, joint torque, thermal load, and neural inference all contribute to energy consumption. Strategies such as model quantization, batch size tuning, and adaptive power modes help reduce drain without sacrificing real-time performance.
Battery life is no longer a passive specification, it is a dynamic engineering target shaped by the robot’s entire computational and mechanical behavior.
Behavior Learning
Behavior learning lets humanoid robots map goals to actions without explicit scripts or step-by-step instructions. It’s about how they move, as well as how they decide what to do in dynamic, uncertain environments.
Instead of hardcoding sequences (“open drawer, grasp tool”), robots learn behaviors through imitation, reinforcement, and trial-based adaptation. This enables them to discover action strategies that respond to context: what’s in front of them, what’s changed, and what might happen next.
The bill of materials (BOM) cost is a core constraint on scalable humanoid deployment. According to Interact Analysis (Humanoid Robots – 2025), joint actuators typically account for over 30 percent of the total BOM in high-configuration humanoids, and more than 50 percent in simpler models without dexterous hands or advanced sensors.
Each full-sized robot may include dozens of actuators, with different torque, control, and mechanical demands depending on joint position. This makes actuator design and supply capacity central to cost structure and scale-up feasibility.
Vendors are developing integrated joint modules that combine motors, gearboxes, encoders, and drives. These reduce system weight and volume but raise initial development costs in the absence of standardization.
As more suppliers introduce off-the-shelf actuator products, BOM optimization is becoming a competitive differentiator between lab-bound prototypes and commercially viable platforms.
C
Control Systems
Control systems translate decisions into motion. Sitting between high-level planners (“go pick that up”) and low-level actuators (motors and joints), they ensure that every movement is stable, safe, and physically achievable.
Classic robots followed predefined motion trajectories using PID loops. But humanoids operate in messier conditions: slippery floors, variable contact, shifting payloads. Today’s systems blend model-predictive control (MPC) with learned policies, allowing them to adapt in real time.
Researchers are exploring neural feedback controllers trained in simulation and fine-tuned on hardware aiming for resilience, precision, and rapid recovery from disturbance. The frontier lies in closed-loop stacks, where perception, planning, and execution constantly inform one another. This integration is essential for humanoids to move fluidly and safely in complex environments.
Commercialization of Humanoid Robots
Humanoid robots are entering pilot deployments across logistics, retail, and manufacturing. The pitch: general-purpose, bipedal machines that can work in human spaces without expensive retooling.
This shift is driven by technical progress — faster control loops, better perception, and scalable foundation models — but also by timing. Persistent labor shortages and supply chain volatility have created new demand for flexible automation. Major tech players and startups alike are securing supply chain deals and pilot partnerships to bring lab-scale robots to commercial floors.
Venture capital is pouring in. Governments are backing national robotics programs. Research talent is moving fast from academia to startups.
Goldman Sachs Research projects that the global market for humanoid robots could reach $38 billion by 2035, with shipments rising to 1.4 million units. This revision reflects faster-than-expected cost declines, advances in AI, and an accelerated timeline for deployment in both industrial and consumer settings.
For Humanoid, commercialization is a top priority. The company is developing HMND 01 robots with a clear focus on practical, market-ready solutions rather than just robotics research. The first use cases include simple pick-and-place tasks, like taking items from shelves and putting them into totes. The company was founded in May 2024 and is already moving into commercial testing with leading retailers just a year later.
Controllers
Controllers are the software layer that translates decisions into motion. They take high-level commands and compute the precise torques, forces, or trajectories needed for actuators to execute safely and accurately.
In humanoid robotics, this means tuning control for rotary actuators with strain-wave or planetary gearboxes, managing backlash, compliance, and torque ripple while coordinating dozens of joints at the same time.
Traditional PID loops (Proportional-Integral-Derivative) are still used for low-level control, but modern systems often rely on model-predictive control (MPC), whole-body controllers, or hybrid architectures that combine physics models with learned behaviors.
Cross-embodiment
Cross-embodiment refers to training or adapting robotic policies across different physical platforms. Instead of developing a control model for a single robot, engineers aim to generalize behaviors across bodies with varying limb lengths, joint types, or actuation systems. The goal is to reduce per-robot training cost and improve skill transfer.
Recent models like RT-X and Open X-Embodiment use multi-robot datasets to align control across morphologies. Policies are conditioned on embodiment-specific inputs while sharing structure across tasks. In simulation, this enables curriculum learning and zero-shot transfer. In real-world use, it supports faster deployment across fleets or hardware revisions.
Cross-embodiment is now central to scaling humanoid intelligence: when one robot learns, the whole system improves.
Cybernetic learning
Cybernetic learning refers to feedback-driven adaptation, where a robot uses continuous sensing to compare outcomes with goals and adjust behavior in real time. Unlike static policies or offline training, it embeds control within a loop that monitors performance and corrects errors as they emerge.
In humanoid systems, cybernetic learning connects low-level reflexes with high-level objectives. It enables balance, compliance, or energy optimization by aligning perception, control, and actuation in a closed loop. This approach is used in fall recovery, adaptive locomotion, and joint-level correction, where decisions must respond to shifting terrain, payloads, or intent.
Cybernetic learning draws from classical control theory but extends it through modern policy updates, real-time inference, and onboard feedback. It turns learning into a regulatory function, giving robots the capacity to self-correct.
D
Data
In humanoid robotics, data is what connects physical experience to model updates. Logs, trajectories, video, force feedback, and joint states drive the training of perception, control, and policy systems. But most robot data is narrow: it reflects structured environments, repeated tasks, or specific embodiments.
Data scarcity limits generalization, while lack of diversity can make models brittle. One-off demonstrations or simulation-only logs rarely transfer well. This has led to large-scale efforts to collect more varied, real-world data across robots, settings, and failure cases.
‘Data as is’ becomes the training truth. If what’s collected is biased or low quality, learning stalls. The next breakthroughs in humanoid intelligence may depend more on what data is used than how the model is designed.
Data Flywheel
The data flywheel is a self-reinforcing loop: robots act, generate data, learn from it, and act better. In humanoid robotics, this feedback cycle is core to improving perception, control, and decision-making over time. Each deployment, simulation, or failure creates logs, videos, and trajectories that feed the next round of training.
The flywheel effect accelerates with scale. Offline reinforcement learning, imitation learning, and foundation model fine-tuning all benefit from more and more diverse data. Many teams now operate dedicated ‘data factories’ — fleets of robots logging millions of real-world hours to feed the flywheel.
The challenge is filtering for value: not all data teaches. The future of humanoids depends on how fast, and how well, they can learn from their own experience.
Data Flywheel at Humanoid
Deployment
Deployment is when humanoid robots leave the lab and enter the real world. It’s where theory meets the factory floor, warehouse uncertainty, and retail unpredictability. A deployed robot must manage long shifts, ambiguous inputs, and tasks that don’t match clean scripts. It needs fallback strategies, safety overrides, and remote monitoring.
Deployment pressure exposes edge cases that academic testing can’t. But it also triggers iteration: field logs become training data, and failures become new features. Integration is often the bottleneck — robots must slot into workflows, infrastructure, and operator habits that weren’t built for them. For many teams, this takes months. Humanoid was founded on a different assumption: that integration should take weeks, not quarters.
Dexterity
Dexterity lets humanoids interact meaningfully with the physical world: grasping tools, threading cables, handing over delicate objects. It allows them not just to pick things up, but to use their hands purposefully.
Language models can parse commands like “bring me the yellow bowl,” but physical manipulation demands fast, low-level control. Systems must account for friction, slippage, compliance, and contact uncertainty in real time.
Today’s best approaches combine trajectory optimization, tactile sensing, force feedback, and learned reflexes to perform in contact-rich, unstructured environments. The trend is shifting away from rigid scripts and brute-force actuation toward adaptive controllers that respond fluidly to what the robot feels, not just what it was told.
Degrees of Freedom
Degrees of Freedom (DoF) define how many independent ways a robot can move. A rigid body in 3D space has six: three for position (X, Y, Z) and three for rotation (roll, pitch, yaw). Humanoid robots often include 30 to 40 or even more DoF, with multi-jointed limbs, articulated torsos, and expressive heads.
For comparison, the human body has over 200 skeletal DoF, though only about 80 are typically used in whole-body motion. The human hand alone contributes over 20.
This flexibility enables fluid motion, fine manipulation, and better balance, but also makes control harder. Each DoF adds complexity, requiring fast coordination across actuators and real-time feedback.
E
End Effectors
End effectors are the tools at the far end of a robot’s limb: the parts that make contact, perform work, and close the loop between intent and action. In humanoids, they’re often grippers or hands, but can also include screwdrivers, sensors, suction pads, or specialized instruments.
They define what a robot can actually do. Swapping a gripper for a welding torch, or a camera for a paintbrush, instantly transforms capabilities. In modular systems, end effectors can be interchanged mid-task or customized per workflow.
Design matters: the weight, torque limits, sensing, and compliance of an end effector all shape how well a robot handles real-world tasks.
End-to-End
End-to-end systems learn or operate across the full robotics stack — from raw input to physical action — without hand-tuned intermediate stages. Instead of separate modules for perception, planning, and control, these systems train a unified policy or model that maps sensor data directly to motor commands or task execution.
In humanoid robotics, end-to-end learning simplifies integration and enables adaptability. A robot might learn to walk, grasp, or follow spoken instructions without explicit programming for each subtask. But it comes with trade-offs, including reduced interpretability, higher data demands, and safety concerns during training or deployment.
Ethics
Ethical concerns in humanoid robotics span design, training, deployment, and perception. Human-like form and voice can create false impressions of agency or emotion, leading users to over-trust systems that are task-bound and non-sentient.
Humanoids are marketed for roles across various industries, including logistics, retail, and caregiving — raising concerns about safety, human-robot interaction, data privacy, or growing dependence on automation.
As humanoids move into public space, their presence carries social and moral weight. The way a robot moves, speaks, and appears will shape how people respond — and who bears responsibility when they do. That’s why humanoid robotics companies should adopt ethical standards from the very beginning.
Edge Computing
Edge computing means processing data locally (on the robot) rather than in the cloud. For humanoids, this isn’t just about speed, but also about safety.
Walking, grasping, and reacting all require low-latency control loops. Cloud AI can help with planning and language, but real-time functions like sensor fusion, motor control, and fall recovery must run onboard.
While many systems still offload high-level tasks, new research shows transformer-based inference, gaze control, and state estimation running directly at the edge, some at 30Hz or more. Many systems now split workloads across onboard and cloud computing to balance latency and power draw. As model compression and chip design evolve, foundation-model behavior is inching closer to real-time embodiment.
F
Firmware
Firmware is the embedded control layer that links hardware to action. It handles startup, real-time motor control, sensor polling, and safety logic, often with no room for failure.
Glitches at this level can trigger actuator faults, sensor noise, or system-wide crashes. But when engineered well, firmware enables fast reflexes, reliable fall recovery, and real-time safety responses that operate independently of cloud or OS layers.
Modern humanoids rely on modular firmware stacks running on real-time operating systems (RTOS), balancing timing precision with fault tolerance. The next wave of development includes adaptive firmware, runtime configurability, and certifiable safety layers — all designed to bring high-speed control in sync with dynamic environments.
Fallback Strategy
Fallback strategy refers to a safety and continuity mechanism in deployed robots. When a robot fails to complete a task — due to uncertainty, sensor noise, or unexpected conditions — a remote teleoperator can intervene instantly to guide or override its behavior. The handoff is seamless: the user or client experiences no disruption, even though control temporarily shifts away from full autonomy.
This approach ensures workflows continue without pause, even when the robot encounters a failure case. It relies on a model known as shared autonomy, where the robot operates autonomously but remains connected to human support that can step in when needed without direct physical involvement on-site.
In humanoid deployments, fallback strategies are essential for maintaining reliability in early-stage logistics, retail, or inspection use.
Fall Recovery
For humanoids, falling is inevitable. Whether caused by a collision, terrain shift, or control error, what matters is recovery — fast, safe, and autonomous. A robot that can’t stand up again isn’t field-ready. It’s a liability.
Effective recovery combines compliant joints, impact resilience, body awareness, and motion planning. The robot must absorb the fall, assess its orientation, and reorient to a stable stance without assistance.
Many systems now learn this in simulation, practicing thousands of falls to refine how to roll, brace, and regain footing. These strategies are increasingly transferred to hardware, enabling robots to recover quickly and safely in the real world.
Fleet Management
Fleet management refers to the systems used to coordinate multiple deployed robots: tracking their status, assigning tasks, updating software, and handling exceptions in real time. In humanoid robotics, it’s a control layer that turns individual units into an operational network.
Unlike static automation, humanoids often share spaces with humans and require constant adaptation. Fleet software monitors uptime, fallbacks, battery levels, and task queues across robots in warehouses, retail sites, or service environments. It enables centralized scheduling, load balancing, and remote intervention when a robot encounters an edge case.
Effective fleet management is essential for scaling humanoids from pilot to production. Without it, scaling robots leads to coordination bottlenecks and failure points.
Foundation Models
Foundation models in robotics are large, general-purpose models trained on broad datasets spanning multiple robots, tasks, and modalities. When applied to humanoids, they often operate end-to-end: mapping raw inputs like vision, proprioception, or language directly to control actions, without task-specific modules or manually engineered pipelines.
This architecture enables flexible behavior across diverse environments, with a single model adapting to perception, planning, and actuation. NVIDIA’s GR00T N1, introduced in 2025, and Google DeepMind’s RT‑2, released in 2023, are examples of vision-language-action foundation models trained end-to-end. These systems map sensory inputs to robot actions, enabling generalist performance across tasks and platforms, with GR00T N1 pushing this approach toward humanoid-scale deployment.
In humanoids, foundation models are now a core strategy for scaling capability — compressing what once required dozens of hand-built modules into a single adaptive model that learns from interaction.
Full-Body Motion
To operate in human environments, humanoid robots must move as unified bodies, not just isolated limbs. Whether reaching while walking, catching a stumble, or using multiple contacts, full-body motion demands synchronized control across legs, arms, torso, and even gaze.
This coordination requires frameworks that account for kinematics, dynamics, and real-time feedback. Leading approaches combine momentum-based planning, contact-aware optimization, and neural warm-starts to speed up response without sacrificing stability.
In humanoid robotics, generative AI is becoming the link between perception and action. These models don’t just label data but produce it — trajectories, grasp plans, motion sequences, and even control policies — from images, language, or sensor input.
A 2024 survey on robotic manipulation outlined a three-layer framework: foundation models provide broad pretraining; intermediate models translate across modalities (like vision to code); and policy generators output actionable control sequences.
Generative models now power every stage of robot learning — producing synthetic training data, generating perception-to-action mappings, and creating control policies that can be executed on hardware. Source: Generative Artificial Intelligence in Robotic Manipulation: A Survey
Recent systems use vision-language models to produce zero-shot behaviors, placing unseen objects, adapting to novel instructions, and writing control logic on the fly. The frontier is embodied improvisation: agents that don’t just execute plans, but generate them in real time.
General-Purpose
Most robots today specialize in several tasks. General-purpose humanoids aim to change that by adapting to a wide range of tasks, tools, and environments on a single platform.
What makes a robot general-purpose is the ability to abstract and reuse skills combining multimodal perception, transferable control policies, and high-level reasoning to turn open-ended prompts into coordinated actions.
Modern systems increasingly blend reusable control layers with foundation-model reasoning. This allows them to perform multi-step tasks in homes, warehouses, and clinics without task-specific reprogramming.
GPU
A GPU (graphics processing unit) is a parallel computing processor originally designed for rendering images, now central to AI workloads. In humanoid robots, GPUs accelerate tasks like vision processing, object recognition, and policy inference from foundation models.
Modern edge GPUs, such as the NVIDIA Jetson series, allow real-time execution of large neural networks on board the robot. This enables fast perception and decision-making without relying on cloud latency. GPU selection affects runtime, energy draw, and the feasibility of end-to-end learning architectures.
As models grow larger and more capable, GPU capacity is becoming a bottleneck shaping which models can run in real-world deployments and how long a robot can operate per charge.
Grippers
Grippers are the hands of humanoid robots — the final contact point between robot and world. They enable picking, placing, holding, turning, and everything in between. Most fall into two camps: rigid, multi-fingered designs for precision, or adaptive, underactuated models that conform to shape with fewer actuators.
Modern grippers integrate tactile sensors, force feedback, and soft materials to improve robustness and versatility. In industrial use, they must handle fragile items and heavy tools with equal reliability, often in unpredictable poses or variable environments. These tactile sensors don’t just improve grip, they generate force and contact data that feeds better training loops.
Modern systems use lightweight frames, high-torque actuators, and modularjoints with embedded force sensors. Advances in motor control now allow millisecond-level torque adjustments, enabling smoother, more adaptive movement.
Every hardware decision carries a tradeoff: speed versus force, compliance versus rigidity, battery life versus performance. No matter how advanced the software, every action still depends on physical systems delivering the right force at the right time.
Humanoid Robot
Humanoid robots are designed with humanlike proportions: two arms, two legs (or wheels), a torso, and often a head. This isn’t mimicry for its own sake, it’s a compatibility layer. Our world — from door handles to toolboxes — is built for human bodies. The humanoid form gives robots the best chance of functioning in it without redesigning everything around them.
Unlike industrial arms or quadruped robots, humanoids aim to be generalists. They walk, climb, reach, carry, and interact in human environments. But the form factor adds complexity: balancing on two legs, coordinating multi-joint motion, and recovering from falls are all harder than rolling on wheels or repeating a fixed trajectory.
Form is just the beginning. What defines a humanoid robot is its ability to integrate sensing, planning, and control across the whole body — enabling it not just to mimic human motion, but to work and adapt like a teammate.
Human-Robot Interaction
Human-robot interaction (HRI) refers to the ways robots and humans communicate, coordinate, and share space. In humanoid robotics, HRI spans physical collaboration, voice and gesture interfaces, safety protocols, and shared autonomy. Robots working in warehouses, retail, service sectors, or households must adapt to human behavior in real time: not just executing commands, but responding to intent.
Modern systems combine voice recognition, gaze tracking, gesture sensing, and proximity detection to read subtle cues. Predictive models anticipate human actions to enable smoother coordination. Shared autonomy allows robots to manage low-level tasks while humans guide high-level goals.
In some systems, it also underpins fallback strategies, where remote operators intervene seamlessly during failure cases. The challenge is making interaction natural, safe, and productive without retraining people to fit the machine.
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Imitation Learning
Imitation learning trains robots to perform tasks by observing human behavior, without writing explicit instructions. A person demonstrates a task, and the robot learns to replicate it. Early systems relied on motion capture or physical guidance. Newer models learn directly from video, speech, or sensor streams.
Recent work like Value-Implicit Pretraining (VIP) uses human videos to train goal-aware visual representations. These can guide robotic behavior without labeled actions or expert demonstrations, making imitation learning more scalable and data-efficient.
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Joints
Joints define how humanoid robots move. They connect limbs, control rotation or translation, and determine each degree of freedom. Managing joints is central to balance, dexterity, and coordinated whole-body motion.
Designs include rotary joints, prismatic sliders, and — in experimental systems — soft continuum joints. More joints enable finer control, but increase complexity, weight, and power demands.
Modern humanoids rely on modular, sensorized, and backdrivable joints to support compliant interaction, fall recovery, and safe manipulation. The art of joint design is balancing precision, speed, and force while keeping control achievable.
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Kinematics
Kinematics describes how a robot’s limbs move in space without accounting for the forces behind them. In humanoid robotics, it’s essential for planning poses, gestures, and walking gaits.
Forward kinematics calculates limb positions from known joint angles. Inverse kinematics (IK) works in reverse, computing joint angles needed to reach a target position. IK is especially critical for manipulation, balance, and coordinated whole-body motion.
Modern systems use hybrid solvers that blend geometric methods with optimization techniques. These handle joint limits, redundancies, and nonlinear behaviors while integrating real-time feedback from vision and touch.
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Large Language Models (LLMs)
Large Language Models (LLMs) give humanoid robots the ability to understand, generalize, and respond to natural-language instructions. Instead of relying on hand-coded scripts, they generate executable plans and even write control policies on the fly. Paired with perception systems, LLMs help robots clarify intent and complete tasks.
The frontier is grounding — linking language to physical action. Projects like SayCan, RT-2, and PaLM-E laid the groundwork, integrating LLMs with sensor data and planning stacks to turn abstract prompts into embodied behavior.
These systems define the emerging class of vision-language-action models that bring LLMs into physical space — turning generalist reasoning into real-world performance.
Locomotion Control
Locomotion control enables humanoid robots to walk, balance, and adjust in real time — across flat surfaces, stairs, or uneven terrain. It combines trajectory planning, inverse kinematics, and feedback control to generate stable, coordinated movement.
A key technique is Model Predictive Control (MPC), which simulates future states to plan center-of-mass shifts, adapt footsteps, and recover from slips. MPC allows robots to anticipate rather than react, adjusting gait dynamically as the environment changes.
Locomotion isn’t a set of preprogrammed moves. It’s a continuous, predictive process where planning, sensing, and control operate in tight synchrony.
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Manipulation
Manipulation refers to a robot’s ability to influence the world through intentional motion. In humanoid robotics, this includes object handling — grasping, lifting, pushing, and placing — as well as higher-order actions like stacking, tool use, or task sequencing. It requires tight integration between vision, control, contact dynamics, and increasingly, language.
Modern systems use end-to-end visuomotor policies that generalize across tasks. Transformer-based models like RT-X support shared control across robot types and scenarios, while RT-Trajectory adds temporal structure for more fluid motion. Recent research explores novel representations: for instance, FreqPolicy models motion in the frequency domain to enable high-fidelity control from compact latent codes.
The frontier of manipulation is predictive, multitask, and context-aware: robots that don’t just move things, but anticipate, adapt, and execute with purpose.
Modularity
In humanoid robotics, modularity means building systems from swappable components: arms, sensors, actuators, and even control stacks. This speeds up iteration, simplifies maintenance, and makes it easier to scale designs across platforms.
Modular hardware allows teams to test new gaits, hand designs, or actuator types without rebuilding the entire robot. On the software side, graph-based planners, microservices, and ROS 2 nodes enable targeted upgrades and more robust debugging.
Whether in hardware or software, modularity helps robots evolve faster. For Humanoid, modularity is a key design principle: HMND 01 robots are designed with a modular hardware and software architecture. HMND 01 robots feature modular lower bodies and end-effectors, allowing teams to adapt locomotion and manipulation to different tasks and reduce cost across deployments.
Motion
In humanoid robotics, motion is the visible result of perception, planning, and physics-aware actuation working in sync. Smooth, adaptive movement communicates capability. Awkward motion breaks trust and limits usability.
Early systems used hand-tuned scripts for gestures, gait cycles, and reaching. Today, motion is often learned. Deep models synthesize trajectories from motion capture, video, or simulation. Controllers blend planned motion with corrections from real-time sensory feedback.
Advanced techniques like motion retargeting and skill composition allow robots to adapt human demonstrations and combine actions fluidly. Multi-contact planning and whole-body predictive control now support dynamic, task-aware movement across varied environments.
Motors
Motors are the driving element within the actuators that power every joint in a humanoid robot. They determine torque, precision, efficiency, and responsiveness — key factors in how the actuator performs. The choice of motor — whether brushless DC (BLDC), stepper, or torque-controlled — directly affects agility, payload, and battery life.
Recent designs focus on higher torque density, better thermal management, and tighter integration. Quasi-direct-drive architectures reduce gear complexity while enabling fine force control.
Axial-flux motors with foil windings improve torque output in compact volumes, with commercial examples achieving torque densities of 20–28 Nm/kg. Integrated motor drives (IMDs) combine power electronics and advanced cooling, pushing torque density to 4–10 Nm/kg in recent quasi-direct-drive actuator designs.
High-frequency winding methods are also improving the speed–torque tradeoff critical for real-time physical interaction.
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Navigation
For humanoids, navigation is more than path planning. It requires continuous awareness of obstacles, terrain, and intent. Unlike wheeled robots, bipeds must adjust foot placement and balance in real time while moving through unpredictable environments.
Modern systems combine Simultaneous Localization and Mapping (SLAM) — which builds a map while tracking the robot’s position — with terrain-aware planning and depth sensing. Some robots now build semantic maps on the fly, recognizing objects like chairs, doors, or charging stations using vision-language models.
Emerging methods fuse transformer-based perception with motion planning, allowing robots to interpret open-ended commands like “go stand by the door” and respond with grounded, adaptive behavior.
Natural Language Processing
NLP allows humanoid robots to understand and respond to spoken or written instructions. Early systems relied on keyword spotting or intent matching. Today’s models — often based on fine-tuned language transformers — can interpret high-level prompts like “clean up the mess” or “find the red cup,” and translate them into executable actions.
The frontier is semantic grounding. Robots now combine language models with vision and spatial memory to connect words with physical objects, places, and goals. This enables zero-shot reasoning, where new commands are understood without explicit pretraining.
One approach fuses language, visual input, and robot state into a unified model, allowing robots to interpret complex instructions and execute multi-step tasks with context awareness.
Multimodal models combine speech, visual data, and proprioception to plan and execute grounded actions. Source: PaLM-E: An Embodied Multimodal Language Model
The next challenge is making NLP fast, safe, and robust enough for dynamic physical environments.
Neural Networks
Neural networks are the core computational structures that enable humanoid robots to see, move, understand, and adapt. Inspired by biological neurons, they learn patterns and behaviors from data — whether through pretraining or real-world interaction.
In humanoids, convolutional networks process vision; transformer and recurrent architectures handle joint feedback, audio, and time-dependent signals. Some networks translate tactile input into force estimates or generate motion plans from language prompts.
A major trend is multimodal fusion: training networks that integrate visual, inertial, and proprioceptive data to produce coordinated actions. These models increasingly span perception, reasoning, and control in a single architecture.
Neural policies now run on edge devices thanks to pruning, quantization, and specialized hardware. This enables humanoids to adapt in real time without relying solely on cloud-based inference.
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Open-Source Frameworks
Humanoid robotics thrives on modular, open infrastructure. Rather than reinventing the stack, teams plug into shared frameworks that accelerate development, enforce standards, and ensure interoperability.
ROS 2 underpins many modern systems with real-time-safe messaging, distributed control, and extensible hardware interfaces. Tools like MoveIt enable motion planning, Isaac ROS brings GPU-accelerated perception, and Drake offers rich physical modeling — though often outside the ROS ecosystem.
Simulation platforms such as MuJoCo, PyBullet, and Habitat Lab provide essential training grounds for learning-based control, reinforcement learning, and sim-to-real transfer.
These frameworks also define standards. As foundation models enter robotics, reproducibility, multi-robot scaling, and benchmarking demand shared infrastructure. Initiatives like Open X-Embodiment and RT-X depend on this ecosystem to move fast and stay aligned.
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Perception
Perception includes object recognition, motion estimation, pose detection, and reading human cues. For embodied robots, it depends on fusing RGB, depth, LiDAR, proprioception, and audio into a coherent model of the environment.
Recent advances combine classical vision pipelines with transformer-based models. Tools like Segment Anything and DINOv2 enable zero-shot segmentation, while diffusion-based methods reconstruct 3D scenes from a single image. Systems like PerAct map visual input directly to manipulation commands.
The frontier now links perception to control. Rather than analyzing scenes in isolation, robots learn visual representations optimized for decision-making. Seeing is no longer the goal, it’s the starting point for intelligent action.
Predictive Models
Predictive models give humanoids foresight. Rather than reacting frame by frame, they estimate how bodies, objects, and environments will evolve. It’s critical for balance, manipulation, and real-time planning. From milliseconds of fall recovery to minutes of task sequencing, prediction shapes control at every scale.
A key trend is internal world models that simulate future outcomes without constant real-world resets. Transformers, diffusion policies, and hybrid physics-learning frameworks are pushing robotic foresight beyond reactive behavior.
Predictive models are becoming part of the control loop — running onboard, learning online, and enabling humanoids to act before the environment changes.
Proof of Concept (POC)
In humanoid robotics, a Proof of Concept (POC) is an early-stage trial that tests whether a robot can successfully perform specific tasks within a defined use case. It is conducted before full-scale deployment and helps evaluate feasibility, performance, and potential value.
A POC typically runs over a limited period and focuses on a clearly defined set of tasks. It may involve basic integration with existing systems, but does not aim to cover the full operational complexity of a long-term deployment.
These early tests are especially important for complex, evolving technologies like humanoid robots. They allow teams to gather real-world feedback, identify areas for improvement, and iterate quickly. While the product used in a POC may differ from the final version, the insights gained are crucial for refining both hardware and software.
POCs also support customer development and market validation: by running early POCs, companies can better understand the real-world needs of their customers, adapt their solutions, and build trust-based relationships that can grow into long-term collaborations. At Humanoid, we see early POCs as a core part of our strategy.
Q
Quality Standards / Requirements
As humanoid robots move from labs to real-world settings the bar is no longer just motion or runtime. It’s safety, reproducibility, resilience, and accountability.
Emerging frameworks like ISO 13482 (for personal care robots) and IEEE P7001 (for ethical design) define how humanoids must behave around people: how they fail, recover, explain decisions, and avoid harm. These standards guide both hardware engineering and system behavior.
Some robotics teams now run structured validation pipelines — drawing from logs, simulation, and real-world feedback to test durability, usability, and long-term reliability.
Without standardized proof, trust is impossible. And without trust, humanoids won’t scale.
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Reasoning
Reasoning refers to a robot’s ability to infer, plan, and adapt across tasks and environments. In humanoid robotics, reasoning supports high-level decision-making in complex, human-designed spaces — deciding not just how to move, but why, when, and in what sequence. Unlike low-level control, it operates across goals, dependencies, object relationships, and context.
Modern systems incorporate reasoning through Large Language Models, multimodal transformers, and task planners. These models interpret user intent, break down abstract instructions, and sequence actions across manipulation, navigation, or dialogue.
Approaches such as SayCan, MALMM, and A3VLM bring reasoning into robot control by using multimodal input to plan feasible actions. SayCan links LLM-generated plans to real-world affordance scores, MALMM re-plans after failures, and A3VLM infers part interactions to guide articulated manipulation.
For humanoids operating in unstructured spaces, reasoning is a prerequisite for generality. It’s how robots go from scripted behavior to goal-directed autonomy.
Reinforcement Learning
Reinforcement learning (RL) enables robots to develop behaviors by interacting with the environment, receiving feedback, and optimizing their actions over time. In humanoids, RL powers skills like balancing, grasping, locomotion, and fall recovery.
Unlike scripted control, RL thrives in environments with uncertainty: walking on ice, lifting unfamiliar objects, or navigating cluttered rooms. Agents learn what works through repetition, gradually improving policies to maximize long-term success.
Recent trends include sim-to-real transfer (training in simulation, then deploying in hardware), offline RL (learning from logged data), and hierarchical RL (stacking learned behaviors). These techniques aim to reduce training time and improve real-world generalization.
A robot trained with RL tracks a moving pedestrian more smoothly than those using traditional or imitation-based control. While this example focuses on navigation, similar RL methods underpin locomotion, balance, and object interaction in humanoid systems. Source: Human-Robot Navigation using Event-based Cameras and Reinforcement Learning
Robustness is a robot’s ability to function reliably in the real world despite the uneven ground, sensor noise, hardware fatigue, power loss, and software faults. Recent methods include domain randomization, adaptive control loops, and redundant sensing to handle failures before they cascade. Robots now train in simulations full of noise and disruption to prepare for reality.
Compliant joints and soft actuators absorb shock. Hybrid control stacks fuse physics models with learned policies for real-time adjustment under stress. Robots won’t succeed just by performing complex tasks, they must endure unpredictable ones. Robustness turns skills into reliability.
Runtime
Battery runtime refers to how long a humanoid robot can operate on a single charge in real-world conditions. It is shaped by the power demands of actuators, compute hardware, sensors, and the frequency of control and perception loops. Energy use increases sharply during active tasks like locomotion or object manipulation, especially when high-rate inference or whole-body control is involved.
Improving battery runtime requires coordinated hardware and software strategies — from motor efficiency and hardware acceleration to dynamic power scaling and optimized scheduling. Some systems modulate compute load based on task demands, switching between high-performance and low-power modes to conserve energy.
Battery runtime concerns the duration of operation before recharge, not the timing precision of control processes. It complements broader power management efforts that balance energy availability with task complexity and responsiveness.
S
Safety
In humanoid robotics, safety spans both physical interaction and system reliability. Robots must avoid hitting people, dropping objects, or damaging themselves. A safe system walks, grasps, and reasons without cascading failures from misinterpretation or delay.
Hardware plays the first role: compliant actuators, soft shells, and force-limited joints reduce physical risk. Control systems add fall prediction, real-time collision detection, and trajectory constraint solvers. Sensors track force, proximity, and intent to dynamically modulate behavior.
Some platforms ship with embedded emergency stop (“e-stop”) logic — intervening when force, speed, or contact thresholds are breached. Others explore proactive intent recognition, anticipating when a human may cross a path or reach in.
As autonomy grows, safety becomes a question of cognition. Systems must fail safely, be interruptible, and offer behavior that can be verified.
Simulation
Simulation enables humanoid robots to be developed, tested, and trained before they interact with the physical world. It accelerates iteration, reduces hardware risk, and enables safe prototyping of control policies, mechanical systems, and behavior logic.
Modern platforms like Isaac Sim, MuJoCo, and Brax support high-fidelity physics, multi-agent scenes, and contact-rich environments. The central goal is sim-to-real transfer: policies trained virtually that adapt to the unpredictability of the real world.
For example, Humanoid is leveraging NVIDIA technology to address key challenges in robotics development. Using NVIDIA Isaac Sim and NVIDIA Omniverse platforms, Humanoid rapidly iterates their robot in simulation environments, aiming to reduce prototyping cycles to 6 weeks.
Sensors
Sensors convert physical interaction into usable data: light into pixels, force into pressure maps, motion into pose estimates. Cameras, inertial units, tactile arrays, and torque sensors form the foundation of humanoid perception and control.
Modern systems process these inputs simultaneously. Depth cameras reconstruct 3D structure. LiDAR maps surroundings. Tactile sensors detect slip and contact. IMUs (inertial measurement units) track body position and acceleration, enabling real-time balance and fall detection. =
The shift is toward multimodal fusion — vision, touch, motion, and audio working together to build a coherent model of the world. High-speed sensing enables reflexes: grip correction, obstacle avoidance, terrain adaptation.
Skill
In humanoid robotics, a skill is a modular behavior that achieves a specific goal when triggered by high-level plans or commands. Unlike monolithic control policies, skills are discrete, reusable units such as grasp object, walk to point, or open drawer. Each skill encapsulates perception, planning, and low-level control tuned for that task, often learned through imitation or reinforcement.
Modern architectures like Being-0 use large vision-language models to interpret natural-language instructions and invoke appropriate skills from a pre-defined library. This approach enables fast response, better generalization, and simpler real-world deployment by offloading task logic to modular skill primitives. Skills can be chained or blended at runtime, supporting long-horizon planning and fallback strategies without end-to-end retraining.
Skills are essential in bridging abstract prompts with grounded, embodied action — making complex autonomy interpretable, composable, and more maintainable.
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Teleoperation
Teleoperation lets humans control robots in real time — using joysticks, VR rigs, or motion capture systems. It remains essential where autonomy struggles: disaster response, surgery, or robot training.
In humanoid robotics, teleoperation enables both direct control and data generation. Humans perform full-body actions while robots mimic them. These demonstrations feed imitation learning and reinforcement pipelines.
Modern systems leverage markerless MoCap, wearable sensors, and low-latency middleware like ROS or Isaac Sim to stream motion, manage feedback, and maintain safety.
TWIST uses motion capture to drive humanoid robots through complex actions like walking, kicking, and manipulation — blending teleoperation with real-world embodiment. Source: TWIST: Teleoperated Whole-Body Imitation System
Total Cost of Ownership (TCO)
TCO measures the full lifecycle cost of a humanoid robot, not just the purchase price. It includes integration, deployment, maintenance, energy consumption, software updates, operator training, and downtime. In robotics, TCO is the clearest metric of economic viability.
Vendors increasingly emphasize low-TCO design: modular hardware, remote diagnostics, and upgradeable software stacks that reduce service costs and extend lifespan. As competition heats up, TCO may determine which platforms scale and which stall at the prototype stage.
Training
Training gives humanoid robots the ability to perceive, plan, and act. It turns recorded data — from sensors, demonstrations, or simulations — into working models that guide real-world behavior.
Training methods vary by architecture. Imitation learning uses expert demonstrations to copy behaviors. Reinforcement learning explores through trial and error, optimizing reward-based performance. End-to-end approaches, especially those using foundation models, consume vast multimodal datasets — video, language, 3D scans — to generalize across tasks.
Modern humanoids blend multiple training sources: real-world logs, simulation rollouts, synthetic scenes, and teleoperated sessions. The goal is data efficiency: learning more from less, with fewer collisions, faster convergence, and better generalization.
Training doesn’t end when a robot ships. Logs from deployment become new supervision. Robots improve not just in labs, but in the field — tightening the feedback loop between experience and intelligence.
U
Use Cases
Humanoid robots are built to operate in environments designed for people. Their form fits our stairs, tools, vehicles, and workspaces, offering utility without redesigning the world.
Current deployments focus on logistics, inspection, and service: restocking shelves, unloading trucks, delivering packages, guiding visitors. Emerging use cases include eldercare, disaster response, and construction — domains where versatility matters more than raw speed. In labs, humanoids function as testbeds for locomotion, manipulation, and embodied AI. The long-goal remains: adaptable, general-purpose robots that work in the same space with humans.
Humanoid is starting with industrial applications, targeting retail and manufacturing facilities, logistics and fulfillment centers, and warehouses. HMND 01 robots will provide highly efficient services such as goods handling, picking and machine feeding operation, kitting and part handling.
Usability
In robotics, usability means how easily a human can operate, configure, and trust a system. For humanoids, it’s not just about capability — but how quickly someone can deploy it, safely and without deep expertise.
Modern systems prioritize intuitive interfaces, rapid setup, and fail-safes that degrade gracefully. A robot that needs a PhD to operate it fails the usability test.
Low-code and natural language interfaces are shifting expectations. Tools like SayCan, VoxPoser, and RobotGPT let users issue high-level commands instead of writing ROS behavior trees, enabling non-experts to control complex systems.
VLA models unify perception, language, and control — enabling robots to interpret visual scenes, parse spoken or written commands, and perform appropriate actions, all in a single computational loop.
Unlike traditional pipelines that link vision, NLP, and policy as separate modules, VLA systems train with shared representations or fully end-to-end architectures. This allows robots to respond to complex prompts like “Pick up the red cup on the left and hand it to me,” with grounded, executable behavior.
Examples include SayCan, VoxPoser, VIMA, and PerAct (when paired with language planners). Many build on foundation models like CLIP, GPT-4, or RT-2 to support generalization across tasks and environments. Some VLA systems now also fuse tactile data for richer physical grounding and manipulation.
Voice Interaction
Voice interfaces turn spoken language into robotic behavior. For humanoids, this enables hands-free control, natural delegation, and access for non-technical users.
Today’s pipelines use automatic speech recognition (ASR) paired with large language models to process open-ended instructions and generate grounded, executable actions.
An example of this approach, OpenVLA turns natural language—including voice commands—into real-world robot behavior, integrating perception, intent parsing, and task planning. Source: OpenVLA: An Open-Source Vision-Language-Action Model
The challenge now is grounding language in physical space, resolving ambiguity, and minimizing latency for real-time use.
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Whole-Body Control
Whole-body control lets humanoid robots coordinate arms, legs, torso, and balance as a single system — solving for motion, torque, and task objectives across the entire body in real time. This enables complex actions like reaching while walking, shifting weight while lifting, or staying upright under external forces.
Today’s systems combine model-based controllers with learned policies for greater adaptability and fluidity. Frameworks like WBOSC, Drake’s QP solvers, Stack-of-Tasks, and TSID support whole-body planning in labs and commercial prototypes often layered into custom stacks like TWIST.
Wheeled
Wheeled robots are fast, efficient, and mechanically simple. They dominate warehouses, hospitals, and delivery fleets thanks to low energy use and easy control. Humanoid is currently developing its alpha-prototype for 2 platforms — wheeled and bipedal — starting with the wheeled one. It’s a safer, more controlled solution, which is also in higher demand: around 80% of use-cases in logistics can be automated using wheeled robots.
Some humanoid platforms experiment with hybrid designs adding wheels to feet or hips to combine walking and rolling. These systems offer speed on smooth terrain without sacrificing flexibility.
World Model
World models let humanoid robots plan by simulating. Instead of reacting only to real-time input, they forecast outcomes using internal representations of the environment — supporting long-horizon reasoning and closed-loop control.
Work on robot imagination and long-horizon planning explores how robots can simulate future scenarios and generalize across tasks using structured, multimodal representations, as seen in approaches like DreamerV3 and RoboDreamer.
As these systems mature, world models are becoming the foundation of embodied reasoning and adaptive control.
X
X-Axis Rotation
X-axis rotation, also known as pitch, describes how a robot pivots around its left–right axis. It enables nodding, leaning, bowing, or squatting motions, and plays a key role in posture adjustment and balance.
In humanoids, X-axis joints are typically found in the hips, knees, neck, and shoulders. At the system level, pitch control affects whole-body dynamics, fall recovery, and locomotion on uneven terrain.
Y
Y-Axis Rotation
Y-axis rotation, also known as yaw, describes how a robot pivots around its vertical axis to face left or right. It’s essential for reorienting the head, torso, or feet without taking a step.
In humanoids, Y-axis joints operate in the neck, waist, and ankles. This motion enables gaze shifts, mid-step adjustments, and full-body coordination during navigation. Precise yaw control lets robots track objects, align with tasks, and avoid obstacles without relying entirely on locomotion.
Z
Zero Moment Point (ZMP)
ZMP is the location on the ground where the combined tipping effects of gravity and inertia cancel out. As long as this point stays within a robot’s support area, the motion remains dynamically stable.
ZMP-based planning underpins model-driven walking control — stabilizing steps, shifting weight safely, and responding to disturbances in real time.
ZMP defines where a robot’s support forces cancel tipping. Keeping it within the foot area ensures stability during locomotion. Source: A Physically-Based Motion Retargeting Filter
While newer methods blend ZMP with learned dynamics, it remains a core tool for making humanoid motion stable and predictable.
Zero-Shot
Zero-shot capability in humanoid robotics refers to a system’s ability to perform a task it has never encountered during training without task-specific fine-tuning or demonstrations. This relies on generalization: mapping from high-level instructions or observations to effective actions based on prior knowledge.
Large foundation models, especially those integrating language and vision, are driving this capability. For example, a humanoid robot using a vision-language-action model might receive a prompt like “pick up the blue book on the shelf” and successfully complete the task despite never having seen that exact combination of object, color, or location before.
Zero-shot performance marks a shift away from rigid, pre-programmed routines toward open-ended generality.