ArXiv TLDR

ReActor: Reinforcement Learning for Physics-Aware Motion Retargeting

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2605.06593

David Müller, Agon Serifi, Sammy Christen, Ruben Grandia, Espen Knoop + 1 more

cs.ROcs.GRcs.LG

TLDR

ReActor uses bilevel optimization and RL to retarget human motion onto robots, producing physically plausible and robust motions for imitation learning.

Key contributions

  • Introduces ReActor, a bilevel optimization framework for physics-aware human-to-robot motion retargeting.
  • Jointly adapts reference motions to robot morphology and trains a reinforcement learning tracking policy.
  • Produces physically plausible motions by integrating retargeting with physics simulation, enabling robust imitation.

Why it matters

Existing motion retargeting methods often create physically inconsistent robot movements, hindering imitation learning. ReActor solves this by generating dynamically feasible motions, making it easier to transfer human skills to robots. This advances robot learning and control, especially for complex tasks.

Original Abstract

Retargeting human kinematic reference motion onto a robot's morphology remains a formidable challenge. Existing methods often produce physical inconsistencies, such as foot sliding, self-collisions, or dynamically infeasible motions, which hinder downstream imitation learning. We propose a bilevel optimization framework that jointly adapts reference motions to a robot's morphology while training a tracking policy using reinforcement learning. To make the optimization tractable, we derive an approximate gradient for the upper-level loss. Our framework requires only a sparse set of semantic rigid-body correspondences and eliminates the need for manual tuning by identifying optimal values for a parameterization expressive enough to preserve characteristic motion across different embodiments. Moreover, by integrating retargeting directly with physics simulation, we produce physically plausible motions that facilitate robust imitation learning. We validate our method in simulation and on hardware, demonstrating challenging motions for morphologies that differ significantly from a human, including retargeting onto a quadruped.

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