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SkillMimic: Learning Basketball Interaction Skills from Demonstrations
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SkillMimic learns diverse basketball human-object interaction skills in simulated humanoids from HOI demonstrations using a single RL policy with a unified imitation reward that includes a contact graph reward, then composes the skills with a high-level controller for scoring.
Problem
Learning diverse physically simulated humanoid-object interaction skills without skill-specific hand-crafted rewards, from HOI demonstration data.
Approach
A unified, skill-agnostic HOI imitation reward (multiplicative body, object, relative motion, regularization and a contact-graph reward on binary contact states) lets one policy conditioned on a skill label learn many basketball skills, and a high-level controller reuses these skills for long-horizon tasks.
Key results
- SkillMimic reaches 86.7% success on pick up and 79.6% on dribble forward versus 19.6% and 68.5% for DeepMimic* and 0.0% and 13.6% for AMP*.
- On four high-level tasks, SkillMimic achieves 93.04% (heading), 79.92% (circling), 93.40% (throwing), and 80.25% (scoring) success, while PPO, ASE and ASE* fail on throwing and scoring.
- Removing the contact graph reward drops BallPlay-V accuracy from 82.4% to 13.6% for the w/o multiplication variant comparison, and the contact error rises markedly without CGR.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use SkillMimic rather than the DeepMimic*-style reward | basketball interaction skill learning · BallPlay-M skills: Pick Up, Dribble Forward, Layup, and Shot | success rate: 19.6% -> 86.7%; 68.5% -> 79.6%; 98.9% -> 99.1%; 97.8% -> 97.9% | Helped |
| Use SkillMimic rather than PPO trained from scratch | high-level basketball task learning · Heading | success rate: 0.70% -> 93.04% | Helped |
| Use SkillMimic rather than PPO trained from scratch | high-level basketball task learning · Circling | success rate: 11.14% -> 79.92% | Helped |
| Use SkillMimic rather than PPO trained from scratch | high-level basketball task learning · Throwing | success rate: 0.00% -> 93.40% | Helped |
| Use SkillMimic rather than PPO trained from scratch | high-level basketball task learning · Scoring | success rate: 0.00% -> 80.25% | Helped |
| Add reward multiplication to combine the imitation sub-rewards (ablation) | SkillMimic · GRAB | accuracy: 27.0% -> 95.4% | Helped |
| Add reward multiplication to combine the imitation sub-rewards (ablation) | SkillMimic · BallPlay-V | accuracy: 7.5% -> 82.4% | Helped |
| Add Contact Graph Reward (ablation) | SkillMimic · GRAB | accuracy: 38.6% -> 95.4% | Helped |
| Add Contact Graph Reward (ablation) | SkillMimic · BallPlay-V | accuracy: 13.6% -> 82.4% | Helped |
| Increase pickup demonstration data from 1 to 10 clips (ablation) | SkillMimic pickup policy · Pickup generalization test | success rate: 0.5% -> 12.2% | Helped |
| Increase pickup demonstration data from 10 to 40 clips (ablation) | SkillMimic pickup policy · Pickup generalization test | success rate: 12.2% -> 76.5% | Helped |
| Increase pickup demonstration data from 40 to 131 clips (ablation) | SkillMimic pickup policy · Pickup generalization test | success rate: 76.5% -> 85.6% | Helped |
Surprising findings
- Adversarial (AMP-style) imitation rewards perform very poorly on HOI imitation, reaching near 0% success on several skills.
- Pickup generalization improves with data scale, from 0.5% success with 1 clip to 85.6% with 131 clips.
Limitations
- Generalization across object geometries and multiple simultaneous objects is not addressed.
- Relies on privileged object information rather than general perception.
- Not yet demonstrated on real robots.
Experimental setup
Datasets: BallPlay-M BallPlay-V GRAB
Benchmarks: BallPlay-M BallPlay-V GRAB
Metrics: accuracy MPJPE body MPJPE object contact error success rate
Baselines: DeepMimic* AMP* PPO ASE ASE*
Builds on: DeepMimic AMP ASE PPO
Closest papers by meaning
- BASKET: A Large-Scale Video Dataset for Fine-Grained Skill Estimation (CVPR 2025 · similarity 0.85)
- Goal-Oriented Skill Abstraction for Offline Multi-Task Reinforcement Learning (ICML 2025 · similarity 0.85)
- InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactions (CVPR 2025 · similarity 0.84)
- ExpertAF: Expert Actionable Feedback from Video (CVPR 2025 · similarity 0.84)
- The CoachAI Badminton Environment: A Novel Reinforcement Learning Environment with Realistic Opponents (Student Abstract) (AAAI 2024 · similarity 0.84)
- Dynamic Contrastive Skill Learning with State-Transition Based Skill Clustering and Dynamic Length Adjustment (ICLR 2025 · similarity 0.84)
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