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Universal Humanoid Motion Representations for Physics-Based Control
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Builds PULSE, a universal physics-based humanoid motion latent space distilled online from an all-AMASS motion imitator (PHC+) via a conditional variational information bottleneck with a learned proprioception-conditioned prior, and uses it for hierarchical RL downstream tasks.
Problem
Existing physics-based humanoid motion latent spaces (ASE, CALM) are learned from small, specialized motion datasets and cover only narrow movement styles, limiting their use for free-form motion tracking and diverse generative tasks.
Approach
Train an imitator (PHC+) that tracks all of AMASS, then distill its skills into a 32-d variational latent space with a learnable proprioception-conditioned prior and a temporal-smoothness regularizer; downstream policies act in this latent space with a residual action around the prior mean.
Key results
- PULSE reaches 99.8% success on AMASS-Train* imitation after distillation from PHC+ (100%), versus 98.9% for PHC on training data.
- On VR controller tracking on AMASS-Test, PULSE reaches 93.4% success, versus 37.6% for ASE-30Hz and 10.1% for CALM-30Hz.
- On the 14-sequence real-world Quest dataset, PULSE tracks all 14/14 sequences, matching training from scratch.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add data cleaning and progressive training modifications to PHC | PHC motion imitator on AMASS · AMASS-Train | success rate: 98.9 % -> 100 % | Helped |
| Distill PHC+ into PULSE with a variational bottleneck | PHC+ motion imitator · AMASS-Test motion imitation | success rate: 99.2% -> 97.1% | Hurt |
| Use PULSE instead of training from scratch | VR controller tracking policy · AMASS-Test | success rate: 93.4% -> 93.4 % | No clear effect |
| Add consecutive latent-code regularization (ablation) | PULSE · AMASS-Test VR controller tracking | success rate: 60.8% -> 93.4% | Helped |
| Add a learnable prior instead of a zero-mean Gaussian prior (ablation) | PULSE · AMASS-Test VR controller tracking | success rate: 45.6% -> 93.4% | Helped |
| Use residual actions relative to the learned prior (ablation) | PULSE downstream policy · AMASS-Test VR controller tracking | success rate: 18.1% -> 93.4% | Helped |
| Combine RL training with online supervised distillation (ablation) | PULSE · AMASS-Test VR controller tracking | success rate: 93.4% -> 71.0% | Hurt |
| Add online distillation from PHC+ (ablation) | PULSE motion imitator · AMASS-Test motion imitation | success rate: 32.6% -> 97.1% | Helped |
| Add progressive hard-negative updates during primitive training (ablation) | PHC+ primitive · AMASS-Test | success rate: 92.0% -> 98.5% | Helped |
| Replace ReLU with SiLU (ablation) | PHC+ primitive with progressive training · AMASS-Test | success rate: 97.8% -> 98.5% | Helped |
| Use a variational information bottleneck (ablation) | PULSE motion representation · AMASS motion imitation | success rate: 100% | Hurt |
| Use a spherical latent space (ablation) | Distilled motion representation · AMASS motion imitation | success rate: 100% | No clear effect |
Surprising findings
- Training the latent space with RL objectives combined with distillation hurts performance, and RL-only training from scratch failed to converge to a good imitator within 1e10 samples.
- Using the learned prior as a residual action is essential; without it, VR tracking success drops to 18.1%.
Limitations
- Distilled policy does not reach 100% imitation success; the variational bottleneck is lossy.
- VR controller tracking lags behind training from scratch, and random generation can get stuck in fallen or standing states.
Experimental setup
Datasets: AMASS QuestSim real-world Quest 2 dataset
Benchmarks: AMASS-Train* AMASS-Test* real-world Quest 2 dataset (QuestSim) speed reach strike terrain traversal
Metrics: success rate global MPJPE root-relative MPJPE acceleration error velocity error normalized return
Baselines: ASE CALM training from scratch PHC HuMoR
Builds on: PHC ASE CALM HuMoR PPO
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