One Policy, Many Styles: Where to Aggregate Preferences for Steerable Humanoid Control?
Read the original on arXiv Machine Learning →The Flow has not summarised this story yet — read it at arXiv Machine Learning.
The Flow has not summarised this story yet — read it at arXiv Machine Learning.
arXiv:2606. 11891v1 Announce Type: cross Abstract: Multi-objective reinforcement learning for humanoid robots must coordinate locomotion and manipulation within a single policy.
arXiv:2606. 11982v1 Announce Type: new Abstract: Preference-based reinforcement learning (PbRL) learns policies from human trajectory-level comparisons, avoiding explicit reward design and expert demonstrations.
arXiv:2606. 32027v1 Announce Type: cross Abstract: Reward design remains a central bottleneck for autonomous robot policy improvement, especially in long-horizon manipulation tasks where sparse success labels provide too little signal and binary preferences collapse many competing notions of quality into one ambiguous signal.
arXiv:2610.01260v1 Announce Type: cross Abstract: Quadrupedal locomotion requires balancing conflicting objectives such as command tracking, stability, and energy efficiency, yet conventional reinfor...
arXiv:2603. 13707v3 Announce Type: replace-cross Abstract: Humanoid loco-manipulation requires coordinated task-space motion planning with stable loco-manipulation command tracking under complex robot-environment dynamics and long-horizon tasks.
The paper introduces DIGHT, a co‑adaptive framework that couples a Digital Human Interaction Generator with a Humanoid Tracking policy. DIGHT first runs multiple text‑conditioned interaction candidates in simulation, then builds physics‑grounded preferences from the rollouts—covering executability and interaction fidelity—and uses diffusion‑based direct preference optimization to align the generator without back‑propagating through the simulator. The aligned generator supplies reference motions for fine‑tuning the tracker, leading to more physically plausible and faithful humanoid interactions in simulation.