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SMPLOlympics: Sports Environments for Physically Simulated Humanoids
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We present SMPLOlympics, a collection of physically simulated environments that allow humanoids to compete in a variety of Olympic sports. Sports simulation offers a rich and standardized testing ground for evaluating and improving the capabilities of learning algorithms due to the diversity and physically demanding nature of athletic activities. As humans have been competing in these sports for many years, there is also a plethora of existing knowledge on the preferred strategy to achieve better performance. To leverage these existing human demonstrations from videos and motion capture, we design our humanoid to be compatible with the widely-used SMPL and SMPL-X human models from the vision and graphics community. We provide a suite of individual sports environments, including golf, javelin throw, high jump, long jump, and hurdling, as well as competitive sports, including both 1v1 and 2v2 games such as table tennis, tennis, fencing, boxing, soccer, and basketball. Our analysis shows that combining strong motion priors with simple rewards can result in human-like behavior in various sports. By providing a unified sports benchmark and baseline implementation of state and reward designs, we hope that SMPLOlympics can help the control and animation communities achieve human-like and performant behaviors.
Forward citations
Cited by 4 Pith papers
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First Deployable Dynamic-CoM: A Unified Policy and Method-Agnostic Benchmark for Humanoid Single-Leg Balance
A support-relative dynamic capture-point observation, reconstructible without base linear velocity, lets a humanoid policy hold clean single-leg balance at 86/90 in simulation and deploy on a Unitree G1 without distillation.
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InterAct: Advancing Large-Scale Versatile 3D Human-Object Interaction Generation
InterAct is a unified 21.81-hour 3D human-object interaction benchmark with text annotations, quality-corrected data, and a multi-task model that achieves state-of-the-art results across six generation tasks.
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Half-Physics: Enabling Kinematic 3D Human Model with Physical Interactions
Half physics converts kinematic SMPL-X poses into velocities that drive a physics engine, preserving the original motion when contact-free and giving physically correct responses when collisions occur.
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ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills
ASAP trains a residual action model on real-world rollouts and fine-tunes simulation policies through it, reducing humanoid whole-body motion tracking error in sim-to-real transfer.
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