Generating robot movements without demonstrations

The inputs, search budget, and hand-designed structure behind this physics-based movement pipeline, and the limits of its no-demonstration claim.

Wed Oct 07 2026 00:00:00 GMT+0000 (Coordinated Universal Time)

Part of the Robotic Movement series. Project page section: How these movements were made.

Human-like, but not copied

Humanoids are useful because they are shaped like us and do the things we do, so a general framework of robot movement should look, more or less, like a general framework of optimal human movement. That is a long-term goal rather than a capability established by this project.

The difference is in how. The dominant approach is mass data collection: people in sensor suits, with their motion retargeted onto the robot, task by task. But a human optimum is optimal for a body of tendons and muscle, not for electric motors with different torque-speed characteristics and no elastic energy storage. I wanted to derive the movement from the robot’s own specification instead, and to do it in a way that generalises across tasks rather than one task at a time. This project tests that alternative in simulation.

The low-data aspect

The part of this I think is most undersold is how little data it needs. It was never clear that a consumer humanoid could be given useful, sophisticated movement with little to no training data. The throw showed that it can, and that fact matters more to me than any single speed or height.

What the claim covers, exactly

Because it is a strong claim, I checked it against the code.

  • No human motion data. None of the pipelines behind the current results loads any: the throw, strike and kick, the sprint, walking, head carry, the aimed throw and the box jump.
  • One deliberate exception. A recorded human jump, replayed on the G1, appears as a comparison baseline. The jump the robot derived from its own body beat it.
  • No learned models. There are no neural networks anywhere in the pipeline. It is physics plus optimisation.
  • What it does use. Each technique is found from 2,400 to 38,400 simulated trials that the search generates for itself, minutes to a few hours on a desktop CPU. That is compute, not a dataset, and it is the whole cost of a new skill on a new body. Some structure is supplied by hand, such as “wind up, then release”, along with the balance controllers and the simulator settings. The movements themselves are found, not authored.
Typical learned-robot approachThis work
Human demonstrationscollected per skillnone
Learned modellarge neural policynone
New robotrecollect data, retrainsame code, new specification
What the robot needsa datasetits own specification and a goal

Everything here is simulation; nothing has run on hardware yet. The next step for this claim is to show the same construction holding up on a real robot.

Previous: Manipulation.