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Paper review · October 13, 2026

Reflex: Vision-Grounded Reactive Whole-Body Control for Humanoids

Reflex: Visually Grounded Reactive Humanoid Control

Robotics & physical AIReinforcement learning Advanced Upvotes 129 cs.RO

By splitting training into three stages (whole-body control, object-dynamics reasoning and first-person visual grounding), the authors got a real Unitree G1 to catch boxes thrown by people using only onboard RGB-D.

Problem

Reacting with the whole body to an incoming object within one second requires whole-body coordination, real-time dynamics prediction under latency, and perception from a moving first-person camera, all at once. Existing systems relied on end-effectors, motion capture or marked objects and solved only some of these.

Method

Using box catching as the representative task, training proceeds in three stages. In stage 1, a whole-body catching Teacher policy is trained with the simulator's box state as input, using PPO and a human motion prior (AMP). In stage 2, a privileged encoder is built that compresses box observations with 20–60 ms latency and dropouts into an 8-dimensional dynamics latent vector. It is initialized by matching Teacher actions, then data is collected DAgger-style and refined with PPO. In stage 3, with the controller frozen, a visual encoder is trained to regress this latent vector from RGB-D history and camera ego-motion alone.

Results

Limitations

There is only one task, box catching. Real-robot success drops sharply as distance increases. The hardware's median camera-to-control latency (69 ms) exceeds the latency range used in training (20–60 ms). Some comparisons (such as the effect of latency training) are single-seed results.

Why it matters

It demonstrates on real hardware a humanoid that reacts with its whole body to fast-moving objects using only onboard vision, without external equipment such as motion capture. The design that separates perception from control through a latent vector could extend to other reactive skills.

Key terms

Privileged Learning
A method in which a Teacher policy is trained on exact states available only in a simulator, and a Student that uses only real sensors learns by imitating it.
AMP(Adversarial Motion Prior)
A technique in which a discriminator compares movements with human motion data and rewards 'human-like' motion, helping the robot learn natural movements.
DAgger
An imitation learning method that grows the dataset by collecting the Teacher's correct actions at states the policy being trained actually visits.
Ego-motion
The movement of the robot that carries the camera. Because it mixes with object motion in the video, it must be provided as a separate input for object dynamics to be estimated correctly.

Original

Authors: Taoyang Jia, Weikai Huang, Linxin Song, Jared Darlington, Jieyu Zhao, Yue Wang, Jiafei Duan, Zhongzheng Ren, et al. · Posted 2026-10-08 · License arXiv 비독점 배포 라이선스 · Based on the full text

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