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Learning Agile Locomotion via Adversarial Training

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arxiv 2008.00603 v1 pith:QCLDBS4D submitted 2020-08-03 cs.RO cs.AI

classification cs.ROcs.AI
keywords trainingadversarialagiledesignlearninglocomotionadversaryagility
verification ladder T0 review T1 audit T2 compute T3 formal
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Developing controllers for agile locomotion is a long-standing challenge for legged robots. Reinforcement learning (RL) and Evolution Strategy (ES) hold the promise of automating the design process of such controllers. However, dedicated and careful human effort is required to design training environments to promote agility. In this paper, we present a multi-agent learning system, in which a quadruped robot (protagonist) learns to chase another robot (adversary) while the latter learns to escape. We find that this adversarial training process not only encourages agile behaviors but also effectively alleviates the laborious environment design effort. In contrast to prior works that used only one adversary, we find that training an ensemble of adversaries, each of which specializes in a different escaping strategy, is essential for the protagonist to master agility. Through extensive experiments, we show that the locomotion controller learned with adversarial training significantly outperforms carefully designed baselines.

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Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. UMC: Unified Resilient Controller for Legged Robots with Joint Malfunctions

    cs.RO 2025-02 conditional novelty 5.0 of 10

    UMC uses masked attention and two-stage training so one policy keeps legged robots walking under eight sensor and joint failure scenarios, cutting fall rates by up to 53 percentage points in simulation.

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