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Robotic Table Tennis: A Case Study into a High Speed Learning System

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arxiv 2309.03315 v2 pith:2YNBGSBJ submitted 2023-09-06 cs.RO cs.LG

Robotic Table Tennis: A Case Study into a High Speed Learning System

classification cs.RO cs.LG
keywords systemlearningperceptionrealrobotictabletennistraining
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets. This system puts together a highly optimized perception subsystem, a high-speed low-latency robot controller, a simulation paradigm that can prevent damage in the real world and also train policies for zero-shot transfer, and automated real world environment resets that enable autonomous training and evaluation on physical robots. We complement a complete system description, including numerous design decisions that are typically not widely disseminated, with a collection of studies that clarify the importance of mitigating various sources of latency, accounting for training and deployment distribution shifts, robustness of the perception system, sensitivity to policy hyper-parameters, and choice of action space. A video demonstrating the components of the system and details of experimental results can be found at https://youtu.be/uFcnWjB42I0.

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Cited by 3 Pith papers

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

  1. Ace! Motion Planning of Professional-Level Table Tennis Serves with a Robot Arm

    cs.RO 2026-07 conditional novelty 7.0

    A robot arm generates ITTF-compliant table tennis serves with spins up to 550 rad/s and speeds up to 6.7 m/s using MPC and Bayesian optimization, matching elite human players.

  2. Bridging the sim2real gap in the table tennis robot with a transformer-based ball states predictor

    cs.RO 2026-06 unverdicted novelty 5.0

    A transformer trained on real table tennis data predicts ball states and is swapped at deployment into simulation-trained policies via SPAD to reduce the sim-to-real gap without retraining.

  3. Biologically Inspired Event-Based Perception and Sample-Efficient Learning for High-Speed Table Tennis Robots

    cs.RO 2026-04 unverdicted novelty 5.0

    Event-based perception combined with progressive low-to-high speed training improves robotic table tennis return accuracy by 35.8% using the same number of training episodes.