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MimicAgent: Quadruped Skills via Prompt-to-Trajectory Generation

Robotics · Submitted 21 Sep 2026

abstract compiled · 2026-09-24 · no language-model review

The authors' main claim These coarse reference trajectories are then used to train example-guided RL policies that are deployable in simulation and in the real-world.

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arXiv ID2609.24145 (version 1)
Pith ID3U7W3FS5, Pith's permanent record of this paper and its review
CitationDeva Ramanan, Lucky Kant Nayak, Narayanan Palghat Parameswaran, Neehar Peri. "MimicAgent: Quadruped Skills via Prompt-to-Trajectory Generation." arXiv:2609.24145 (2026). https://pith.science/paper/3U7W3FS5
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Compiled by classifier-1.13.0 via TypeSafe API, question bank abstract-p1-20260923, 2026-09-24: 1 request, 6,888 input tokens.

What the abstract itself states, as probabilities: claims first 0.07 · states limitation 0.28 · human participants 0.05 · controlled comparison 0.24 · randomized assignment 0.01 · states quantitative result 0.98 · compares with prior results 0.88 · mentions code or data availability 0.04.

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arXiv listing abstract v1. Results and the main claim are underlined; .

We present MimicAgent, a prompt-to-trajectory generation framework for learning dynamic quadruped skills. Although reward shaping is extensively used when training quadruped policies, navigating the resulting reward landscape is notoriously difficult, requiring hours of "graduate student descent". Eureka attempts to automate reward design with LLMs, but we find that it struggles to generalize across diverse skills and morphologies. Our key observation is that it is far easier for a human - and by association, an LLM - to generate reference motions than to shape reward functions. Our hypothesis is motivated by the success of example-guided RL for humanoids, which exploits large-scale motion capture datasets as references for training locomotion policies. Unlike humanoids, quadrupeds lack such reference motion data. Towards this end, we propose MimicAgent, an agentic harness that, given a skill prompt, generates quadruped reference trajectories with coding agents. These coarse reference trajectories are then used to train example-guided RL policies that are deployable in simulation and in the real-world. Notably, we find that when prompting Claude Fable 5.1 within our agentic harness, 87% of prompts yield semantically aligned reference trajectories.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 We present MimicAgent, a prompt-to-trajectory generation framework for learning dynamic quadruped skills. contribution 1.00 0.87 0.13 asserted 1.00
s1 Although reward shaping is extensively used when training quadruped policies, navigating the resulting reward landscape is notoriously difficult, requiring hours of "graduate student descent". background 0.99 0.09 0.03 asserted 1.00
s2 Eureka attempts to automate reward design with LLMs, but we find that it struggles to generalize across diverse skills and morphologies. background 0.59 0.85 0.04 asserted 1.00
s3 Our key observation is that it is far easier for a human - and by association, an LLM - to generate reference motions than to shape reward functions. interpretation 0.48 0.59 0.27 asserted 1.00
s4 Our hypothesis is motivated by the success of example-guided RL for humanoids, which exploits large-scale motion capture datasets as references for training locomotion policies. background 0.93 0.10 0.05 asserted 0.92
s5 Unlike humanoids, quadrupeds lack such reference motion data. gap 0.94 0.14 0.03 asserted 1.00
s6 Towards this end, we propose MimicAgent, an agentic harness that, given a skill prompt, generates quadruped reference trajectories with coding agents. method 0.53 0.74 0.13 asserted 0.96
s7 These coarse reference trajectories are then used to train example-guided RL policies that are deployable in simulation and in the real-world. method 0.95 0.83 0.19 asserted 1.00
s8 Notably, we find that when prompting Claude Fable 5.1 within our agentic harness, 87% of prompts yield semantically aligned reference trajectories. result 1.00 0.96 0.15 asserted 1.00

What kind of paper the classifier reports this is: method or tool 1.00 · evidence from observation or experiment 0.75.

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Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

We present MimicAgent, a prompt-to-trajectory generation framework for learning dynamic quadruped skills. Although reward shaping is extensively used when training quadruped policies, navigating the resulting reward landscape is notoriously difficult, requiring hours of "graduate student descent". Eureka attempts to automate reward design with LLMs, but we find that it struggles to generalize across diverse skills and morphologies. Our key observation is that it is far easier for a human - and by association, an LLM - to generate reference motions than to shape reward functions. Our hypothesis is motivated by the success of example-guided RL for humanoids, which exploits large-scale motion capture datasets as references for training locomotion policies. Unlike humanoids, quadrupeds lack such reference motion data. Towards this end, we propose MimicAgent, an agentic harness that, given a skill prompt, generates quadruped reference trajectories with coding agents. These coarse reference trajectories are then used to train example-guided RL policies that are deployable in simulation and in the real-world. Notably, we find that when prompting Claude Fable 5.1 within our agentic harness, 87% of prompts yield semantically aligned reference trajectories.

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