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Achieving Human Level Competitive Robot Table Tennis

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arxiv 2408.03906 v3 pith:4A2FB5DV submitted 2024-08-07 cs.RO

classification cs.RO
keywords levelmatchesrobotperformanceplayershumanhuman-leveltable
verification ladder T0 review T1 audit T2 compute T3 formal

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Achieving human-level speed and performance on real world tasks is a north star for the robotics research community. This work takes a step towards that goal and presents the first learned robot agent that reaches amateur human-level performance in competitive table tennis. Table tennis is a physically demanding sport which requires human players to undergo years of training to achieve an advanced level of proficiency. In this paper, we contribute (1) a hierarchical and modular policy architecture consisting of (i) low level controllers with their detailed skill descriptors which model the agent's capabilities and help to bridge the sim-to-real gap and (ii) a high level controller that chooses the low level skills, (2) techniques for enabling zero-shot sim-to-real including an iterative approach to defining the task distribution that is grounded in the real-world and defines an automatic curriculum, and (3) real time adaptation to unseen opponents. Policy performance was assessed through 29 robot vs. human matches of which the robot won 45% (13/29). All humans were unseen players and their skill level varied from beginner to tournament level. Whilst the robot lost all matches vs. the most advanced players it won 100% matches vs. beginners and 55% matches vs. intermediate players, demonstrating solidly amateur human-level performance. Videos of the matches can be viewed at https://sites.google.com/view/competitive-robot-table-tennis

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Forward citations

Cited by 7 Pith papers

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

  1. Towards Ball Spin and Trajectory Analysis in Table Tennis Broadcast Videos via Physically Grounded Synthetic-to-Real Transfer

    cs.CV 2025-04 conditional novelty 7.0 of 10

    A transformer trained solely on physically simulated trajectories infers initial ball spin and 3D path from 2D broadcast video, reaching 92% topspin/backspin accuracy on real matches.

  2. Egocentric Event-Based Vision for Ping Pong Ball Trajectory Prediction

    cs.CV 2025-06 conditional novelty 6.0 of 10

    An event-camera and eye-tracking system on smart glasses detects a ping-pong ball and predicts its landing point from the player's viewpoint at 200 Hz with a reported 4.5 ms total latency.

  3. Generalization in Monitored Markov Decision Processes (Mon-MDPs)

    cs.AI 2025-05 conditional novelty 6.0 of 10

    In monitored MDPs, a deep reward model plus Q-learning can generalize to unmonitored states and reach near-optimal behavior, but can also overgeneralize; ensemble-based cautious policies reduce that overgeneralization.

  4. An Event-Based Perception Pipeline for a Table Tennis Robot

    cs.RO 2025-02 conditional novelty 6.0 of 10

    An event-camera-only perception pipeline detects table tennis balls at about 4,140 updates per second, around 28 times the rate of a frame-based baseline, with comparable pixel accuracy.

  5. SAS-Prompt: Large Language Models as Numerical Optimizers for Robot Self-Improvement

    cs.RO 2025-04 conditional novelty 5.0 of 10

    A single LLM prompt (Summarize, Analyze, Synthesize) can iteratively improve a robot table-tennis policy by retrieving past execution traces and synthesizing new control parameters, demonstrated in simulation and on a...

  6. Integrating Learning-Based Manipulation and Physics-Based Locomotion for Whole-Body Badminton Robot Control

    cs.RO 2025-04 conditional novelty 4.0 of 10

    A hybrid badminton robot, combining model-based wheel control with a learning-based arm policy trained by imitation and reinforcement learning, returns 94.5 percent of serving-machine shots.

  7. RoboMatrix: A Skill-centric Hierarchical Framework for Scalable Robot Task Planning and Execution in Open-World

    cs.RO 2024-11 reject novelty 4.0 of 10

    A skill-centric hierarchical framework with a unified vision-language-action model executes new tasks by recombining eight meta-skills, reporting up to 50 percentage points higher success than task-centric baselines.

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