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The paper uses reinforcement learning and self-play to train a humanoid robot's stroke controller and a separate strategic policy for choosing landing targets, so learned methods are central rather than incidental. The decoupling via a frozen motor stack and a landing-target interface is a useful design pattern for embodied AI. The reported win rates are against simple heuristic baselines in simulation or controlled play, so the hardware results (11-point games against one recreational player) are a narrower test than the headline numbers suggest.
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From Hitter to Player: Separating Motor Execution and Strategy in Competitive Humanoid Table Tennis

arXiv3 min read

arXiv:2610.14067v1 Announce Type: new Abstract: Competitive humanoid table tennis requires two distinct abilities: executing a desired return and deciding where to return the ball. We separate these two problems, with the ball landing target serving as an interface between motor control and strategy. (1) We first train a whole-body motor policy conditioned on the desired landing target, which maps the target to an executable humanoid stroke through a model-based strike planner and a learned controller. (2) We then improve the motor policy through self-play in closed-loop rallies, where the robot learns to handle incoming balls generated by another player rather than only prescribed incoming balls. At this stage, the landing targets are still sampled without considering the opponent, so the policy improves its execution without learning game strategy. (3) Finally, we freeze the entire motor stack and train a stroke-level strategic policy to choose landing targets through competitive self-play. Motor self-play improves both landing accuracy and legal-return rate during rallies. More importantly, with the entire motor stack fixed, changing only the target-selection policy leads to large differences in game outcomes: the learned strategy wins 89%, 82%, and 73% of points against center, random, and away-from-opponent baselines, respectively. The learned strategy also changes where it sends the ball according to the opponent's position and the previous target, showing that self-play learns more than simply aiming at fixed "good" locations. On hardware, the same frozen execution stack and strategic interface support complete 11-point games against a recreational human opponent, including multi-stroke rallies with both forehand and backhand returns.

Abstract:Competitive humanoid table tennis requires two distinct abilities: executing a desired return and deciding where to return the ball. We separate these two problems, with the ball landing target serving as an interface between motor control and strategy. (1) We first train a whole-body motor policy conditioned on the desired landing target, which maps the target to an executable humanoid stroke through a model-based strike planner and a learned controller. (2) We then improve the motor policy through self-play in closed-loop rallies, where the robot learns to handle incoming balls generated by another player rather than only prescribed incoming balls. At this stage, the landing targets are still sampled without considering the opponent, so the policy improves its execution without learning game strategy. (3) Finally, we freeze the entire motor stack and train a stroke-level strategic policy to choose landing targets through competitive self-play. Motor self-play improves both landing accuracy and legal-return rate during rallies. More importantly, with the entire motor stack fixed, changing only the target-selection policy leads to large differences in game outcomes: the learned strategy wins 89%, 82%, and 73% of points against center, random, and away-from-opponent baselines, respectively. The learned strategy also changes where it sends the ball according to the opponent's position and the previous target, showing that self-play learns more than simply aiming at fixed "good" locations. On hardware, the same frozen execution stack and strategic interface support complete 11-point games against a recreational human opponent, including multi-stroke rallies with both forehand and backhand returns.

8 pages, 7 figures. Project page: this https URL

Robotics (cs.RO)

arXiv:2610.14067 [cs.RO]

(or arXiv:2610.14067v1 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2610.14067 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 353 words

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