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Our system strives to be maximally observable, predictable, and directable following Coactive Design principles developed during the DARPA Robotics Challenge. Our operator interface remains continuously synchronized to the robot for runtime authoring, monitoring, and repair. Our behavior architecture uniquely combines object-centric Affordance Templates, organization and logic inspired by Behavior Trees, and runtime-editable perception through a behavior scene and primitive scene actions. Action primitives build on a whole-body controller that supports moving the arms while walking, and use a concurrent action layering algorithm for speed.
The behavior library developed during this work covers more than twenty real-robot task variants, including push and pull doors with knob, push-bar, and lever-handle mechanisms, multi-step exploration sequences, obstacle clearing, and reactive table-to-table manipulation tasks. This behavior system has been deployed on many humanoid robots, such as Boston Dynamics' DRC Atlas, NASA's Valkyrie, IHMC and Boardwalk Robotics' Nadia, Unitree's H1-2, and IHMC's Alex.
We evaluate our system across capability, speed, reliability, and speed of behavior creation, adaptation, extension, and combination. Our experiments demonstrate that we can adapt, extend, and combine existing behaviors to create novel loco-manipulation behaviors in minutes or hours. Videos: this https URL.
From: Duncan Calvert [view email]
[v1]
Wed, 24 Jun 2026 22:30:08 UTC (22,770 KB)
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