Publications.
Generalizing from References using a Multi-Task Reference and Goal-Driven RL Framework
Jiashun Wang, M. Eva Mungai, He Li, Jean-Pierre Sleiman, and Farbod Farshidian. "Generalizing from References using a Multi-Task Reference and Goal-Driven RL Framework." arXiv preprint arXiv:2602.20375 (2026).
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Learning agile humanoid behaviors from human motion offers a powerful route to natural, coordinated control, but existing approaches face a persistent trade-off: reference tracking policies are often brittle outside the demonstration dataset, while purely task-driven Reinforcement Learning (RL) can achieve adaptability at the cost of motion quality. We intro duce a unified multi-task RL framework that bridges this gap by treating reference motion as a prior for behavioral shaping rather than a deployment-time constraint. A single goal-conditioned policy is trained jointly on two tasks that share the same observation and action spaces, but differ in their initialization schemes, command spaces, and reward structures: (i) a reference guided imitation task in which reference trajectories define dense imitation rewards but are not provided as policy inputs, and (ii) a goal-conditioned generalization task in which goals are sampled independently of any reference and where rewards reflect only task success. By co-optimizing these objectives within a shared formulation, the policy acquires structured, human-like motor skills from dense reference supervision while learning to adapt these skills to novel goals and initial conditions. This is achieved without adversarial objectives, explicit trajectory tracking, phase variables, or reference-dependent inference. We evaluate the method in a challenging box-based parkour playground that demands diverse athletic behaviors (e.g., jumping and climbing), and show that the learned controller transfers beyond the ref erence distribution while preserving motion naturalness. Finally, we demonstrate long-horizon behavior generation by composing multiple learned skills, illustrating the flexibility of the learned polices in complex scenarios.
ZEST: Zero-shot Embodied Skill Transfer for Athletic Robot Control
Jean-Pierre Sleiman, He Li, Alphonsus Adu-Bredu, Robin Deits, Arun Kumar, Kevin Bergamin, Mohak Bhardwaj, Scott Biddlestone, Nicola Burger, Matthew A. Estrada, Francesco Iacobelli, Twan Koolen, Alexander Lambert, Erica Lin, M. Eva Mungai, Zach Nobles, Shane Rozen-Levy, Yuyao Shi, Jiashun Wang, Jakob Welner, Fangzhou Yu, Mike Zhang, Alfred Rizzi, Jessica Hodgins, Sylvain Bertrand, Yeuhi Abe, Scott Kuindersma, and Farbod Farshidian. "ZEST: Zero-shot Embodied Skill Transfer for Athletic Robot Control." arXiv preprint arXiv:2602.00401 (2026)
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Achieving robust, human-like whole-body control on humanoid robots for agile, contact-rich behaviors remains a central challenge, demanding heavy per-skill engineering and a brittle process of tuning controllers. We introduce ZEST (Zero-shot Embodied Skill Transfer), a streamlined motion-imitation framework that trains policies via reinforcement learning from diverse sources—high-fidelity motion capture, noisy monocular video, and non physics-constrained animation—and deploys them to hardware zero-shot. ZEST generalizes across behaviors and platforms while avoiding contact labels, reference or observation windows, state estimators, and extensive reward shaping. Its training pipeline combines adaptive sampling, which focuses training on difficult motion segments, and an automatic curriculum using a model-based assistive wrench, together enabling dynamic, long horizon maneuvers. We further provide a procedure for selecting joint-level gains from approximate analytical armature values for closed-chain actuators, along with a refined model of actuators. Trained entirely in simulation with moderate domain randomization, ZEST demonstrates remarkable generality. On Boston Dynamics’ Atlas humanoid, ZEST learns dynamic, multi-contact skills (e.g., army crawl, breakdancing) from motion capture. It transfers expressive dance and scene-interaction skills, such as box-climbing, directly from videos to Atlas and the Unitree G11. Furthermore, it extends across morphologies to the Spot quadruped, enabling acrobatics, such as a continuous backflip, through animation. Together, these results demonstrate robust zero-shot deployment across heterogeneous data sources and embodiments, establishing ZEST as a scalable interface between biological movements and their robotic counterparts.
Standing Tall: Sim to Real Fall Classification and Lead Time Prediction for Bipedal Robots
Gokul Prabhakaran, Jessy W. Grizzle, and M. Eva Mungai. "Standing Tall: Sim to Real Fall Classification and Lead Time Prediction for Bipedal Robots." arXiv preprint arXiv:2506.01141 (2025) (Accepted to ICRA 2026)
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This paper extends a previously proposed fall prediction algorithm to a real-time (online) setting, with implementations in both hardware and simulation. The system is validated on the full-sized bipedal robot Digit, where the real-time version achieves performance comparable to the offline implementation while maintaining a zero false positive rate, an average lead time (defined as the difference between the true and predicted fall time) of 1.1s (well above the required minimum of 0.2s), and a maximum lead time error of just 0.03s. It also achieves a high recovery rate of 0.97, demonstrating its effectiveness in real-world deployment. In addition to the real-time implementation, this work identifies key limitations of the original algorithm, particularly under omnidirectional faults, and introduces a fine-tuned strategy to improve robustness. The enhanced algorithm shows measurable improvements across all evaluated metrics, including a 0.05 reduction in average false positive rate and a 1.19s decrease in the maximum error of the average predicted lead time.
Fall Prediction for Bipedal Robots: The Standing Phase
M. Eva Mungai, Gokul Prabhakaran, and Jessy W. Grizzle. "Fall prediction for bipedal robots: The standing phase." 2024 IEEE International Conference on Robotics and Automation (ICRA). IEEE, 2024.
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This paper presents a novel approach to fall prediction for bipedal robots, specifically targeting the detection of potential falls while standing caused by abrupt, incipient, and intermittent faults. Leveraging a 1D convolutional neural network (CNN), our method aims to maximize lead time for fall prediction while minimizing false positive rates. The proposed algorithm uniquely integrates the detection of various fault types and estimates the lead time for potential falls. Our contributions include the development of an algorithm capable of detecting abrupt, incipient, and intermittent faults in full-sized robots, its implementation using both simulation and hardware data for a humanoid robot, and a method for estimating lead time. Evaluation metrics, including false positive rate, lead time, and response time, demonstrate the efficacy of our approach. Particularly, our model achieves impressive lead times and response times across different fault scenarios with a false positive rate of 0. The findings of this study hold significant implications for enhancing the safety and reliability of bipedal robotic systems.
Towards a Fall-Tolerant Framework for Bipedal Robots
Mungai, Margaret Eva. Towards a Fall-Tolerant Framework for Bipedal Robots. Diss. 2024
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This dissertation focuses on developing a fall-tolerant framework for bipedal robots, aiming to enhance their ability to navigate challenging situations by effectively assessing, adapting, and responding to uncertainties and disturbances. Bipedal robots, with their unique capability to navigate diverse terrains and restore mobility, are ideal for assisting in critical and day-to-day tasks. However, their real-world deployment is limited due to factors like high-dimensional complex dynamics and a smaller support polygon,making it difficult to achieve stable motion, especially in the face of disturbances and uncertainties.
To address these limitations, the dissertation develops robust controllers and reliable fall prediction algorithms. Feedback controllers have been used in the literature to ensure robustness against disturbances and uncertainties. However, the infeasibility of accounting for all disturbances and uncertainties during real-world operations makes falls inevitable. Falls are undesirable as they can prevent a robot from completing its task, result in damage to the surrounding area, or lead to injuries. Therefore, the dissertation emphasizes the importance of implementing robust controllers and employing methods to predict falls.
This research begins by introducing a systematic method to design control objectives for highly constrained systems and concludes by presenting a 1D convolutional neural network fall prediction algorithm capable of not only predicting falls but also estimating the time to react. The effectiveness of the control objectives is demonstrated through robust, comfortable closed-loop sit-to-stand motions for a fully actuated lower limb exoskeleton, Atalante. The performance of the proposed fall prediction algorithms is evaluated in simulation using a planar-four link robot based on Atalante and in hardware and simulation for the bipedal robot Digit.
Optimizing Lead Time in Fall Detection for a Planar Bipedal Robot
M. Eva Mungai and J. Grizzle, "Optimizing Lead Time in Fall Detection for a Planar Bipedal Robot," 2023 3rd International Conference on Electrical, Computer, Communications and Mechatronics Engineering (ICECCME), Tenerife, Canary Islands, Spain, 2023, pp. 1-7, doi: 10.1109/ICECCME57830.2023.10253317.
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For legged robots to operate in complex terrains, they must be robust to the disturbances and uncertainties they encounter. This paper contributes to enhancing robustness through the design of fall detection/prediction algorithms that will provide sufficient lead time for corrective motions to be taken. Falls can be caused by abrupt (fast-acting), incipient (slow-acting), or intermittent (non-continuous) faults. Early fall detection is a challenging task due to the masking effects of controllers (through their disturbance attenuation actions), the inverse relationship between lead time and false positive rates, and the temporal behavior of the faults/underlying factors. In this paper, we propose a fall detection algorithm that is capable of detecting both incipient and abrupt faults while maximizing lead time and meeting desired thresholds on the false positive and negative rates.
Feedback Control Design for Robust Comfortable Sit-to-Stand Motions of 3D Lower-Limb Exoskeletons
M. E. Mungai and J. W. Grizzle, "Feedback Control Design for Robust Comfortable Sit-to-Stand Motions of 3D Lower-Limb Exoskeletons," in IEEE Access, vol. 9, pp. 122-161, 2021, doi: 10.1109/ACCESS.2020.3046446.
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Lower-limb exoskeletons provide people who suffer from lower limb impairments with an opportunity to stand up and ambulate. Standing up is a crucial task for lower-limb exoskeletons as it allows the user to transfer to the exoskeleton from a wheelchair, with no assistance, and can be a precursor to walking. Achieving a safe sit-to-stand motion for the exoskeleton + user system can be challenging because of the need to balance user comfort while respecting hardware bounds and being robust to changes in the user characteristics and the user's environment. We successfully achieve safe sit-to-stand motions by using constrained optimization to generate two types of dynamic sit-to-stand motions based on two hybrid system descriptions for the exoskeleton, Atalante. Due to the highly constrained nature of the equations of motions, we introduce a method to systematically design virtual constraints for highly constrained systems. We also design two quadratic program-based computed-torque controllers to achieve the sit-to-stand motion and to safely come to a stop in a standing position. We then analyze the closed-loop behaviors of the two sit-to-stand motions under the two controllers using physically motivated robustness tests. The criteria used to determine a successful sit-to-stand motion are: tracking error, the pitch acceleration of the torso, the amount of user force needed to perform the motion, and the adherence to the Zero Moment Point (ZMP), friction, and joint constraints.
Feedback Control of an Exoskeleton for Paraplegics: Toward Robustly Stable, Hands-Free Dynamic Walking
Omar Harib, Ayonga Hereid, Ayush Agrawal, Thomas Gurriet, Sylvain Finet, Guilhem Boeris, Alexis Duburcq, M. Eva Mungai, Mattieu Masselin, Aaron D Ames, Koushil Sreenath, Jessy W Grizzle. "Feedback Control of an Exoskeleton for Paraplegics: Toward Robustly Stable, Hands-Free Dynamic Walking," in IEEE Control Systems Magazine, vol. 38, no. 6, pp. 61-87, Dec. 2018, doi: 10.1109/MCS.2018.2866604.
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"I will never forget the emotion of my first steps […]," were the words of Fran?oise, the first user during initial trials of the exoskeleton ATALANTE [1]. "I am tall again!" were the words of Sandy (the fourth user) after standing up in the exoskeleton. During these early tests, complete paraplegic patients dynamically walked up to 10 m without crutches or other assistance using a feedback control method originally invented for bipedal robots. As discussed in "Summary," this article describes the hardware (shown in Figure 1) that was designed to achieve hands-free dynamic walking, the control laws that were deployed (and those being developed) to provide enhanced mobility and robustness, and preliminary test results. In this article, dynamic walking refers to a motion that is orbitally stable as opposed to statically stable.
E-Blox and Eclipse: Electronic Building Blocks and STEM Gaming Platform
Shaylin Collins, Margaret Eva Mungai and Daisy Rojas, "E-Blox and Eclipse: Electronic Building Blocks and STEM Gaming Platform," in The MANE Journal for Studen Research, Innovation, and Design, Vol. 2,pp. 61-64, 2017
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Science, Technology, Engineering, and Mathematics (STEM) fields lack racial and gender diversity. This is assumed to be due to lack of exposure to STEM fields at young ages. To increase STEM exposure and change perceptions, a toy was developed that stimulates interest in STEM among elementary school children in a non-intimidating and interesting way. The toy consists of a video gaming network that teaches STEM concepts in conjunction with a set of building blocks containing circuit components. In the game, children are given a “mission” that involves building a circuit using the block components. Children then take a picture of the blocks and the game, using color recognition software, recognizes if the mission was successfully completed.