Social Humanoid: Socially Responsive Human-Humanoid Interaction
TL;DR A Unitree G1 watches a person through an RGB-D camera and generates a whole-body reaction (handshake, high-five, hug) with a diffusion model over motion tokens shared by humans and the humanoid. On the real robot it succeeds in 90-100% of 30 trials per interaction, with 308 ms median latency.
What they do
Social Humanoid makes a 29-DoF Unitree G1 react to a human partner in real time. A camera watches the person, a generative model produces the humanoid’s whole-body response and predicts the partner’s next motion (also when they are occluded), and NVIDIA’s SONIC tracking controller executes it. For training data they retarget human-human motion capture into a 260-hour Human-Humanoid Interaction (HHI) benchmark.
How it works
- Adaptive-HHI retargeting. Pass I retargets one person to the G1 with OmniRetarget’s interaction-mesh SQP, keeping wrist and elbow distances to the partner. Pass II adapts the partner’s pose to the shorter robot instead of shrinking the partner.
- Shared-codebook VQ-VAE. Separate human and humanoid encoders quantize into one 512-entry codebook; two alignment losses make paired poses map to the same code.
- Diffusion Forcing Transformer. Autoregressively generates human and humanoid tokens, each noised independently, so the sampling schedule alone switches between joint generation, partner prediction and inpainting.
- Deployment. ZED 2i stereo camera, Fast SAM 3D Body for the human pose, AprilTags plus odometry for the robot, SONIC at 50 Hz, most compute offboard.
Results
- Generated humanoid motion: W-MPJPE 0.128 vs 0.545 for Ready-to-React and about 1.1 for retrieval baselines, which still win on FD and foot skating.
- Retargeting: wrist error 0.50 vs 1.38 cm for OmniRetarget on CHI3D; downstream tracking success on Harmony4D 97% vs 81% (OmniRetarget) and 62% (PHC).
- Real G1, 30 trials per scenario with 4 participants: 100% for handshake, wave, hug, bend and linked arms, 90% for high-five, matching simulation. Median camera-to-command latency is 308 ms.
- The codebook also enables feed-forward shadow teleoperation (2.79 cm human-to-humanoid error).
Limitations
No hands, faces or objects. The system inherits SONIC’s and the pose estimator’s failure modes and tracks kinematics without modeling contact forces. Success rates measure execution, not interaction quality; there is no HRI study.
Videos
Figures




Abstract
Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner's motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner's motion when they are occluded, while a low-level whole-body tracking controller executes the generated motion on the robot. To train the system, we introduce a two-phase adaptive retargeting procedure that retargets one interaction partner to the robot while morphing the other partner to preserve contact dynamics, reachability, and relative body scale. We apply this procedure across five motion-capture datasets to produce a new Human-Humanoid Interaction (HHI) benchmark of 260 hours of human-humanoid interactions. Our results demonstrate that Social Humanoid produces coordinated, human-aligned behavior across diverse interaction types in simulation and the real world. Project page: https://von31.github.io/social-humanoid/
Summaries are written automatically from each paper's text. Figures and videos come from the paper and its project page; all credit goes to the authors.
