Groundcrew Sheet 09

09 · The mind

How robots walk and balance

Why a two-legged robot doesn't fall over, how simulation taught thousands of them to walk at once, and why walking is now the cheap part of a humanoid.

19 min read3 figuresas of Sep 2026

Walking has largely been solved, by reinforcement learning in simulation. A humanoid won the Beijing half marathon in April 2026 in 50 minutes 26 seconds, faster than the human world record, and a Unitree R1 Air that walks costs US$4,900 verified Sep 2026. The recipe is published and the simulators are open source. What's left to win is walking while doing useful work, for years, without falling on anything expensive.

Balance: the centre of mass and the support polygon

Everything about balance comes down to two shapes on the floor. The first is the point directly under the robot's centre of mass, the average position of all its weight. The second is the support polygon, the outline you get by stretching a rubber band around every part of the robot touching the ground. Stand on two feet and the polygon covers both feet and the gap between them. Lift one foot and it shrinks to a single sole.

Real

Static stability: the ground projection of the centre of mass stays inside the support polygon at every instant, so the robot can freeze mid-step and not fall. It forces slow, shuffling gaits. Dynamic stability: the centre of mass leaves the polygon during each step and the robot relies on momentum and the next foot landing in time. The quantity that must stay inside the polygon is the zero moment point (ZMP), the point on the ground where the net tipping moment from gravity and acceleration is zero.

ELI5

A toddler learning to walk keeps her weight over her feet and moves one foot at a time, slowly. That's static walking. You walk by falling forward on purpose and catching yourself with the next step, over and over. That's dynamic walking. The ZMP is where your weight "presses" on the floor once you count the push of your motion; while that point stays under a foot, you don't tip.

FIG 09.1Support polygon, centre of mass and ZMPPlan view, walking right
leftright single support · left foot centre of mass outside the polygon, still balanced support polygon centre of mass, projected to the floor zero moment point swing foot direction of travel
Claim: in dynamic walking the centre of mass sways outside the single-foot support polygon on every step, yet the robot stays up because the zero moment point, the orange dot, never leaves the polygon; switch to static walking and the body stops over each foot before the next one moves, which is stable at every instant and much slower.

Walking has a rhythm called the gait cycle. Each leg alternates between stance phase, foot on the ground carrying weight, and swing phase, foot in the air moving forward. In walking, the stance phases overlap for a moment called double support, when both feet are down and the polygon is at its largest. In running, they don't overlap: there's a flight phase with no support at all, and balance is entirely a matter of where the next foot lands.

The capture point: where to step to stop

The single most useful idea in bipedal walking models the whole robot as an inverted pendulum: all its mass in one point on top of a massless leg, like a broom balanced on your palm. From that model you get the capture point, the spot on the floor where the robot must put its foot to come to a complete stop.

Real

With the linear inverted pendulum model (centre of mass at constant height z, natural frequency ω = √(g/z)), the instantaneous capture point is the CoM ground position plus its velocity divided by ω. Step there and the pendulum comes to rest over the foot. Push recovery is a controller that steps toward the capture point; walking is repeatedly placing the foot a controlled distance short of or beyond it.

ELI5

Someone shoves you from behind. Without thinking, you take a step forward, further if the shove was harder. Your brain worked out exactly where to put your foot so you stop instead of stumbling. That spot is the capture point. A robot calculates it hundreds of times a second.

Classical walking: preview control and bent knees

Before reinforcement learning took over, most humanoids walked with a pipeline an engineer could draw on a whiteboard. Plan footsteps. Plan a ZMP path that runs heel to toe down each foot and hops across during double support. Use the inverted pendulum model to compute a centre-of-mass path that produces that ZMP path, looking a second or two ahead, which engineers call ZMP preview control. Track the result with whole-body control and joint loops. Later stacks replaced the preview step with model predictive control, re-planning forces at 25 to 100 Hz over a 0.5 s horizon verified, which is how quadrupeds learned to trot and bound.

The linear pendulum assumes the centre of mass stays at one height, which is why classical humanoids walk with bent knees, like someone sneaking across a room. A few Chinese makers now sell straight-knee gaits as a feature: Dobot claims its straight-leg walk uses 42% less energy than bent-knee walking unverified, and Kepler's K2 uses one too. The energy a gait burns per kilogram per metre is its cost of transport, the number that decides runtime per battery charge.

RobotMakerWalking speedNote
Figure 03Figure1.2 m/scompany spec verified
NEO1X1.4 m/s walk, 6.2 m/s run30 kg home robot verified
SE01EngineAIup to 2 m/s"natural human-like gait" verified
4NE1Neura5 km/h (1.4 m/s)company spec verified
IRONXpeng5.8 km/h (1.6 m/s)aggregator figure unverified
ApolloApptronikabout 3.4 km/h (0.9 m/s)older figure unverified

Speeds as of Sep 2026. Everyone walks at about human pace, so speed no longer separates the leaders.

The reinforcement learning revolution

The pipeline above takes a team of PhDs years to tune for one robot. Reinforcement learning replaced it with trial and error at enormous scale. You build a simulation of the robot, write a reward function that scores each moment, and let a neural network, the policy, practise until the score stops improving. Thousands of simulated copies practise at once on GPUs, so a robot gets years of falling over in a day.

Real

The policy takes joint angles, joint speeds, IMU orientation, the commanded velocity and recent history, and outputs target joint angles at about 50 Hz. Each joint's PD loop turns those targets into torque at about 1 kHz. Rewards add up terms such as tracking the commanded velocity, staying upright, low energy, smooth actions, feet clearing the ground and no self-collision. Training runs in GPU-parallel simulators: NVIDIA Isaac Lab (3.0 beta, general release targeted end Oct 2026), Google DeepMind's MuJoCo, and Newton, the open physics engine now at v1.6.0 (10 Sep 2026) verified.

ELI5

You can't teach a robot to walk by writing down the rules, any more than you could teach a baby that way. So you put a copy of the robot in a video game, give it points for moving forward and take points away for falling, and let ten thousand copies try at once. The copies that do better teach the shared brain. After a few hours, the brain walks.

FIG 09.2Parallel training in simulationSchematic
training iterations average reward per episode one shared policy learns from every copy 40 copies shown. Each gets random slope, friction, mass and motor strength every episode.
Claim: thousands of randomised copies practise at once, every fall costs nothing and resets instantly, and falls get rarer as the shared reward climbs. Figure trained its Helix 02 balance network across more than 200,000 parallel simulated environments verified.

The catch is the sim-to-real gap. Simulators get rigid bodies right and get friction, motor heat, cable drag, backlash and sensor delay wrong. The fix is domain randomization: every episode, the simulator changes masses, friction, motor strength, delay and terrain at random, so the real world is one more variation the policy has already seen. It works for walking because walking is cyclic and forgives centimetre errors. It works much less well for hands, where tiny contact errors flip a grip from holding to slipping verified. A rough industry rule says 8 simulated samples are worth about 1 real teleoperated sample estimate.

The second trick is teacher-student distillation. In simulation you know everything: the exact height of every patch of ground, the friction, every contact force. A teacher policy trained with that privileged information learns fast. A real robot has none of it, so you then train a student policy to copy the teacher's actions using only what the robot's own sensors provide, plus a short memory of recent motion that lets it infer the terrain.

FIG 09.3Teacher, student and deploymentBlock diagram
In simulation On the real robot Privileged ground truth exact terrain heights, friction, contact forces, true velocity Teacher policy learns with perfect information Robot's own sensors only joint angles, IMU, commands, a short history of recent motion Student policy copies the teacher's actions Student policy, same weights joint targets at about 50 Hz Joint PD loop about 1 kHz, per joint Motor current loop 10 to 40 kHz, on the driver actions deploy The teacher never leaves the simulator. Only the student, which needs nothing a real robot lacks, ships.
Claim: distillation moves a skill learned with perfect information into a policy that needs only the robot's own sensors, and that policy then runs on the robot at about 50 Hz, handing joint targets to classical loops that run 20 to 800 times faster.

Look at the right side of that figure again. The learned part only replaces the top of the control stack. Underneath, the same PID-family joint loops and current loops run as they always did. When a learned policy misbehaves, the joints still do exactly what they're told, which is how an overconfident policy cooks a motor.

Motion imitation: why robots dance and do kung fu

Reward functions for walking are easy to write. Reward functions for a cartwheel are not. So engineers skip them: record a person with motion capture, map the human skeleton onto the robot's different limb lengths and joint limits, which is called motion retargeting, and reward the policy for matching the recording while staying upright. The same training loop then produces dance routines, boxing and kung fu in days.

That's why Unitree H1 humanoids danced on CCTV's Spring Festival Gala in 2025 and set off a rental boom verified, and why so many launch videos feature flips. Figure used the same idea for work: its Helix 02 balance network trained on more than 1,000 hours of retargeted human motion verified.

Key insight

A dance is easier than unloading a dishwasher. The routine is fixed, the stage is flat, nothing in it has to be grasped, and the video you see is the best of many takes. Useful work means touching objects whose weight, friction and position change every time, while staying balanced. When a maker shows you acrobatics, you've learned that it has a working training pipeline and decent joints. You haven't learned whether it can do a job.

Falling, fall damage and recovery

Every legged robot falls. What separates products is what the fall costs. Fall protection covers everything from detecting the fall early (the IMU sees an unrecoverable tilt), to cutting or softening joint torque, to twisting so the fall lands on padded, replaceable parts, to a get-up routine afterwards.

  • Falls are public. At the first Beijing humanoid half marathon on 19 Apr 2025 many robots fell verified. At the 2026 World Humanoid Robot Games, 2,056 robots from 666 teams competed and some tripped, broke apart or caught fire verified.
  • Falls aren't covered. Makers' warranties typically exclude falls, collisions, water and debris, the most common causes of damage verified. A base G1 carries 8 months of warranty verified Sep 2026.
  • Policies cause falls. One lab's RL policies drove a G1 into violent motion in states they had never trained on; the collisions broke a wrist gear and overheated the other arm, and the lab couldn't send it back because of a deadline owner report, May 2025.
  • Mass decides damage. A 30 kg NEO falling on a person hurts less than a 90 kg Atlas or a 129 kg Digit 5 verified, which is part of why 1X built NEO light and soft for homes and why Agility's newest Digit is designed to sit down when a person comes close.

Legs, wheels and wheel-legs

Legs are expensive, power-hungry and fall over. Buy them only when the floor demands them. Many of the robots in the Chinese atlas quietly offer a wheeled version for exactly this reason.

BaseFlat floorSteps and stairsPower cutExamples, as of Sep 2026
Two legshuman pace, highest energy useyesfallsFigure 03, Unitree G1 and H2, Atlas, Digit (reverse knees)
Four legsfast, efficient for a legged robotyes, very robustsits or collapses on four legsUnitree Go2 (15 kg, 12 motors), Unitree B2, Spot, Deep Robotics
Wheel-leggedrolls at wheel efficiencysteps up with the legsdepends on designUnitree Go2-W and B2-W, Deep Robotics Lynx, LimX TRON 2
Wheeled basecheapest, most efficient, stablenostays putGalbot G1, AgiBot G2, Apollo 2 wheeled option

Apptronik's reasoning for offering Apollo 2 on wheels is the clearest statement of the trade: on a flat factory floor, wheels remove balance risk and fit existing mobile-robot safety standards, a faster route to certification than legs verified. LimX's TRON 2 reconfigures between a biped, a wheel-legged robot and a fixed two-arm station, and sells for about US$6,800 to US$10,000 contested. Quadrupeds beat humanoids on rough ground, stairs and rubble, and they're cheaper: a Go2 Air costs US$1,600 against US$13,500 for a base G1 verified Sep 2026. Humanoids win only where the job needs two arms at human height in spaces built for people.

Stairs and perceptive locomotion

A blind policy feels the ground through its joints and IMU and handles bumps, slopes and small steps by reacting after contact. Stairs, gaps and stepping stones need the robot to see ahead. Perceptive locomotion feeds the policy a height map of the ground in front of the feet, built from a LiDAR or depth cameras. The Go2's 4D LiDAR sits under its chin and scans a 360 by 96 degree field verified. The teacher-student trick earns its keep here: the teacher trains on perfect terrain heights, the student learns to use a noisy, partial height scan.

Why locomotion is close to commoditised

Walking has largely fallen to reinforcement learning in simulation: it's contact-rich, and also cyclic, self-stabilising and forgiving of centimetre errors verified. The recipe is published, the simulators are free, and GPUs are rentable. More than 150 firms in China make humanoids verified Nov 2025, and the cheapest walking one costs US$4,900. The Honor humanoid that won the 2026 half marathon came from a smartphone company verified.

What isn't commoditised sits next to locomotion. Walking while carrying 20 kg and turning in a crowded aisle is loco-manipulation, and it's where Figure's whole-body network earns its keep. Walking for years is reliability: Figure's F.02 fleet logged about 1.2 million steps, roughly 200 miles, at BMW before retirement verified Nov 2025, and that's a small number next to what a factory needs. And walking without cooking the ankles is a thermal budget, set by the controller, as the control chapter shows.

Terms in this chapter

English中文 + pinyinELI5Real definition
Gait步态bùtàiThe rhythm of how legs take turns: walk, trot, run.The repeating pattern of leg contacts and swings, described by the gait cycle (stance, swing, double support or flight). Humanoids walk and run; quadrupeds also trot, pace and bound.
Bipedal walking双足行走shuāngzú xíngzǒuWalking on two legs, which means spending most of every step balanced on one foot.Two-legged locomotion with alternating single and double support. Dynamically stable in practice: the centre of mass leaves the support polygon each step and the next foot placement catches it.
Balance平衡pínghéngNot falling over, by keeping your weight's push on the floor under your feet.Regulating the centre of mass and contact forces so the zero moment point stays inside the support polygon, or stepping to the capture point when it can't. Handled by the whole-body controller or a learned policy at 50 Hz to 1 kHz.
Centre of mass质心zhìxīnThe single point where the robot's weight balances, like the spot on a ruler you can balance on one finger.The mass-weighted average position of all links (CoM). Its ground projection, velocity and height drive every balance model; in a humanoid it moves with every arm and torso motion.
Zero moment point零力矩点líng lìjǔ diǎnThe spot on the floor where the robot's weight and motion together press down. Keep it under a foot and you don't tip.ZMP: the point on the ground where the horizontal components of the net moment from gravity and inertial forces vanish; equivalently the centre of pressure under the feet. Must stay inside the support polygon for the feet to stay flat. Basis of classical humanoid walking with ZMP preview control.
Support polygon支撑多边形zhīchēng duōbiānxíngStretch a rubber band around every part of the robot touching the floor. The shape inside is where its weight can safely press.The convex hull of all ground contact points. One foot in single support; both feet and the area between in double support. Static stability requires the CoM projection inside it; dynamic stability requires the ZMP inside it.
Capture pointThe exact spot to put your foot after a shove so you stop instead of stumbling.For the linear inverted pendulum, the ground point x + ẋ/ω (ω = √(g/z)) where stepping brings the centre of mass to rest over the foot. Used for push recovery and footstep planning.
Stance phaseThe part of a step when the foot is on the ground holding you up.The portion of the gait cycle during which a leg is in ground contact and carries load; in walking the two stance phases overlap in double support.
Swing phaseThe part of a step when the foot is in the air moving forward.The portion of the gait cycle during which a leg is off the ground and repositions for the next contact; foot clearance and landing timing decide stumbles.
Inverted pendulumA broom balanced upright on your palm: all the weight on top of a stick, always about to fall.A point mass on a massless leg pivoting at the foot. The linear inverted pendulum model (constant CoM height) gives closed-form CoM dynamics used for ZMP preview control, capture point and MPC footstep planning; its constant-height assumption explains bent-knee classical gaits.
Reinforcement learning强化学习qiánghuà xuéxíLearning by trying, scoring points for good moves and losing points for falls, millions of times.RL: training a policy to maximise cumulative reward from interaction. For legged robots, run in GPU-parallel simulation (thousands of environments), then transferred to hardware; the standard way to build locomotion and whole-body controllers as of 2026.
Simulation仿真fǎngzhēnA video game version of the robot and the world where it can practise and fall for free.Physics simulation of the robot, sensors and environment (Isaac Sim and Isaac Lab, MuJoCo, Newton, Genesis) used for training, testing and synthetic data. Strong on rigid bodies; weak on friction, contact stiffness, cables, thermals and latency.
Sim-to-real仿真到真实(Sim2Real)fǎngzhēn dào zhēnshíGetting a skill learned in the video game to work on the real robot.Transfer of a policy trained in simulation to hardware; the gap is mostly dynamics (friction, compliance, motor behaviour, delay). Closed for locomotion with domain randomisation and distillation; still wide for dexterous manipulation.
Domain randomization域随机化yù suíjīhuàMake the video game a bit wrong in a different way every time, so the real world is just one more version the robot has already seen.Randomising masses, friction, motor strength, latency, terrain, lighting and textures per training episode so the policy is robust to the simulator's errors. Used for Helix 02's S0 across 200,000+ environments.
Reward function奖励函数jiǎnglì hánshùThe scoring rules: points for walking at the right speed, penalties for falling or wasting energy.The scalar signal RL maximises, built from weighted terms such as velocity tracking, uprightness, energy, action smoothness, foot clearance and collision penalties. Poorly designed rewards produce odd but high-scoring gaits.
Policy策略cèlüèThe robot's trained reflexes: given what it senses now, what it does next.A function, usually a neural network, from observations (joint states, IMU, commands, history, sometimes height maps or images) to actions. Locomotion policies typically output joint position targets at about 50 Hz for PD loops at about 1 kHz.
Motion capture动作捕捉(动捕)dòngzuò bǔzhuō (dòngbǔ)Recording how a person moves, joint by joint, so a robot can copy it.Mocap: measuring human body motion with optical markers, inertial suits or video pose estimation. Retargeted mocap is the reference for imitation rewards (dance, kung fu) and for learned whole-body controllers.
Motion retargeting动作重定向dòngzuò chóng dìngxiàngAdjusting a human's recorded moves to fit a robot with different leg lengths and stiffer joints.Mapping human motion onto a robot's kinematics and joint limits, usually by optimisation over keypoints, while keeping contacts and balance feasible. Figure's Helix 02 S0 trained on 1,000+ hours of retargeted human motion.
Fall protection跌倒保护diēdǎo bǎohùWhat the robot does when it knows it's going down: soften the joints, land on the padded parts, then get back up.Fall detection from IMU and state, torque reduction or damping, protective fall postures onto sacrificial parts, and a get-up controller. Matters because warranties usually exclude fall damage.
Wheel-legged轮足lúnzúLegs with wheels on the ends: roll on flat floors, step up when there's a kerb.A locomotion design combining legs with driven wheels at the feet, getting wheel efficiency on flat ground and leg mobility over steps. Examples: Unitree Go2-W and B2-W, Deep Robotics Lynx, LimX TRON 2 in wheel-leg mode.
Cost of transportHow much energy it takes to move one kilogram one metre. Lower means longer runtime per charge.Dimensionless energy efficiency of locomotion, CoT = P / (m·g·v). Wheels beat legs on flat ground by a wide margin; straight-knee and passive-dynamic gaits lower it for bipeds.
Teacher-student distillationA teacher who can see everything in the video game shows a student who can only see what the real robot sees, until the student can do it alone.Train a teacher policy with privileged simulator state (terrain heights, friction, contact forces), then train a student policy with only onboard observations and history to imitate it. The standard route to blind and perceptive locomotion that transfers to hardware.
Sources for this chapter
  1. Figure, Helix 02, 27 Jan 2026 (200,000+ simulated environments, 1,000+ h retargeted human motion): figure.ai; Figure 03 spec: figure.ai; production at BMW (steps logged): figure.ai
  2. 1X, NEO spec: 1x.tech
  3. Agility Robotics, Digit 5 announcement, 15 Sep 2026: agilityrobotics.com
  4. Boston Dynamics, Atlas product page: bostondynamics.com
  5. Unitree product pages, G1, Go2 and R1: unitree.com/g1, unitree.com/go2, unitree.com/R1
  6. NPR, humanoid wins the 2026 Beijing half marathon: npr.org; Malay Mail, 2025 half marathon falls: malaymail.com
  7. World Humanoid Robot Games: en.wikipedia.org
  8. Humanoids Daily, LimX TRON 2: humanoidsdaily.com
  9. Isaac Lab releases: github.com; Newton releases: github.com
  10. MYBOTSHOP forum, G1 EDU arm failures under RL policies, 14 May 2025: forum.mybotshop.de
  11. Groundcrew research dossiers, Sep 2026, built from the sources listed above.