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FetchMan: Learning Visual Humanoid Loco-Manipulation Policies from Simulated Experiences

The paper introduces FetchMan, an end-to-end sim-to-real pipeline that overcomes the performance limitations of synthetic behavior cloning by refining policies with Flow-GRPO reinforcement learning, enabling a Unitree G1 humanoid to achieve 73.3% zero-shot success in loco-manipulation tasks across unseen scenes.

Original authors: Omar Rayyan, Zhi Li, Max Argus, Yuxin Jiang, Chang Yu, Chenfanfu Jiang, Yuchen Cui

Published 2026-09-01
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Original authors: Omar Rayyan, Zhi Li, Max Argus, Yuxin Jiang, Chang Yu, Chenfanfu Jiang, Yuchen Cui

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

The dream of a robot that can walk into a room, spot a specific object, and pick it up has long been a central goal in robotics. For decades, researchers have struggled to teach machines this kind of complex behavior because it requires two difficult skills to work together at once: moving the body through space and using the hands to interact with the world. While robots have become quite good at walking on their own, adding the ability to reach and grasp things while balancing on two legs creates a chaotic mix of physics that is incredibly hard to program by hand. Collecting the necessary data to teach a robot this way is also a massive hurdle; having a human demonstrate every possible way to walk to a bowl and pick it up in every possible room would take years and risk breaking the robot. To solve this, scientists have turned to computer simulations, creating digital worlds where robots can practice millions of times without fear of damage. However, a major question has remained: can a robot trained entirely in a digital world actually learn to handle the messy, unpredictable reality of a real house?

A team of researchers at the University of California, Los Angeles, along with collaborators from the Allen Institute for AI and the University of Washington, has tackled this challenge with a new system they call FetchMan. Their work focuses on a humanoid robot, the Unitree G1, which looks and moves much like a person. The team wanted to know if they could teach this robot to navigate a room and grab a target object just by showing it thousands of examples in a computer simulation, and then have it perform the task perfectly in the real world without any further training. They discovered that simply showing the robot more and more examples of the task was not enough. Even after training on over 150,000 different scenes, the robot's performance hit a hard ceiling. It could mimic the digital teacher, but it could not learn the subtle timing required to transition smoothly from walking to reaching. The robot would often try to grab the object too early or stop walking too soon, failing because it was trying to copy a teacher that was using secret information the robot could not see.

To break through this barrier, the researchers added a second stage to the training process. Instead of just copying the digital teacher, they let the robot practice on its own in the simulation and rewarded it only when it successfully completed the entire task of walking to the object and picking it up. This method, which uses a technique called reinforcement learning, allowed the robot to figure out the correct timing and movement on its own. It learned to walk closer to the object before reaching out, correcting the mistakes it made when it was just imitating. When the team tested this refined robot in the real world, the results were striking. The robot, having never seen a real room or a real object during its training, was able to walk into unfamiliar spaces, identify a target bowl, and grasp it with a success rate of over 73 percent. This was a significant improvement over the initial training method, which only managed to succeed about 57 percent of the time in real-world tests.

The researchers also explored whether this approach could work for many different types of objects, not just bowls. They trained a version of the system to recognize and pick up items like bread, bottles, and books by giving the robot the name of the object as a clue. While this multi-object version was not quite as successful as the single-object version, it still managed to perform the task in a variety of situations, proving that the method can be scaled up. The study highlights that while copying a teacher is a good starting point, it is not enough to master complex physical tasks. The robot needs the freedom to explore and learn from its own successes and failures to truly understand how to move through the world. By combining a massive amount of simulated practice with a final stage of self-correction, the team has shown a clear path toward creating robots that can adapt to new environments without needing a human to hold their hand every step of the way.

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