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ADAPT: Adaptive Dual-projection Architecture for Perceptive Traversal

Shuo Shao, Tianchen Huang, Wei Gao, Shiwu Zhang

Abstract

Agile humanoid locomotion in complex 3D en- vironments requires balancing perceptual fidelity with com- putational efficiency, yet existing methods typically rely on rigid sensing configurations. We propose ADAPT (Adaptive dual-projection architecture for perceptive traversal), which represents the environment using a horizontal elevation map for terrain geometry and a vertical distance map for traversable- space constraints. ADAPT further treats its spatial sensing range as a learnable action, enabling the policy to expand its perceptual horizon during fast motion and contract it in cluttered scenes for finer local resolution. Compared with voxel-based baselines, ADAPT drastically reduces observation dimensionality and computational overhead while substantially accelerating training. Experimentally, it achieves successful zero-shot transfer to a Unitree G1 Humanoid and signifi- cantly outperforms fixed-range baselines, yielding highly robust traversal across diverse 3D environtmental challenges.

ADAPT: Adaptive Dual-projection Architecture for Perceptive Traversal

Abstract

Agile humanoid locomotion in complex 3D en- vironments requires balancing perceptual fidelity with com- putational efficiency, yet existing methods typically rely on rigid sensing configurations. We propose ADAPT (Adaptive dual-projection architecture for perceptive traversal), which represents the environment using a horizontal elevation map for terrain geometry and a vertical distance map for traversable- space constraints. ADAPT further treats its spatial sensing range as a learnable action, enabling the policy to expand its perceptual horizon during fast motion and contract it in cluttered scenes for finer local resolution. Compared with voxel-based baselines, ADAPT drastically reduces observation dimensionality and computational overhead while substantially accelerating training. Experimentally, it achieves successful zero-shot transfer to a Unitree G1 Humanoid and signifi- cantly outperforms fixed-range baselines, yielding highly robust traversal across diverse 3D environtmental challenges.
Paper Structure (30 sections, 3 equations, 3 figures, 9 tables)

This paper contains 30 sections, 3 equations, 3 figures, 9 tables.

Figures (3)

  • Figure 1: The proposed training architecture separates exteroceptive and proprioceptive inputs. Two MLP encoders process the perception maps independently. Their features are then fused with the proprioceptive state and passed to a GRU-based recurrent actor-critic. The actor predicts both the joint targets and the perception radius for the next step. The critic uses privileged, noise-free simulator information to produce a more accurate value estimate and stabilize training.
  • Figure 2: Illustration of the adaptive perception radius mechanism. The vertical distance map is constructed on a cylindrical sector with a fixed number of cells ($17 \times 13$). A smaller radius (blue) provides higher spatial resolution for precise near-field sensing, while a larger radius (purple) extends the perception range at the cost of reduced resolution. The policy learns to dynamically adjust this radius based on the robot's locomotion state.
  • Figure 3: Examples of procedurally generated obstacles in our BarrierTrack training environment. The curriculum includes a diverse set of challenges such as stairs, gaps, hurdles, and constrained passages like beams and narrow gates, promoting the development of a versatile locomotion policy.