🤖 AI Summary
This work addresses the challenge of adaptive locomotion for quadrupedal robots on discontinuous terrains, such as stairs and gaps, by proposing the CTS-MoE method, which balances shared foundational capabilities with mitigation of multi-task reward interference. CTS-MoE uniquely integrates a dense mixture-of-experts architecture with perception-gated routing, enabling implicit terrain adaptation through a perception-driven mechanism—without requiring high-level selectors or explicit terrain classifiers. To prevent value interference, the approach employs a multi-critic structure with task-specific value heads and leverages a single-stage concurrent teacher-student framework for end-to-end training. Evaluated on the Unitree Go1 platform in both simulation and real-world experiments, the method significantly reduces trajectory tracking error and improves traversal success rates on both seen and unseen terrains compared to monolithic policies.
📝 Abstract
Perceptive legged locomotion over discontinuous terrain (e.g., stairs, gaps, and obstacles) requires adaptive behavior, as a single conservative gait cannot produce the anticipatory maneuvers needed for abrupt topology changes. Cast as multi-task reinforcement learning, this problem introduces a tension between sharing and separation. Tasks use a common locomotion base but have conflicting rewards, so a policy must share behavior while avoiding value interference. Prior work addresses only one side, with monolithic policies sacrificing specialization and hierarchical sub-policies sacrificing generalization across transitions and unseen terrain. We propose CTS-MoE, which combines a dense mixture-of-experts actor with perception-based gating to compose shared behaviors and a multi-critic with task-specific value heads to prevent interference. The model is trained end-to-end in a single-stage concurrent teacher-student setup that handles partial observability and avoids sequential distillation, with task labels used only during training. At deployment, routing depends solely on perception, allowing terrain adaptation without a high-level selector or terrain classifier. Experiments on a Unitree Go1 in simulation and on hardware across seen and unseen terrains show task-aware specialization, with lower tracking error and higher success rates than monolithic baselines. Project Website: https://cts-moe.github.io/ .