# Learning to Get Up

arXiv: https://arxiv.org/abs/2205.00307 · HTML: https://mlsanity.com/paper/2205.00307/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 69 references that are in the map.
- First posted on arXiv 30 Apr 2022.

## Builds on (most cited first, 21 of 21)

- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [dm_control: Software and Tasks for Continuous Control](https://mlsanity.com/paper/2006.12983/) (2020)
- [On human motion prediction using recurrent neural networks](https://mlsanity.com/paper/1705.02445/) (2017)
- [HuMoR: 3D Human Motion Model for Robust Pose Estimation](https://mlsanity.com/paper/2105.04668/) (2021)
- [Robust Motion In-betweening](https://mlsanity.com/paper/2102.04942/) (2021)
- [Character Controllers Using Motion VAEs](https://mlsanity.com/paper/2103.14274/) (2021)
- [Emergence of Locomotion Behaviours in Rich Environments](https://mlsanity.com/paper/1707.02286/) (2017)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [Sample-efficient Cross-Entropy Method for Real-time Planning](https://mlsanity.com/paper/2008.06389/) (2020)
- [Learning human behaviors from motion capture by adversarial imitation](https://mlsanity.com/paper/1707.02201/) (2017)
- [Minimizing Energy Consumption Leads to the Emergence of Gaits in Legged Robots](https://mlsanity.com/paper/2111.01674/) (2021)
- [Learning Symmetric and Low-energy Locomotion](https://mlsanity.com/paper/1801.08093/) (2018)
- [ALLSTEPS: Curriculum-driven Learning of Stepping Stone Skills](https://mlsanity.com/paper/2005.04323/) (2020)
- [Recurrent Transition Networks for Character Locomotion](https://mlsanity.com/paper/1810.02363/) (2018)
- [Learning Locomotion Skills Using DeepRL: Does the Choice of Action Space Matter?](https://mlsanity.com/paper/1611.01055/) (2016)
- [Hierarchical visuomotor control of humanoids](https://mlsanity.com/paper/1811.09656/) (2018)
- [A Survey on Deep Learning for Skeleton-Based Human Animation](https://mlsanity.com/paper/2110.06901/) (2021)
- [Synthesis of Biologically Realistic Human Motion Using Joint Torque Actuation](https://mlsanity.com/paper/1904.13041/) (2019)
- [Learning to Collaborate from Simulation for Robot-Assisted Dressing](https://mlsanity.com/paper/1909.06682/) (2019)
- [Discovering Diverse Athletic Jumping Strategies](https://mlsanity.com/paper/2105.00371/) (2021)
- [Learning and Exploring Motor Skills with Spacetime Bounds](https://mlsanity.com/paper/2103.16807/) (2021)

## Built on by (most cited first, 11 of 11)

- [Perpetual Humanoid Control for Real-time Simulated Avatars](https://mlsanity.com/paper/2305.06456/) (2023)
- [Learning Humanoid Standing-up Control across Diverse Postures](https://mlsanity.com/paper/2502.08378/) (2025)
- [Learning Getting-Up Policies for Real-World Humanoid Robots](https://mlsanity.com/paper/2502.12152/) (2025)
- [AdaptNet: Policy Adaptation for Physics-Based Character Control](https://mlsanity.com/paper/2310.00239/) (2023)
- [SMP: Reusable Score-Matching Motion Priors for Physics-Based Character Control](https://mlsanity.com/paper/2512.03028/) (2025)
- [Leveraging Sequentiality in Reinforcement Learning from a Single Demonstration](https://mlsanity.com/paper/2211.04786/) (2022)
- [Robot Crash Course: Learning Soft and Stylized Falling](https://mlsanity.com/paper/2511.10635/) (2025)
- [Learning to Control Physically-simulated 3D Characters via Generating and Mimicking 2D Motions](https://mlsanity.com/paper/2512.08500/) (2025)
- [Co-jump: Cooperative Jumping with Quadrupedal Robots via Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2602.10514/) (2026)
- [V-MORALS: Visual Morse Graph-Aided Estimation of Regions of Attraction in a Learned Latent Space](https://mlsanity.com/paper/2602.23524/) (2026)
- [Robust Fall Recovery for Armless Bipedal-Wheeled Robots Via Force-Guided Learning](https://mlsanity.com/paper/2606.14270/) (2026)

## Abstract (arXiv)

Getting up from an arbitrary fallen state is a basic human skill. Existing methods for learning this skill often generate highly dynamic and erratic get-up motions, which do not resemble human get-up strategies, or are based on tracking recorded human get-up motions. In this paper, we present a staged approach using reinforcement learning, without recourse to motion capture data. The method first takes advantage of a strong character model, which facilitates the discovery of solution modes. A second stage then learns to adapt the control policy to work with progressively weaker versions of the character. Finally, a third stage learns control policies that can reproduce the weaker get-up motions at much slower speeds. We show that across multiple runs, the method can discover a diverse variety of get-up strategies, and execute them at a variety of speeds. The results usually produce policies that use a final stand-up strategy that is common to the recovery motions seen from all initial states. However, we also find policies for which different strategies are seen for prone and supine initial fallen states. The learned get-up control strategies often have significant static stability, i.e., they can be paused at a variety of points during the get-up motion. We further test our method on novel constrained scenarios, such as having a leg and an arm in a cast.
