# SMPLOlympics: Sports Environments for Physically Simulated Humanoids

arXiv: https://arxiv.org/abs/2407.00187 · HTML: https://mlsanity.com/paper/2407.00187/

## Key facts

- Cited by 29 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 35 references that are in the map.
- First posted on arXiv 28 Jun 2024.

## Builds on (most cited first, 26 of 26)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [Keep it SMPL: Automatic Estimation of 3D Human Pose and Shape from a Single Image](https://mlsanity.com/paper/1607.08128/) (2016)
- [Eureka: Human-Level Reward Design via Coding Large Language Models](https://mlsanity.com/paper/2310.12931/) (2023)
- [dm_control: Software and Tasks for Continuous Control](https://mlsanity.com/paper/2006.12983/) (2020)
- [Perpetual Humanoid Control for Real-time Simulated Avatars](https://mlsanity.com/paper/2305.06456/) (2023)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [Decoupling Human and Camera Motion from Videos in the Wild](https://mlsanity.com/paper/2302.12827/) (2023)
- [Trace and Pace: Controllable Pedestrian Animation via Guided Trajectory Diffusion](https://mlsanity.com/paper/2304.01893/) (2023)
- [Universal Humanoid Motion Representations for Physics-Based Control](https://mlsanity.com/paper/2310.04582/) (2023)
- [HumanoidBench: Simulated Humanoid Benchmark for Whole-Body Locomotion and Manipulation](https://mlsanity.com/paper/2403.10506/) (2024)
- [TRAM: Global Trajectory and Motion of 3D Humans from in-the-wild Videos](https://mlsanity.com/paper/2403.17346/) (2024)
- [Neural probabilistic motor primitives for humanoid control](https://mlsanity.com/paper/1811.11711/) (2018)
- [CALM: Conditional Adversarial Latent Models for Directable Virtual Characters](https://mlsanity.com/paper/2305.02195/) (2023)
- [From Motor Control to Team Play in Simulated Humanoid Football](https://mlsanity.com/paper/2105.12196/) (2021)
- [PhysHOI: Physics-Based Imitation of Dynamic Human-Object Interaction](https://mlsanity.com/paper/2312.04393/) (2023)
- [Latent Space Policies for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1804.02808/) (2018)
- [C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters](https://mlsanity.com/paper/2309.11351/) (2023)
- [PMP: Learning to Physically Interact with Environments using Part-wise Motion Priors](https://mlsanity.com/paper/2305.03249/) (2023)
- [Neural Categorical Priors for Physics-Based Character Control](https://mlsanity.com/paper/2308.07200/) (2023)
- [Composite Motion Learning with Task Control](https://mlsanity.com/paper/2305.03286/) (2023)
- [Learning Transferable Motor Skills with Hierarchical Latent Mixture Policies](https://mlsanity.com/paper/2112.05062/) (2021)
- [Discovering Diverse Athletic Jumping Strategies](https://mlsanity.com/paper/2105.00371/) (2021)

## Built on by (most cited first, 29 of 29)

- [ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills](https://mlsanity.com/paper/2502.01143/) (2025)
- [InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactions](https://mlsanity.com/paper/2502.20390/) (2025)
- [ManipTrans: Efficient Dexterous Bimanual Manipulation Transfer via Residual Learning](https://mlsanity.com/paper/2503.21860/) (2025)
- [Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models](https://mlsanity.com/paper/2504.11054/) (2025)
- [LeVERB: Humanoid Whole-Body Control with Latent Vision-Language Instruction](https://mlsanity.com/paper/2506.13751/) (2025)
- [InterAct: Advancing Large-Scale Versatile 3D Human-Object Interaction Generation](https://mlsanity.com/paper/2509.09555/) (2025)
- [SkillMimic: Learning Basketball Interaction Skills from Demonstrations](https://mlsanity.com/paper/2408.15270/) (2024)
- [DreamControl: Human-Inspired Whole-Body Humanoid Control for Scene Interaction via Guided Diffusion](https://mlsanity.com/paper/2509.14353/) (2025)
- [Bridging the Sim-to-Real Gap for Athletic Loco-Manipulation](https://mlsanity.com/paper/2502.10894/) (2025)
- [Human-Object Interaction via Automatically Designed VLM-Guided Motion Policy](https://mlsanity.com/paper/2503.18349/) (2025)
- [InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactions](https://mlsanity.com/paper/2602.06035/) (2026)
- [A Plug-and-Play Physical Motion Restoration Approach for In-the-Wild High-Difficulty Motions](https://mlsanity.com/paper/2412.17377/) (2024)
- [TeamHOI: Learning a Unified Policy for Cooperative Human-Object Interactions with Any Team Size](https://mlsanity.com/paper/2603.07988/) (2026)
- [Heracles: Bridging Precise Tracking and Generative Synthesis for General Humanoid Control](https://mlsanity.com/paper/2603.27756/) (2026)
- [VolleyBots: A Testbed for Multi-Drone Volleyball Game Combining Motion Control and Strategic Play](https://mlsanity.com/paper/2502.01932/) (2025)
- [Half-Physics: Enabling Kinematic 3D Human Model with Physical Interactions](https://mlsanity.com/paper/2507.23778/) (2025)
- [HumanoidMimicGen: Data Generation for Loco-Manipulation via Whole-Body Planning](https://mlsanity.com/paper/2605.27724/) (2026)
- [Task Tokens: A Flexible Approach to Adapting Behavior Foundation Models](https://mlsanity.com/paper/2503.22886/) (2025)
- [Learning Human-Like Badminton Skills for Humanoid Robots](https://mlsanity.com/paper/2602.08370/) (2026)
- [FLAM: Foundation Model-Based Body Stabilization for Humanoid Locomotion and Manipulation](https://mlsanity.com/paper/2503.22249/) (2025)
- [Feature-Based vs. GAN-Based Learning from Demonstrations: When and Why](https://mlsanity.com/paper/2507.05906/) (2025)
- [HSImul3R: Physics-in-the-Loop Reconstruction of Simulation-Ready Human-Scene Interactions](https://mlsanity.com/paper/2603.15612/) (2026)
- [ETCH-X: Robustify Expressive Body Fitting to Clothed Humans with Composable Datasets](https://mlsanity.com/paper/2604.08548/) (2026)
- [DeVI: Physics-based Dexterous Human-Object Interaction via Synthetic Video Imitation](https://mlsanity.com/paper/2604.20841/) (2026)
- [WOLF-VLA: Whole-Body Humanoid Optimal Locomotion Framework for Vision-Language-Action Learning](https://mlsanity.com/paper/2606.25591/) (2026)
- [SynAgent: Generalizable Cooperative Humanoid Manipulation via Solo-to-Cooperative Agent Synergy](https://mlsanity.com/paper/2604.18557/) (2026)
- [TaskNPoint: How to Teach Your Humanoid to Hit a Backhand in Minutes](https://mlsanity.com/paper/2606.26215/) (2026)
- [Towards Professional Tennis Styles for Humanoid Robots with Adaptive Motion Planning and Tracking](https://mlsanity.com/paper/2608.20087/) (2026)
- [MASkillBlender: Decentralized Whole-Body Coordination for Multi-Humanoid Loco-Manipulation via Skill Blending](https://mlsanity.com/paper/2610.01102/) (2026)

## Abstract (arXiv)

We present SMPLOlympics, a collection of physically simulated environments that allow humanoids to compete in a variety of Olympic sports. Sports simulation offers a rich and standardized testing ground for evaluating and improving the capabilities of learning algorithms due to the diversity and physically demanding nature of athletic activities. As humans have been competing in these sports for many years, there is also a plethora of existing knowledge on the preferred strategy to achieve better performance. To leverage these existing human demonstrations from videos and motion capture, we design our humanoid to be compatible with the widely-used SMPL and SMPL-X human models from the vision and graphics community. We provide a suite of individual sports environments, including golf, javelin throw, high jump, long jump, and hurdling, as well as competitive sports, including both 1v1 and 2v2 games such as table tennis, tennis, fencing, boxing, soccer, and basketball. Our analysis shows that combining strong motion priors with simple rewards can result in human-like behavior in various sports. By providing a unified sports benchmark and baseline implementation of state and reward designs, we hope that SMPLOlympics can help the control and animation communities achieve human-like and performant behaviors.
