# Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game

arXiv: https://arxiv.org/abs/2511.17925 · HTML: https://mlsanity.com/paper/2511.17925/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 24 of its 41 references that are in the map.
- First posted on arXiv 22 Nov 2025.

## Builds on (most cited first, 24 of 24)

- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [Playing for Data: Ground Truth from Computer Games](https://mlsanity.com/paper/1608.02192/) (2016)
- [MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge](https://mlsanity.com/paper/2206.08853/) (2022)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [Robust Motion In-betweening](https://mlsanity.com/paper/2102.04942/) (2021)
- [OmniH2O: Universal and Dexterous Human-to-Humanoid Whole-Body Teleoperation and Learning](https://mlsanity.com/paper/2406.08858/) (2024)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Open-TeleVision: Teleoperation with Immersive Active Visual Feedback](https://mlsanity.com/paper/2407.01512/) (2024)
- [World-Grounded Human Motion Recovery via Gravity-View Coordinates](https://mlsanity.com/paper/2409.06662/) (2024)
- [Learning Human-to-Humanoid Real-Time Whole-Body Teleoperation](https://mlsanity.com/paper/2403.04436/) (2024)
- [MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting](https://mlsanity.com/paper/2409.14393/) (2024)
- [HumanoidBench: Simulated Humanoid Benchmark for Whole-Body Locomotion and Manipulation](https://mlsanity.com/paper/2403.10506/) (2024)
- [TWIST: Teleoperated Whole-Body Imitation System](https://mlsanity.com/paper/2505.02833/) (2025)
- [HOVER: Versatile Neural Whole-Body Controller for Humanoid Robots](https://mlsanity.com/paper/2410.21229/) (2024)
- [GMT: General Motion Tracking for Humanoid Whole-Body Control](https://mlsanity.com/paper/2506.14770/) (2025)
- [QuestSim: Human Motion Tracking from Sparse Sensors with Simulated Avatars](https://mlsanity.com/paper/2209.09391/) (2022)
- [KungfuBot: Physics-Based Humanoid Whole-Body Control for Learning Highly-Dynamic Skills](https://mlsanity.com/paper/2506.12851/) (2025)
- [AMO: Adaptive Motion Optimization for Hyper-Dexterous Humanoid Whole-Body Control](https://mlsanity.com/paper/2505.03738/) (2025)
- [Track Any Motions under Any Disturbances](https://mlsanity.com/paper/2509.13833/) (2025)
- [Retrospective Analysis of the 2019 MineRL Competition on Sample Efficient Reinforcement Learning](https://mlsanity.com/paper/2003.05012/) (2020)
- [Unleashing Humanoid Reaching Potential via Real-world-Ready Skill Space](https://mlsanity.com/paper/2505.10918/) (2025)
- [Tailoring Solution Accuracy for Fast Whole-body Model Predictive Control of Legged Robots](https://mlsanity.com/paper/2407.10789/) (2024)
- [Cafe-Mpc: A Cascaded-Fidelity Model Predictive Control Framework with Tuning-Free Whole-Body Control](https://mlsanity.com/paper/2403.03995/) (2024)
- [Generating Physically Realistic and Directable Human Motions from Multi-Modal Inputs](https://mlsanity.com/paper/2502.05641/) (2025)

## Abstract (arXiv)

Recent advances in whole-body robot control have enabled humanoid and legged robots to perform increasingly agile and coordinated motions. However, standardized benchmarks for evaluating these capabilities in real-world settings, and in direct comparison to humans, remain scarce. Existing evaluations often rely on pre-collected human motion datasets or simulation-based experiments, which limit reproducibility, overlook hardware factors, and hinder fair human-robot comparisons. We present Switch-JustDance, a low-cost and reproducible benchmarking pipeline that leverages motion-sensing console games, Just Dance on the Nintendo Switch, to evaluate robot whole-body control. Using Just Dance on the Nintendo Switch as a representative platform, Switch-JustDance converts in-game choreography into robot-executable motions through streaming, motion reconstruction, and motion retargeting modules and enables users to evaluate controller performance through the game's built-in scoring system. We first validate the evaluation properties of Just Dance, analyzing its reliability, validity, sensitivity, and potential sources of bias. Our results show that the platform provides consistent and interpretable performance measures, making it a suitable tool for benchmarking embodied AI. Building on this foundation, we benchmark three state-of-the-art humanoid whole-body controllers on hardware and provide insights into their relative strengths and limitations.
