# ZEST: Zero-shot Embodied Skill Transfer for Athletic Robot Control

arXiv: https://arxiv.org/abs/2602.00401 · HTML: https://mlsanity.com/paper/2602.00401/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 48 of its 67 references that are in the map.
- First posted on arXiv 30 Jan 2026.

## Builds on (most cited first, 30 of 48)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Learning Dexterous In-Hand Manipulation](https://mlsanity.com/paper/1808.00177/) (2018)
- [Learning Quadrupedal Locomotion over Challenging Terrain](https://mlsanity.com/paper/2010.11251/) (2020)
- [Learning to Walk in Minutes Using Massively Parallel Deep Reinforcement Learning](https://mlsanity.com/paper/2109.11978/) (2021)
- [Sim-to-Real Transfer in Deep Reinforcement Learning for Robotics: a Survey](https://mlsanity.com/paper/2009.13303/) (2020)
- [Learning robust perceptive locomotion for quadrupedal robots in the wild](https://mlsanity.com/paper/2201.08117/) (2022)
- [Asymmetric Actor Critic for Image-Based Robot Learning](https://mlsanity.com/paper/1710.06542/) (2017)
- [MegaSaM: Accurate, Fast, and Robust Structure and Motion from Casual Dynamic Videos](https://mlsanity.com/paper/2412.04463/) (2024)
- [Perpetual Humanoid Control for Real-time Simulated Avatars](https://mlsanity.com/paper/2305.06456/) (2023)
- [OmniH2O: Universal and Dexterous Human-to-Humanoid Whole-Body Teleoperation and Learning](https://mlsanity.com/paper/2406.08858/) (2024)
- [BeyondMimic: From Motion Tracking to Versatile Humanoid Control via Guided Diffusion](https://mlsanity.com/paper/2508.08241/) (2025)
- [Extreme Parkour with Legged Robots](https://mlsanity.com/paper/2309.14341/) (2023)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [ANYmal Parkour: Learning Agile Navigation for Quadrupedal Robots](https://mlsanity.com/paper/2306.14874/) (2023)
- [ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills](https://mlsanity.com/paper/2502.01143/) (2025)
- [MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting](https://mlsanity.com/paper/2409.14393/) (2024)
- [CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character control](https://mlsanity.com/paper/2410.03441/) (2024)
- [TRAM: Global Trajectory and Motion of 3D Humans from in-the-wild Videos](https://mlsanity.com/paper/2403.17346/) (2024)
- [SONIC: Supersizing Motion Tracking for Natural Humanoid Whole-Body Control](https://mlsanity.com/paper/2511.07820/) (2025)
- [CALM: Conditional Adversarial Latent Models for Directable Virtual Characters](https://mlsanity.com/paper/2305.02195/) (2023)
- [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)
- [InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactions](https://mlsanity.com/paper/2502.20390/) (2025)
- [OmniRetarget: Interaction-Preserving Data Generation for Humanoid Whole-Body Loco-Manipulation and Scene Interaction](https://mlsanity.com/paper/2509.26633/) (2025)
- [Visual Imitation Enables Contextual Humanoid Control](https://mlsanity.com/paper/2505.03729/) (2025)
- [Residual Force Control for Agile Human Behavior Imitation and Extended Motion Synthesis](https://mlsanity.com/paper/2006.07364/) (2020)
- [Learning Symmetric and Low-energy Locomotion](https://mlsanity.com/paper/1801.08093/) (2018)
- [Humanoid Locomotion and Manipulation: Current Progress and Challenges in Control, Planning, and Learning](https://mlsanity.com/paper/2501.02116/) (2025)
- [DTC: Deep Tracking Control](https://mlsanity.com/paper/2309.15462/) (2023)
- [KungfuBot: Physics-Based Humanoid Whole-Body Control for Learning Highly-Dynamic Skills](https://mlsanity.com/paper/2506.12851/) (2025)

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

- [Heracles: Bridging Precise Tracking and Generative Synthesis for General Humanoid Control](https://mlsanity.com/paper/2603.27756/) (2026)
- [Generalizing from References using a Multi-Task Reference and Goal-Driven RL Framework](https://mlsanity.com/paper/2602.20375/) (2026)
- [MPC-Injection: Biasing Off-Policy Locomotion RL Toward Controller-Induced Behavior Basins](https://mlsanity.com/paper/2606.26392/) (2026)
- [ADP: Adversarial Dynamics Priors for Physically Grounded Humanoid Locomotion](https://mlsanity.com/paper/2607.03454/) (2026)
- [BRIDGE: An Open-Source Humanoid Platform via Morphology-Control Co-Design for Physical AI](https://mlsanity.com/paper/2609.03497/) (2026)
- [Stability of Control Lyapunov Function Guided Reinforcement Learning](https://mlsanity.com/paper/2605.01978/) (2026)
- [Terrain Consistent Reference-Guided RL for Humanoid Navigation Autonomy](https://mlsanity.com/paper/2605.15517/) (2026)
- [Predictive Style Matching: Natural and Robust Humanoid Locomotion](https://mlsanity.com/paper/2606.07083/) (2026)
- [WARL: Wrench-Augmented Reinforcement Learning for Task-Agnostic Learning in Legged Robots](https://mlsanity.com/paper/2607.24036/) (2026)
- [Bicycle Acrobatics with Reinforcement Learning](https://mlsanity.com/paper/2608.00880/) (2026)
- [ForgetMimic: Motion Unlearning for Reinforcement Learning Humanoid Control](https://mlsanity.com/paper/2609.28378/) (2026)

## Abstract (arXiv)

Achieving robust, human-like whole-body control on humanoid robots for agile, contact-rich behaviors remains a central challenge, demanding heavy per-skill engineering and a brittle process of tuning controllers. We introduce ZEST (Zero-shot Embodied Skill Transfer), a streamlined motion-imitation framework that trains policies via reinforcement learning from diverse sources -- high-fidelity motion capture, noisy monocular video, and non-physics-constrained animation -- and deploys them to hardware zero-shot. ZEST generalizes across behaviors and platforms while avoiding contact labels, reference or observation windows, state estimators, and extensive reward shaping. Its training pipeline combines adaptive sampling, which focuses training on difficult motion segments, and an automatic curriculum using a model-based assistive wrench, together enabling dynamic, long-horizon maneuvers. We further provide a procedure for selecting joint-level gains from approximate analytical armature values for closed-chain actuators, along with a refined model of actuators. Trained entirely in simulation with moderate domain randomization, ZEST demonstrates remarkable generality. On Boston Dynamics' Atlas humanoid, ZEST learns dynamic, multi-contact skills (e.g., army crawl, breakdancing) from motion capture. It transfers expressive dance and scene-interaction skills, such as box-climbing, directly from videos to Atlas and the Unitree G1. Furthermore, it extends across morphologies to the Spot quadruped, enabling acrobatics, such as a continuous backflip, through animation. Together, these results demonstrate robust zero-shot deployment across heterogeneous data sources and embodiments, establishing ZEST as a scalable interface between biological movements and their robotic counterparts.
