Switch4EAI: Leveraging Console Game Platform for Benchmarking Robotic Athletics

Fuente: arXiv
Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Li, Tianyu, Kim, Jeonghwan, Kim, Wontaek, Baek, Donghoon, Rho, Seungeun, Ha, Sehoon
Format: Preprint
Veröffentlicht: 2025
Schlagworte:
Online-Zugang:
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866916907703074816
author Li, Tianyu
Kim, Jeonghwan
Kim, Wontaek
Baek, Donghoon
Rho, Seungeun
Ha, Sehoon
author_facet Li, Tianyu
Kim, Jeonghwan
Kim, Wontaek
Baek, Donghoon
Rho, Seungeun
Ha, Sehoon
contents Recent advances in whole-body robot control have enabled humanoid and legged robots to execute increasingly agile and coordinated movements. However, standardized benchmarks for evaluating robotic athletic performance in real-world settings and in direct comparison to humans remain scarce. We present Switch4EAI(Switch-for-Embodied-AI), a low-cost and easily deployable pipeline that leverages motion-sensing console games to evaluate whole-body robot control policies. Using Just Dance on the Nintendo Switch as a representative example, our system captures, reconstructs, and retargets in-game choreography for robotic execution. We validate the system on a Unitree G1 humanoid with an open-source whole-body controller, establishing a quantitative baseline for the robot's performance against a human player. In the paper, we discuss these results, which demonstrate the feasibility of using commercial games platform as physically grounded benchmarks and motivate future work to for benchmarking embodied AI.
format Preprint
id arxiv_https___arxiv_org_abs_2508_13444
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Switch4EAI: Leveraging Console Game Platform for Benchmarking Robotic Athletics
Li, Tianyu
Kim, Jeonghwan
Kim, Wontaek
Baek, Donghoon
Rho, Seungeun
Ha, Sehoon
Robotics
Recent advances in whole-body robot control have enabled humanoid and legged robots to execute increasingly agile and coordinated movements. However, standardized benchmarks for evaluating robotic athletic performance in real-world settings and in direct comparison to humans remain scarce. We present Switch4EAI(Switch-for-Embodied-AI), a low-cost and easily deployable pipeline that leverages motion-sensing console games to evaluate whole-body robot control policies. Using Just Dance on the Nintendo Switch as a representative example, our system captures, reconstructs, and retargets in-game choreography for robotic execution. We validate the system on a Unitree G1 humanoid with an open-source whole-body controller, establishing a quantitative baseline for the robot's performance against a human player. In the paper, we discuss these results, which demonstrate the feasibility of using commercial games platform as physically grounded benchmarks and motivate future work to for benchmarking embodied AI.
title Switch4EAI: Leveraging Console Game Platform for Benchmarking Robotic Athletics
topic Robotics
url https://arxiv.org/abs/2508.13444