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In the Robotic Systems Laboratory of Eth Zurich, engineers have created Anymal-D, a four-legged robot that badminton can play with people.
This project brings together robotics, artificial intelligence and sports, showing how advanced robots can take on dynamic and fast games.
The design and skills of Anymal-D are opening up new possibilities for human-robot collaboration in sports and beyond.
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Anymal-D, a four-legged robot who can play badminton with people (Eth Zurich)
How do you play Anymal-D badminton with humans?
Badminton is a game that requires fast work, fast reactions and accurate coordination in the eyes. To give a chance to a robot on the court, the Eth Zurich team Equipped Anymal-D with four stability and agility legs, a dynamic arm to rotate the racket and a stereo camera to track the launcher. The robot uses a reinforcement learning -based driver, which allows it to predict and react to the real -time shuttleco movement. Anymal-D can move along the track, adjust its posture and time of changes, keeping rallies with human players up to 10 shots.
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The technology behind the Anymal-D badminton skills
The Anymal-D stereo camera serves as an eye, constantly supervising the pitcher. The robot uses a “perception noise model” to compare what he sees with the data of his training, helping him to keep track of the pitcher even when he is unpredictably moving. The robot can throw his body to keep the pitcher in sight, imitating how a human player could be tilted -for a complicated shot.

Anymal-D, a four-legged robot who can play badminton with people (Eth Zurich)
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Unified reinforcement learning for whole body control
Coordinating your legs and an arm is difficult for any robot. Eth Zurich’s team developed a unified control policy through reinforcement learning, allowing Anymal-D to move and move as a coordinated set. This system was formed in simulation, so the robot learned to handle a wide range of features and situations before stepping on a real court.

Anymal-D diagram, a four-legged robot that can play badminton with people (Eth Zurich)
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Hardware Integration: What’s inside the robot?
Anymal-D combines a sturdy quadrucedal base with Dynaarm, and its racket is fixed at an angle of 45 degrees to make an effective call. The estimation of the robot status is run by 400 Hz, the control policy is updated at 100 Hz and the perception system works at 60 Hz. All this works with a Jetson Agx Orin module, making the sensitive robot ready for action.
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Anymal-D, a four-legged robot who can play badminton with people (Eth Zurich)
Challenges to play badminton with a robot
It is an important challenge for the legs and the arm of the robot to work fluently. Most robots manage these tasks separately, but this limits agility. By combining the locomotion and the control of arms in a single system, Anymal-D can adjust its posture and march based on the path of the Shuttlecock, moving more as a human player.
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Anymal-D, a four-legged robot who can play badminton with people (Eth Zurich)
Active Perception: As Anymal-D sees the game
Robots do not have human eyes, so their cameras can fight with frame rates and the field of view. The conscious controller of the perception of Anymal-D maintains the camera in a loose moving, always following the launcher. The perception noise model helps to solve the void between the simulation and the real parties, making the robot more reliable during the games.
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Anymal-D, a four-legged robot who can play badminton with people (Eth Zurich)
Real world deployment: bring the robot to court
Bringing Anymal-D from the Laboratory to the Badminton Court meant practical issues such as power limits and communication delays. Despite these challenges, the robot was able to keep up with human players, responding to different shooting speeds and landing positions and maintaining rallies that showed their adaptability and skill.

Anymal-D, a four-legged robot who can play badminton with people (Eth Zurich)
Badminton performance of any evil: What were the tests displayed?
In collaborative games with amateur players, Anymal-D kept track, intercepted and returned Shuttlecoks with impressive consistency. On average, it took about 0.357 seconds to process the Shuttlecock’s trajectory after a human blow, leaving little more than half a second to put in position and shot. Although he did not return every shot, the robot’s ability to maintain demonstrations and adjust to the pace of the game stands out to what extent the robotics has come in dynamic sports scenarios.
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Anymal-D, a four-legged robot who can play badminton with people (Eth Zurich)
Kurt’s Key Takeaways
Anymal-D really shows how much robotics has come, especially when it comes to working with people in fast activities such as badminton. It is interesting to see a robot not only keeping on the court, but also gathering with human players and adapting to the game as it unfolds. As these technologies continue to improve, it is easy to imagine more robots that bind to all kinds of sports and activities, making play and teamwork even more fun for everyone.
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