AIAny
Icon for item

Microduck

Runs reinforcement-learning policies on a tiny biped robot, enabling behaviors such as walking, self-righting, and picking up objects. Policies are trained in simulation and run locally on the robot.

Introduction

A useful test of embodied AI is whether a learned behavior survives contact with real motors, sensors, and falls—not just whether it looks convincing in simulation. Microduck makes that gap the central engineering problem: policies are trained in simulation, then run on a compact physical robot through an onboard control system.

What Sets It Apart
  • A complete path from learned policy to physical action. The runtime loads ONNX policies trained with MuJoCo and PPO, connecting simulation work to a real robot rather than stopping at a training demo.
  • A real-time control loop on modest hardware. A Rockchip RK3566 runs the control loop at 50 Hz and drives 15 servos, making the project a practical example of deploying learned behaviors at the edge.
  • Multiple behaviors share a policy interface. Walking, recovery, and other behaviors can be switched on the robot, while the companion training project provides the simulation and sim-to-real workflow.
  • The robot is also a software platform. Rust daemons manage motors, connectivity, camera streaming, and reversible software updates, so the learning system is part of a maintainable robot rather than a standalone model.
Who It’s For

Great fit for robotics developers and researchers exploring reinforcement learning, sim-to-real transfer, and small-scale embodied systems. Look elsewhere if you need a general-purpose humanoid, a turnkey autonomous robot, or a training stack that works without compatible hardware and a CUDA-capable GPU.

Information

  • Websitegithub.com
  • OrganizationsPollen Robotics, Hugging Face
  • Published date2026/07/29

Categories

More Items

Simulates closed-loop interactions between people and wearable AI assistants to test whether multimodal models can guide real-world tasks. Its 120 multi-turn benchmark tasks are scored against verifiable simulator states.

Connects scene understanding, long-horizon visual planning, and robot control by alternating language reasoning with video prediction. An agentic variant learns when generated visual evidence is worth using.

Combines long-horizon task planning with native keyboard-and-mouse control to complete multi-stage Minecraft tasks from visual feedback alone. Structured memory and policy-aware completion checks help the agent verify progress, recover, or replan.