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GaitSpan: Growing Humanoid Locomotion from Walking to Running

Summary

GaitSpan is a novel framework for growing humanoid locomotion from walking to running. It uses a pretrained walking policy as a seed skill, expanding it through rhythm generation, stride shaping, and residual adaptation, achieving continuous speed range, morphology transfer, and zero-shot deployment.

SourcearXiv RoboticsAuthor: Kwan-Yee Lin, Zilin Wang, Janelle J. Liu, Stella X. Yu
GaitSpan: Growing Humanoid Locomotion from Walking to Running
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[Submitted on 13 Jul 2026]

Title:GaitSpan: Growing Humanoid Locomotion from Walking to Running

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Abstract:A humanoid that can walk should not relearn locomotion from scratch to jog or run. Yet current approaches often obtain gait diversity by prescribing gait schedules, imitating motion clips, training experts to switch between or distilling skills into one policy. These strategies can produce impressive behaviors, but offer limited flexibility across continuous speed commands, terrains, and morphologies. We study skill growth with GaitSpan, a framework that expands a pretrained, basic walking policy into faster locomotion. It treats walking as a seed skill: reusable motor structure for balance, support, body coordination, and contact transition that can be regenerated at new rhythms, extended into longer/higher strides, and corrected by residual adaptation. This expansion has three aspects: 1) rhythm generation, which modulates the frozen walking policy with multiple internal clocks and learns command-conditioned combinations of the resulting canonical actions; 2) stride shaping, which rewards dynamic locomotion patterns appropriate for higher commanded speeds using a physically grounded objective inspired by spring-loaded inverted pendulum dynamics; and 3) residual adaptation, which captures motion details not accounted for by rhythm generation or stride shaping. GaitSpan is the first to deliver a single command-conditioned humanoid policy that spans walking, jogging, and running-like regimes covering a continuous speed range, transfers across morphologies, and deploys zero-shot on unseen sim-to-sim, and real-world terrains. Compared with baselines either trained with multi-experts or imitation from humans, it learns faster and achieves stronger gait performance.

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Subjects:

Robotics (cs.RO); Artificial Intelligence (cs.AI); Computer Vision and Pattern Recognition (cs.CV)

Cite as: arXiv:2607.12114 [cs.RO]

(or arXiv:2607.12114v1 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2607.12114

arXiv-issued DOI via DataCite (pending registration)

Submission history

From: Kwan-Yee Lin [view email] [v1] Mon, 13 Jul 2026 19:42:38 UTC (41,463 KB)

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Key points

  • Treats walking as a reusable seed skill, avoiding relearning from scratch.
  • Rhythm generation modulates frozen policy with multiple internal clocks.
  • Stride shaping uses a spring-loaded inverted pendulum objective.
  • Learns faster than multi-expert or imitation baselines, with stronger gait performance.

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