Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game

arXiv cs.RO / 4/14/2026

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Key Points

  • 提案論文は、実環境でのヒトとの直接比較や再現性の高い評価が不足している点を背景に、低コストで再現可能なロボット向けベンチマーク基盤「Switch-JustDance」を提示している。
  • Nintendo Switch版のJust Danceのモーションを、ストリーミング、モーション再構成、モーション・リタゲティングの各モジュールでロボット実行可能な動きへ変換し、ゲーム内のスコア機能で評価できる仕組みになっている。
  • Just Danceプラットフォーム自体の信頼性・妥当性・感度、ならびにバイアス要因を検証し、首尾一貫して解釈可能な性能指標を提供できることを示している。
  • この基盤を用いて3つの最先端ヒューマノイド全身制御コンをハードウェア上でベンチマークし、各コンの相対的な強みと限界について洞察を与えている。

Abstract

Recent advances in whole-body robot control have enabled humanoid and legged robots to perform increasingly agile and coordinated motions. However, standardized benchmarks for evaluating these capabilities in real-world settings, and in direct comparison to humans, remain scarce. Existing evaluations often rely on pre-collected human motion datasets or simulation-based experiments, which limit reproducibility, overlook hardware factors, and hinder fair human-robot comparisons. We present Switch-JustDance, a low-cost and reproducible benchmarking pipeline that leverages motion-sensing console games, Just Dance on the Nintendo Switch, to evaluate robot whole-body control. Using Just Dance on the Nintendo Switch as a representative platform, Switch-JustDance converts in-game choreography into robot-executable motions through streaming, motion reconstruction, and motion retargeting modules and enables users to evaluate controller performance through the game's built-in scoring system. We first validate the evaluation properties of Just Dance, analyzing its reliability, validity, sensitivity, and potential sources of bias. Our results show that the platform provides consistent and interpretable performance measures, making it a suitable tool for benchmarking embodied AI. Building on this foundation, we benchmark three state-of-the-art humanoid whole-body controllers on hardware and provide insights into their relative strengths and limitations.