Learning Surfing-like Balance without Water Simulation

Our method learns surfing-like balance control without water simulation. The learned policy maintains stable balance on a moving board under wave conditions at runtime.
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Abstract
Controlling characters in fluid environments such as water remains challenging due to complex dynamics and high simulation cost. In particular, surfing requires maintaining balance on a continuously moving support, making stable control difficult without accurate physical modeling. In this work, we present a method for learning surfing-like balance control without relying on water simulation. Our approach combines a hierarchical control framework with a stage-based training scheme that progressively introduces dynamic board behavior. The low-level policy generates full-body motion from partial joint targets, while the high-level policy adapts these targets based on environmental conditions. Despite being trained entirely in a non-fluid setting, the learned policy maintains stable balance on a moving board under wave conditions at runtime. These results suggest that surfing-like balance can be achieved without explicitly modeling fluid dynamics through appropriate control structures and training strategies.
Method Overview
Our framework is composed of a low-level policy and a high-level policy. The low-level policy is a pretrained MaskedMimic model that tracks target motions defined on six key joints (root, head, hands, feet) to produce full-body motion, without requiring task-specific reference motions. The high-level policy observes the character and board states and predicts residual offsets on top of a predefined surfing pose, adapting the tracked targets to the board’s movement. This separation lets the low-level policy focus on stable full-body motion while the high-level policy handles adaptation to the dynamic environment.
Training Objective
The high-level policy is trained with the following reward:
r = w1rboard + w2rcontact + w3rstability + w4rfoot + w5rhead + w6rsmooth
combining terms for board stability, foot contact/slipping, foot placement, head orientation, and motion smoothness. To avoid relying on water simulation, we introduce dynamic board behavior gradually through a stage-based curriculum: Stage 1 trains balance on a board suspended in the air with only pitch stabilized, exposing the policy to lateral (roll) instability; Stage 2 adds forward motion and a gradually increasing target pitch, producing coupled translational and rotational dynamics that resemble surfing. Under forward motion and time-varying board pitch, adding Stage 2 raises the success rate from 15% to 60% over Stage-1-only training, and despite never being trained in water, the resulting policy also generalizes to maintain balance under wave conditions at runtime.