Video Overview
Abstract
Reinforcement learning (RL) for locomotion frequently converges to locally optimal but undeployable behaviors, such as vibrating limbs or scooting on the torso, that maximize return without producing a usable gait. We present MPC-Injection, a low-overhead method that steers RL toward a designer-preferred gait by inserting transitions into the replay buffer from a model predictive controller solving the same Markov decision process. Unlike reward shaping, MPC-Injection does not require redesigning the task reward, and unlike adversarial imitation learning, it adds no discriminator, no kinematic retargeting, and no auxiliary objective. Instead, the controller's preferred behavior is transferred to the policy purely through the replay state distribution. On a 2D walker in simulation and with sim-to-real evaluation on a Go2 quadruped, we show that MPC-Injection drives the policy into the controller's behavior basin using a one to two-term task reward, producing gaits qualitatively comparable to those of reward shaping with twenty-one tuned terms and of adversarial motion priors without their discriminator and retargeting overhead. We further analyze how the injected transitions bias actor-critic updates toward controller-visited states, allowing the policy to learn behaviors that pure RL may fail to reach under simple reward functions.
Approach
MPC-Injection steers the learner through its replay buffer rather than its reward. It runs in three stages:
MPC transitions enter learning only through the replay distribution: there is no separate imitation loss, sample weighting, or auxiliary objective. The training process of the off-policy agent is otherwise unchanged from standard SAC or TD3.
Simulation
MPC-Injection selects qualitatively different locomotion basins from vanilla RL under identical task rewards, with 25% the injection ratio that most reliably induces the controller's basin.
Under the same velocity-tracking reward, pure RL converges to a grounded scooting strategy that drags the top of the torso along the ground, while 25% MPC-Injection learns an upright, periodic gait matching the MPC behavior.
0% MPC-Injection (pure RL)
25% MPC-Injection
Pure off-policy RL learns to vibrate the joints, while 25% MPC-Injection learns a structured trot with periodic footstep patterns.
0% MPC-Injection (pure RL)
25% MPC-Injection

(a) Pure RL

(b) 25% MPC-Injection
(a) Footstep trajectories under pure RL show chaotic, irregular patterns. (b) Footstep trajectories under 25% MPC-Injection show structured, periodic patterns matching a trotting gait.
Under the same simple reward function, pure RL never discovers the maneuver, while 25% MPC-Injection completes the roll — a behavior that normally requires reward shaping or assistive forces during curriculum learning.
0% MPC-Injection (pure RL)
25% MPC-Injection
Hardware
All policies tracking a 0.5 m/s velocity command on a Go2.
Reward Shaping
AMP
MPC-Injection (ours)
It took several trials to get AMP to work without falling over immediately, while reward shaping and MPC-Injection consistently trotted.
External disturbances applied to each policy under the same command.
Reward Shaping
AMP
MPC-Injection (ours)
It took multiple trials to get AMP to work without falling over, while reward shaping and MPC-Injection consistently worked.
Changing only the injected MPC data, under the same simple reward function, biases the policy to a bounding gait.
Citation
@inproceedings{xing2026mpcinjection,
title = {MPC-Injection: Biasing Off-Policy Locomotion RL Toward
Controller-Induced Behavior Basins},
author = {Xing, Roy and Ree, Seyoung and Plancher, Brian},
booktitle = {Conference on Robot Learning (CoRL)},
year = {2026},
eprint = {2606.26392},
archivePrefix = {arXiv},
primaryClass = {cs.RO}
}