Switch4EAI: Leveraging Console Game Platform for Benchmarking Robotic Athletics
Tianyu Li, Jeonghwan Kim, Wontaek Kim, Donghoon Baek, Seungeun Rho, Sehoon Ha

TL;DR
This paper introduces Switch4EAI, a cost-effective benchmarking system that uses commercial console games to evaluate and compare robotic athletic performance with humans in real-world settings.
Contribution
It presents a novel pipeline leveraging motion-sensing console games for standardized robotic athletic benchmarking, enabling direct comparison with human performance.
Findings
System successfully captures and retargets game choreography for robots.
Establishes a quantitative baseline for robot versus human performance.
Demonstrates feasibility of using commercial gaming platforms as physical benchmarks.
Abstract
Recent advances in whole-body robot control have enabled humanoid and legged robots to execute increasingly agile and coordinated movements. However, standardized benchmarks for evaluating robotic athletic performance in real-world settings and in direct comparison to humans remain scarce. We present Switch4EAI(Switch-for-Embodied-AI), a low-cost and easily deployable pipeline that leverages motion-sensing console games to evaluate whole-body robot control policies. Using Just Dance on the Nintendo Switch as a representative example, our system captures, reconstructs, and retargets in-game choreography for robotic execution. We validate the system on a Unitree G1 humanoid with an open-source whole-body controller, establishing a quantitative baseline for the robot's performance against a human player. In the paper, we discuss these results, which demonstrate the feasibility of using…
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