TT Lab
Blog

한국어 English 日本語 中文

Get started
Blog

Blog

Improvement Directions for the DeepMind Table Tennis Robot, Analysed via Simulator and Original Paper

Status: Draft (2026-10-18), original reading and practical measurement. Paper figures are limited to those re-verified in the respective sections directly from the arXiv HTML version (2408.03906v3) on 2026-10-18, and section and table numbers are used instead of page numbers. Measurements were performed on the same temporary pod as parts 2 and 5 (mini PC node Intel Core Ultra 9 185H, capped CPU 3 cores, 3 GiB memory, no GPU, MuJoCo 3.16.0, time step 1 ms), sharing the CPU with other simulation experiments. All return rates are relative comparison values within the simulator. These values are not measured with a real robot or a real ball. Conditions such as observation noise σ of 3 mm, racket rubber, and decision horizons are assumed values. Iterations use 3 observation noise seeds, and the values in the table are the medians of the success rates per seed. Wall-clock times were 1,702 s for DM1 and 560 s for DM2. Raw data is located in the working directory measure/sim-tt-deepmind/ .

Table of Contents

1. Intuition: Where did a robot that reached intermediate amateur level get blocked?

DeepMind's table tennis robot played matches against humans and reached an "intermediate amateur" level. However, experienced players quickly found its weaknesses: low and strong underspin, fast balls, and backhands. This article verifies the limitations self-reported by the paper using the original text, and directly re-measures spin and decision timing issues within our simulator. As someone building a table tennis robot from scratch, this aims to determine "where to expend effort first."

2. What the paper built

Achieving Human Level Competitive Robot Table Tennis(arXiv 2408.03906, ICRA 2025). Structure confirmed in:

Item Original Content Section
Body 6-axis industrial arm (ABB IRB 1100) mounted on two Festo linear gantries. 4 m left-right, 2 m front-back §II-A
Eyes Two Ximea cameras, 125 Hz. Neural network perception outputs ball positions at the same frequency. Opponent racket tracked via motion capture §II-A
Latency Total system approximately 100 ms. Control frequency 50 Hz §V(1)
Policy 17 low-level skill policies (4 for receiving serves, 13 for rallies; 11 forehand, 6 backhand) and a high-level controller selecting one of them per ball §II, Appendix
Policy Input 8 steps of ball position and velocity (6), joint positions (8), forehand/backhand one-hot (2). Spin is not in the input §II-C
Spin Spin magnitude is not estimated. A classifier chooses only whether the incoming ball is topspin or underspin. Precision 1.0, recall 0.4 on underspin serves §II-D3, §III-G
Simulator MuJoCo. Deployed without real-world fine-tuning (zero-shot sim-to-real) §II-E
Results 13 wins out of 29 matches (45%). Beginner 7/7, Intermediate 6/11, Advanced 0/5, Advanced+ 0/6 §III, Table XIV

A recall of 0.4 means six out of ten underspin serves were misread as topspin.

3. Nine limitations identified by the authors (§V)

  1. Fast balls. Due to lack of data, system latency of about 100 ms, and the reset returning to the same ready posture for every ball.
  2. High balls. When exceeding about 6 ft above the table, they leave the camera field of view. The paper notes this was rare in practice.
  3. Low balls. Collision avoidance rules protecting the racket prevented it from properly receiving balls coming close to the table, and skilled players frequently targeted this with low underspins.
  4. Short-pimpled racket. They chose a rubber that could be modeled with the simulator. Smooth rubber for advanced players is non-linear and has multiple modes, making it extremely difficult to model, as noted.
  5. Spin reading. Failure to accurately read extreme spins limited the amount of spin it could handle. It is expected that performance will improve immediately once spin recognition is enhanced.
  6. No multi-ball strategy. This is due to learning ball by ball.
  7. Motion capture instability. Occasional tracking errors impaired performance.
  8. Backhand weaker than forehand.
  9. Predictable placement. The top three improvement areas cited by referees were placement, spin reading, and backhand.

Three out of the nine limitations (1 latency, 3 low underspins, 5 spin) bundle into "when and how well spin is known." Therefore, we re-measured this problem first.

4. Simulator Experiment DM1: Decision Horizon and Spin Knowledge

Setup. From DeepMind's publicly released initial ball states (balls coming toward the robot during a rally), 200 were sampled, and trajectories rolled out using MuJoCo with DeepMind MJCF values were treated as "ground truth." Ten balls where the ball center at the impact plane (y = −1.6 m) was 5 cm lower than the table height, and four balls involving the net or double bounce, were excluded, leaving 186 balls. Cameras (120 fps or 240 fps) observe ball positions with a σ of 3 mm noise added per axis, and use observations up to the time minus the decision horizon H(perceptual delay + motion preparation time) from the impact time. The estimator matches position and velocity, and the planner determines the racket face normal and velocity. Spin is provided differently depending on the method: "Ignore spin" is 0, "True spin" is the ground truth value, "Spin error x%" is ground truth mixed with x% error, and "Trajectory fitting" matches up to spin from trajectory curvature. When there is no perceptual error, all 186 balls were returned (100% ceiling).

결정을 늦게 내릴수록 회전을 알아야 한다 시뮬레이터 안 반환 성공률(%), 공 186개, 120 fps, 잡음 씨앗 3개의 중앙값 40 60 80 100 50 100 200 300 400 결정 지평 H(ms): 인지 지연 + 동작 준비 바운드가 끝난 뒤 타격까지 남은 시간의 중앙값 284 ms 참 회전 회전 오차 15% 궤적에서 회전 적합 회전 오차 30% 회전 오차 60% 회전 무시 H 300 ms 에서 무시 48.9 · 적합 85.5 · 참 98.9
Figure: Return success rate by spin method according to decision horizon
Spin Method (120 fps) H 50 100 150 200 250 300 350 400 ms
Ignore spin 84.4 83.3 66.7 50.0 45.7 48.9 50.5 47.8
Fit spin from trajectory 100 100 100 98.4 94.6 85.5 78.5 66.7
Spin error 15% 100 100 100 100 99.5 95.7 90.9 88.2
True spin 100 100 100 100 100 98.9 97.3 96.2

5. Simulator Experiment DM2: How Much Recovery Is Achieved Just by Knowing Spin "Type"?

We separately measured the case of knowing only the spin type, similar to DeepMind's classifier. Types are divided based on DeepMind's appendix criteria (top ωx > 50, back ωx < −25 rad/s, others no spin), and 80 balls were sampled for each type. Since the data spin is weaker than that of advanced players, we also created balls with spin multiplied by 2x and 3x. Horizons are 150 ms assuming a fast arm and 300 ms assuming a slow gantry (both assumptions). "Type + Trajectory" assumes that signals outside the ball (such as opponent posture or hit sound) correctly identified the type, and uses trajectory fitting centered on the mean spin prior for that type.

회전 「종류」 힌트를 궤적 적합에 보태면 시뮬레이터 안 반환 성공률(%), 탑·백·무회전 공을 모두 합침, 씨앗 3개 중앙값 0 50 100 ×1 ×2 ×3 ×1 ×2 ×3 H 150 ms(빠른 팔 가정) H 300 ms(느린 갠트리 가정) 회전 무시 궤적 적합 종류 + 궤적 참 회전 ×1·×2·×3 은 데이터의 회전을 키운 배수. 「종류」 는 탑·백·무회전 구분만 아는 경우.
Figure: Return success rate when adding spin type hints to trajectory fitting
Spin Multiplier H Ignore spin Type mean only Trajectory fitting Type + Trajectory True spin
×1 150 ms 69 93 93 100 100
×1 300 ms 55 72 77 94 99
×2 150 ms 35 83 88 97 100
×2 300 ms 26 48 63 82 98
×3 150 ms 20 76 88 98 100
×3 300 ms 11 40 61 74 90

(This is the combined return rate (%) for topspin, backspin, and no-spin balls. Valid balls are 220 for ×1, 176 for ×2, and 122 for ×3. Increasing spin reduced counts as some balls failed to land on the robot's table side.)

6. Bonus: Rebound for the Same Contact Value Varies Depending on the Integrator (DM3)

In Section 5 of Part 2, there was a cell (1.081) where the normal restitution of an oblique bounce exceeded 1. Re-measuring 72 cells with 3 time steps, 2 integrators, 2 friction cones, and 6 incidences revealed that the only case exceeding 1 was implicitfast · 1 ms · elliptic cone · 300 rad/s backspin (1.001 at 0.5 ms, 0.984 at 0.25 ms). At the same 1 ms, RK4 was 0.838–0.951 and implicitfast was 0.961–1.081. Since the post/pre-contact ratio of total kinetic energy (translational + rotational) was less than 1 across all 72 cells (0.851–0.996), energy was not created; rather, tangential energy transferred toward the normal direction. The contact values tuned via system identification must be handled together as a single set with the integrator and time interval used at that time.

7. Direction for Improvement: Five Things We Should Do First

Order Improvement Proposal Targeted Limitation Basis in This Article
1 Spin type hint + trajectory fitting. First, identify the spin type from relative pose, hitting sound, and racket face, and use its average as a prior for trajectory fitting. 3, 5 DM2: 7–19%p
2 Two-stage decision. The slow gantry moves early, and the wrist is corrected later through observations after the bounce. 1 DM1: A cliff occurs if the horizon exceeds the time remaining after the bounce. The two-stage decision itself was not measured.
3 Spin fitting from trajectory using a 120–240 fps camera. This is a baseline obtained without a spin sensor. 5 DM1: Matches true spin up to a 150 ms horizon
4 Identification of ball physics and contact models that vary depending on spin and speed. 4, 5 DM1's "96.2% true spin", Part 2's 4.2x Magnus, DM3
5 Solve the hitting moment via optimization and use reinforcement learning only for residuals. 1, 8 Part 5's classical baseline is the starting point

Number 1 connects directly to the multi-signal recognition of ball, sound, and pose pursued by TT Lab in scoreboard recognition. Because "knowing the spin type before the ball flies" is the link that leads to robot performance, it is the direction to reproduce first.

8. What Was Open-Sourced and What Was Not

9. Limitations

10. Moving on to the Next Part

Next is placing reinforcement learning on top of Part 5's baseline to see if this article's direction #1 (spin type hint) yields an effect of the same magnitude in a trained policy(Part 7). To spoil the result, at a 100 ms latency, the hint added +10.4%p, but that gain came from the prior values of trajectory fitting rather than the training.

TT's Word. Simply knowing in advance what kind of spin the ball has allowed us to return over 10% more shots. This means that eyes and ears perceiving the opponent's pose and hitting sound can help the robot's hand!

References

All links were verified as accessible on 2026-10-18.

Sign in to like

Comments

No comments yet.

Sign in to leave a comment