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feat: single-page title menu, in-game quickbar and smooth ghosts
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title: Microduck Sandbox
emoji: 🐤
colorFrom: yellow
colorTo: gray
sdk: static
pinned: false

Microduck RL playground

Real trained RL policies for the Microduck robot, running fully in the browser: MuJoCo compiled to WebAssembly steps the physics, onnxruntime-web runs the policy network at 50 Hz. No server, no backend.

Two locomotion variants of the same robot are included: legs (walking, the default) and rollers (the wheeled skating variant). Press M (or hold D-pad up ~1 s on a gamepad) to switch; the roller model, meshes and policies are lazy-loaded on the first switch.

Policies

Mode Checkpoint What it does
Run (legs) BEST_alpha_walking.onnx Velocity-tracking locomotion (arrows / WASD to steer)
Sit BEST_alpha_sitstand.onnx Sits down on its hull, stands back up
Roll roulade.onnx Rolls over and recovers
Kick ball_kick_left.onnx / ball_kick_right.onnx Blind one-shot kick (0.5 s window, zeroed commands), left or right leg
Drive (rollers) BEST_roller.onnx Velocity-tracking skating on 4 passive wheels (higher top speed: 0.6 m/s)
Crouch (rollers) BEST_roller_crouch.onnx One-shot crouch-glide: sinks low over ~3.5 s and stands back up (phase-encoded command)

Policies and MJCF model from apirrone/microduck_runtime and apirrone/mjlab_microduck.

Controls

  • Arrows or WASD (ZQSD): forward / back + turn
  • M: switch legs <-> rollers
  • Q / E (A / E on AZERTY): kick left / right (legs only)
  • R: roll (legs) / crouch-glide (rollers)
  • B: pop / respawn a kickable ball in front of the duck
  • C: toggle the chase camera (on by default; dragging detaches it)
  • Space: reset
  • Drag to orbit, scroll to zoom
  • Colour dots: repaint the duck (it quacks)

In roller mode the legs-only actions (kicks, sit) are disabled and their hints fade out; play the ball by driving into it.

URL parameters

  • ?boot=1: skip the welcome modal and land straight on the BIOS console, which then shows the real loading progress live (honest loader) before the normal entrance plays. Boot failures (missing asset, policy fetch error...) freeze the console on a SYSTEM HALTED screen with the error detail - handy for debugging.

The ball is local-only: it lives in your tab's physics and is not shared with the multiplayer ghosts. A square arena (3 x 3 m) fences the play area so neither the ball nor the duck can wander off.

Gamepad

Plug in a controller and the same mapping as the real robot runtime applies:

  • Left stick: forward / back + turn
  • Right stick: orbit the camera (detaches the chase cam)
  • R3 (right stick click): toggle the chase cam back on
  • X: roll (legs) / crouch-glide (rollers)
  • Y: pop / respawn the ball
  • RB / LB: right / left kick (legs only)
  • D-pad down: sit / stand toggle (legs only)
  • D-pad up: hold ~1 s to switch legs <-> rollers (the real robot uses a 3 s hold)
  • Right trigger: mouth (analog) + quack

Multiplayer ghosts

Other people visiting the Space at the same time show up as translucent ducks, live. Peer-to-peer WebRTC via Trystero (serverless signaling over public Nostr relays), so it works from a static Space with no backend. Each tab broadcasts its duck's pose (trunk + 14 joints + jaw + colour + locomotion variant) at 10 Hz; up to 3 ghosts are rendered, extra peers stay connected but invisible. The camcorder-style OSD in the top-right corner shows "N ONLINE" when peers are around.

Ghost limitations in v1: a peer in roller mode renders with the roller rig only if your tab has already loaded it (otherwise it falls back to the leg rig), and ghost wheels don't spin (passive wheel joints aren't broadcast). Old clients simply ignore the new variant flag.

How it works

  • rl.js fetches the MJCF (robot_allcollisions.xml, or robot_allcollisions_rollers.xml for the roller variant), strips the visual geoms, injects a floor, arena walls, a ball and a STAND keyframe, and compiles it with the official @mujoco/mujoco WASM bindings.
  • Both variants share the exact same policy interface: 61D observation (gyro, projected gravity, 14 joint pos/vel, last action, 13D command) and 14 position-targets, matching mjlab_microduck/scripts/infer_policy.py. The roller variant adds 4 passive wheel hinges that appear in qpos (zeroed in the keyframe) but not in the observation.
  • Rendering is a three.js rig built from kinematics.json / kinematics_rollers.json + decimated STL meshes, driven directly from MuJoCo qpos (including the passive wheel spin).
  • Switching variants swaps the compiled model + data + rig + ONNX sessions wholesale; both stay resident after the first load so toggling back and forth is instant.