S14 – AI Combat Manikin

An artificial intelligence (AI)-driven combat training manikin that enables trainees to practise their techniques, either with or without a baton, against an interactive opponent. With computer vision capabilities that enables it to better understand the environment, the manikin can better predict trainees’ movements and provide real-time responses, including simulating strikes and dodging attacks.

Team members

Vitalii Kataev (EPD), Ayush Neogy (EPD), Jaikirat Kaur Narula (DAI), Swarangi Subodh Mehta (CSD), Ching Xin Wei (CSD), Kailin Chen (DAI)

Instructors:

  • Xiong Zehui

Writing Instructors:

  • Rashmi Kumar

  • Dominic Quah

PROBLEM & SOLUTION STATEMENT

Traditional combat training manikins lack adaptability and interactivity, limiting their effectiveness in preparing trainees for dynamic and high-pressure real-world scenarios

Enhance your training with a user-friendly application designed for dynamic, real-time combat practice. Trainees can engage with an intelligent, AI-powered manikin that responds to their moves — with or without a baton.

Key Features:

  • Realistic Interactions: The manikin dodges attacks and retaliates with counter attacks.

  • Computer Vision: The system understands the environment for accurate responses.

  • Predictive AI: The AI model anticipates trainee movements for lifelike training scenarios.

Train smarter. Train safer. Train with AI

OUR PRODUCT

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Simulate realistic combat interactions while ensuring user safety. The mount is made of carbon fibre reinforced PETG plastic as it is heat resistant. Furthermore, the motor holder is at a 45-degree angle to simulate a downward strike.
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The motors are mounted onto the aluminium extrusion using a 90-degree aluminium bracket to hold it in place. The drivers are also mounted to the back to minimise noise through the wires.

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Through rigours testing it was found that a sandwich of PU, EVA, and PU was the best combination for durability and sturdiness without injury when using hands to attack. A wood backing was added to allow for mounting.

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The base allows for restoration after retaliation by the manikin via two gas cylinders on either side with a spring at the rear which acts as a soft end stop. Note: The image above was taken without the manikin attached.

Popup Title
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The pulley system is powered by two motors at the rear end of the base. Both cables are tensioned allowing the manikin to stand up right. When the motors run it further spools the cable to simulate a dodge.

HARDWARE

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1. Development

Initial Concepts
Upon first receiving the problem statement, the group outlined a few requirements on the behaviour and look of the manikin: being able to dodge incoming attacks and execute attacks, and keeping a humanoid appearance to best facilitate training. This led to the exploration of using different techniques such as silicon casting, upolstering, and foam sculpting.
Iteration
After creating the first set of drawings, a second round of ideation was held to give the industry partners a few more options when it came to the look of the manikin. Although a humanoid dummy (such as BOB) was chosen at first, there were sourcing issues for obtaining this model. As such, a deconstructed and modular version of the manikin was designed.
Action Drawings
The next step in the prototyping process was designing the movement mechanics. A few different iterations of how the robot would attack and dodge can be seen on the left. These consist of fully moveable arms with boxing gloves attached to simulate a more aggressive assailant. However, after further discussion with are industry partner, there were some concerns on the safety of this design. These concerns were addressed during the CADing and material sourcing phase.
CAD
Before starting the assembly, a CAD was constructed to simulate how each component and joint would move, allowing for further finetuning and addressing any safety concerns through material testing. This also allowed a 360 view of the product before construction to minimise adjustments during assembly.
Exploration
After the initial CAD was completed, further exploration was conducted on different shapes and materials. In the selection process, we took into consideration the safety factor and failure potential of the mechanisms, as well as made sure both the team and industry partner were confident in the evidence-backed proposal.
Design Selection
Using the selection criteria from the exploration phase, we decided on this humanoid structure, that addressed our weight concerns by using pulleys and dual springs for the dodging mechanism. Further, we selected materials for the arms of the retaliation mechanism and the punch padding based on this criteria.
Final Product
All the different components were built and integrated to create our final product. Further, some final customisation in the feel and durability of the robot were conducted in order to finetune the product for speed and reliability. Lastly, this product was integrated with our software architecture to produce a working model of our AI Combat Manikin.

2. Actions

This section highlights the manikin’s ability to actively participate in training sessions—not just as a reactive target, but as an intelligent sparring partner. It features a responsive dodging system that simulates evasive maneuvers, and attack motions that challenge trainees with realistic, angled strikes. These capabilities are powered by a combination of mechanical and AI systems, creating a dynamic and immersive training experience that closely mimics real combat scenarios.

The manikin is designed to actively dodge trainee attacks in real-time. Using a system of tensioned cables, it performs swift backward dodges upon detecting an incoming strike. Gas springs then assist in smoothly returning the manikin to its original position within approximately 1 second. This reactive dodging mimics human evasive behaviour, providing a realistic sparring partner. A coil spring at the base also adds compliance, allowing the manikin to absorb force and maintain stability when struck, enhancing both durability and realism in training.

 

Beyond passive responses, the manikin can initiate attacks on the trainee. Its arms, mounted at a 45° angle, simulate angled strikes that resemble real combat scenarios. These strikes challenge the trainee’s reaction time, defensive positioning, and movement. The soft foam construction ensures safety, while still delivering a sense of impact. This active striking capability transforms the manikin from a simple dummy into a dynamic, interactive opponent for engaging solo combat drills.

SOFTWARE

1. User Interface

The below Graphical User Interface provides an interface for an easy set-up of the hardware devices and the simulation settings (Steps 1 – 3), as well as allows for a quick start-up of the training simulation (Step 4). 

2. AI Models

No Baton Mode

To train using hand-to-hand combat.

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 Using a kalman filter and smoothing function on MediaPipe’s pose estimation, the future positions and trajectory of the movements is predicted.

Baton Mode

To train using a defensive baton.

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 Using a FasterRCNN model, the baton’s position is predicted. This value is then used to predict the baton’s future positions and trajectory. 

3. Decision Making Algorithm

  Dodging

  • If predicted trajectory is intersecting with manikin hitbox area

  • % chance of activating (can be adjusted from simulation settings on GUI)

  Attacking

  • Random % chance to trigger when manikin has been idle for some seconds

PROTOTYPE EVALUATION

1
Dodge & Attack Latency
The latency between the detection of an attack and reactive dodge is less than 0.5 seconds. Similarly, an attack takes place within 0.5 seconds of the command being issued.
2
Accuracy
There is a high accuracy in prediction of incoming strikes. However, with cases of curved trajectory of strikes, there are small errors in predicting the location of impact.
3
Hardware Timeout
There is a short timeout period after each hardware action (dodge/attack) to prevent mechanism issues.
4
Harm Prevention
By using soft foam for the arms and shock-absorbent material for the padding, the manikin simulates training sessions while preventing harm to users.
5
Durability
The manikin is durable when subjected to punches and baton strikes. However, there are some durability concerns if the manikin is subjected to a frontal attack.

Acknowledgements

Team S14 (AI Interactive Manikin) would like to thank our Capstone instructors: Professor Xiong Zehui, Professor Rashmi Kumar and Professor Dominic Quah for their valuable advice and support throughout this project.

The team would also like to thank our industry partner for providing valuable guidance and feedback over the last year.

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Contact the Capstone Office :

+65 6499 4076

8 Somapah Road Singapore 487372

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8 Somapah Road Singapore 487372

8 Somapah Road Singapore
487372

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Contact the Capstone Office :

+65 6499 4076

8 Somapah Road Singapore 487372

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Log in to your existing account.