提出分层动作表示MotionPyramid,让机器人运动更结构化且可控。
MotionPyramid: Hierarchical Motion Representation and Residual Interfaces

- 用递归潜变量解码器构建从细节到整体的运动层次结构
- 粗粒度接口加速学习并提升运动规律性,细粒度接口保持精确控制
- 引入残差接口,支持多尺度动作协同控制,适合强化学习应用
我们探讨感知中从边缘到物体的层次结构是否可应用于运动。在人形机器人控制中,底层动作是即时电机指令,而有意义行为则在更长时序上组织,如接触、步态片段、平衡恢复、抓取和全身技能。本文提出MotionPyramid,一种从运动数据中学习的分层动作表示。基于运动捕捉教师模型,训练一个递归潜变量解码器堆栈:低层潜变量解码为即时全身电机指令,高层潜变量通过低层展开为时序延展的动作程序。预训练后,该层次结构冻结,作为下游强化学习策略在不同控制粒度下的动作接口复用。实验表明,所学层级形成有效运动层次:粗粒度接口通过限制探索至结构化片段,提升早期学习效率与运动规律性;细粒度接口保留反馈控制与任务精度。表征探针显示该层次支持遍历、插值、过渡与定性组合,暴露跨时间尺度的可编辑控制手柄。最后,提出残差接口,使下游策略可在冻结层次中同时维持粗粒度段级和帧级残差命令。类比深度网络中的残差连接,实现粗动作程序与精细修正共存于同一控制器。MotionPyramid证明运动可如感知一样组织为可复用的多层次表示,在不牺牲可控性的前提下提供结构化抽象。
原文摘要 · Abstract (English)
We ask whether the representational hierarchy seen in perception, from local primitives such as edges to higher level structures such as parts and objects, can be established for motion. In humanoid control, low level actions specify immediate motor commands, while meaningful behavior is organized over longer temporal scales, including contacts, gait fragments, balance recovery, reaching, and whole body skills. We introduce MotionPyramid, a hierarchical action representation that learns such structure from motion data. Starting from a motion tracking teacher, it trains a recursive stack of latent decoders: low level latents decode to immediate full body motor commands, while higher level latents unfold through lower levels into temporally extended motion programs. After pretraining, the hierarchy is frozen and reused by downstream reinforcement learning policies as a family of action interfaces at different control resolutions. Experiments show the learned levels form a motion hierarchy: coarser interfaces improve early learning and motion regularity by constraining exploration to structured segments, while finer interfaces preserve feedback control and final task precision. Representation probes show the hierarchy supports traversal, interpolation, transition, and qualitative composition, exposing editable control handles across temporal scales. Finally, we introduce Residual Interfaces, letting a downstream policy maintain coarse, segment level, and frame level residual commands through the frozen hierarchy. Analogous to residual or skip connections in deep networks, this allows coarse motion programs and fine residual corrections to coexist within one controller. MotionPyramid shows that motion, like perception, can be organized into a reusable multi level representation, providing structured abstraction without sacrificing controllability.
Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。