I Overview and Foundations
”Pure logical thinking cannot yield us any knowledge of the empirical world; all knowledge of reality starts from experience and ends in it.”
— Albert Einstein
Introduction to Physical AI
For decades, artificial intelligence (AI) operated inside computers primarily, processing digital data and generating symbolic outputs without directly altering the physical world. Recent advances extend AI beyond this digital boundary by enabling it to perceive and understand physical environments, reason about them, and act within them. This emerging capability has given rise to physical AI, which studies how artificial systems shall interact with the physical world. Yet, what exactly is physical AI? What does its technical landscape look like, and what core challenges does it entail? And, what are typical application scenarios of physical AI? This chapter addresses these questions by tracing AI’s expansion from digital to physical space, defining physical AI and its boundaries with neighboring fields, and examining its core characteristics, system architectures, and application domains.
Background: A Paradigm Expansion of AI
Digital AI and Physical AI
Artificial intelligence has developed through several complementary traditions, from symbolic reasoning and knowledge representation to statistical learning and deep neural networks. Deep learning substantially advances the ability of computational systems to extract useful representations from complex data, with major improvements in speech recognition, visual recognition, and related information-processing tasks. These achievements establish representation learning as a central methodological foundation of contemporary AI (LeCun et al., 2015).
In this chapter, Digital AI refers to capabilities that operate directly on digital representations, such as text, images, software, and structured records. This definition emphasizes the system’s operational interface over the origin of its data. For example, while an image may depict a physical scene, recognizing its contents does not require the system to actually interact with that environment. Physical AI , in contrast, applies intelligence to perceive, influence, and adapt to physical processes through direct interaction. Definition 1.1 in § 1.1.2 further clarifies this fundamental distinction.
The distinction becomes apparent when comparing the description of an action with its execution. An AI system may correctly explain how to pick up a glass while remaining unable to estimate its mass, establish a stable grasp, detect incipient slip, or adjust contact forces. Successful manipulation depends on relationships among geometry, material properties, sensing, and actuation that cannot be assessed solely through the linguistic plausibility of a response. The relevant criterion is whether the system produces the intended physical outcome under the conditions encountered.
This distinction is related to the symbol grounding problem of how symbols can acquire meaning through a system’s own capacities rather than solely through interpretation by an external observer. The formulation by Harnad (1990) identifies the limitations of defining symbols only through other symbols and motivates their connection to nonsymbolic representations. For physical AI, the corresponding engineering problem is to connect concepts such as support , contact , and stability to observations and action consequences.
Grounding should not, however, be reduced to a categorical claim that digital models possess no physical knowledge. Models trained on descriptions, images, videos, or simulated trajectories can acquire useful regularities concerning the physical world. The unresolved issue is whether these regularities support reliable intervention across changes in objects, environments, and operating conditions. Semantic competence, predictive accuracy, and physical competence are related but distinct properties.
Figure 1.1 summarizes this expansion from digital tools and simulated agents to real-world single-agent systems, multi-agent collaboration, and infrastructure-level physical AI. Across these physical deployments, the unit of analysis extends from an isolated model to the integrated system of computation, sensing, actuation, communication, and environment. This perspective has important historical precedents. Brooks (1991) demonstrates an approach to robotics in which intelligent behavior arises through direct perception-action coupling, challenging the assumption that autonomous behavior must depend on a centralized symbolic description of the world. Contemporary physical AI extends this longstanding concern with situated action by incorporating learned representations, scalable training, and predictive models.
Figure 1.1. A conceptual expansion in the scope and organization of AI interaction with the physical world, from digital tools and simulated agents to real-world single-agent systems, multi-agent collaboration, and infrastructure-level physical AI. The real-world forms shown fall within the scope of physical AI adopted in this monograph
Core Characteristics
Physical AI operates under constraints that cannot be removed by increasing model capacity alone. Three characteristics are particularly important, namely, consequential interaction under uncertainty, perception of evolving physical states, and the integration of empirical learning with physical structure.
Consequential Interaction Under Uncertainty Physical systems are only partially observable. Object properties, external disturbances, and equipment conditions may be unknown or change during execution. Actions also affect the evidence available to the system. Moving a camera changes visibility, probing a surface reveals compliance, and applying force may alter an object’s configuration. Perception and action consequently form an interdependent process.
Physical interaction can incur recovery costs and irreversible consequences. A simulated episode can often be restarted from a saved state, whereas a spilled chemical, damaged component, or contaminated sample may require substantial intervention or may be impossible to restore. The operational distinction is that physical systems generally lack an exact, inexpensive reset mechanism. Planning must therefore consider the recoverability of future states as well as the likelihood of immediate task success.
Perception of Evolving Physical States Physical AI requires observations that are temporally and spatially meaningful. Vision can describe appearance and geometry, while force, touch, proprioception, temperature, pressure, and other measurements reveal complementary aspects of interaction. A manipulation system, for example, may need to distinguish visual contact from load-bearing contact and a completed motion from a successfully transferred object.
Although sensors typically produce sampled digital measurements, the processes they measure evolve in continuous time and may include discrete events such as impact, grasp release, or equipment switching. Reliable interpretation therefore depends on sampling rates, calibration, synchronization, coordinate frames, and measurement uncertainty. A correct estimate obtained too late may be unusable for control. More generally, computation and physical dynamics must be analyzed together because execution timing can affect system behavior (Lee, 2008).
Learning Informed by Physical Structure Data provide evidence about real operating conditions, including effects that are difficult to model analytically. Physical knowledge provides structure that can restrict implausible predictions and reduce the burden of learning. Conservation relationships, symmetries, geometric constraints, and governing equations can be incorporated through model architectures, training objectives, simulation, or constrained decision procedures. Physics-informed machine learning formalizes several ways of combining observations with mathematical descriptions of physical processes (Karniadakis et al., 2021).
The appropriate balance depends on the task. Explicit models may be effective when governing relationships are sufficiently understood, whereas learned components can represent uncertain interactions or compensate for model mismatch. Physical priors are themselves conditional on assumptions and operating regimes. For example, an inaccurate friction model or an inappropriate rigid-body approximation can produce systematic errors. Physical consistency therefore requires validation within the task’s operating regime, regardless of the model family.
Together, these characteristics shift evaluation toward closed-loop performance. Relevant measures include task completion, robustness to disturbance, response time, resource consumption, and recovery from failure. Prediction accuracy remains valuable, but its practical significance depends on how prediction errors propagate through decisions and physical execution.
Why Physical AI Is Needed and Increasingly Feasible
Physical AI is motivated by tasks that require systems to act on the physical world. Flexible manufacturing requires adaptation to variations in parts and processes. Transportation and energy systems require coordinated responses to changing demand and operating conditions. Scientific experimentation requires procedures to be adjusted in response to measurements. Furthermore, extreme environments, such as deep space and the deep sea, drive the need for local autonomy, as communication constraints and physical hazards severely limit continuous human intervention.
These demands do not imply that established automation is inadequate in every setting. Carefully engineered automation remains effective where tasks and operating conditions can be specified in advance. The additional research challenge is to preserve useful performance when relevant conditions change and exhaustive preprogramming becomes impractical. Physical AI addresses this challenge by integrating interactive learning with perception, inference, prediction, and adaptation.
Several technical developments support this direction. Sensing and local computation provide the practical interfaces for observing and influencing physical processes. Simulation supplies controlled environments for training and evaluation, while methods for transfer from simulation to reality reduce dependence on collecting every training example on physical hardware. For example, Tobin et al. (2017) demonstrate that varying simulated visual conditions can support transfer of a vision model to real robotic tasks. Such results establish a useful transfer mechanism, while leaving its effectiveness dependent on the relationship between training variation and deployment conditions.
Learned physical models provide another foundation. Graph network simulators have demonstrated the ability to represent interacting particles and predict dynamics across fluids, rigid solids, and deformable materials within evaluated settings. These models illustrate how structured learning can support physical prediction beyond a single fixed configuration (Sanchez-Gonzalez et al., 2020). For autonomous action, their potential value lies in evaluating candidate interventions before execution, provided that prediction errors and operating limits are understood.
Large pretrained models also offer reusable semantic knowledge. For example, RT-2 shows that vision-language pretraining can be combined with robot demonstrations to support robotic action and improve generalization in the reported experiments (Zitkovich et al., 2023). This provides evidence that capabilities developed through digital learning can contribute to physical interaction when connected to appropriate action data and interfaces.
These developments make it increasingly feasible to combine digital capabilities, physical models, and control mechanisms to study how systems acquire transferable physical skills while maintaining measurable performance within specified operating conditions.
Physical AI: Definition and Boundaries
A Broad Definition of Physical AI
At its most general, physical AI concerns the capacity of an artificial system to interact with the physical world. This monograph uses physical AI for this artificial-system scope. The term physical intelligence is retained for general capacities, bodily mechanisms, and source-specific usage. The following definition makes the notion precise.
Definition 1.1 (Physical AI). Physical AI is the capacity of an artificial system to perceive physical environment states, maintain task-relevant representations of physical relationships and action consequences, and select and execute interventions through physical interfaces, using feedback to achieve objectives under physical, operational, and computational constraints.
Figure 1.2. Physical AI as closed-loop interaction between artificial systems and the physical world. Systems observe physical states, maintain task-relevant representations of physical relationships and action consequences, and select and execute interventions through physical interfaces. Outcome feedback guides adaptation toward objectives under physical, operational, and computational constraints
This definition identifies a functional scope rather than a particular architecture. Representations may be explicit, implicit, or distributed across several components. They need not constitute a complete internal simulator, and action selection need not depend on symbolic reasoning. What matters is whether the integrated system can use information about physical conditions to guide and revise its behavior.
Four implications clarify the definition. First, physical grounding requires observations to be connected to relevant quantities, events, or conditions in the world. Second, the system must have a path for intervention, whether through direct actuation or commands to controlled equipment. Third, feedback must inform subsequent behavior, allowing discrepancies between expected and observed outcomes to affect execution. Fourth, claims of intelligent capability should be supported by evidence of task-relevant inference, prediction, planning, or adaptation, rather than inferred merely from the presence of sensors and actuators.
These criteria define a continuum of capability. A fixed feedback regulator and a system that adapts across changing tasks may share essential control principles, yet differ substantially in the breadth of conditions they can handle. The distinction between automation and Physical AI is therefore most useful when expressed through demonstrated capabilities and operating assumptions, rather than an absolute technological boundary.
Terminological care is also necessary because physical intelligence has an established, more specific usage in mechanics and robotics. Sitti (2021) uses the term to describe functions such as sensing, actuation, memory, and computation physically encoded in an agent’s body. The broader definition of Physical AI adopted here includes such contributions while also encompassing computational and distributed systems that interact with physical processes. It should be understood as this chapter’s organizing framework, rather than a claim that the literature has converged on one definition.
Finally, key components should be distinguished from a complete system. A learned simulator, perception model, or action planner may provide an essential Physical AI capability. In isolation, however, it does not satisfy the system-level requirement for closed-loop physical intervention. This distinction allows purely digital modules to be recognized as enabling technologies without attributing autonomous physical competence to them prematurely.
Physical AI vs. Embodied AI
Embodied AI posits that artificial intelligence requires a body to house the system and drive its active sensorimotor relationship with the environment (Pfeifer and Iida, 2004). The concept of embodiment focuses on how this morphology, along with sensing and action capabilities, directly shapes environmental interactions and guides behavior. Importantly, embodiment is by no means limited to humanoid or biologically inspired designs. For physically deployed agents, research further highlights how mechanical structures and material properties can intrinsically support adaptive behavior, thereby reducing the control burden on a centralized controller (Pfeifer et al., 2007).
Nor does embodied AI necessarily require a deployed physical robot. Simulated agents are widely used to study navigation, interaction, and learning under embodied constraints (Shridhar et al., 2021). Habitat, for example, was introduced as a platform for training and evaluating virtual embodied agents in three-dimensional environments (Savva et al., 2019). Embodied AI therefore includes both simulated and physically deployed agents.
Within this chapter’s framework, physically deployed embodied AI constitutes a major realization of physical AI. Its characteristic analytical focus is the agent and its particular sensing and action capabilities. Physical AI adopts an additional system-level perspective, encompassing arrangements in which sensing, decision-making, and actuation are distributed across infrastructure. Figure 1.3 summarizes these distinctions and their overlap.
Figure 1.3. Embodied AI and physical AI within this monograph’s framework. Embodied AI emphasizes how an agent’s body shapes sensing and action. Physical AI emphasizes closed-loop intervention in real physical processes. The two overlap in physically deployed embodied systems
Consider an adaptive traffic-management system that estimates network conditions, changes signal timings, and evaluates the resulting traffic flows. Its interaction with the world is mediated by distributed detectors, communication links, and signal controllers rather than a single mobile body. Similar arrangements can be considered for factory coordination or power-system operation, provided that the system actually closes the loop between observations, decisions, and physical consequences. These are illustrative applications of the proposed definition, not claims that every traffic controller, factory scheduler, or grid-management platform possesses advanced intelligence.
Scientific equipment provides a concrete research example. Degrave and colleagues demonstrated deep reinforcement learning for magnetic control of plasma configurations in the TCV tokamak. The controller interacts with a physical process through the machine’s measurement and actuation infrastructure (Degrave et al., 2022). Under the present framework, this qualifies as Physical AI even though the system lacks the conventional form of a mobile or manipulative robot.
Such systems are not independent of physical embodiment in the broadest sense, because sensors, actuators, and material processes remain indispensable. Their distinguishing feature is that the physical interface is distributed across an installation or network. Within this monograph’s framework, embodied AI emphasizes how an agent’s body shapes sensing and action, while physical
AI emphasizes closed-loop intervention in real physical processes, including through distributed infrastructure. The two overlap in physically deployed embodied systems.
Physical AI vs. Cyber-Physical Systems and Digital Twins
Physical AI intersects closely with cyber-physical systems (CPS), but the concepts describe different aspects of a system. CPS concerns the integration of computation with physical processes, including the consequences of timing, concurrency, and interaction between software and its physical environment (Lee, 2008). Physical AI concerns the capabilities exercised through that integration, including interpreting conditions, anticipating consequences, choosing interventions, and adapting behavior.
A CPS may operate effectively through fixed control logic without possessing broad inference or adaptation capabilities. Conversely, a physically intelligent system depends on the engineering properties of its computational and physical infrastructure, including dependable sensing, timely communication, and executable control. Physical AI can therefore be understood as a capability layer within many CPS architectures. Describing it as a possible development toward greater autonomy is useful, provided that this does not imply that CPS research excludes advanced cognition or that learning automatically improves an engineered system.
Digital twins occupy a different position. They provide digital representations associated with identifiable physical counterparts, with connections that support updating and comparison between physical and digital states. The literature identifies multiple characteristics and implementation choices, making it important to specify how a proposed twin is connected to its physical counterpart (Jones et al., 2020).
Within a Physical AI architecture, a predictive digital twin can support state estimation, diagnosis, and evaluation of alternative interventions. It may help estimate how a production line would respond to a schedule change or how equipment behavior would change under another operating condition. Such uses require more than a visually accurate replica. The representation must capture the variables and dynamics relevant to the decision.
A digital twin does not necessarily select or execute actions autonomously, and a Physical AI system need not maintain a comprehensive twin. A compact learned dynamics model may be sufficient for a particular control task. Likewise, a generic world model becomes a digital twin only when it is meaningfully associated with a specific physical counterpart and maintained through an appropriate update relationship. Counterfactual predictions remain conditional on the validity of the model and its assumptions.
These distinctions establish complementary roles. CPS describes the integration of computational and physical processes. Embodied AI examines intelligence through situated sensorimotor interaction. Digital twins provide representations tied to physical counterparts. Physical AI, in the framework developed here, identifies the capacity to combine perception, physical understanding, decision-making, and feedback into effective intervention. This system-level perspective provides the basis for the architectural elements discussed in the following sections.
Core Elements of Physical AI
Definition 1.1 characterizes Physical AI as the capacity to perceive physical states, maintain task-relevant representations, and execute interventions through feedback. In practice, this capacity takes the form of a persistent closed loop. Information processing and decision-making must be translated into physical actions, and subsequent behavior must be revised according to observed outcomes. Physical AI therefore operates through a cycle of perception, modeling, prediction,
decision-making, execution, and feedback, rather than through a one-shot mapping from input to output.
As § 1.1.2 emphasizes, Physical AI is not synonymous with robotic intelligence. Whether a system exhibits it depends on its ability to close the loop between perception and action, not on its morphology. The elements discussed in this section apply equally to autonomous vehicles, industrial equipment, automated experimentation platforms, intelligent buildings, and energy infrastructures. In such systems, perception, computation, decision-making, and execution are often distributed across devices, edge nodes, cloud platforms, and physical facilities rather than concentrated within a single device.
Operating in a continuously changing and uncertain world also means that actions are constrained by dynamics, geometry, time, energy, materials, and safety requirements, and that their consequences are not always reversible, as § 1.1.1 discusses. A physically intelligent system must therefore answer not only “What should be done?” but also “Can it be done under the current conditions?”, “How can it be done safely?”, and “Does the execution produce the intended outcome?” Organized around these questions, Physical AI comprises four closely related elements, including physical state perception and estimation, physical world models, physical decision-making together with planning and control, and closed-loop feedback and multiscale adaptation. They correspond respectively to perception, representation, intervention, and feedback in the definition. The first three together constitute the physically intelligent agent, while the fourth connects the agent with the physical world into a continuously running loop. The relations among these elements, together with the data, hardware, and physical world on which they depend, are illustrated in Figure 1.4 .
Figure 1.4. Key elements of Physical AI and their relationships. Chapter labels in the diagram refer to Chapters 3 to 9
Physical State Perception and Estimation
Physical AI begins with information about the environment, task-relevant objects, and the system itself. Vision conveys identity, pose, geometry, and motion. Force and tactile sensing reveal contact, friction, and material properties (Dahiya et al., 2010), while acoustic sensing detects collisions and vibrations. Proprioception measures the system’s own configuration and load, and industrial systems add process variables such as temperature, pressure, and current. Chapter 9 treats the sensors themselves. The concern here is turning their signals into an estimate of physical state.
Measurements are incomplete, noisy, delayed, and often misaligned across modalities, so calibration, multimodal fusion, and state estimation are needed to obtain a temporally consistent state with explicit uncertainty (Kalman, 1960a; Baltrušaitis et al., 2019). Perception also supports active information acquisition. When observations are insufficient for a decision, the system can change its viewpoint, reposition sensors, or probe objects to estimate mass, stiffness, or friction, folding information acquisition into the decision loop (Bajcsy, 1988).
Physical World Models: Representation and Prediction
State estimates are organized into a world model, which describes the environment, the actions available to the system, and how physical states evolve over time (Ha and Schmidhuber, 2018; LeCun, 2022). It has two interdependent aspects. Representation captures what the model holds about the current world, and prediction anticipates what the world becomes after a given action.
Physical representations cover objects, poses, geometry, and spatial relations, together with velocities, masses, contacts, forces, material properties, affordances, and task constraints. A cup is at once a shape with a pose and an object that can be grasped, holds liquid, and spills when tilted. Representations may be explicit (maps, object lists, equations of motion, relational graphs), implicit (learned from data), or hybrid, combining physical priors with learning to retain interpretability while correcting for unmodeled effects. An effective world model is updated with each new observation and distinguishes directly observed, estimated, and unobserved states.
Prediction estimates the consequences of a particular action, covering trajectories, contact outcomes, equipment conditions, task success, and safety hazards over time scales from milliseconds to hours. Predictions may come from physical equations and simulators (Raissi et al., 2019) or from transition patterns learned from data (Sanchez-Gonzalez et al., 2020). Practical systems combine the two and revise predictions and their uncertainty online. In scenario simulation, the decision process submits candidate actions and the world model returns predicted outcomes with their uncertainty, enabling counterfactual comparison before anything is executed. This simulation runs online, unlike the physics engines and generative environments of Chapter 4, which are used offline to produce training data and test policies.
Physical Decision-Making, Planning, and Control
Physical decision-making selects actions from task objectives, the current state, predicted outcomes, and real-world constraints, usually through a hierarchy (Kaelbling and Lozano-Pérez, 2011; Sutton et al., 1999). At the top, the system sets goals and constraints and, when several physical agents share a task, allocates and coordinates subtasks among them. Foundation models for robot manipulation reason about the task and scene, decompose goals into executable steps, and produce action policies. Foundation models for whole-body motor control provide reusable feedback policies for executing movement goals and correcting deviations (Zeng et al., 2025; 2026). The levels differ mainly in time scale, from minutes or hours for task allocation to seconds for policies and milliseconds for motor commands. The boundary separating task-level reasoning and action-policy generation from motor control and feedback correction varies across systems.
Execution takes many forms, from joints and end effectors to steering and braking, instrument scheduling, or valves, pumps, and switches. An action is thus best understood as an observable intervention that changes a physical object, environment, or process. Such interventions must be feasible, safe, and timely. A logically valid plan can still fail because of collisions, actuator limits, or latency, so safety checks precede execution, and monitoring and emergency stops stay active throughout.
Closed-Loop Feedback and Multiscale Adaptation
Physical AI revises behavior according to the observed consequences of action. After each command, the system perceives again, checks whether the intended result is achieved, and updates its state estimate together with its world model and plan. When outcomes deviate from predictions, it identifies the cause and compensates, retries, replans, or terminates safely.
The loop resides in no single module but in the connections among the elements. Perception supplies the state, the world model answers action queries from the decision process, commands act on the world through actuators, and sensors return the consequences to perception Figure 1.4 . The loop thus closes through the physical world rather than inside the agent. Fast reactive control, such as tightening a grip when an object begins to slip, may bypass the world model and respond directly to the current state.
Feedback operates at three nested scales. The fastest loop connects motor control and feedback correction with the actuators and sensors, adjusting position, velocity, or force in real time. The task-level loop connects task-level reasoning and action-policy generation with the world model and revises plans as the task progresses. The slowest passes through the offline data and simulation infrastructure, where deployment data drive continual learning (Parisi et al., 2019) and form a data flywheel. In multi-agent and infrastructure-scale systems these loops may be distributed across devices that coordinate toward a common objective, and humans may join them by providing goals, demonstrations, supervision, and intervention.
Physical AI therefore lies not in producing a plausible action or plan, but in sustaining this cycle of observation, prediction, action, verification, and revision under real physical constraints, whether the system is a single robot or distributed infrastructure.
The Role of Physical AI in the Evolution of AI
Section 1.1 contrasts digital intelligence, whose objects of computation and evaluation are recorded content, with the Physical AI defined in Definition 1.1. This subsection develops three claims about what that contrast means for the trajectory of AI. Physical AI is the stage at which artificial intelligence moves from understanding and generating digital information to perceiving, predicting, and changing physical processes. It builds on digital intelligence rather than replacing it and provides one of the important paths toward artificial general intelligence (AGI).
New Capabilities Beyond Digital Intelligence The first extension concerns what the system perceives. Digital intelligence works on symbols and pixels that come from prior collection, curation, and encoding. Physical AI deals with physical states directly (Section 1.1), including the pose and velocity of objects, forces and friction at contact surfaces, pressure and temperature in fluids, and the composition and structure of materials. These states are continuous and evolve over time. They can only be partially observed through noisy sensors, and vision, touch, force, and other modalities must be fused within a common spatiotemporal frame. The object of perception thus shifts from previously recorded content to the current state of a world that keeps changing.
The second extension concerns what the system produces. Because physical systems lack an inexpensive reset (Section 1.1), a grasp, an injection, or a turn of the steering wheel changes the subsequent state of the system and often cannot be undone. Physical AI must therefore predict, before acting, how the world will evolve if a given action is taken. This prediction is interventional in nature and depends on causal relations and dynamics, not merely on statistical correlation (Schölkopf et al., 2021).
Building on Digital Intelligence These new capabilities do not make Physical AI a replacement for digital intelligence. The common-sense and domain knowledge accumulated in foundation models is the basis on which Physical AI understands and plans tasks (Ichter et al., 2023). In turn, Physical AI grounds that knowledge in measurable changes of state and tests it through real interaction. A large language model can search the literature, propose a hypothesis, and write an experimental protocol, but whether the protocol succeeds depends on accurate pipetting, stable temperature control, and correct sample handling. Only when digital reasoning is closed with physical execution can AI take part in the full process from posing a question and running an experiment to drawing a conclusion.
Section 1.1 explains that Physical AI enlarges the unit of analysis from the model to the system, and this enlargement has concrete consequences for how capability is attributed. The same policy may perform very differently on robot arms of different precision or in workshops with different lighting, and task success also depends on engineering conditions such as sensor calibration, fixture design, and safety interlocks. The shift also changes how general capability should be understood and measured, which leads to the third claim.
A Path Toward AGI Benchmarks in digital environments are prone to overfitting, and it is hard to rule out memorization caused by contamination of the training data. The physical world is open, continuous, and impossible to enumerate in advance, and whether a task has been completed is decided directly by physical outcomes. Moravec’s paradox points in the same direction, highlighting that perceptual and motor skills that humans find effortless are among the hardest for machines to acquire (Moravec, 1988). Physical AI therefore provides a demanding test of generality along four axes, including generalization to new objects and scenes as well as new task combinations, transfer across embodiments and tasks as well as from simulation to reality (Tobin et al., 2017; OpenAI et al., 2020), robustness to disturbances and sensor degradation as well as environmental drift, and long-term autonomy over days or months with little human intervention. Because mistakes in the physical world are often irreversible, evaluation cannot rest on task success rate alone. Real-time performance, sample efficiency, energy consumption, risk controllability, and recoverability after failure must be considered together, and they frequently trade off against one another. Physical AI is not the only such path, as mathematical reasoning, scientific discovery, and social interaction advance general capability from other directions, but it is the one in which capability is checked against physical reality.
Locating Physical AI on the Trajectory of AI Taking the degree of coupling between AI and the physical world as the axis, the position of Physical AI can be stated more concretely. At the loosely coupled end, AI acts as a digital tool that assists humans with design, analysis, and decision-making but leaves execution entirely to them. Next, simulated agents perceive and act in simulators or digital twins (Jones et al., 2020), where trial and error is cheap and safe but limited by the gap between simulation and reality. Physical AI proper begins when AI closes the loop in the real world. It starts with single-agent systems , such as a robot, vehicle, drone, or autonomous laboratory platform, where most current embodied intelligence research is concentrated. It then extends to multi-agent collaboration , in which groups of agents accomplish tasks that no single agent can, and finally to infrastructure-level Physical AI , in which distributed sensing, computing, and actuation resources embedded in cities, power grids, factories, and research facilities are scheduled and governed through common protocols. Section 1.5.6 returns to these three stages as the recurring physical compositions of deployed systems. In a network of autonomous laboratories spread across institutions, for example, the question is no longer only whether an experiment can be completed, but also how resources are allocated, how processes are audited, and how data ownership and reproducibility are established. These stages coexist and support one another rather than replacing each other. Digital tools and simulation continue to supply knowledge, data, and safety validation to physical systems. Physical AI thus occupies the tightly coupled end of this axis, where the value of AI is realized as a change in physical processes rather than only as the production of information. The application landscape in Section 1.5 makes this coupling concrete across industries, and Chapter 10 examines Physical AGI as a long-term research goal.
The Application Landscape of Physical AI
Physical AI connects the interpretation of physical state with decisions that change it, and its applications span individual robots, autonomous vehicles, instrument networks, factories, cities, and scientific facilities. These settings differ in scale by orders of magnitude, yet the questions that determine whether a system is useful remain largely the same, concerning what the task requires, what the environment allows, what resources are available, and which decisions may be taken without a human in the loop. Whether a particular configuration amounts to a deployable system is ultimately reflected in the cost of the valid work it produces. The subsections that follow first state the closed loop that every application instantiates, together with the four dimensions along which applications are described, namely task , environment , resources , and autonomy . They then survey four domains, from industrial operation through everyday services and public infrastructure to scientific inquiry, and finally extract the system archetypes that recur across those domains.
The Closed Loop and the Distinction from Conventional Automation
Every application of Physical AI instantiates one closed loop as shown in Figure 1.5 . Physical perception acquires signals from the environment through sensors. State understanding assembles these signals into estimates of the objects, agents, and processes present, together with the representations and world models of how they evolve. Prediction and imagination extrapolate the estimated state forward and evaluate candidate actions, whether through learned dynamics or explicit physical simulation. Decision making and planning select and sequence actions under task and process constraints. Physical action executes the selected behavior through control and actuation, and the resulting environmental feedback becomes the input to the next cycle of perception. These stages give Definition 1.1 its operational form. Section 1.3 groups them into four elements comprising physical state perception and estimation, world modeling for representation and prediction, decision-making with planning and control, and closed-loop feedback with multiscale adaptation. The loop as a whole, rather than any single stage, defines an application. A system that perceives without acting merely observes its environment, and one that acts without state understanding merely executes a prescribed motion.
Figure 1.5. (a) Shared closed loop. Physical perception — Acquire sensor signals; State understanding — Estimate state and physical relations; Prediction & imagination — Evaluate candidate action outcomes; Decision making & planning — Select and sequence interventions; Physical action — Execute control and actuation; Environmental feedback — Measure physical consequences. Every application instantiates the loop under task-specific conditions. (b) Application domains. Industrial operation: Flexible manufacturing; Warehousing & logistics; Agriculture & living resources; Energy, mining & resources. Daily services: Home & community; Rehabilitation & eldercare; Commercial & professional services. Public infrastructure: Intelligent transportation; Urban operations & utilities; Disaster response & public safety. Scientific inquiry: Autonomous laboratories; Simulation & digital twins; Human-machine collaboration; Aerospace & exploration. (c) System archetypes across domains. Physical compositions — Where sensing, actuation and computation are located: Single embodied agents — One body; Multi-agent & swarm systems — Many cooperating bodies; Environment-scale installations — Facilities and instrument networks. Cross-cutting modes — Human and virtual participation across physical compositions: Capability-augmenting tools & collaborative systems — Human decision authority with machine assistance; Virtual-real interaction systems — Coupled physical and virtual channels. (d) Assessment dimensions across domains and archetypes. Task — Objectives, requirements and valid outcomes; Environment — Variability, uncertainty and operating constraints; Resources — Sensing, actuation, computation, energy and human support; Autonomy — Delegated decisions and required human participation. The application landscape of Physical AI. All applications instantiate the same closed loop. The four domains illustrate its operation under different conditions. Five system archetypes (three physical compositions and two cross-cutting modes) and four assessment dimensions apply across domains
Conventional automation already incorporates feedback control, so the loop itself is not new (Åström and Murray, 2008). What distinguishes Physical AI is how the loop is sustained when conditions depart from those anticipated at design time, through adapting to changing conditions, interpreting unfamiliar tasks, and transferring knowledge across operations. Classical control holds a process near a setpoint under modeled disturbances. Physical AI re-estimates state, re-plans, and recovers when the task or the environment changes. The distinction is graded rather than binary. Applications occupy a spectrum from fixed procedures with local adaptation, such as an industrial manipulator re-grasping a shifted part, to open-ended task interpretation, in which a system must infer what is wanted from instruction, demonstration, or context (Ichter et al., 2023).
The position of an application on this spectrum is determined by the task rather than by the industry in which it appears. An application can be characterized along four dimensions, namely task, environment, resources, and autonomy. Resources include sensing, actuation, computation, energy, and human support. Autonomy specifies which decisions are delegated and when human participation is required (Parasuraman et al., 2000). These dimensions distinguish requirements that industry categories tend to merge. Within one factory, moving sealed containers and manipulating deformable materials impose different demands on contact control and recovery, and a laboratory may coordinate fixed instruments without a single mobile body. System composition and decision authority therefore require separate descriptions.
From Automation to Autonomous Industrial Operation
Industrial production, logistics, and agriculture involve transportation, manipulation, inspection, and process regulation. Physical AI offers value when variability makes fixed procedures costly to maintain. Parts arrive in unfamiliar configurations, crops vary in maturity, or equipment behavior changes with wear. The underlying pattern is common to these sectors. Fixed, engineered procedures are replaced by state estimation and adapted planning, while the process constraints within which the adaptation must operate remain fixed.
Flexible Manufacturing and Lights-Out Production In an adaptive production system, visual and tactile observations update estimates of object and process state, while planning and control adjust operations within process constraints (Lee et al., 2015; Monostori et al., 2016). Variability enters as small batches, frequent product changeovers, and parts presented in unfixtured configurations, and the value is realized when changeover no longer requires re-engineering (Van Brussel et al., 1998). The benefit is measured by product quality, changeover time, resource consumption, and the effort of setting up a new task, while task variability and the resources required for changeover are the binding constraints. The limit of this development is the lights-out factory , in which no standing human presence remains on the floor. Lights-out operation does not eliminate human work. It moves that work to exception handling, supervision, and maintenance, and the cost of these activities becomes a primary economic variable rather than an overhead (Bainbridge, 1983).
Warehousing, Logistics, and Supply-Chain Orchestration Warehouses and distribution networks concentrate transportation and manipulation at high repetition rates, including automated storage and retrieval, mobile-robot fleets, sortation, palletizing and depalletizing, and parcel handling (Wurman et al., 2008). The distinguishing problem is not the execution of any single motion but orchestration , which involves allocating physical work across many machines as demand fluctuates, replanning after disruption, and keeping physical flows consistent with the inventory records and delivery commitments carried by information systems (Gerkey and Matarić, 2004). Local motion competence and network-level coordination are separate achievements. An operation can automate the former while the latter remains manual, and the gap between the two is closed in practice either by consistent state estimates or by buffer stock.
Agriculture, Forestry, Fishery, and Animal Husbandry Agricultural settings concentrate the constraints of Physical AI, including biological variability, unstructured outdoor terrain, weather-dependent timing, and long deployment cycles. Operations under development span the production sequence, including inspection and patrol, seeding and planting, mechanical weeding, fertilization, plant protection, harvesting, and grading and sorting of produce (Bac et al., 2014), together with livestock monitoring and aquaculture operations (Berckmans, 2017; Forel et al., 2018). Value appears in two forms, namely precision, in which seed, chemical, and water inputs are reduced by acting at the resolution of individual plants or animals, and timeliness, in which operations are performed within short agronomic windows. The acceptance criteria are correspondingly biological and seasonal rather than volumetric, such as fruit harvested without bruising at the correct maturity, weeding achieved with a specified reduction in chemical use, or illness detected early enough for intervention.
Energy, Mining, and Resource Systems Energy and mineral systems are high-risk and large-scale, including generation equipment, transmission corridors, pipelines, refineries, and open-pit and underground mines. Applications combine inspection of assets (such as turbine blades, transmission lines, and pipe corridors) (Nguyen et al., 2018), autonomous haulage and drilling (Wang and Huang, 2017; Marshall et al., 2008), and process regulation distributed across many devices. Equipment behavior changes with wear, which motivates continuously updated estimates of degradation in place of fixed maintenance schedules (Jardine et al., 2006). Limited access and the high consequence of failure shift the economics toward predictive operation and remote supervision. In these systems, safety cases rather than throughput determine which functions may be automated, and the allocation of authority between site automation and remote operation centers is itself a design decision.
Daily Services: From Dedicated Equipment to Embodied Companions
Service applications place Physical AI in environments that are built for people rather than for machines. At one end are dedicated devices (single-purpose appliances that perform one task under human setup), and at the other are personalized embodied companions intended to share unstructured space with untrained users. Consumer-grade embodied products, from desktop companions to inexpensive legged and humanoid platforms, make this trajectory visible at retail prices, although the distance between demonstrations of interactive behavior and dependable household service remains substantial (Srinivasa et al., 2012).
Human participation is an explicit design variable in these applications. Supervision, shared control, and selective delegation assign different responsibilities to users, operators, and machines. In human-facing services, decision authority and timely assistance matter alongside completion rates, so evaluation includes service quality, accessibility, and the burden placed on users and caregivers (Hoffman, 2019; Nikolaidis et al., 2016).
Home and Community Services A household assistant must accommodate changing layouts and object locations, because neither residents nor their belongings remain arranged to suit a stored map (Wisspeintner et al., 2009). Cleaning, tidying, laundry, and meal preparation combine manipulation with continual re-estimation of where things are and what state they are in. Community services extend the same capabilities into semi-public space, including delivery to doors and lockers, patrol and monitoring, and check-ins on residents who live alone. In these settings, acceptance is determined not by peak capability but by the frequency and manner in which the system requests help. If a robot completes 90% of its tasks unaided but leaves the remaining 10% unfinished in mid-task, it shifts the burden to its users rather than removing it (Forlizzi and DiSalvo, 2006).
Medical Rehabilitation and Eldercare A rehabilitation system must respect clinically established limits on force, range, and intensity while still challenging the patient enough for therapeutic effect. Applications include shared-control therapy devices that adjust assistance to measured performance, hospital logistics and delivery, continuous monitoring of activity, and assistance with activities of daily living (Kyrarini et al., 2021). Clinical deployment adds requirements that are foreign to industrial settings. Interventions must demonstrate safety and efficacy under the conventions of clinical study (Lo et al., 2010; Esquenazi et al., 2012), responsibility for decisions must be traceable to accountable parties, and eldercare in particular must weigh privacy and dignity alongside capability (Broadbent et al., 2009). In this domain, Physical AI cannot be separated from its regulatory and evidentiary context.
Commercial and Professional Services Retail, hospitality, professional cleaning, and food preparation occupy a middle ground, with spaces more structured than homes, because they are designed around service processes, yet occupied by the public and by staff whose cooperation cannot be assumed. Tasks include shelf monitoring and restocking, floor care, reception and guidance, and food handling to hygienic standards. Interaction with customers and employees is part of the task itself rather than a distraction from it, which places interface design and predictable, legible behavior on the critical path alongside manipulation competence. The economics are those of semi-structured spaces. Repetition is higher than in domestic service, while the tolerance for bespoke installation is lower than in industry.
Public Infrastructure: From Single-Vehicle Autonomy to City-Scale Coordination
Transportation, energy networks, and public infrastructure extend the concerns of the preceding sections across larger spatial and temporal scales. The unit of analysis shifts from one machine to populations of devices whose local actions must combine into system-level outcomes.
Intelligent Transportation Vehicles and drones combine local perception and control with routing and coordination (Yurtsever et al., 2020; Murray and Chu, 2015). For road vehicles, the difficult problems are increasingly systemic rather than vehicular, including mixed traffic in which autonomous and human drivers share conventions, fleet scheduling together with charging and cleaning for shared robotaxi operation, and the interfaces between vehicle autonomy and traffic management (Stern et al., 2018; Varaiya, 2013). For low-altitude aircraft, coordination is the founding problem. Airspace organization, geofencing, and conflict resolution for large numbers of small vehicles must exist before individual autonomy is useful at scale (Prevot et al., 2016). In both cases, the binding constraint is the coordination of many local planners toward network-level service quality.
Urban Operations and Public Facilities Buildings, power systems, and water networks distribute sensing and actuation across many devices with no mobile body at all, an arrangement treated as a distinct system archetype in § 1.1.5.6 . Model predictive control of building climate, demand response across a power network, and leakage detection in a water distribution network illustrate the range (Afram and Janabi-Sharifi, 2014; Siano, 2014; Chan et al., 2018). Communication capacity and consistent state estimates constrain coordination between local actions and system-wide outcomes. Value is measured by the reliability and continuity of service, energy and resource efficiency, and responsiveness to faults, observed over the scales of cities and seasons, which places a premium on sustained and validated operation rather than on peak performance.
Disaster Response and Public Safety Extreme environments impose additional restrictions. Disaster response combines difficult access, limited energy, and delayed or unavailable human intervention, making recovery mechanisms and bounded local autonomy particularly important. Search and rescue in collapsed structures, firefighting and hazardous-material intervention, and post-disaster inspection all require systems that decide and recover locally within a pre-authorized envelope and degrade safely when communication fails (Murphy, 2014; Delmerico et al., 2019; Tranzatto et al., 2022). Public-safety applications sharpen the question of authority more than any other setting in this chapter. The conditions under which a machine may act, and the parties who are answerable for its actions, must be specified before capability is deployed rather than after.
Scientific Inquiry: From Automated Instruments to Autonomous Laboratories
Scientific applications use physical action to acquire evidence and guide inquiry. An autonomous laboratory selects experiments, operates instruments, measures outcomes, and revises subsequent choices (King et al., 2009; Burger et al., 2020; MacLeod et al., 2020; Dai et al., 2024). Scientific value depends on measurement validity, sample traceability, and reproducible interpretation, alongside experimental throughput.
Automated and Self-Driven Laboratories The A-Lab illustrates this organization within a defined inorganic-materials synthesis workflow, integrating robotic operations, computational information, automated characterization, and active learning (Szymanski et al., 2023). Its subsequent correction underscores the need to validate material identification and novelty claims separately from successful workflow execution (Szymanski et al., 2026). Workflow autonomy (the reliable execution of planned operations) and epistemic autonomy (the production of claims that survive scrutiny) are different achievements, and evaluations in this field tend to measure the former while the value lies chiefly in the latter. Self-driven laboratory programs accordingly treat the validity chain from sample to published claim as part of the system to be engineered.
Physical Simulation and Digital Twins In scientific inquiry, simulation and digital twins, which § 1.1.2.3 distinguishes from generic world models, serve as instruments for experiment design, parameter estimation, and controlled testing. Validation takes two forms. For policy training, it concerns whether simulated variation supports performance in reality. For an operational digital twin, it concerns the accuracy, timeliness, and uncertainty of the estimates used in decisions. The two uses impose different obligations. A training environment must cover the variations a policy will meet, while an operational twin must declare how far ahead, and with what confidence, its estimates may be trusted.
Human-Machine Collaborative Scientific Cognition Autonomous laboratories change the division of cognitive labor in science rather than removing the scientist. In deployed systems, objective setting, prioritization among hypotheses, and the acceptance of evidence remain human responsibilities, while machines contribute breadth of search, uniformity of execution, and complete procedural memory. The interpretability of proposed experiments conditions trust. A suggestion whose rationale can be examined can also be disputed, and such dispute is one of the mechanisms by which science corrects itself. The productive design question, familiar from § 1.1.5.1 , is which parts of inquiry to delegate. Within a research program, the answer to this question is itself something to be established experimentally.
Aerospace and Space Exploration Space exploration combines scientific objectives with the most constrained communication, energy, and mass budgets in this chapter. Planetary rovers schedule a sol of activity within command latency (Jet Propulsion Laboratory, 2021), on-orbit systems service and assemble spacecraft, and in-situ instruments analyze samples that cannot be returned. Underwater operations share the pattern of difficult access, limited energy, and delayed or absent intervention (Wynn et al., 2014). Both settings inherit bounded local autonomy as their organizing principle of deciding locally within a pre-authorized envelope, recording faithfully, and deferring the remainder to later analysis. This is the same principle identified for disaster response in § 1.1.5.4 , applied where the return of data is slower still.
System Archetypes across Industries
Beneath the domain labels above, deployed systems assume a small number of recurring physical compositions, together with two modes that cut across them. Three compositions locate sensing and actuation together with computation in one body, in many bodies, or in the facility itself, while the two modes place either a human operator or a simulated world inside the loop. These compositions retrace the progression from single-agent systems through multi-agent collaboration to infrastructure-level Physical AI described in § 1.1.4 . Taken together, the five archetypes span the domains surveyed above, each of which can be read through the four dimensions of § 1.1.5.1 . Figure 1.5 shows both views together.
Single Embodied Agents The first composition concentrates sensing, actuation, computation, and energy in a single mobile body, as in the household assistant (Fu et al., 2025), the inspection quadruped (Miki et al., 2022), the planetary rover, the delivery drone (Loquercio et al., 2021). Its defining property is that resources and autonomy are co-located and bounded by one morphology, which in turn fixes the reachable task set. Most public attention attaches to this archetype, although the surveys above show it to be one composition among three.
Multi-Agent and Swarm Systems The second composition distributes work across many cooperating bodies, as in warehouse fleets, agricultural machine teams, drone formations, cooperative transport (Dorigo et al., 2021). Capability emerges from task allocation, communication, and consensus rather than from any single member, and the fleet thereby acquires properties that its individual members lack, such as tolerance of the failure of one member (Werfel et al., 2014; Tolstaya et al., 2020; Zhu et al., 2024). Assessment correspondingly shifts to fleet-level quantities such as throughput, availability, and the reliability of the coordination mechanism itself.
Environment-Scale Installations The third composition embeds sensing and actuation in the facility itself, as in automated warehouses, lights-out factories, autonomous laboratories (Gao et al., 2025), intelligent buildings, instrumented grids. No mobile body need exist. The laboratory described in § 1.1.5.1 , which coordinates fixed instruments without any mobile body, belongs to this composition. Engineering attention shifts from the agility of a body to the interfaces of a facility, including how materials, information, and people enter and leave, and the system boundary becomes an explicit design decision rather than the surface of a robot.
Capability-Augmenting Tools and Collaborative Systems The first of the two cross-cutting modes extends a single person’s capabilities through intelligent hand tools, exoskeletons, augmented-reality task guidance, and collaborative robot cells (de Looze et al., 2016; Matheson et al., 2019). The human retains decision making, while Physical AI supplies perception, guidance, and force at the point of work. Autonomy is deliberately low, and integration with the human is the design center rather than a constraint. Because responsibility remains with the operator, this archetype provides the economic baseline against which more autonomous alternatives are judged (International Organization for Standardization, 2025).
Virtual-Real Interaction Systems The other cross-cutting mode spans physical and simulated environments through sim-to-real policy training (Tobin et al., 2017), operational digital twins, teleoperation with haptic and mixed-reality interfaces (Hokayem and Spong, 2006), and hardware-in-the-loop test benches. The virtual channel may support development, remain part of operation, or serve both roles. Action may originate from a human operator, a learned policy, or a simulator, and its physical effect depends on how the resulting command is executed. The validation questions of § 1.1.5.5 , concerning whether simulated variation covers reality and how far estimates may be trusted, thereby become structural properties of the system rather than external checks.
The archetypes compose rather than compete with one another. An autonomous laboratory, for example, is an environment-scale installation that contains single agents, is trained through virtual-real interaction, is maintained by humans with augmenting tools, and is coordinated as a multi-agent system when replicated across sites. The physical composition fixes much of the resource profile of an application before any algorithm is selected, and the two modes then determine where authority resides and how much of the loop runs in simulation. For this reason, the four dimensions of § 1.1.5.1 are best assessed per archetype rather than per industry.
Summary and Organization of the Monograph
This chapter introduces Physical AI as a system-level capacity to perceive physical states, maintain task-relevant representations of physical relationships and action consequences, and select and execute interventions through feedback under physical, operational, and computational constraints. It contrasts this capacity with digital intelligence, makes the contrast precise in Definition 1.1, and marks its boundaries against embodied AI, cyber-physical systems, and digital twins. It then decomposes the capacity into four interdependent elements (§ 1.1.3 ), locates it on the axis of coupling between AI and the physical world (§ 1.1.4 ), and shows how deployed applications instantiate one closed loop under four assessment dimensions, across three physical compositions and two cross-cutting modes (§ 1.1.5 ). A single criterion runs through these perspectives. What a system can do is determined less by any individual model than by the integrated loop of perception, prediction, decision, action, and feedback, and by the physical and operational conditions under which the loop is sustained.
The remainder of this monograph develops that loop. Chapter 2 assembles the technical foundations shared by all four elements, including mathematical descriptions of the physical world, control theory and autonomous systems, embodied cognition, and learning and reasoning. The chapters that follow then take up the elements in order. Chapter 3 covers perception and state estimation. Chapters 4 and 5 cover physical data, simulation environments, and world models as resources that support prediction. Chapters 6 and 7 cover the foundation models and motor-control systems that realize decision-making and execution. Chapter 8 develops the definition, organization, task execution, and coordination of physical agents. Chapter 9 covers the hardware and systems that must sustain the loop reliably over long-term operation. The final chapters return to the questions left open here concerning how far the path toward general Physical AI extends (Chapter 10), how capabilities are evaluated and governed (Chapter 11), and what development strategies and longer-term outlook follow from them (Chapter 12).
The definitions and distinctions established in this chapter provide the vocabulary for all that follows. Whether a system amounts to Physical AI, where it sits between fixed automation and open-ended autonomy, and how much of the loop runs in simulation or under human authority are judged not by stated architecture but by demonstrated capability under specified conditions.
Technical Foundations
Building on the framework introduced in Chapter 1, this chapter first establishes foundations of Physical AI, including the mathematical modeling, control theory, cognitive AI, and usage of machine learning. These four points are organized around the closed physical interaction loop: observations inform state estimates, models and goals guide action, physical contact generates feedback, and learning updates behavior. Particularly, Section 2.1 introduces mathematical descriptions of geometry, dynamics, state, and uncertainty, which provide a shared language for later discussion. Section 2.2 explains how the core feedback control is used to build a robust and safe embodied system. On top of the control theory, Section 2.3 examines how to enable embodiment with perception, skill, and physical grounding of language and multimodal representations. Finally, Section 2.4 moves towards the modern machine learning-based methods. This closed-loop formulation provides the shared theoretical backbone for the perception, modeling, control, hardware, and safety chapters that follow.
Mathematical Descriptions of the Physical World
Physical AI requires an internal representation of the physical world that enables an agent to perceive, predict, and interact with its environment. Unlike purely symbolic systems, embodied agents must reason about continuous geometry, physical dynamics, uncertainty, and interaction constraints. Mathematical descriptions provide the foundation for this process by defining how physical entities are represented, how their states evolve over time, and how observations relate to underlying physical reality.
Classical robotics has developed rigorous mathematical formulations for geometry, motion, and dynamics, while modern embodied intelligence extends these concepts toward learned representations of complex environments. Together, geometric representations, physical dynamics, and predictive state descriptions form the foundation for physical world modeling.
Geometry and Spatial Representation
Euclidean Space and Rigid-Body Transformations The physical world is naturally described in three-dimensional (3D) Euclidean space. The position of an object can be represented as a point x p o s ∈ R 3 \mathbf{x}_{\mathrm{pos}} \in\mathbb{R}^{3} x pos ∈ R 3 , while the complete pose of an object requires both translation and rotation.
A rigid transformation is represented as
x p o s ′ = R x p o s + t , (1) \mathbf{x}'_{\mathrm{pos}} = \mathbf{R}\mathbf{x}_{\mathrm{pos}} + \mathbf{t}, \tag*{(1)} x pos ′ = R x pos + t , (1)
where R ∈ S O ( 3 ) \mathbf{R} \in\mathrm{SO}(3) R ∈ SO ( 3 ) is a rotation matrix in the special orthogonal group in three dimensions and t ∈ R 3 \mathbf{t} \in\mathbb{R}^{3} t ∈ R 3 represents translation. The rotation matrix satisfies
R T R = I , det ( R ) = 1. (2) \mathbf{R}^{\mathsf{T}}\mathbf{R} = \mathbf{I}, \quad\det(\mathbf{R}) = 1. \tag*{(2)} R T R = I , det ( R ) = 1. (2)
Although rotation matrices provide an intuitive geometric interpretation, they contain redundant parameters. Unit quaternions provide a compact representation of orientation and avoid singularities associated with Euler angles.
For robotics and embodied systems, rigid transformations in the special Euclidean group S E ( 3 ) \mathrm{SE}(3) SE ( 3 ) are commonly represented as
T = [ R t 0 T 1 ] . (3) \mathbf{T} =
\begin{bmatrix}
\mathbf{R} & \mathbf{t} \\
\mathbf{0}^{\mathsf{T}} & 1
\end{bmatrix}. \tag*{(3)} T = [ R 0 T t 1 ] . (3)
The corresponding Lie algebra s e ( 3 ) \mathfrak{se}(3) se ( 3 ) provides a local representation of transformations and is widely used in state estimation, simultaneous localization and mapping (SLAM), and motion optimization (Solà, 2017; Forster et al., 2017).
Explicit Geometric Representations A physical environment can be represented using explicit geometric structures that directly describe spatial entities. Point clouds represent surfaces through discrete sample sets of the form
P c l o u d = { p 1 , p 2 , … , p N p o i n t } , p i ∈ R 3 . (4) \mathcal{P}_{\mathrm{cloud}} = \{\mathbf{p}_1,\mathbf{p}_2,\ldots,\mathbf{p}_{N_{\mathrm{point}}}\}, \qquad\mathbf{p}_i \in\mathbb{R}^{3}. \tag*{(4)} P cloud = { p 1 , p 2 , … , p N point } , p i ∈ R 3 . (4)
Point clouds preserve metric geometry and naturally arise from sensors such as light detection and ranging (LiDAR) devices and depth cameras. They are widely used for localization, mapping, manipulation, and 3D scene understanding.
Mesh representations describe surfaces using vertices, edges, and faces. Compared with point clouds, meshes explicitly encode surface connectivity and are therefore important for simulation, collision detection, and physical interaction.
Implicit Representations of Physical Environments Instead of explicitly storing geometric elements, implicit representations describe the environment through continuous functions.
A signed distance function (SDF) represents geometry as the zero-level set of a continuous function:
S s u r f = { x p o s ∣ f ( x p o s ) = 0 } . (5) \mathcal{S}_{\mathrm{surf}} = \{\mathbf{x}_{\mathrm{pos}} \mid f(\mathbf{x}_{\mathrm{pos}}) = 0\}. \tag*{(5)} S surf = { x pos ∣ f ( x pos ) = 0 } . (5)
SDFs provide useful geometric properties such as surface distance and occupancy, making them suitable for collision checking, motion planning, and reconstruction.
Neural implicit representations extend this idea by parameterizing continuous scene functions with neural networks. Neural radiance fields (NeRFs) represent a scene through a continuous mapping from spatial coordinates and viewing directions to density and appearance as
( σ r a d , c r g b ) = F θ N e R F ( x p o s , d ) , (6) (\sigma_{\mathrm{rad}}, \mathbf{c}_{\mathrm{rgb}}) = F_{\theta}^{\mathrm{NeRF}}(\mathbf{x}_{\mathrm{pos}}, \mathbf{d}), \tag*{(6)} ( σ rad , c rgb ) = F θ NeRF ( x pos , d ) , (6)
where σ r a d \sigma_{\mathrm{rad}} σ rad represents density and c r g b \mathbf{c}_{\mathrm{rgb}} c rgb represents color. Such representations enable high-quality reconstruction and novel-view synthesis, providing a foundation for simulation-ready environments (Mildenhall et al., 2020).
Topology and Connectivity Geometric representations describe where objects exist, but embodied agents must additionally understand how spaces and objects are connected. Topological representations abstract environments into nodes and edges, where nodes represent meaningful states or locations and edges represent feasible transitions.
For navigation, topology captures reachability and connectivity of environments. For manipulation, object topology describes structural relationships among parts and possible interaction paths. Combining geometry and topology allows agents to reason not only about spatial configuration but also about possible actions.
Physical Dynamics and Interaction Modeling
Kinematics Kinematics describes how the configuration of a physical system changes without considering the forces causing the motion. For articulated robots, forward kinematics describes the relationship between joint space and task space as
T = f ( q ) , (7) \mathbf{T} = f(\mathbf{q}), \tag*{(7)} T = f ( q ) , (7)
where q \mathbf{q} q represents joint variables and T ∈ S E ( 3 ) \mathbf{T} \in\mathrm{SE}(3) T ∈ SE ( 3 ) represents the end-effector pose.
The inverse kinematics problem estimates joint configurations required to achieve a desired pose:
q ∈ f − 1 ( { T } ) , (8) \mathbf{q} \in f^{-1}(\{\mathbf{T}\}), \tag*{(8)} q ∈ f − 1 ({ T }) , (8)
where f − 1 ( { T } ) f^{-1}(\{\mathbf{T}\}) f − 1 ({ T }) denotes the set of joint configurations that reach the desired pose.
Inverse kinematics is fundamental for manipulation, locomotion, and motion planning, but can be challenging due to redundancy, constraints, and multiple feasible solutions (Khalil and Dombre, 2004).
Dynamics and Equations of Motion Dynamics describes how physical states evolve under forces and control inputs. For articulated systems, robot dynamics can be expressed as
M ( q ) q ¨ + C ( q , q ˙ ) q ˙ + g ( q ) = τ + J ( q ) ⊤ w e x t , (9) \mathbf{M}(\mathbf{q})\ddot{\mathbf{q}}+\mathbf{C}(\mathbf{q},\dot{\mathbf{q}})\dot{\mathbf{q}}+\mathbf{g}(\mathbf{q})=\boldsymbol{\tau}+\mathbf{J}(\mathbf{q})^{\top}\mathbf{w}_{\mathrm{ext}}, \tag*{(9)} M ( q ) q ¨ + C ( q , q ˙ ) q ˙ + g ( q ) = τ + J ( q ) ⊤ w ext , (9)
where M \mathbf{M} M represents inertia, C \mathbf{C} C represents velocity-dependent effects, g \mathbf{g} g represents gravity, and τ \boldsymbol{\tau} τ represents actuator torque. The external wrench w e x t ∈ R 6 \mathbf{w}_{\mathrm{ext}} \in\mathbb{R}^{6} w ext ∈ R 6 stacks force and moment. The geometric Jacobian J ( q ) ∈ R 6 × n \mathbf{J}(\mathbf{q}) \in\mathbb{R}^{6 \times n} J ( q ) ∈ R 6 × n maps the n n n joint rates to linear and angular velocity at the wrench reference point, expressed in the same coordinate frame.
The Newton-Euler formulation provides an efficient recursive computation of rigid-body dynamics, while the Lagrangian formulation derives motion equations from energy functions:
L m e c h ( q , q ˙ ) = E k i n ( q , q ˙ ) − E p o t ( q ) . (10) L_{\mathrm{mech}}(\mathbf{q},\dot{\mathbf{q}})=E_{\mathrm{kin}}(\mathbf{q},\dot{\mathbf{q}})-E_{\mathrm{pot}}(\mathbf{q}). \tag*{(10)} L mech ( q , q ˙ ) = E kin ( q , q ˙ ) − E pot ( q ) . (10)
These formulations provide the mathematical basis for simulation, control, and physical reasoning (Featherstone, 2008).
Contact Mechanics and Interaction Physical AI requires reasoning about interaction between objects. Unlike free-space motion, contact introduces constraints involving collision, friction, and force transmission.
The Coulomb friction model relates tangential and normal forces through
∥ f t ∥ ≤ μ ∥ f n ∥ , (11) \lVert\mathbf{f}_{t}\rVert\leq\mu\lVert\mathbf{f}_{n}\rVert, \tag*{(11)} ∥ f t ∥ ≤ μ ∥ f n ∥ , (11)
where μ \mu μ denotes the friction coefficient.
Contact dynamics are often formulated as constrained optimization problems involving non-penetration constraints and friction cones. Accurate contact modeling is essential for grasping, manipulation, locomotion, and tool use (Posa et al., 2014; Stewart and Trinkle, 1996).
State Representation and Predictive Modeling
State-Space Representation A physical system is commonly described through a state variable x t \mathbf{x}_{t} x t that summarizes the information necessary to predict future evolution. The state transition process can be represented as
x t + 1 = F ( x t , u t ) + w t , (12) \mathbf{x}_{t+1}=F(\mathbf{x}_{t},\mathbf{u}_{t})+\mathbf{w}_{t}, \tag*{(12)} x t + 1 = F ( x t , u t ) + w t , (12)
where u t \mathbf{u}_{t} u t represents actions and w t \mathbf{w}_{t} w t represents disturbances.
The observation process connects physical states with sensory measurements through
y t = h o b s ( x t ) + ϵ t . (13) \mathbf{y}_{t}=h_{\mathrm{obs}}(\mathbf{x}_{t})+\boldsymbol{\epsilon}_{t}. \tag*{(13)} y t = h obs ( x t ) + ϵ t . (13)
This formulation provides the mathematical foundation for perception, estimation, planning, and control.
Latent States and Compact Physical Representations In realistic environments, the complete physical state is rarely directly observable. Sensors provide incomplete and noisy measurements, while variables such as object properties, hidden geometry, and contact states may remain unknown.
Therefore, modern Physical AI systems often learn latent state representations of the form
z t = f θ ( o t ) , (14) \mathbf{z}_{t}=f_{\theta}(\mathbf{o}_{t}), \tag*{(14)} z t = f θ ( o t ) , (14)
where o t \mathbf{o}_{t} o t represents observations and z t \mathbf{z}_{t} z t represents a compact latent description of the environment.
A useful latent representation should preserve task-relevant physical information while discarding irrelevant variations. Such representations provide the foundation for predictive learning and world models discussed in § 2.1.3 and Chapter § 4.3 .
Uncertainty and Predictive Representations Physical environments are inherently uncertain due to incomplete observations, stochastic dynamics, and unknown parameters. Therefore, physical state representations should incorporate uncertainty:
p ( x t ∣ y 1 : t ) (15) p(x_t \mid y_{1:t}) \tag*{(15)} p ( x t ∣ y 1 : t ) (15)
rather than assuming exact knowledge of the state.
Probabilistic state estimation methods, including Kalman filtering and Bayesian inference, provide classical solutions for uncertainty estimation. Modern learning-based approaches extend these ideas by learning predictive representations directly from large-scale sensory experience.
These mathematical descriptions provide the bridge between explicit physical models and learned world models. Classical representations define the structure of the physical world, while learned representations enable scalable prediction and reasoning in complex environments.
Control Theory and Autonomous Systems
The mathematical descriptions in the previous section provide models of the physical world, and control theory in this section explains how an embodied agent can use measurements and actions to regulate its interaction with that world. Embodied intelligence requires continuous exchange of energy and information with the physical world. A robot must therefore not only infer an appropriate action but also realize it through actuators subject to finite torque, uncertain contact, delayed sensing, and disturbances that cannot be enumerated in advance. Control theory provides the formal language for this interaction. It asks how measurements should modify action, how models may be used without being trusted unconditionally, and under what conditions the resulting closed loop remains stable, accurate, and safe.
This section examines closed-loop autonomous operation, in which sensing, planning, and control repeatedly respond to the consequences of action. Motor-current and joint controllers react within microseconds to milliseconds. Whole-body controllers coordinate forces over tens of milliseconds, and task planners and behavior executives operate over seconds or minutes. Learning systems may update models over an entire deployment. Although these layers differ in representation and method, each compares an intended condition with an observed one and acts on the discrepancy. Feedback therefore connects classical control, optimization, planning, and learning-based autonomy rather than belonging to any one of them. The following subsections introduce feedback, control methods, and hierarchical autonomy. They also analyze stability, robustness, adaptation, and safety.
Foundations of Cybernetics: Feedback and Steady State
A feedback control system uses measurements of a physical system’s behavior to adjust its control inputs toward a desired target, which forms a feedback loop of measurement and correction. This section first introduces this feedback loop, and then discusses its transient and steady-state behavior, to assess how effectively a system approaches and maintains that target.
Negative Feedback Principle Wiener (1948) introduces cybernetics as a framework for studying control and communication in systems whose actions affect the conditions they subsequently observe. In this framework, a plant receives a control input u ( t ) u(t) u ( t ) , evolves under its own dynamics and external disturbances, and produces an output y ( t ) y(t) y ( t ) . For output tracking, a controller compares the measured output with a reference r ( t ) r(t) r ( t ) and uses the tracking error to determine the next control command. The error, and the control input in the simplest case of proportional control with gain K P K_{\mathrm{P}} K P , are defined as
e t r a c k ( t ) = r ( t ) − y ( t ) , u ( t ) = K P e t r a c k ( t ) , (16) e_{\mathrm{track}}(t) = r(t) - y(t), \qquad u(t) = K_{\mathrm{P}}e_{\mathrm{track}}(t), \tag*{(16)} e track ( t ) = r ( t ) − y ( t ) , u ( t ) = K P e track ( t ) , (16)
where the proportional law is the simplest instance of feedback. Integral and derivative action extend this relation in the proportional-integral-derivative controller introduced below.
Controllers may also use an estimate of the underlying state when the relevant variables are not directly measured. The loop is called negative feedback when the controller acts so as to reduce the measured deviation, as when a thermostat increases heating below its set point or a balancing vehicle generates torque opposing body tilt. Feedback is most valuable when the model is incomplete. If an actuator delivers less torque than commanded, or a manipulator grasps an object of unknown mass, a precomputed input cannot detect the resulting error. Feedback uses observations of the changed motion to compensate within the limits of sensing, actuation, and closed-loop bandwidth. Feedback thereby converts certain forms of uncertainty into observable error and permits repeatable behavior from imperfect components.
Negative feedback is not synonymous with stability. A correction whose sign is appropriate at low frequency may destabilize the loop once sensing, computation, or actuation introduces sufficient delay. Excessive gain has the same effect, and strong reaction to high-frequency measurement noise may excite unmodeled flexible modes. Feedback design must therefore shape the magnitude and phase of the loop response, not merely reverse the sign of the error (Åström and Murray (2008)). The signals entering the loop must also be distinguished. A reference describes intended behavior, a disturbance acts on the plant from outside, measurement noise corrupts the information available to the controller, and model uncertainty denotes the discrepancy between representation and mechanism. These signals can produce similar visible effects yet require different remedies, so an embodied controller is a negotiated balance among tracking, disturbance rejection, noise attenuation, actuator effort, and robustness. Feedback further depends on what is measured. Because the full state is rarely available, practical loops incorporate an estimator that fuses a dynamic model with sensor streams. Estimation and control become coupled processes in which actions determine which future observations become available.
Open-Loop and Closed-Loop Control Two basic control arrangements are open-loop and closed-loop control, illustrated in Figure 2.1 (Franklin et al. (2019); Dorf and Bishop (2017); Åström and Murray (2008)). An open-loop controller selects its input without measurements of the controlled outcome during execution. Such control is appropriate when the plant and environment are sufficiently repeatable, when feedback is unavailable, or when the maneuver is too fast for a sensor-to-actuator loop, but it cannot correct errors that become observable only after execution begins. Closed-loop control uses observations to revise action, and its advantage is made precise by the sensitivity functions. For a single-input, single-output linear system in the standard negative unity-feedback configuration with plant P ( s ) P(s) P ( s ) and controller C ( s ) C(s) C ( s ) , the loop transfer function L ( s ) = P ( s ) C ( s ) L(s) = P(s)C(s) L ( s ) = P ( s ) C ( s ) yields
Figure 2.1. Open-loop and closed-loop control. (a) In open-loop control, the controller maps the reference r ( t ) r(t) r ( t ) directly to the plant input u ( t ) u(t) u ( t ) , so an output disturbance d ( t ) d(t) d ( t ) passes to the output y ( t ) y(t) y ( t ) uncorrected. (b) In closed-loop control, the measured output is fed back and compared with the reference, and the controller acts on the error e t r a c k ( t ) = r ( t ) − y ( t ) e_{\mathrm{track}}(t)=r(t)-y(t) e track ( t ) = r ( t ) − y ( t ) . For a stable closed loop, the feedback attenuates the output-disturbance response over frequencies at which the loop-gain magnitude ∣ L ( j ω ) ∣ \lvert L(\mathrm{j}\omega)\rvert ∣ L ( j ω )∣ is sufficiently large. C ( s ) C(s) C ( s ) and P ( s ) P(s) P ( s ) denote the controller and plant transfer functions, respectively.
S ( s ) = 1 1 + L ( s ) , T ( s ) = L ( s ) 1 + L ( s ) , S ( s ) + T ( s ) = 1 , (17) S(s) = \frac{1}{1 + L(s)}, \qquad T(s) = \frac{L(s)}{1 + L(s)}, \qquad S(s) + T(s) = 1, \tag*{(17)} S ( s ) = 1 + L ( s ) 1 , T ( s ) = 1 + L ( s ) L ( s ) , S ( s ) + T ( s ) = 1 , (17)
where T T T maps the reference to the output, S S S maps an additive output disturbance to the output, and measurement noise reaches the output through − T -T − T . Where ∣ L ∣ |L| ∣ L ∣ is large and the loop is stable, ∣ S ∣ |S| ∣ S ∣ is generally small, whereas noise is transmitted through T T T . The multivariable case is analogous, with multiplication order significant. Feedback thus does not remove uncertainty but redistributes sensitivity across frequencies, subject to stability margins, delay, and unmodeled dynamics (Skogestad and Postlethwaite (2005)).
Capable robotic systems combine feedback with feedforward. Inverse dynamics, for example, predicts the torques required for a desired motion, while feedback corrects residual errors caused by inaccurate parameters, friction, contact, or estimation error. This two-degree-of-freedom structure also clarifies the role of learned models, which improve the nominal action while the conventional loop rejects deviations within a known operating envelope. The open-loop/closed-loop distinction is therefore a design spectrum rather than a dichotomy. Feedforward motion may be embedded within a slower feedback loop, and symbolic goals may be issued to feedback controllers with local termination conditions. Physical feedback also carries costs. Sensors consume power and bandwidth, estimation and communication add latency, and a loop may regulate the wrong variable with high precision, as when position control damages a fragile object because contact force is unmonitored (Raibert and Craig (1981); Hogan (1985)).
Steady-State Error and Integral Action Transient performance describes behavior while a system approaches its target. For a system that converges to a steady state, steady-state performance characterizes the residual behavior after transients have decayed (Ogata, 2010; Franklin et al., 2019). For a constant reference r ( t ) r(t) r ( t ) , with the tracking error e t r a c k ( t ) = r ( t ) − y ( t ) e_{\mathrm{track}}(t)=r(t)-y(t) e track ( t ) = r ( t ) − y ( t ) as defined above, the steady-state error is
e s s = lim t → ∞ e t r a c k ( t ) , (18) e_{\mathrm{ss}}=\lim_{t\to\infty}e_{\mathrm{track}}(t), \tag*{(18)} e ss = t → ∞ lim e track ( t ) , (18)
provided that the limit exists and the closed loop is stable. A proportional controller may fail to eliminate this error when a constant input is needed to balance a persistent load. For instance, a mobile robot ascending a slope requires a constant drive force to balance gravity, and because proportional action generates its command solely in proportion to the present error, such a nonzero force can be produced only while a nonzero error persists, so the vehicle settles into a steady climb at a speed below the reference. Integral action instead accumulates the error in an integrator state η I ( t ) \eta_I(t) η I ( t ) and adds an integral term u I ( t ) u_I(t) u I ( t ) to the control input,
η I ( t ) = ∫ 0 t e t r a c k ( τ ) d τ , u I ( t ) = K I η I ( t ) , (19) \eta_I(t)=\int_{0}^{t}e_{\mathrm{track}}(\tau)\,\mathrm{d}\tau,\qquad u_I(t)=K_I\eta_I(t), \tag*{(19)} η I ( t ) = ∫ 0 t e track ( τ ) d τ , u I ( t ) = K I η I ( t ) , (19)
where K I K_I K I is the integral gain. A persistent deviation therefore continues to modify the command and, subject to closed-loop stability and sufficient control authority, is driven to zero. The internal model principle formalizes this mechanism. Under closed-loop stability and the solvability conditions of output regulation, exact asymptotic tracking or rejection that is robust to small plant-parameter variations requires a model capable of generating the reference or disturbance signal within the feedback path (Francis and Wonham, 1976). The integral action discussed above is the simplest instance of this principle. An integrator generates constant signals, and a loop containing an integrator can therefore track a constant reference or reject a constant disturbance exactly. Robust tracking of sinusoidal references likewise requires the controller to contain a corresponding oscillatory model at the reference frequency.
Integral action has its own failure mode under actuator saturation. An actuator, such as an electric motor or a hydraulic drive, delivers only bounded torque or force, so the applied control input u ( t ) u(t) u ( t ) stops following the command whenever the requested value exceeds this physical limit. During saturation, the integrator may continue accumulating error although additional command cannot affect the plant, and the stored term produces a large overshoot when the system re-enters the controllable range. Anti-windup schemes limit or discharge this accumulation by clamping the integrator, feeding back the difference between requested and applied input, or conditioning integration on the actuator state (Kothare et al., 1994; Tarbouriech and Turner, 2009). For embodied systems, saturation must be treated as part of the model rather than as a rare implementation detail. Note that the significance of zero steady-state error is task-dependent. Contact tasks often tolerate deliberate pose error in exchange for regulated force, and legged robots accept bounded periodic error in exchange for lower impact and energy consumption.
Classical and Modern Control Methods
One of the most widely used control systems is proportional-integral-derivative (PID) control. It maps three interpretable features of the error into control action. In its ideal continuous-time form,
u ( t ) = K P e t r a c k ( t ) + K I ∫ 0 t e t r a c k ( τ ) d τ + K D d e t r a c k ( t ) d t , (20) u(t) = K_{\mathrm{P}}e_{\mathrm{track}}(t) + K_{\mathrm{I}}\int_{0}^{t}e_{\mathrm{track}}(\tau)\,\mathrm{d}\tau+ K_{\mathrm{D}}\frac{\mathrm{d}e_{\mathrm{track}}(t)}{\mathrm{d}t}, \tag*{(20)} u ( t ) = K P e track ( t ) + K I ∫ 0 t e track ( τ ) d τ + K D d t d e track ( t ) , (20)
where K P K_{\mathrm{P}} K P , K I K_{\mathrm{I}} K I , and K D K_{\mathrm{D}} K D are the proportional, integral, and derivative gains, and e t r a c k ( t ) e_{\mathrm{track}}(t) e track ( t ) is the tracking error defined above. The proportional term K P e t r a c k ( t ) K_{\mathrm{P}}e_{\mathrm{track}}(t) K P e track ( t ) responds to the present error, the integral term K I ∫ 0 t e t r a c k ( τ ) d τ K_{\mathrm{I}}\int_{0}^{t}e_{\mathrm{track}}(\tau)\,\mathrm{d}\tau K I ∫ 0 t e track ( τ ) d τ to its accumulated history, and the derivative term K D d e t r a c k / d t K_{\mathrm{D}}\,\mathrm{d}e_{\mathrm{track}}/\mathrm{d}t K D d e track / d t to its local trend. For position or angle error with force or torque output, proportional action resembles a virtual spring, derivative action resembles a virtual damper, and integral action resembles a slowly adjusting bias that offsets gravity or friction. In a torque-controlled robot this analogy connects PID directly to impedance design. It also exposes the hazard of aggressive tuning. A stiff virtual spring improves free-space positioning while generating unsafe forces after unexpected contact, so that gains encode a physical interaction policy rather than a numerical convergence rate alone.
In practice, PID implementations modify the ideal equation in several ways. First, the derivative term is filtered against measurement noise and applied to the output rather than the reference to avoid derivative kick. Integral action also requires anti-windup. Additionally, actuator dead zones, quantization, rate limits, and computation delay can dominate performance if ignored (Åström and Hägglund (2005)). Tuning rules such as Ziegler-Nichols (Ziegler and Nichols (1942)) provide useful initial gains, but they do not replace validation on hardware. Practical implementations typically nest current, velocity, and position loops of decreasing bandwidth. When this bandwidth separation is weak, the independently tuned loops interact and may destabilize the mechanism. PID control is best suited to regulation tasks with few variables and nearly constant dynamics. Multivariable coupling, nonminimum-phase behavior, hard constraints, and large changes in the operating range call for model-based methods instead. Even then, PID often persists at the actuator interface, because its failure modes are familiar and its behavior is inspectable.
State Space and Optimal Control Another model is the state-space model, which represents the internal configuration required to predict future evolution. A linear time-invariant model has the form
x ˙ ( t ) = A x ( t ) + B u ( t ) + E w ( t ) , y ( t ) = C o b s x ( t ) + v n o i s e ( t ) , (21) \dot{x}(t) = \mathbf{A}x(t) + \mathbf{B}u(t) + \mathbf{E}w(t), \qquad y(t) = \mathbf{C}_{\mathrm{obs}}x(t) + v^{\mathrm{noise}}(t), \tag*{(21)} x ˙ ( t ) = A x ( t ) + B u ( t ) + E w ( t ) , y ( t ) = C obs x ( t ) + v noise ( t ) , (21)
where x ∈ R n x \in\mathbb{R}^{n} x ∈ R n is the state, u ∈ R m u \in\mathbb{R}^{m} u ∈ R m the control input, w w w a process disturbance, y y y the measurement, v n o i s e v^{\mathrm{noise}} v noise measurement noise, and A \mathbf{A} A , B \mathbf{B} B , E \mathbf{E} E , C o b s \mathbf{C}_{\mathrm{obs}} C obs are matrices of compatible dimensions. A nonlinear system x ˙ = f ( x , u , w ) \dot{x}=f(x,u,w) x ˙ = f ( x , u , w ) can be linearized around an equilibrium or nominal trajectory. Controllability describes whether the input can move every state direction over a finite interval, and observability describes whether the initial state can be recovered from the input-output history. The weaker properties of stabilizability and detectability suffice for stabilization and estimator convergence, requiring only that every uncontrollable or unobservable mode already be stable. As a result, no controller compensates for an actuator lacking authority over an unstable direction, and no model complexity recovers a contact state invisible to the measurements (Åström and Murray, 2008). When the full state is not measured, an observer estimates it. For a linear model with zero-mean white process and measurement noises of known covariance, the Kalman filter is the minimum-mean-square-error estimator among linear estimators, and it is the optimal estimator without that restriction when the initial state and the noises are jointly Gaussian (Kalman, 1960a). Because estimation error enters the loop as a dynamic signal, estimator bandwidth, outlier handling, and covariance calibration are part of controller design rather than preprocessing details.
The linear-quadratic regulator (LQR) (Kalman, 1960b) renders the trade-off between regulation and control effort explicit. For the system x ˙ = A x + B u \dot{x} = \mathbf{A}x + \mathbf{B}u x ˙ = A x + B u , it minimizes
J c o s t = ∫ 0 ∞ ( x T Q x + u T R u u ) d t , (22) J_{\mathrm{cost}} = \int_{0}^{\infty} \left( x^{\mathsf{T}}\mathbf{Q}x + u^{\mathsf{T}}\mathbf{R}_{u}u \right)\,\mathrm{d}t, \tag*{(22)} J cost = ∫ 0 ∞ ( x T Q x + u T R u u ) d t , (22)
with Q ⪰ 0 \mathbf{Q} \succeq0 Q ⪰ 0 and R u ≻ 0 \mathbf{R}_{u} \succ0 R u ≻ 0 . Assuming ( A , B ) (\mathbf{A},\mathbf{B}) ( A , B ) stabilizable1 and ( A , Q 1 / 2 ) (\mathbf{A},\mathbf{Q}^{1/2}) ( A , Q 1/2 ) detectable, the unique stabilizing positive-semidefinite solution Π \mathbf{\Pi} Π of
A T Π + Π A − Π B R u − 1 B T Π + Q = 0 , (23) \mathbf{A}^{\mathsf{T}}\mathbf{\Pi} + \mathbf{\Pi}\mathbf{A} - \mathbf{\Pi}\mathbf{B}\mathbf{R}_{u}^{-1}\mathbf{B}^{\mathsf{T}}\mathbf{\Pi} + \mathbf{Q} = 0, \tag*{(23)} A T Π + ΠA − ΠB R u − 1 B T Π + Q = 0 , (23)
yields K = R u − 1 B T Π \mathbf{K} = \mathbf{R}_{u}^{-1}\mathbf{B}^{\mathsf{T}}\mathbf{\Pi} K = R u − 1 B T Π and the state-feedback law u = − K x u = -\mathbf{K}x u = − K x (Lewis et al., 2012). The optimum is conditional on the specified model, cost, horizon, and information pattern. u T R u u u^{\mathsf{T}}\mathbf{R}_{u}u u T R u u is an effort surrogate that equals physical energy consumption only under appropriate modeling. Trajectory tracking applies time-varying LQR to deviations linearized along a nominal trajectory, and applying the gain to a Kalman estimate yields the linear-quadratic-Gaussian controller under the separation principle. The principal limitation is constraint handling. LQR does not natively enforce joint limits, contact, collision avoidance, or torque saturation, and clipping an optimal command after computation alters the closed-loop dynamics and can invalidate the nominal analysis. Constrained quadratic programs impose instantaneous limits, while model predictive control extends the optimization across future steps.
Model Predictive Control Model predictive control (MPC) is also commonly used and repeatedly solves a finite-horizon optimal control problem using the latest state estimate. A representative nominal discrete-time formulation is
min u 0 , … , u H M P C − 1 ∑ k = 0 H M P C − 1 ℓ ( x k , u k ) + V f ( x H M P C ) subject to x 0 = x ^ n o w , x k + 1 = f d ( x k , u k ) , k = 0 , … , H M P C − 1 , x k ∈ X a d m , u k ∈ U , k = 0 , … , H M P C − 1 , x H M P C ∈ X t e r m ⊆ X a d m , (24) \begin{aligned}
\min_{u_{0},\ldots,u_{H_{\mathrm{MPC}}-1}\!}\quad&\sum_{k=0}^{H_{\mathrm{MPC}}-1} \ell(x_{k},u_{k}) + V_{\mathrm{f}}(x_{H_{\mathrm{MPC}}})\\
\text{subject to}\quad&x_{0} = \hat{x}_{\mathrm{now}},\\
&x_{k+1} = f_{\mathrm{d}}(x_{k},u_{k}), && k = 0,\ldots,H_{\mathrm{MPC}}-1,\\
&x_{k} \in\mathcal{X}_{\mathrm{adm}},\quad u_{k} \in\mathcal{U}, && k = 0,\ldots,H_{\mathrm{MPC}}-1,\\
&x_{H_{\mathrm{MPC}}} \in\mathcal{X}_{\mathrm{term}} \subseteq\mathcal{X}_{\mathrm{adm}}, \tag*{(24)}
\end{aligned} u 0 , … , u H MPC − 1 min subject to k = 0 ∑ H MPC − 1 ℓ ( x k , u k ) + V f ( x H MPC ) x 0 = x ^ now , x k + 1 = f d ( x k , u k ) , x k ∈ X adm , u k ∈ U , x H MPC ∈ X term ⊆ X adm , k = 0 , … , H MPC − 1 , k = 0 , … , H MPC − 1 , (24)
where ℓ ( x k , u k ) \ell(x_{k},u_{k}) ℓ ( x k , u k ) and V f ( x H M P C ) V_{\mathrm{f}}(x_{H_{\mathrm{MPC}}}) V f ( x H MPC ) are the stage and terminal costs, f d f_{\mathrm{d}} f d is the discrete-time plant dynamics, x ^ n o w \hat{x}_{\mathrm{now}} x ^ now is the most recent state estimate, X a d m \mathcal{X}_{\mathrm{adm}} X adm and U \mathcal{U} U are the admissible state and input sets, and X t e r m \mathcal{X}_{\mathrm{term}} X term is a terminal constraint set. Only the first optimized input is applied. The horizon then shifts forward, a new estimate is obtained, and the problem is solved again. When the optimization remains feasible and is solved as specified, this receding-horizon procedure induces a feedback law on the current state estimate.
MPC is attractive for embodied systems because constraints are part of the decision problem. A manipulator can bound joint angles, velocities, torques, or predicted collision distances, and a legged robot can also consider friction and feasible contact forces. For nominal regulation, recursive feasibility and asymptotic stability can be established through a positive-definite stage cost, a terminal controller that respects the constraints, a positively invariant terminal set, and a terminal cost decrease condition, provided that the initial problem is feasible (Mayne et al., 2000). Design choices are consequential. Short horizons reduce computation but limit how far ahead the controller predicts. Hard constraints declare violations inadmissible, whereas selected constraints may be softened with slack variables when requirements conflict. With linear dynamics, linear constraints, and convex quadratic costs, MPC is a convex quadratic program. Nonlinear MPC typically uses iterative numerical optimization, often with warm starts and sparse solvers.
Prediction does not eliminate the need for feedback or robustness. Model mismatch grows along the horizon, particularly during impacts, slip, or deformable contact. Tube MPC, stochastic MPC, chance constraints, or min-max formulations reserve margins against possible deviations. The system must define the response to infeasibility or solver timeout, whether retaining the previous command, switching to a stabilizing backup, or braking. Controller selection should follow the structure of the task, and the methods are frequently composed. MPC supplies whole-body references, an intermediate controller stabilizes deviations, and embedded PID loops realize actuator commands.
Hierarchical Architectures of Autonomous Systems
The Classical Sense-Plan-Act Pipeline Sense-Plan-Act decomposes autonomous behavior into perception, planning, and control. Perception converts sensor data into estimates of robot and environment state. Planning selects goals, actions, or trajectories. Control converts plans into actuator commands while correcting deviations (Gat, 1998). The decomposition is misleading when read as a one-shot sequence. By the end of a long perception-and-planning cycle, the environment may have changed and localization uncertainty may have grown. Autonomous operation therefore requires repeated sensing and replanning, with components running concurrently under explicit latency budgets, because an accurate estimate of an old state can be less useful than a coarser estimate of the present one.
One design requirement for this pipeline is that information passed between the perception, planning, and control stages should include uncertainty and validity, not only nominal values (Siciliano and Khatib, 2016). For example, a pose estimate without covariance encourages downstream modules to treat perception as certain, and a path without timing assumptions leaves control unable to distinguish acceptable tracking error from an obsolete plan. Interfaces should include reference frames, units, update rates, tolerances, and failure conditions, particularly when learned components are integrated with model-based control (Brugali and Scandurra, 2009). Feedback paths should also cross stage boundaries. Control influences perception through active sensing, and a geometrically valid path may be dynamically infeasible. Finally, real-time performance is governed by worst-case timing rather than average throughput. Occasionally, a planner that requires 2 seconds may be unacceptable for collision avoidance. A predesigned degradation behavior provides a backup solution. Also, scheduling priorities must follow physical urgency, because motor stabilization and contact protection cannot wait for task-level planning.
Behavior Trees and Finite-State Machines Finite-state machines (FSMs) can also formalize task execution as discrete modes and transitions triggered by events or conditions, with each state activating corresponding controllers or planners. Hybrid automata extend the representation by associating continuous dynamics with each mode (Henzinger, 1996), a natural description of systems that alternate among free motion, contact, and impact. However, a limitation of a flat FSM is combinatorial growth. As recovery cases and task variants accumulate, transitions proliferate and behavior becomes difficult to inspect. Hierarchical state machines mitigate this growth, but their interrupt, priority, and concurrency semantics must be specified explicitly. A logically valid transition may be physically unsafe if it switches references discontinuously or transfers control without resetting estimator and integrator states. Behavior trees organize task logic through a rooted tree that is evaluated, or “ticked,” repeatedly. Internal control-flow nodes implement sequences, fallbacks, and parallel combinations. Leaf nodes evaluate conditions or execute actions. Every node returns one of the three statuses Success , Failure , or Running to its parent. A sequence ticks its children until one returns Running or Failure . A fallback ticks its children until one returns Running or Success . Because a subtree exposes a small status interface, it can be reused across tasks, and repeated evaluation supports reactive switching (Colledanchise and Ögren, 2018; Iovino et al., 2022). Behavior trees do not themselves solve planning or control. A leaf labeled grasp object still requires perception, control, and recovery logic, and apparent modularity can conceal resource conflicts between branches. The choice between the representations should follow execution semantics. FSMs suit a small number of modes with well-defined transitions and admit formal verification, whereas behavior trees favor hierarchical composition and reusable recovery strategies, with an independent monitor retaining override authority for safety-related functions. Task-level switching also interacts with continuous control. Stability of each mode does not imply stability under arbitrary switching. Common and multiple Lyapunov functions, dwell-time conditions, guards, and reset maps address different classes of switched and hybrid systems (Liberzon, 2003), and the task executive and the low-level controller must share explicit entry, exit, and state-transfer rules.
Coordinating Reactive and Deliberative Systems Reactive control maps current observations directly to actions, with little or no explicit look-ahead, whereas deliberative control constructs and evaluates possible futures. Neither is sufficient alone. Pure deliberation becomes slow or brittle once its world model is stale. Pure reaction may cycle, become trapped, or sacrifice a long-term goal. Layered architectures therefore emerged to combine the two (Brooks, 1986; Gat, 1998). A useful architecture separates time scales while preserving channels for intervention. Its layers range from actuator limits, balance, and contact stability through short-horizon motion generation and skill selection to mission-level reasoning over goals and resources. Each layer has a characteristic update rate, abstraction, authority, and failure response. Higher layers parameterize lower layers, and lower layers report feasibility, progress, and exceptions rather than merely accepting commands.
Coordination can be expressed through references and invariant sets. A local controller accepts a high-level goal only if it lies within a verified operating envelope, and it modifies or rejects commands that approach limits of balance, collision distance, or actuator temperature, reporting the reason. Learned policies fit naturally into this view. A policy may propose task choices, way-points, residual torques, or complete actions, and its placement determines the consequences of error, because a high-level proposal can be checked by planning and constrained control whereas an end-to-end torque policy admits little downstream correction. When layers disagree, summing commands can produce an action intended by neither. Priority arbitration, constrained optimization, and supervisory switching provide explicit alternatives, and hysteresis and minimum dwell times prevent chattering. The resulting system is a hierarchy of closed loops rather than a linear pipeline. Each layer monitors variables appropriate to its horizon and receives feedback from below and from the environment, and autonomy arises when these loops maintain short-term viability while advancing long-term objectives.
Stability and Robustness Theory
Feedback enables a controller to respond to deviations from a reference, while stability and robustness analysis establishes the closed-loop guarantees under specified conditions. This subsection reviews Lyapunov methods, barrier functions, and robust and adaptive control as formal tools for making such guarantees explicit.
Lyapunov Stability The stability of a closed-loop system depends on the specified equilibrium, trajectory, set, or orbit. For an equilibrium x = 0 x = 0 x = 0 , Lyapunov stability requires that trajectories starting sufficiently close remain close, asymptotic stability additionally requires convergence, and exponential stability specifies a convergence-rate bound (Khalil, 2002). These statements are not interchangeable, and a local certificate asserts nothing about initial conditions outside its certified region of attraction. Lyapunov’s direct method establishes stability without solving the differential equation. Let f f f be locally Lipschitz on a neighborhood D L y a p \mathcal{D}_{\mathrm{Lyap}} D Lyap of the equilibrium, with f ( 0 ) = 0 f(0)=0 f ( 0 ) = 0 . If a continuously differentiable function V : D L y a p → R V:\mathcal{D}_{\mathrm{Lyap}}\to\mathbb{R} V : D Lyap → R , called a Lyapunov function candidate and distinct from the terminal cost V f V_f V f used in model predictive control above, satisfies
V ( 0 ) = 0 , V ( x ) > 0 , V ˙ ( x ) = ∇ V ( x ) T f ( x ) < 0 , x ∈ D L y a p ∖ { 0 } , (25) V(0)=0,\qquad V(x)>0,\qquad\dot{V}(x)=\nabla V(x)^{\mathsf{T}}f(x)<0,\qquad x\in\mathcal{D}_{\mathrm{Lyap}}\setminus\{0\}, \tag*{(25)} V ( 0 ) = 0 , V ( x ) > 0 , V ˙ ( x ) = ∇ V ( x ) T f ( x ) < 0 , x ∈ D Lyap ∖ { 0 } , (25)
then the equilibrium is locally asymptotically stable. If these conditions hold on all of R n \mathbb{R}^n R n and V V V is proper and radially unbounded, the equilibrium is globally asymptotically stable. If V ˙ \dot{V} V ˙ is only negative semidefinite, stability follows, but asymptotic convergence requires additional reasoning such as LaSalle’s invariance principle (Khalil, 2002). Every stability claim should be paired with its domain, assumptions, and convergence notion.
For control-affine dynamics x ˙ = f ( x ) + g i n ( x ) u \dot{x}=f(x)+g_{\mathrm{in}}(x)u x ˙ = f ( x ) + g in ( x ) u , a control Lyapunov function identifies inputs that render the derivative sufficiently negative and can be imposed as a constraint in an online optimization that remains close to a nominal command. This construction bridges nonlinear control and learning. A neural network may propose a command that a model-based filter modifies when the constraint would otherwise be violated. Claims that a learned certificate renders a neural controller unconditionally stable are nevertheless too broad. The positivity and decrease conditions must hold over a stated domain, not merely on sampled training points, and verification may require analytic bounds, interval methods, mixed-integer formulations, sum-of-squares relaxations, or reachability analysis. Neural representation changes the parameterization of the candidate, not the logical requirements of the theorem.
Stability also differs from safety. An asymptotically stable robot may pass through an obstacle on its way to the goal. Safety is commonly formulated as forward invariance of a set C s a f e = { x : h s a f e ( x ) ≥ 0 } \mathcal{C}_{\mathrm{safe}}=\{x:h_{\mathrm{safe}}(x)\ge0\} C safe = { x : h safe ( x ) ≥ 0 } . For a differentiable relative-degree-one constraint and control-affine dynamics, a zeroing control barrier function requires an admissible input u ∈ U u\in\mathcal{U} u ∈ U satisfying
L f h s a f e ( x ) + L g i n h s a f e ( x ) u + α s a f e ( h s a f e ( x ) ) ≥ 0 , (26) L_f h_{\mathrm{safe}}(x)+L_{g_{\mathrm{in}}}h_{\mathrm{safe}}(x)u+\alpha_{\mathrm{safe}}(h_{\mathrm{safe}}(x))\ge0, \tag*{(26)} L f h safe ( x ) + L g in h safe ( x ) u + α safe ( h safe ( x )) ≥ 0 , (26)
where L f h s a f e = ∇ h s a f e T f L_fh_{\mathrm{safe}}=\nabla h_{\mathrm{safe}}^{\mathsf{T}}f L f h safe = ∇ h safe T f , L g i n h s a f e = ∇ h s a f e T g i n L_{g_{\mathrm{in}}}h_{\mathrm{safe}}=\nabla h_{\mathrm{safe}}^{\mathsf{T}}g_{\mathrm{in}} L g in h safe = ∇ h safe T g in , and α s a f e \alpha_{\mathrm{safe}} α safe is a locally Lipschitz extended class-K \mathcal{K} K function. If a well-posed feedback law selects such an input and the regularity assumptions of the barrier theorem hold, trajectories starting in C s a f e \mathcal{C}_{\mathrm{safe}} C safe remain in C s a f e \mathcal{C}_{\mathrm{safe}} C safe (Ames et al., 2017). Feasibility can fail under input limits or conflicting barriers, so the inequality is not an unconditional safety guarantee. Lyapunov and barrier constraints can be combined in a quadratic program, with safety taking priority over convergence when relaxation is necessary. Formal claims must finally encompass computation and implementation. A continuous-time proof may not survive slow sampling, solver timeout, communication delay, or state-estimation error. A credible assurance case therefore connects the theorem to timing tests, uncertainty bounds, fault handling, and a validated operating domain, with formal analysis and empirical stress testing supporting one another.
Robust Control Robust control studies whether stability and performance persist across a specified family of plants and disturbances. The uncertainty set is the central object. It may represent bounded parameter variation, neglected high-frequency dynamics, or uncertain contact stiffness, and no controller is robust to unspecified uncertainty of arbitrary magnitude. A common objective bounds the induced gain from a disturbance w \mathbf{w} w to a performance output z p e r f \mathbf{z}_{\mathrm{perf}} z perf . In H ∞ H_\infty H ∞ control, the closed-loop transfer matrix T z w T_{z w} T z w from the disturbance w \mathbf{w} w to the performance output z p e r f \mathbf{z}_{\mathrm{perf}} z perf is designed so that
∥ T z w ∥ ∞ = sup ω ∈ R σ ˉ ( T z w ( j ω ) ) < γ g a i n , (27) \left\lVert T_{z w}\right\rVert_{\infty}=\sup_{\omega\in\mathbb{R}}\bar{\sigma}\left(T_{z w}(\mathrm{j}\omega)\right)<\gamma_{\mathrm{gain}}, \tag*{(27)} ∥ T z w ∥ ∞ = ω ∈ R sup σ ˉ ( T z w ( j ω ) ) < γ gain , (27)
where σ ˉ \bar{\sigma} σ ˉ denotes maximum singular value. For a stable proper linear time-invariant interconnection with zero initial condition, this is the induced L 2 L_2 L 2 -gain bound ∥ z p e r f ∥ 2 < γ g a i n ∥ w ∥ 2 \lVert z_{\mathrm{perf}}\rVert_2<\gamma_{\mathrm{gain}}\lVert w\rVert_2 ∥ z perf ∥ 2 < γ gain ∥ w ∥ 2 for nonzero w ∈ L 2 w\in L_2 w ∈ L 2 . Weighting functions specify which signals and frequency ranges matter, and γ g a i n \gamma_{\mathrm{gain}} γ gain is a certified performance bound for the chosen interconnection, not a probability of success in an arbitrary environment (Zhou et al., 1996).
Frequency-domain concepts clarify why high nominal performance can erode tolerance to uncertainty. Gain and phase margins describe only particular scalar perturbations in a single loop, singular values generalize sensitivity analysis to multivariable systems, and structured singular-value methods distinguish repeated, real, complex, and dynamic uncertainties. Finer uncertainty models reduce conservatism but demand stronger plant knowledge. The guarantee covers only the uncertainty that analysis has identified and bounded. Robust performance also trades against nominal agility, and excessive conservatism is itself hazardous when a vehicle cannot maneuver quickly enough to avoid a collision. Learning reduces model error but introduces new uncertainty. A residual dynamics model may improve tracking in familiar conditions while extrapolating poorly after a payload or surface change. A practical pattern lets the learned component improve performance inside a confidence region while a robust backup or safety filter limits consequences outside it, preserving the separation between empirical performance and a separately justified safety mechanism (Brunke et al., 2022).
Adaptive Control Adaptive control changes controller parameters online in response to observed behavior (Åström and Wittenmark, 1995). It is useful when the dynamics vary beyond what fixed gains can tolerate, as when a manipulator grasps an unknown payload or tire forces change with road conditions. A canonical analysis considers dynamics linearly parameterized by an unknown constant vector θ \theta θ . The controller maintains an estimate θ ^ \hat{\theta} θ ^ , updated from tracking errors and measured regressors. The control and update laws are designed together so that a Lyapunov argument establishes boundedness and, under stated assumptions, tracking convergence. This structure is more specific than unconstrained online learning, because the form of uncertainty, the update signal, and the stability objective are stated in advance (Åström and Wittenmark, 1995). Gain scheduling selects among precomputed controllers, direct adaptive control updates controller parameters, and indirect adaptive control estimates plant parameters and redesigns the controller. Guarantees proved for constant θ \theta θ do not transfer unchanged to time-varying parameters, where bounded rates of variation yield ultimate bounds rather than exact asymptotic convergence.
Accurate tracking does not imply parameter convergence. For a regressor ϕ P E ( t ) ∈ R d r e g \phi_{\mathrm{PE}}(t) \in\mathbb{R}^{d_{\mathrm{reg}}} ϕ PE ( t ) ∈ R d reg , a standard persistent-excitation condition requires constants T 0 > 0 T_0 > 0 T 0 > 0 and μ P E > 0 \mu_{\mathrm{PE}} > 0 μ PE > 0 such that
∫ t t + T 0 ϕ P E ( τ ) ϕ P E ( τ ) T d τ ⪰ μ P E I d r e g for all t ≥ 0. (28) \int_{t}^{t+T_0} \phi_{\mathrm{PE}}(\tau)\phi_{\mathrm{PE}}(\tau)^{\mathsf{T}} \,\mathrm{d}\tau\succeq\mu_{\mathrm{PE}} I_{d_{\mathrm{reg}}} \qquad\text{for all } t \ge0. \tag*{(28)} ∫ t t + T 0 ϕ PE ( τ ) ϕ PE ( τ ) T d τ ⪰ μ PE I d reg for all t ≥ 0. (28)
Under the assumptions of a given adaptive law, such excitation supports convergence because the data distinguish all parameter directions. A robot holding a constant pose may regulate successfully while learning almost nothing about inertial coupling, whereas deliberate excitation improves identification but may conflict with task performance, comfort, or safety. Actions in adaptive control therefore influence both immediate regulation and future knowledge (Bar-Shalom and Tse, 1974).
Classical adaptive laws can drift when disturbances, unmodeled dynamics, or sensor bias violate their assumptions. Projection operators confine estimates to plausible bounds, dead zones prevent adaptation to noise-dominated errors, and leakage or σ \sigma σ -modification discourages unbounded parameter growth, typically replacing exact asymptotic tracking with uniform ultimate boundedness. Modern learned adaptation extends beyond low-dimensional parameter estimation to latent-context identification, dynamics-model updating, and policy adaptation, but stability does not follow from low prediction loss alone. A conservative architecture confines adaptation to a nominal model or policy inside an envelope maintained by independent constraints, monitoring, and fallback behavior. Stability, robustness, adaptation, and safety answer distinct questions about what trajectories do, whether that behavior persists over a bounded uncertainty set, how the controller changes as information is acquired, and whether forbidden states are avoided. Dependable autonomy requires an explicit argument for each property, and it requires every feedback loop to declare what it regulates, what uncertainty it tolerates, and where its guarantees end.
Embodied Cognition and the Development of Intelligence
Embodied cognition examines how intelligence depends on the interaction between an agent’s body and its environment. Perception and action shape one another, and concepts gain meaning through sensory and motor experience. For Physical AI, this view calls for models and representations that are developed and tested through physical interaction.
Core Claims of Embodied Cognition
Embodied cognition is not a single theory but a family of claims about the unit of analysis for intelligence. Classical accounts often separate sensing, internal reasoning, and actuation. Embodied accounts emphasize that perception depends on possible movement, bodily dynamics change the control problem, and action alters the observations available next. Embodied, embedded, enactive, and extended cognition make distinct claims about bodily realization, real-time environmental dependence, autonomous sense-making, and the possible inclusion of external resources in a cognitive system (Wilson, 2002; Clark, 1997; Varela et al., 1991; Clark and Chalmers, 1998). For Physical AI, the common methodological lesson is to analyze the coupled agent-body-environment system. Merely attaching sensors and actuators is not enough. The body and interaction history must materially organize the capability being explained.
Gibson’s ecological approach shifts perception from recovering detached object properties to detecting information relevant to an acting organism (Gibson, 1979). Its central concept, the affordance , is relational rather than a fixed label. The same ledge may afford stepping, climbing, or no safe action for bodies with different abilities (Chemero, 2003). An affordance-centered robot must therefore ask not only “What is this?” but also “What can this body do here under its current kinematic, dynamic, and safety constraints?” Sensorimotor theories complement this view by treating perception as mastery of action-dependent sensory regularities (O’Regan and Noë, 2001). Camera motion can reveal depth, wrist rotation can disambiguate shape, and tactile exploration can reveal compliance. Brooks’s situated robotics work in 1991 and subsequent dynamical analyses show how robust behavior can arise from such tight real-time coupling without an exhaustive central reconstruction (Brooks, 1991; Beer, 2000). These results challenge mandatory complete world models, but they do not show that long-horizon planning or reasoning about absent events can dispense with internal state.
Intelligence also requires the ability to combine learned concepts and apply them to new situations (Fodor and Pylyshyn, 1988). However, these concepts must be connected to real-world experience. Harnad’s symbol-grounding problem highlights that symbols cannot obtain meaning only from relations to other symbols (Harnad, 1990). Barsalou’s perceptual-symbol theory suggests that concepts are grounded in perceptual and motor experiences (Barsalou, 1999; 2008). For example, the concept of “heavy” can be associated with the effort required to lift an object and the adjustments needed to maintain a stable grip. Thus, intelligent systems need representations that support reasoning and generalization while remaining connected to perception and action.
A robot’s physical structure can simplify certain movements, while interaction with the environment provides information that helps it make better decisions (Pfeifer and Bongard, 2006; Wilson and Golonka, 2013). Rather than replacing internal models, physical interaction can complement them by providing feedback and helping robots adapt their behavior. This raises the question of how robots acquire and improve their knowledge and skills through repeated interactions with the physical world.
Perception-Action Coupling and Development
Action does more than follow perception. It can also improve perception. Action can help to select viewpoints, create contacts, and determine which perceptual signals may covary. Bajcsy (1988) formalizes active perception by proposing that sensing strategies be chosen jointly with task goals. Held and Hein’s 1963 yoked-control experiment further distinguishes receiving visual stimulation from causing it, supporting a developmental role for action-contingent experience under its controlled conditions (Held and Hein, 1963). In robotics, an observation paired with the agent’s command, proprioception, and resulting state transition contains information absent from passive video. New motor skills also create developmental cascades. Reaching, locomotion, and tool use change what can be observed and manipulated, thereby changing the data distribution for later learning (Adolph and Hoch, 2019).
One aspect of development is learning sensorimotor coordinates and a body schema. Hand-eye coordination requires image displacement, head pose, arm configuration, joint motion, and contact to become mutually predictive. Metta et al. (1999) show that an artificial system can refine a visuomotor reaching map through experience without a fully specified prior kinematic calibration. Body-schema research generalizes this result to revisable relations among commands, configurations, contacts, and sensory consequences (Hoffmann et al., 2010). The exploration policy matters. Uniform motor babbling may oversample redundant regions, whereas goal babbling selects desired outcomes and learns the inverse mapping needed to reach them (Rolf et al., 2010). Internal models and sensorimotor coupling are therefore complementary. A model compactly predicts bodily contingencies, while intervention and feedback recalibrate it after tool use, wear, damage, or payload change.
The morphology of the physical body can also serve as a dynamical prior for learning and control. Morphological computation describes how geometry, inertia, and compliance reduce or transform what a controller must compute (Paul, 2006). McGeer’s passive walkers generate gait structure from gravity and mechanics under restricted conditions, and minimally actuated descendants in later work extend the principle to level-ground walking (McGeer, 1990; Collins et al., 2005). Compliant bodies can likewise absorb impacts and provide fading-memory dynamics, although formal results apply only under specific assumptions (Hauser et al., 2011). These examples show how a task-matched body supplies a dynamical prior that learning can exploit. The gain is also task-specific, so morphology and learned control must be co-designed rather than treated as alternatives.
Lastly, self-generated experience creates a final selection problem concerning what the agent should practice next. Early curiosity systems reward expected improvement of a predictive model, while learning-progress methods direct attention toward activities that are neither mastered nor irreducibly unpredictable (Schmidhuber, 1991; Oudeyer et al., 2007). Deep curiosity methods extend action-conditioned prediction error to high-dimensional observations, but evidence from video games does not resolve physical safety, wear, or stochastic “noisy-TV” effects (Pathak et al., 2017). Taken together, active sensing determines what to observe, the body determines how action unfolds, body schemas relate commands to consequences, and intrinsic motivation allocates practice. These mechanisms explain how a learning trajectory can become structured. Developmental robotics asks how they can be integrated across an embodied lifetime.
Developmental Robotics
Developmental robotics studies how robots acquire and reorganize their abilities through experience over time. This subsection examines developmental constraints, lifelong and open-ended learning, imitation, and social interaction as complementary ways to guide that process.
Developmental robotics views intelligence as a gradual learning process rather than a collection of independently designed abilities. Autonomous mental development and cognitive developmental robotics study how robots are used both as constructive tests of developmental hypotheses and as systems that may benefit from developmental constraints (Weng et al., 2001; Asada et al., 2001; Lungarella et al., 2003). Development entails more than ordering examples by difficulty. The learner’s body, reachable goals, representations, and social relations can all change. Morphological growth or progressively released degrees of freedom can therefore structure exploration by temporarily reducing the search space (Lungarella and Berthouze, 2002). Infant development is valuable here as a source of mechanisms such as self-calibration, staged constraints, and skill reuse, rather than as a schedule robots must literally reproduce.
Another important research direction is lifelong robot learning, which focuses on how robots continuously learn new tasks while retaining and reusing previously acquired knowledge and skills (Thrun and Mitchell, 1995; Parisi et al., 2019). Robotics adds active data collection, temporally correlated experience, and simultaneous change in platform and environment, which static-dataset protocols often omit (Lesort et al., 2020). Also, retention is only one component of development. An agent may preserve old task performance without inventing goals, composing skills, or changing its state and action representations. Open-ended learning therefore adds representational re-description and goal discovery (Doncieux et al., 2018). Progress-based goal exploration offers one operational mechanism. Agents generate and order goals according to current learning progress, allowing acquired skills to become stepping stones for more complex behavior (Oudeyer et al., 2007; Forestier et al., 2022). A developmental architecture must consequently balance plasticity, consolidation, and expansion rather than optimize only final reward.
Additionally, individual exploration is expensive in the high-dimensional spaces of humanoid manipulators. Imitation learning is introduced to reduce this cost by directing attention toward actions another agent has made relevant. Still, it introduces a correspondence problem between different bodies, viewpoints, and intentions (Schaal, 1999). Demonstrations should therefore be treated as priors over goals and action structure, not as trajectories to copy blindly, and embodiment-specific practice remains necessary.
Lastly, social learning also requires shared reference. Constructive models show how saliency and sensorimotor regularities can scaffold joint attention (Nagai et al., 2003), while sociable-robot studies show that timing, gaze, and expression shape the feedback humans provide (Breazeal, 2003). Language games with AIBO further demonstrate that social feedback can participate in forming shared perceptual categories and words (Steels and Kaplan, 2001). The resulting relation is reciprocal. Language directs attention and decomposes goals, while action constrains linguistic meaning (Cangelosi et al., 2010). Developmental robotics thus integrates autonomous exploration, continual retention, and social scaffolding over one trajectory. In the studies reviewed here, however, these mechanisms are typically demonstrated separately and over short periods. Evaluation should measure skill diversity, retention, compositional reuse, adaptation to bodily change, safety cost, and tutor effort. This social-developmental account also provides the transition to symbols. Language becomes meaningful when shared expressions are connected to the learner’s evolving perceptual and action repertoire.
Embodied Grounding and Multimodal Pretraining
For robots to operate effectively in the physical world, they need both broad knowledge of the world and the ability to perform physical actions. Multimodal pretraining on images, text, and videos provides useful semantic knowledge and motion priors, but this knowledge alone is not sufficient for reliable robot control (Bisk et al., 2020). Robots also need embodied experience to understand which actions are feasible and what consequences they may produce. Embodied grounding aims to connect these two sources of knowledge, linking what robots perceive and understand to what they can actually do. As illustrated in Figure 2.2 , this perspective helps explain the roles of different embodied AI approaches, including vision-language-action (VLA) models, world-action models (WAMs), and multimodal agents.
Figure 2.2. Grounding and multimodal pretraining. Multimodal pretraining — Semantic and motion priors. Embodied experience — Affordances and causal feedback. Embodied grounding — Linking meaning, feasible action, and consequences. VLA — Action generation. WAM — Actions + predicted videos. Multimodal agents — Reasoning + replanning.
Multimodal pretraining provides a scalable source of prior knowledge. Early systems explicitly connect speech to visual objects and compositional instructions to executable robot plans (Roy and Pentland, 2002; Tellex et al., 2011). At greater scale, CLIP learns broad image-language correspondences, while R3M extracts temporally informative representations from human video for downstream robot learning (Radford et al., 2021; Nair et al., 2023). Image-text data primarily contribute semantic and referential knowledge. Human video additionally conveys motion patterns and likely object interactions. However, neither directly specifies a particular robot’s reachability, actuation limits, contact dynamics, or action costs. Such data therefore provide valuable semantic and motion priors , rather than sufficient evidence of executable competence.
Embodied experience supplies complementary evidence by connecting an agent’s actions with observed outcomes. Robot demonstrations illustrate how tasks can be accomplished with a particular embodiment, while self-generated interactions reveal feasible actions and their consequences.
Work on intuitive physical prediction, robotic poking, and action-conditioned visual foresight exemplifies the transition from observation toward intervention-based learning (Battaglia et al., 2013; Agrawal et al., 2016; Finn and Levine, 2017). Modular systems also make the division between meaning and feasibility explicit. CLIPort combines pretrained visual-language semantics with spatial manipulation, and SayCan evaluates language-model skill proposals using embodiment-specific value functions (Shridhar et al., 2022; Ichter et al., 2023). Yet successful skill selection is not equivalent to learning new affordances or revising semantic beliefs after failure. Robust grounding requires both physically informed action and feedback that can improve subsequent decisions.
Recent embodied models increasingly integrate these complementary sources. VLA models learn language-conditioned control, progressing from RT-1 and RT-2 through heterogeneous cross-robot training to systems such as π 0.5 \pi_{0.5} π 0.5 (Physical Intelligence et al., 2025), which co-trains on robot actions, web data, and semantic subtasks for open-world generalization. EgoScale further explores human egocentric video as scalable motor supervision (Brohan et al., 2023; Zitkovich et al., 2023; Open X-Embodiment Collaboration, 2024; Physical Intelligence et al., 2025; Zheng et al., 2026b). WAMs, including DreamZero and Cosmos Policy, extend action learning by predicting future observations alongside actions, potentially supporting consequence-aware planning (Wang et al., 2026b; Ye et al., 2026a; Kim et al., 2026a). General-purpose multimodal agents, as explored in preliminary evaluations of GPT-6 Astra, may instead contribute task-level reasoning, failure diagnosis, and replanning, but are not established substitutes for reliable low-level control (OpenAI, 2026; Su et al., 2026; Zhang et al., 2026b). These are complementary modeling emphases rather than successive stages. The shared challenge is to turn broad multimodal priors and embodiment-specific experience into reliable, adaptive behavior.
Learning and Reasoning in the Physical World
Physical AI requires more than representing the physical world. A learning-based physical AI agent must learn the underlying regularities of physical processes, reason about possible future states, and acquire effective behaviors through interaction. Unlike learning methods that primarily exploit statistical correlations in static data, Physical AI requires models that respect geometric constraints, dynamical laws, and causal consequences of actions.
Modern approaches therefore combine three complementary principles. Physical knowledge provides inductive biases, machine learning extracts unknown structures from experience, and reinforcement learning enables agents to improve through interaction. Together, these components provide the foundation for learning and reasoning in physical environments.
Physics-Informed Learning Architectures
Physical Inductive Biases Physical environments contain strong structural regularities, including symmetry, conservation laws, locality, and relational interactions. Incorporating these properties into machine learning models reduces the hypothesis space and improves data efficiency.
A fundamental example is equivariant learning. Physical predictions should transform consistently under changes of coordinate systems. For a transformation g g r o u p g_{\mathrm{group}} g group from a symmetry group, an equivariant model satisfies
f ( T g g r o u p ( x ) ) = T g g r o u p ′ ( f ( x ) ) . (29) f\left(T_{g_{\mathrm{group}}}(x)\right) = T'_{g_{\mathrm{group}}}\left(f(x)\right). \tag*{(29)} f ( T g group ( x ) ) = T g group ′ ( f ( x ) ) . (29)
For 3D physical systems, SE(3)-equivariant networks preserve rotational and translational consistency and have been widely applied to molecular modeling, geometric reasoning, and robotics (Thomas et al., 2018; Satorras et al., 2021).
Graph Neural Networks for Physical Systems Many physical environments naturally consist of interacting entities. Particles, objects, robot links, and articulated components can be represented as graphs of the form
G = ( V , E ) , (30) G = (V, E), \tag*{(30)} G = ( V , E ) , (30)
where nodes describe physical entities and edges represent interactions.
Graph neural networks learn system evolution through message passing of the form
h i n o d e , t + 1 = ϕ n o d e ( h i n o d e , t , ∑ j ∈ N ( i ) ψ m s g ( h i n o d e , t , h j n o d e , t , e i j e d g e ) ) , (31) h_i^{\mathrm{node},t+1} = \phi_{\mathrm{node}}\left(h_i^{\mathrm{node},t}, \sum_{j \in\mathcal{N}(i)} \psi_{\mathrm{msg}}\left(h_i^{\mathrm{node},t}, h_j^{\mathrm{node},t}, e_{ij}^{\mathrm{edge}}\right)\right), \tag*{(31)} h i node , t + 1 = ϕ node h i node , t , j ∈ N ( i ) ∑ ψ msg ( h i node , t , h j node , t , e ij edge ) , (31)
where h i n o d e , t ∈ R d n o d e h_i^{\mathrm{node},t} \in\mathbb{R}^{d_{\mathrm{node}}} h i node , t ∈ R d node is a node-feature vector and e i j e d g e ∈ R d e d g e e_{ij}^{\mathrm{edge}} \in\mathbb{R}^{d_{\mathrm{edge}}} e ij edge ∈ R d edge is an edge-feature vector. The message function is ψ m s g : R d n o d e × R d n o d e × R d e d g e → R d m s g \psi_{\mathrm{msg}} : \mathbb{R}^{d_{\mathrm{node}}} \times\mathbb{R}^{d_{\mathrm{node}}} \times\mathbb{R}^{d_{\mathrm{edge}}} \to\mathbb{R}^{d_{\mathrm{msg}}} ψ msg : R d node × R d node × R d edge → R d msg , and the update function is ϕ n o d e : R d n o d e × R d m s g → R d n o d e \phi_{\mathrm{node}} : \mathbb{R}^{d_{\mathrm{node}}} \times\mathbb{R}^{d_{\mathrm{msg}}} \to\mathbb{R}^{d_{\mathrm{node}}} ϕ node : R d node × R d msg → R d node . The positive integer dimensions d n o d e d_{\mathrm{node}} d node , d e d g e d_{\mathrm{edge}} d edge , and d m s g d_{\mathrm{msg}} d msg need not be equal. This representation preserves relational structures and enables learning of complex physical dynamics, including particle simulation and object interaction modeling (Sanchez-Gonzalez et al., 2020).
Physics-Informed Neural Networks When governing equations are partially known, physical laws can be directly incorporated into the learning objective. Given a differential equation
N P D E [ u f i e l d ] ( x , t ) = 0 , (32) \mathcal{N}_{\mathrm{PDE}}[u^{\mathrm{field}}](x,t) = 0, \tag*{(32)} N PDE [ u field ] ( x , t ) = 0 , (32)
a neural approximation u θ f i e l d ( x , t ) u_{\theta}^{\mathrm{field}}(x,t) u θ field ( x , t ) can be trained by minimizing both data error and physical inconsistency:
L = L d a t a + λ L p h y s i c s . (33) \mathcal{L} = \mathcal{L}_{\mathrm{data}} + \lambda\mathcal{L}_{\mathrm{physics}}. \tag*{(33)} L = L data + λ L physics . (33)
The physical constraint is enforced through
L p h y s i c s = ∑ i ∥ N P D E [ u θ f i e l d ] ( x i , t i ) ∥ 2 . (34) \mathcal{L}_{\mathrm{physics}} = \sum_i \left\lVert\mathcal{N}_{\mathrm{PDE}}\left[u_{\theta}^{\mathrm{field}}\right](x_i,t_i) \right\rVert^2. \tag*{(34)} L physics = i ∑ N PDE [ u θ field ] ( x i , t i ) 2 . (34)
Physics-informed neural networks (PINNs) provide a framework for combining sparse observations with known physical principles and have been widely used for solving and learning differential equations (Raissi et al., 2019).
Neural Differential Equations Instead of manually specifying analytical dynamics, neural differential equations use neural networks to parameterize continuous-time evolution as
d x d t = f θ d r i f t ( x , t ) . (35) \frac{\mathrm{d}x}{\mathrm{d}t}=f^{\mathrm{drift}}_{\theta}(x,t). \tag*{(35)} d t d x = f θ drift ( x , t ) . (35)
Neural ordinary differential equations (Neural ODEs) provide a flexible framework for learning continuous latent dynamics (Chen et al., 2018). Stochastic extensions further model uncertainty through
d x t = f θ d r i f t ( x t , t ) d t + G θ d i f f ( x t , t ) d W t W i e n e r , (36) \mathrm{d}x_t=f^{\mathrm{drift}}_{\theta}(x_t,t)\,\mathrm{d}t+G^{\mathrm{diff}}_{\theta}(x_t,t)\,\mathrm{d}W^{\mathrm{Wiener}}_t, \tag*{(36)} d x t = f θ drift ( x t , t ) d t + G θ diff ( x t , t ) d W t Wiener , (36)
where x t ∈ R d s t a t e x_t \in\mathbb{R}^{d_{\mathrm{state}}} x t ∈ R d state is the state and W t W i e n e r ∈ R d n o i s e W^{\mathrm{Wiener}}_t \in\mathbb{R}^{d_{\mathrm{noise}}} W t Wiener ∈ R d noise is a standard Wiener process. For the deterministic and stochastic dynamics above, f θ d r i f t : R d s t a t e × [ 0 , ∞ ) → R d s t a t e f^{\mathrm{drift}}_{\theta}:\mathbb{R}^{d_{\mathrm{state}}} \times[0,\infty) \to\mathbb{R}^{d_{\mathrm{state}}} f θ drift : R d state × [ 0 , ∞ ) → R d state is the drift mapping. The diffusion mapping is G θ d i f f : R d s t a t e × [ 0 , ∞ ) → R d s t a t e × d n o i s e G^{\mathrm{diff}}_{\theta}:\mathbb{R}^{d_{\mathrm{state}}} \times[0,\infty) \to\mathbb{R}^{d_{\mathrm{state}}\times d_{\mathrm{noise}}} G θ diff : R d state × [ 0 , ∞ ) → R d state × d noise . The positive integers d s t a t e d_{\mathrm{state}} d state and d n o i s e d_{\mathrm{noise}} d noise need not be equal, and d W t W i e n e r \mathrm{d}W^{\mathrm{Wiener}}_t d W t Wiener denotes the Wiener increment.
These approaches bridge classical dynamical systems and modern representation learning by allowing models to learn unknown physical processes while preserving temporal structure.
Reinforcement Learning for Physical Interaction
Markov Decision Processes and Physical Interaction Learning Physical AI requires not only predicting the world but also selecting actions that influence future states. Reinforcement learning formulates this process as sequential decision-making.
A Markov decision process (MDP) is defined as
( S , A , P p t r , R , γ ) , (37) (\mathcal{S},\mathcal{A},P^{\mathrm{ptr}},R,\gamma), \tag*{(37)} ( S , A , P ptr , R , γ ) , (37)
where S \mathcal{S} S represents states, A \mathcal{A} A represents actions, P p t r P^{\mathrm{ptr}} P ptr represents transition dynamics, and R R R represents rewards.
The goal of an agent is to learn a policy
π ( a ∣ s ) (38) \pi(a \mid s) \tag*{(38)} π ( a ∣ s ) (38)
that maximizes cumulative reward:
J ( π ) = E π [ ∑ t γ t r t ] . (39) J(\pi)=\mathbb{E}_{\pi}\left[\sum_t \gamma^t r_t\right]. \tag*{(39)} J ( π ) = E π [ t ∑ γ t r t ] . (39)
However, physical agents rarely observe complete states. A robot may observe an object’s appearance and motion without directly knowing its mass, friction coefficient, or contact condition. Sensor noise, occlusion, and delayed measurements further limit the information available for decision-making.
A partially observable Markov decision process (POMDP) extends the MDP with an observation space O \mathcal{O} O and an observation model:
( S , A , P p t r , R , O , O , γ ) , (40) (\mathcal{S},\mathcal{A},P^{\mathrm{ptr}},R,\mathcal{O},O,\gamma), \tag*{(40)} ( S , A , P ptr , R , O , O , γ ) , (40)
where O ( o t + 1 ∣ s t + 1 , a t ) O(o_{t+1} \mid s_{t+1},a_t) O ( o t + 1 ∣ s t + 1 , a t ) specifies the probability of receiving observation o t + 1 o_{t+1} o t + 1 after action a t a_t a t leads to state s t + 1 s_{t+1} s t + 1 , and γ ∈ [ 0 , 1 ) \gamma\in[0,1) γ ∈ [ 0 , 1 ) is the discount factor. The physical state remains Markovian, but an individual observation need not contain enough information to predict future outcomes.
Decisions therefore depend on both past observations and past actions:
h t = ( o 0 , a 0 , o 1 , … , a t − 1 , o t ) , h 0 = ( o 0 ) , π ( a t ∣ h t ) . (41) h_t=(o_0,a_0,o_1,\ldots,a_{t-1},o_t), \qquad h_0=(o_0), \qquad\pi(a_t \mid h_t). \tag*{(41)} h t = ( o 0 , a 0 , o 1 , … , a t − 1 , o t ) , h 0 = ( o 0 ) , π ( a t ∣ h t ) . (41)
Past actions matter because they help explain subsequent measurements. A change in an object’s position may result from the robot’s own push or from an external disturbance.
The history can be summarized by a belief state
b t ( s ) = P ( s t = s ∣ h t ) (42) b_t(s) = P(s_t = s \mid h_t) \tag*{(42)} b t ( s ) = P ( s t = s ∣ h t ) (42)
which represents uncertainty about the current physical state. With a known transition and observation model, the belief is a sufficient statistic of the history for decision-making, allowing a policy to be written as π ( a t ∣ b t ) \pi(a_t \mid b_t) π ( a t ∣ b t ) . Belief updates combine predictions from the previous action with evidence from new observations.
Practical systems may approximate this inference using state estimators, recurrent networks, or policies conditioned on a recent interaction history. For example, lifting an object provides force measurements that help infer its weight and guide subsequent control. POMDPs thus make explicit how uncertain perception, memory, and action jointly shape physical decision-making (Sutton and Barto, 2018).
Reward Design and Task Specification. The reward function defines the objective of an embodied agent. Designing appropriate rewards is challenging because physical tasks often involve long horizons and complex constraints.
Sparse rewards provide feedback at infrequent events, such as successful grasping or completion of a navigation task. Although simple, they create exploration difficulties.
Dense rewards introduce intermediate objectives, such as distance reduction, energy efficiency, or trajectory smoothness. However, poorly designed dense rewards may lead to unintended behaviors.
Curriculum learning gradually increases task complexity and allows agents to acquire complex physical skills from simpler subtasks.
Policy Optimization. Policy-gradient methods improve a parameterized policy using the outcomes of its actions. With the history-conditioned policy introduced above, a trajectory-based expression is
∇ θ J ( θ ) = E τ e p ∼ π θ [ ∑ t = 0 ∞ γ t ∇ θ log π θ ( a t ∣ h t ) A a d v , π θ ( h t , a t ) ] (43) \nabla_{\theta} J(\theta) = \mathbb{E}_{\tau_{\mathrm{ep}} \sim\pi_{\theta}}\left[\sum_{t=0}^{\infty} \gamma^{t}\nabla_{\theta}\log\pi_{\theta}(a_t \mid h_t)A^{\mathrm{adv},\pi_{\theta}}(h_t,a_t)\right] \tag*{(43)} ∇ θ J ( θ ) = E τ ep ∼ π θ [ t = 0 ∑ ∞ γ t ∇ θ log π θ ( a t ∣ h t ) A adv , π θ ( h t , a t ) ] (43)
where τ e p \tau_{\mathrm{ep}} τ ep is a sampled interaction trajectory and A a d v , π θ ( h t , a t ) = Q π θ ( h t , a t ) − V π θ ( h t ) A^{\mathrm{adv},\pi_{\theta}}(h_t,a_t) = Q^{\pi_{\theta}}(h_t,a_t) - V^{\pi_{\theta}}(h_t) A adv , π θ ( h t , a t ) = Q π θ ( h t , a t ) − V π θ ( h t ) is the advantage, defined as the expected return of the selected action relative to the policy’s average return at that history. For fully observed systems, the current state s t s_t s t can replace h t h_t h t . Actor-critic methods use a learned value estimator to approximate the advantage while updating the policy.
Proximal Policy Optimization (PPO) uses a clipped surrogate objective to limit the incentive for large policy changes:
L C L I P ( θ ) = E t [ min ( ρ t P P O ( θ ) A ^ t a d v , clip ( ρ t P P O ( θ ) , 1 − ϵ c l i p , 1 + ϵ c l i p ) A ^ t a d v ) ] , L^{\mathrm{CLIP}}(\theta) = \mathbb{E}_t\left[\min\left(\rho_t^{\mathrm{PPO}}(\theta)\widehat{A}_t^{\mathrm{adv}},\operatorname{clip}\left(\rho_t^{\mathrm{PPO}}(\theta),1-\epsilon_{\mathrm{clip}},1+\epsilon_{\mathrm{clip}}\right)\widehat{A}_t^{\mathrm{adv}}\right)\right], L CLIP ( θ ) = E t [ min ( ρ t PPO ( θ ) A t adv , clip ( ρ t PPO ( θ ) , 1 − ϵ clip , 1 + ϵ clip ) A t adv ) ] ,
ρ t P P O ( θ ) = π θ ( a t ∣ h t ) π θ o l d ( a t ∣ h t ) (44) \rho_t^{\mathrm{PPO}}(\theta) = \frac{\pi_{\theta}(a_t \mid h_t)}{\pi_{\theta_{\mathrm{old}}}(a_t \mid h_t)} \tag*{(44)} ρ t PPO ( θ ) = π θ old ( a t ∣ h t ) π θ ( a t ∣ h t ) (44)
where θ o l d \theta_{\mathrm{old}} θ old denotes the policy parameters used to collect the batch, A ^ t a d v \widehat{A}_t^{\mathrm{adv}} A t adv is an estimated advantage, ϵ c l i p > 0 \epsilon_{\mathrm{clip}} > 0 ϵ clip > 0 controls clipping, and E t \mathbb{E}_t E t denotes averaging over sampled steps. The symbol ρ t P P O \rho_t^{\mathrm{PPO}} ρ t PPO distinguishes the policy probability ratio from the reward r t r_t r t . These methods are widely used for locomotion and manipulation (Schulman et al., 2017). Optimization stability and the physical closed-loop guarantees discussed in § 2.1.1 remain separate questions.
Offline Reinforcement Learning. Unlike simulation environments, real physical systems cannot collect unlimited interaction data. Offline reinforcement learning addresses this limitation by learning policies from previously collected datasets, including demonstrations and robot trajectories.
This paradigm is particularly important for Physical AI because large-scale datasets can provide diverse physical experiences without requiring unsafe exploration on real hardware.
Predictive Learning and World Models
This subsection develops the predictive-learning mechanisms underlying the action-consequence relation discussed in § 2.1.2 . The focus is on constructing internal states, learning how they evolve under actions, and using predicted outcomes for decision-making. The mathematical notion of state and the motivation for latent representations are introduced in § 2.1.0.3 .
Learning Latent Physical Dynamics Under partial observability, an observation feature and an internal predictive state serve different purposes. An encoder extracts features from the current measurement, while a state-update model integrates them with past actions and the previous internal state:
e t e n c = f θ ( o t ) , z t = H θ ( z t − 1 , a t − 1 , e t e n c ) , (45) e_t^{\mathrm{enc}} = f_\theta(o_t), \qquad z_t = H_\theta(z_{t-1}, a_{t-1}, e_t^{\mathrm{enc}}), \tag*{(45)} e t enc = f θ ( o t ) , z t = H θ ( z t − 1 , a t − 1 , e t enc ) , (45)
where e t e n c e_t^{\mathrm{enc}} e t enc denotes an observation feature, z t z_t z t an internal state, and H θ H_\theta H θ a learned update function. This recurrent form is one way to summarize the interaction history h t h_t h t used in the POMDP formulation of § 2.1.3.2 . The internal state should retain task-relevant information about hidden properties and contact conditions. A learned latent vector does not automatically constitute a calibrated belief distribution.
An action-conditioned dynamics model then predicts the next internal state as
z t + 1 ∼ p θ ( ⋅ ∣ z t , a t ) , (46) z_{t+1} \sim p_\theta(\cdot\mid z_t, a_t), \tag*{(46)} z t + 1 ∼ p θ ( ⋅ ∣ z t , a t ) , (46)
where p θ p_\theta p θ is a learned transition distribution. A deterministic predictor, z ^ t + 1 = F θ ( z t , a t ) \hat{z}_{t+1} = F_\theta(z_t, a_t) z ^ t + 1 = F θ ( z t , a t ) , is a simplified alternative. Training uses recorded observations, actions, and outcomes to learn useful state updates and transitions. Known physical structure can constrain these models through the architectural and loss-based approaches in § 2.1.3.1 . Their adequacy depends on preserving the distinctions that affect future outcomes, including uncertainty that remains after observing the interaction history.
Joint Embedding Predictive Architectures The Joint-Embedding Predictive Architecture (JEPA) approach learns representations by predicting target features from context features. I-JEPA predicts representations of masked image regions from visible context (Assran et al., 2023), while V-JEPA extends feature prediction to masked spatiotemporal regions in video (Bardes et al., 2024). A schematic prediction is
z ^ t a r g e t = g ϕ ( z c o n t e x t , m t a r g e t ) , (47) \hat{z}_{\mathrm{target}} = g_\phi(z_{\mathrm{context}}, m_{\mathrm{target}}), \tag*{(47)} z ^ target = g ϕ ( z context , m target ) , (47)
where z c o n t e x t z_{\mathrm{context}} z context represents the visible context, m t a r g e t m_{\mathrm{target}} m target specifies target positions, and g ϕ g_\phi g ϕ is the predictor. Predictions are matched to features produced by a target encoder. In these implementations, a stop-gradient target and an exponentially averaged target encoder help prevent representation collapse.
Such representations can supply observation features for a predictive world model. Learning from passive images or videos, however, does not by itself identify the effects of executable robot actions. An action-conditioned dynamics model additionally requires experience linking the agent’s commands to resulting changes. This distinction separates predictive representation learning from the action-grounded models needed for physical planning and policy improvement.
World Models, Imagination, and Decision-Making Given a current internal state, a dynamics model can roll forward candidate actions. For a deterministic model and an action sequence a t : t + H r o l l − 1 a_{t:t+H_{\mathrm{roll}}-1} a t : t + H roll − 1 of length H r o l l H_{\mathrm{roll}} H roll , the rollout is
z ^ t = z t , z ^ t + i + 1 = F θ ( z ^ t + i , a t + i ) , i = 0 , … , H r o l l − 1. (48) \hat{z}_t = z_t, \qquad\hat{z}_{t+i+1} = F_\theta(\hat{z}_{t+i}, a_{t+i}), \quad i = 0,\ldots,H_{\mathrm{roll}}-1. \tag*{(48)} z ^ t = z t , z ^ t + i + 1 = F θ ( z ^ t + i , a t + i ) , i = 0 , … , H roll − 1. (48)
A stochastic model instead produces a distribution of possible rollouts. A planner evaluates predicted outcomes against the task objective and constraints, executes a selected action, and updates the internal state from new observations. The receding-horizon control principle is developed in § 2.1.1.2 .
Model-based reinforcement learning can also use imagined trajectories to improve a policy. Dreamer learns behavior through rollouts in a learned latent world model (Hafner et al., 2020), and
DayDreamer applies world-model-based learning to physical robots (Wu et al., 2023). Prediction thus supports both selecting actions and learning better action policies. Model errors can accumulate over long rollouts, and a policy may exploit inaccurate predictions, so useful imagination requires validation against observed physical outcomes.
These mechanisms connect state representation, physical priors, and reinforcement learning through prediction of action consequences. Chapter § 4.3 develops world-model architectures, training objectives, uncertainty, and validation in detail. Chapter § 4.4 and Chapter § 4.5 examine their relationship to learned manipulation and motor capabilities.
II Methodology
"The world is its own best model." — Rodney Brooks
Perception and Cognition
This chapter dives deeply into perception and cognition. One of the primary differences between normal AI systems and physical AI systems is that physical AI uses perception and cognition to bridge the physical environment with the actual AI system. The key part for that bridge is the multimodal sensing, which brings information about this complex and diverse world into digital form, and produces a compressed representation.
Therefore, the perception and cognition module aims to obtain a coherent and comprehensive understanding of the physical environment from raw sensor observations. This understanding grounds world models in sensory evidence and supports prediction, planning, and action. This chapter traces that pipeline from low-level multimodal sensing and sensor fusion, 3D spatial and four-dimensional (4D) spatiotemporal perception, to high-level semantic and interaction reasoning.
Tasks and Characteristics of Physical Perception
Perception provides the fundamental interface between the physical world and embodied intelligence. Unlike symbolic or language-based environments, where information is already presented to a model in discrete and machine-readable forms, the physical world does not directly expose its underlying state. It is continuous, high-dimensional, dynamic, and only partially observable. As illustrated in Figure 3.1 , an embodied agent can access this world only through sensors that transform physical signals into digital observations. Before reasoning, prediction, planning, or action can take place, these observations must therefore be organized into representations that a computational model can interpret and use.
Figure 3.1. Embodied perception from multimodal observations. A complex physical environment is sampled through multiple sensors, producing a compressed and incomplete digital representation. Perception and cognition integrate these observations to infer the environment state relevant to an embodied agent’s task
This transformation is inherently incomplete. Cameras have finite resolution and fields of view, depth sensors contain missing or uncertain measurements, force and tactile sensors observe only local contacts, and all sensing modalities operate with finite sampling rates and measurement noise. Occlusion further prevents parts of the environment from being observed at a given time. Consequently, the digital observations available to an embodied agent constitute only a partial and compressed representation of the underlying physical world. Perception must infer task-relevant structure from this incomplete evidence rather than assuming direct access to the true physical state.
This distinction makes perception particularly important for Physical AI. Downstream models reason and act on the basis of what has been observed and represented, rather than on the physical world itself. Errors or missing information in perception can therefore propagate to state estimation, prediction, reasoning, planning, and ultimately physical action. A missed obstacle may lead to a collision. An incorrect depth estimate may produce an invalid grasp. An incorrect estimate of object or material state may cause an otherwise reasonable plan to fail. Reliable Physical AI thus depends not only on the capability of downstream models, but also on the accuracy, completeness, consistency, and uncertainty of the perceptual representations on which they operate.
Physical perception addresses this problem by acquiring multimodal observations and progressively transforming them into representations of the environment that are useful for embodied tasks. Beyond recognizing what is present, a physical perception system must determine where entities are, how they move and change over time, what physical and semantic states they are in, and how they can be interacted with. Perception is therefore not merely a preprocessing stage for downstream intelligence, but a continuous process of constructing and updating an internal representation of the physical world.
Physical perception can be broadly organized into three levels. Low-level perception acquires observations through sensory modalities. These include color cameras using red, green, and blue (RGB) channels, together with depth sensors, LiDAR, infrared and event cameras, tactile and force sensors, and proprioception. These modalities capture complementary aspects of appearance, geometry, motion, temperature, contact, and the agent’s own physical state. Mid-level perception organizes these observations into spatially and temporally consistent representations, including 3D geometry, motion, and dynamic 3D/4D scene structure. High-level perception and cognition further associates these representations with semantic entities, physical properties and states, functional relationships, affordances, and interaction possibilities, enabling task-dependent interpretation and reasoning.
Across these levels, physical perception is characterized by multimodality, spatiotemporal consistency, physical grounding, uncertainty, and interaction-oriented understanding . Multimodal observations compensate for the limitations of individual sensors, while spatiotemporal modeling connects partial observations across viewpoints and time. Physical grounding associates semantic interpretation with measurable geometry, state, and physical evidence, and explicit treatment of uncertainty reflects the unavoidable incompleteness of sensing. Interaction-oriented understanding further focuses perception on the information that matters for action, including contact regions, object states, material conditions, and possible state transitions.
These requirements drive physical perception beyond isolated single-modality recognition toward integrated systems that continuously combine multimodal sensing, 3D/4D spatial modeling, semantic understanding, physical measurement, and interaction feedback. From this perspective, perception extends beyond recognition to make the physical world observable, representable, and actionable to an embodied intelligent system.
Multimodal Perception and Fusion
Multimodal Sensing and Data Acquisition
Multimodal sensing and data acquisition refer to the processes by which an embodied system measures the physical state of itself and its environment and converts heterogeneous measurements into digital observations. Perceiving and interacting with a physical environment require information about several complementary properties, including appearance, geometry, motion, temperature, and contact state. No single sensing modality can reliably and completely observe all of these properties. Embodied systems therefore commonly combine RGB cameras, depth cameras, LiDAR, force and tactile sensors, and proprioceptive sensors. Exteroceptive sensors observe the external environment, proprioceptive sensors measure the internal configuration and motion of the robot, and contact sensors characterize physical interaction at the robot-environment interface. Together, these measurements form the observational basis for subsequent perception, state estimation, reasoning, planning, and control. Section 9.2 provides additional details.
RGB Cameras RGB cameras are the most widely used exteroceptive sensors in embodied intelligence. They measure visible optical radiation and provide dense observations of scene color, texture, boundaries, and appearance. These observations contain rich semantic cues but do not directly encode metric depth or contact state.
To describe how an RGB camera converts incident light into image measurements, this chapter first considers its radiometric image-formation model (Healey and Kondepudy, 1994; Bhuyan, 2019; Holst and Lomheim, 2007). During an exposure, each photosite integrates the incident light according to its wavelength-dependent response. For a photosite associated with color channel i r g b ∈ { R , G , B } i_{\mathrm{rgb}} \in\{\mathrm{R}, \mathrm{G}, \mathrm{B}\} i rgb ∈ { R , G , B } and spatial location u p i x = ( u p i x , v p i x ) \mathbf{u}_{\mathrm{pix}} = (u_{\mathrm{pix}}, v_{\mathrm{pix}}) u pix = ( u pix , v pix ) , the resulting raw measurement can be expressed as
y i r g b r a w ( u p i x , t ) = Q i r g b q u a n t ( ∫ t t + Δ t ∫ Λ v i s S i r g b ( λ ) E λ ( u p i x , τ ) d λ d τ + ε i r g b ( u p i x , t ) ) , (49) y_{i_{\mathrm{rgb}}}^{\mathrm{raw}}(\mathbf{u}_{\mathrm{pix}},t) = Q_{i_{\mathrm{rgb}}}^{\mathrm{quant}}\left(\int_{t}^{t+\Delta t}\int_{\Lambda_{\mathrm{vis}}} S_{i_{\mathrm{rgb}}}(\lambda)E_{\lambda}(\mathbf{u}_{\mathrm{pix}},\tau)\,\mathrm{d}\lambda\,\mathrm{d}\tau+\varepsilon_{i_{\mathrm{rgb}}}(\mathbf{u}_{\mathrm{pix}},t)\right), \tag*{(49)} y i rgb raw ( u pix , t ) = Q i rgb quant ( ∫ t t + Δ t ∫ Λ vis S i rgb ( λ ) E λ ( u pix , τ ) d λ d τ + ε i rgb ( u pix , t ) ) , (49)
where y i r g b r a w ( u p i x , t ) y_{i_{\mathrm{rgb}}}^{\mathrm{raw}}(\mathbf{u}_{\mathrm{pix}},t) y i rgb raw ( u pix , t ) is the raw measurement of an individual photosite, E λ ( u p i x , τ ) E_{\lambda}(\mathbf{u}_{\mathrm{pix}},\tau) E λ ( u pix , τ ) denotes the spectral irradiance incident on the sensor, Δ t \Delta t Δ t is the exposure duration, and S i r g b ( λ ) S_{i_{\mathrm{rgb}}}(\lambda) S i rgb ( λ ) is the effective spectral responsivity of channel i r g b i_{\mathrm{rgb}} i rgb , incorporating wavelength-dependent optical transmission, color-filter response, quantum efficiency, and photoelectric conversion. The term ε i r g b ( u p i x , t ) \varepsilon_{i_{\mathrm{rgb}}}(\mathbf{u}_{\mathrm{pix}},t) ε i rgb ( u pix , t ) represents sensor noise, while Q i r g b q u a n t ( ⋅ ) Q_{i_{\mathrm{rgb}}}^{\mathrm{quant}}(\cdot) Q i rgb quant ( ⋅ ) summarizes electronic amplification, analog-to-digital conversion, and quantization. A camera image is therefore an exposure-time integral rather than an instantaneous sample.
The collection of photosite measurements forms a raw mosaic image Y C r a w \mathcal{Y}_{C}^{\mathrm{raw}} Y C raw , which is subsequently transformed by an image signal processor (ISP) into an RGB image
I R G B = F I S P ( Y C r a w ) , (50) I^{\mathrm{RGB}} = F_{\mathrm{ISP}}\left(\mathcal{Y}_{C}^{\mathrm{raw}}\right), \tag*{(50)} I RGB = F ISP ( Y C raw ) , (50)
where I R G B I^{\mathrm{RGB}} I RGB denotes the output RGB image and F I S P ( ⋅ ) F_{\mathrm{ISP}}(\cdot) F ISP ( ⋅ ) denotes the camera-specific processing pipeline, which may include demosaicing, white balancing, denoising, color correction, tone mapping, gamma encoding, and compression. Consequently, the final RGB values are not generally proportional to scene radiance, and their photometric interpretation depends on both the camera response and the processing pipeline (Debevec and Malik, 2023; Brooks et al., 2019).
Complementary to the radiometric model, which describes how pixel values are formed, a geometric image-formation model specifies how 3D scene points are projected onto the two-dimensional (2D) image plane (Hartley and Zisserman, 2003; Szeliski, 2011; Torralba et al., 2024). Under the pinhole camera model, the projection of a point p C = ( X C , Y C , Z C ) T \mathbf{p}_{C} = (X_{C},Y_{C},Z_{C})^{\mathsf{T}} p C = ( X C , Y C , Z C ) T expressed in the camera coordinate frame is represented in homogeneous coordinates as
u ~ p i x ∝ K c a m p C , u ~ p i x = ( u p i x , v p i x , 1 ) T , (51) \tilde{\mathbf{u}}_{\mathrm{pix}} \propto\mathbf{K}_{\mathrm{cam}}\mathbf{p}_{C}, \qquad\tilde{\mathbf{u}}_{\mathrm{pix}} = (u_{\mathrm{pix}},v_{\mathrm{pix}},1)^{\mathsf{T}}, \tag*{(51)} u ~ pix ∝ K cam p C , u ~ pix = ( u pix , v pix , 1 ) T , (51)
where ∝ \propto ∝ denotes equality up to a nonzero scale and K c a m \mathbf{K}_{\mathrm{cam}} K cam is the camera intrinsic matrix, conventionally written as
K c a m = [ f x γ c a m c x 0 f y c y 0 0 1 ] , (52) \mathbf{K}_{\mathrm{cam}} =
\begin{bmatrix}
f_{x} & \gamma_{\mathrm{cam}} & c_{x} \\
0 & f_{y} & c_{y} \\
0 & 0 & 1
\end{bmatrix}, \tag*{(52)} K cam = f x 0 0 γ cam f y 0 c x c y 1 , (52)
where f x f_{x} f x and f y f_{y} f y are the effective focal lengths measured in pixels, ( c x , c y ) (c_{x},c_{y}) ( c x , c y ) is the principal point, and γ c a m \gamma_{\mathrm{cam}} γ cam is the skew parameter between the image axes, which is commonly assumed to be zero in modern digital cameras. The intrinsic matrix maps normalized camera coordinates to pixel coordinates. Lens distortion is modeled separately. Its parameters are estimated during camera calibration and subsequently used to undistort or rectify the captured images (Zhang, 2000).
Within embodied systems, RGB cameras are commonly mounted on the head or torso to provide egocentric observations, on the wrist or end effector to capture close-range interactions, or in the environment to provide a global view of the robot and workspace. These visual streams constitute a primary source of exteroceptive information for semantic scene understanding, object localization, visual navigation, and visuomotor control. Visual navigation models such as ViNT use camera observations to learn navigational affordances under a general goal-reaching objective (Shah et al., 2023), while large-scale manipulation datasets and policies increasingly combine synchronized multi-view imagery with language and proprioceptive state. DROID, for example, records three synchronized stereo RGB camera streams, together with robot states and actions, exterior-camera calibration, and natural-language instructions across 86 manipulation tasks (Khazatsky et al., 2024). Generalist VLA models such as π 0 \pi_0 π 0 and π 0.5 \pi_{0.5} π 0.5 similarly combine camera observations with language instructions and robot state to generate actions across diverse tasks and robot embodiments (Black et al., 2025a; Physical Intelligence et al., 2025). Despite their low cost and semantic richness, RGB cameras do not directly measure metric geometry or physical contact, and their reliability remains sensitive to illumination changes, saturation, specular reflections, motion blur, and occlusion.
Depth Cameras and LiDAR Depth cameras and LiDAR provide metric observations of scene geometry, but their measurement principles and sampling patterns are not determined by the device category alone. Some depth cameras employ stereo triangulation, whereas others use time-of-flight principles closely related to LiDAR. A useful distinction is therefore made between axial depth Z d e p t h Z_{\mathrm{depth}} Z depth , defined as the coordinate of a scene point along the camera optical axis, and ray range r r r , defined as the Euclidean distance from the sensing origin along a viewing or emission ray. The systems considered here are organized by how distance is inferred, distinguishing triangulation-based depth sensing from propagation-based optical ranging .
Triangulation-based systems infer depth from correspondences between calibrated rays originating from spatially separated camera or projector centers. For a rectified stereo pair with baseline B s t e r e o B_{\mathrm{stereo}} B stereo , common horizontal focal length f x f_x f x , and aligned principal points, the horizontal disparity d s t e r e o ( u p i x ) = u p i x , L − u p i x , R d_{\mathrm{stereo}}(\mathbf{u}_{\mathrm{pix}})=u_{\mathrm{pix},L}-u_{\mathrm{pix},R} d stereo ( u pix ) = u pix , L − u pix , R determines the axial depth. The resulting depth can then be back-projected into the reference-camera coordinate frame using
Z d e p t h ( u p i x ) = f x B s t e r e o d s t e r e o ( u p i x ) , p C ( u p i x ) = Z d e p t h ( u p i x ) K c a m − 1 u ~ p i x , (53) \begin{aligned}
Z_{\mathrm{depth}}(\mathbf{u}_{\mathrm{pix}}) &= \frac{f_x B_{\mathrm{stereo}}}{d_{\mathrm{stereo}}(\mathbf{u}_{\mathrm{pix}})},\\
\mathbf{p}_{C}(\mathbf{u}_{\mathrm{pix}}) &= Z_{\mathrm{depth}}(\mathbf{u}_{\mathrm{pix}})\mathbf{K}_{\mathrm{cam}}^{-1}\tilde{\mathbf{u}}_{\mathrm{pix}}, \tag*{(53)}
\end{aligned} Z depth ( u pix ) p C ( u pix ) = d stereo ( u pix ) f x B stereo , = Z depth ( u pix ) K cam − 1 u ~ pix , (53)
where f x f_x f x and d s t e r e o ( u p i x ) d_{\mathrm{stereo}}(\mathbf{u}_{\mathrm{pix}}) d stereo ( u pix ) are expressed in pixels, K c a m \mathbf{K}_{\mathrm{cam}} K cam is the intrinsic matrix of the reference camera, and u ~ p i x = ( u p i x , v p i x , 1 ) T \tilde{\mathbf{u}}_{\mathrm{pix}}=(u_{\mathrm{pix},v_{\mathrm{pix}},1)^{\mathrm{T}}} u ~ pix = ( u pix , v pix , 1 ) T is the homogeneous image coordinate (Hartley and Zisserman, 2003). The second assumes that the depth image stores axial depth rather than distance along the viewing ray. Passive stereo relies on naturally occurring scene texture to establish correspondence. Active-stereo systems retain the same binocular geometry but project an unstructured infrared pattern to add texture in weakly textured regions. The pattern assists left-right image matching and need not be decoded into projector coordinates. The Intel RealSense D400 series is a representative example (Keselman et al., 2017). Structured-light systems also recover depth by triangulation, but use a calibrated camera-projector pair and establish correspondences between observed image locations and encoded projector coordinates (Zanuttigh et al., 2016). Thus, although active stereo and structured light employ active illumination, both remain triangulation-based because depth is inferred from spatial correspondence rather than optical propagation time.
Propagation-based sensors emit optical signals and infer distance from temporal or phase properties of the returned signal rather than from spatial disparity. For a pulsed time-of-flight LiDAR, the measured round-trip propagation delay Δ t i \Delta t_i Δ t i determines the range of the i i i th return. Combining this range with the calibrated beam direction gives its three-dimensional position as
r i = c l i g h t Δ t i 2 , p i = o + r i d i , (54) \begin{aligned}
r_i &= \frac{c_{\mathrm{light}}\Delta t_i}{2},\\
\mathbf{p}_i &= \mathbf{o}+r_i\mathbf{d}_i, \tag*{(54)}
\end{aligned} r i p i = 2 c light Δ t i , = o + r i d i , (54)
where c l i g h t c_{\mathrm{light}} c light is the speed of light, o \mathbf{o} o is the sensing origin, and d i \mathbf{d}_i d i is a unit vector specifying the calibrated beam direction (Royo and Ballesta-Garcia, 2019). A return may additionally include a measure of return strength or intensity a i l i d a r a_i^{\mathrm{lidar}} a i lidar and an acquisition timestamp t i t_i t i . Per-return timing is important for compensating motion distortion, or deskewing , when a scanning LiDAR assembles a point cloud over a nonzero time interval. Time-of-flight depth cameras apply a related propagation-based principle at many pixels over a two-dimensional detector array. Depending on the sensor design, they estimate distance from the direct time of flight of optical pulses or from the phase shift of modulated illumination (Horaud et al., 2016). The stored value may represent ray range or may be converted into axial depth according to the sensor’s calibration and output convention.
The native measurements of these sensors induce different spatial structures. A camera depth image can be back-projected into an organized point cloud whose samples preserve the image lattice, whereas LiDAR measurements generally form an irregular, sparse point cloud indexed by beam direction and acquisition time. After calibration and coordinate transformation, either representation may be converted into voxels, signed-distance fields, or continuous neural implicit fields for downstream perception and planning.
In embodied systems, depth observations are particularly useful for close-range geometry, including object-pose estimation, grasping, and workspace reconstruction. PerAct, RVT, and Act3D, for example, demonstrate how calibrated RGB and depth (RGB-D) observations can be transformed into volumetric, multi-view, or continuous three-dimensional representations for robotic manipulation (Shridhar et al., 2023; Goyal et al., 2023; Gervet et al., 2023). LiDAR is more commonly employed on mobile and field robots, where its typically longer sensing range and direct metric measurements support localization, mapping, obstacle avoidance, and exploration. CERBERUS provides a representative example in subterranean environments (Tranzatto et al., 2022). These modalities nevertheless exhibit different failure modes. Passive stereo correspondence becomes unreliable in textureless, repetitive, or occluded regions. Active stereo and structured light reduce texture ambiguity but remain limited by projector range, strong ambient illumination, interference, and transparent or specular surfaces. Propagation-based ranging can likewise be degraded by low-return surfaces, strong ambient illumination, multipath interference, and adverse atmospheric conditions.
Force and Tactile Sensors Force and tactile sensors provide measurements of physical interaction that cannot be obtained directly from conventional vision. Force and torque sensors measure the resultant loads transmitted through a robot component, whereas tactile sensors measure local contact conditions over a sensing surface. This distinction concerns the spatial support and physical interpretation of the measurements rather than the transduction material alone. Resistive, capacitive, piezoelectric, optical, and magnetic mechanisms may be used in different sensor configurations.
A multi-axis force/torque sensor measures the resultant force and moment acting on a robot component, commonly at the wrist, ankle, or end effector. A six-axis sensor reports the wrench, expressed in a declared sensor coordinate frame, as
w S = [ f S T , τ S T ] T \mathbf{w}_{S} = \left[\mathbf{f}_{S}^{\mathsf{T}}, \boldsymbol{\tau}_{S}^{\mathsf{T}}\right]^{\mathsf{T}} w S = [ f S T , τ S T ] T
w S = C c a l ( v s e n s − v s e n s , 0 ) , (55) \mathbf{w}_{S} = \mathbf{C}_{\mathrm{cal}}\left(\mathbf{v}_{\mathrm{sens}}-\mathbf{v}_{\mathrm{sens},0}\right), \tag*{(55)} w S = C cal ( v sens − v sens , 0 ) , (55)
where f S ∈ R 3 \mathbf{f}_{S} \in\mathbb{R}^{3} f S ∈ R 3 and τ S ∈ R 3 \boldsymbol{\tau}_{S} \in\mathbb{R}^{3} τ S ∈ R 3 are the measured force and torque, v s e n s \mathbf{v}_{\mathrm{sens}} v sens denotes the raw electrical outputs, v s e n s , 0 \mathbf{v}_{\mathrm{sens},0} v sens , 0 is the zero-load offset, and C c a l \mathbf{C}_{\mathrm{cal}} C cal is a calibration and decoupling matrix. The second relation is a common linear approximation for strain-based sensors, which infer applied loads from the deformation of an elastic structure (Cao et al., 2021). Such sensors provide accurate aggregate interaction loads but do not resolve how those loads are distributed across multiple contact points. Joint-torque sensors and motor currents can also support external-force estimation through a robot dynamics model, but these indirect estimates should not be treated as equivalent to a directly measured endpoint wrench.
Tactile sensors measure contact locally at the robot surface. Their outputs may describe contact location, surface deformation, normal and tangential loading, or slip. According to their dominant sensing and readout mechanisms, tactile sensors commonly used in embodied systems can be broadly organized into vision-based tactile sensors and taxel-based tactile arrays.
Vision-based tactile sensors illuminate a compliant elastomer and use an internal camera to observe its deformation during contact. Their native digital observation is an image rather than a direct force measurement:
I_{\mathrm{tac}}(\mathbf{u}_{\mathrm{pix}},t)=\mathcal{F}_{\mathrm{opt}}\left(\delta(\mathbf{x}_{\mathrm{pos}},t);\boldsymbol{\theta}_{\mathrm{tac}}\right)+\varepsilon_I(\mathbf{u}_{\mathrm{pix}},t),\qquad\widehat{\mathbf{z}}_{\mathrm{tac}}_t=G_{\mathrm{tac}}(I_{\mathrm{tac}}), \tag*{(56)}
where δ \delta δ denotes the elastomer deformation, F o p t \mathcal{F}_{\mathrm{opt}} F opt summarizes the illumination and imaging process with sensor parameters θ t a c \boldsymbol{\theta}_{\mathrm{tac}} θ tac , and G t a c ( ⋅ ) G_{\mathrm{tac}}(\cdot) G tac ( ⋅ ) is a calibrated or learned estimator of contact quantities z ^ t t a c \widehat{\mathbf{z}}^{\mathrm{tac}}_t z t tac , such as contact geometry, force, shear, or slip. The GelSight study establishes high-resolution optical measurement of contact geometry and force-related deformation (Yuan et al., 2017), while the DIGIT study demonstrates a compact, lower-cost design suitable for robotic hands (Lambeta et al., 2020). Because their output is image-like, these sensors also support visual representation learning. Sparsh, for example, learns transferable representations from unlabeled tactile images (Higuera et al., 2025).
Taxel-based sensors use arrays of discrete tactile elements distributed over a compliant surface. A pressure-sensitive taxel primarily measures normal contact stress, whereas more general taxels may also respond to tangential stress or local deformation. For taxel i i i with sensitive region A i \mathcal{A}_i A i and area A i = ∫ A i d A A_i=\int_{\mathcal{A}_i}\mathrm{d}A A i = ∫ A i d A , a generic calibrated measurement model is
σ ‾ i ( t ) = 1 A i ∫ A i σ c ( x p o s , t ) d A , \overline{\sigma}_i(t)=\frac{1}{A_i}\int_{\mathcal{A}_i}\sigma_{\mathrm{c}}(\mathbf{x}_{\mathrm{pos}},t)\,\mathrm{d}A, σ i ( t ) = A i 1 ∫ A i σ c ( x pos , t ) d A ,
y i ( t ) = g i t a x e l ( σ ‾ i ( t ) , T t e m p ( t ) ) + ε i ( t ) , (57) \mathbf{y}_i(t)=g_i^{\mathrm{taxel}}\left(\overline{\sigma}_i(t),T_{\mathrm{temp}}(t)\right)+\boldsymbol{\varepsilon}_i(t), \tag*{(57)} y i ( t ) = g i taxel ( σ i ( t ) , T temp ( t ) ) + ε i ( t ) , (57)
where σ c = [ p p r e s s , s 1 s h e a r , s 2 s h e a r ] ⊤ \boldsymbol{\sigma}_{\mathrm{c}}=[p_{\mathrm{press}},s_1^{\mathrm{shear}},s_2^{\mathrm{shear}}]^{\top} σ c = [ p press , s 1 shear , s 2 shear ] ⊤ contains normal pressure p p r e s s p_{\mathrm{press}} p press and two tangential stress components, and g i t a x e l ( ⋅ ) g_i^{\mathrm{taxel}}(\cdot) g i taxel ( ⋅ ) represents the sensor-specific transduction and calibration. Resistive, piezoresistive, and capacitive arrays are widely used for compact quasi-static contact sensing. Piezoelectric elements are particularly responsive to changes in load and vibration. Magnetic or inductive designs can provide compliant multi-axis measurements. These mechanisms differ in sensitivity, bandwidth, hysteresis, drift, wiring complexity, and spatial resolution (Dahiya et al., 2010; Meribout et al., 2024).
Some specialized tactile devices additionally measure vibration, acoustic emission, or temperature. High-bandwidth vibration and acoustic signals can reveal impact, sliding, texture, and incipient slip, while thermal measurements can contribute to material recognition. These signals are less commonly used as standalone tactile modalities in embodied systems and are often incorporated as complementary channels in multimodal tactile sensors.
The appropriate sensor depends on the spatial scale and information required by the task. Six-axis force/torque sensors are mature choices for aggregate load feedback in compliant control, insertion, assembly, and human-robot interaction. Vision-based tactile sensors are particularly attractive in current robot-learning research because they provide dense contact geometry and can be processed with image-based models, whereas electrical or magnetic taxel arrays can be integrated into compact fingertips, finger links, palms, and larger-area robotic skin. Force and tactile measurements support contact detection, grasp stabilization, slip detection, texture recognition, object reorientation, and dexterous manipulation. RH20T illustrates their role in multimodal robot learning by recording force together with visual, audio, robot-state, action, and language information across diverse manipulation skills (Fang et al., 2024b).
These sensing families also have distinct limitations. Force/torque sensors do not localize individual contacts without additional geometric assumptions. Taxel arrays may exhibit hysteresis, drift, cross-talk, and limited spatial resolution. Vision-based tactile sensors are sensitive to illumination and camera-calibration errors, as well as elastomer wear and viscoelastic effects such as hysteresis and stress relaxation. Their physical estimates additionally depend on calibrated or learned mappings from deformation to contact quantities. All tactile modalities have a local field of view and become informative primarily after contact. They are therefore commonly combined with vision and proprioception. Vision estimates where interaction should occur, proprioception supplies the robot configuration, and force or tactile feedback verifies the resulting physical interaction.
Proprioceptive Sensors Proprioceptive sensors measure the internal state and motion of the embodied platform. For an articulated robot, a representative proprioceptive observation is
z p r o p ( t ) = [ q ⊤ , q ˙ ⊤ , τ ⊤ , i ⊤ , a i m u ⊤ , ω i m u ⊤ ] ⊤ , (58) \mathbf{z}_{\mathrm{prop}}(t)=\left[\mathbf{q}^{\top},\dot{\mathbf{q}}^{\top},\boldsymbol{\tau}^{\top},\mathbf{i}^{\top},\mathbf{a}_{\mathrm{imu}}^{\top},\boldsymbol{\omega}_{\mathrm{imu}}^{\top}\right]^{\top}, \tag*{(58)} z prop ( t ) = [ q ⊤ , q ˙ ⊤ , τ ⊤ , i ⊤ , a imu ⊤ , ω imu ⊤ ] ⊤ , (58)
where q \mathbf{q} q and q ˙ \dot{\mathbf{q}} q ˙ are joint positions and velocities, τ \boldsymbol{\tau} τ denotes measured or estimated joint torque, i \mathbf{i} i is motor current, and a i m u \mathbf{a}_{\mathrm{imu}} a imu and ω i m u \boldsymbol{\omega}_{\mathrm{imu}} ω imu are specific force and angular velocity from an inertial measurement unit. Depending on the platform, proprioception may additionally include wheel odometry, base orientation, gripper aperture, actuator temperature, or foot-contact switches.
These signals support forward kinematics, state estimation, trajectory tracking, balance, and body-aware control. They also provide the configuration needed to transform head-, wrist-, and body-mounted sensor data into a common coordinate system. Joint torque and motor current can support external-force estimation through an explicit robot dynamics model, but the resulting estimate remains sensitive to transmission, friction, and model error. In learning-based embodied systems, proprioceptive state is commonly combined with visual and language inputs so that action generation is conditioned on both the external scene and the current robot configuration (Black et al., 2025a; Khazatsky et al., 2024).
Multisensor Acquisition, Calibration, and Time Synchronization Combining sensors requires more than recording their outputs. Different devices use different coordinate frames, sampling rates, exposure intervals, clock domains, communication paths, and latency conventions. Reliable fusion therefore depends on calibrated spatial and temporal relationships between measurements.
Spatial calibration comprises intrinsic calibration of each imaging or ranging sensor and extrinsic calibration between sensor frames. If a point measured in sensor frame S m S_m S m is to be expressed in a reference frame S 0 S_0 S 0 , the homogeneous-coordinate transformation is
p ~ S 0 = S 0 T S m p ~ S m , S 0 T S m ∈ S E ( 3 ) . (59) \tilde{\mathbf{p}}_{S_0}={}^{S_0}\mathbf{T}_{S_m}\tilde{\mathbf{p}}_{S_m},\qquad{}^{S_0}\mathbf{T}_{S_m}\in\mathrm{SE}(3). \tag*{(59)} p ~ S 0 = S 0 T S m p ~ S m , S 0 T S m ∈ SE ( 3 ) . (59)
For moving sensors, this transform is composed with the robot kinematic state at the measurement time. Calibration may also include image rectification, depth-to-color registration, tactile-frame localization, force-sensor bias estimation, and calibration of the transformation from sensor output to physical units.
Temporal alignment requires a model of each sensor clock. A common affine approximation relates sensor time t m t_m t m to a reference time t 0 t_0 t 0 as
t m = α m c l k t 0 + β m c l k , (60) t_m=\alpha_m^{\mathrm{clk}}t_0+\beta_m^{\mathrm{clk}}, \tag*{(60)} t m = α m clk t 0 + β m clk , (60)
where β m c l k \beta_m^{\mathrm{clk}} β m clk is the clock offset and α m c l k \alpha_m^{\mathrm{clk}} α m clk represents the relative clock rate. A timestamp must also be associated with a clearly defined event. For a camera, that event may be the beginning, midpoint, or end of exposure. For a ranging pulse, it may be emission or reception. A timestamp may also mark the arrival of a sample at the host computer. Joint estimation of spatial and temporal calibration is often necessary because an unmodeled time offset during robot motion can be mistaken for an extrinsic-calibration error (Furgale et al., 2013).
Software synchronization aligns independently acquired streams through timestamps, buffering, interpolation, and nearest-neighbor association. It is flexible but cannot recover information lost through inaccurate timestamps or variable transport delay. Hardware synchronization distributes a common clock, trigger, or pulse-per-second signal and is preferable when the platform undergoes rapid motion or contact transitions. Even with hardware triggering, an acquisition system should account for exposure duration, rolling-shutter readout, sensor processing delay, network latency, and the time required to assemble scanning measurements.
The final synchronized record should preserve the raw measurements, calibrated measurements, timestamps, coordinate-frame definitions, calibration parameters, and validity indicators. An RGB image, depth frame, LiDAR return, tactile image, wrench sample, and joint state should either refer to the same physical instant or carry sufficient timing information to be transformed or interpolated to a common instant. This requirement is particularly important for visual-tactile learning, force-guided manipulation, and high-speed navigation, where small temporal errors can associate observations with different robot poses or contact regimes. Careful acquisition and calibration are thus integral to perception and determine the reliability of all subsequent multimodal fusion.
Multimodal Fusion for Joint Perception
Multimodal fusion combines complementary observations to estimate the state of the robot, its surroundings, and their interactions. RGB images describe appearance. Depth and LiDAR provide geometric measurements. Force, tactile, and proprioceptive signals supply information about contact and robot motion. A useful organizing principle is the stage at which information is combined, whether at the level of observations, intermediate features, or task-level estimates. These levels describe possible operations rather than mutually exclusive architectures (Hall and Llinas, 1997; Baltrušaitis et al., 2019).
Observation-Level Integration and Cross-Modal Enhancement When measurements have been spatially registered and temporally aligned, they can be associated in a common coordinate frame. For example, a registered RGB image and depth map associate appearance with measured distance at corresponding image locations. RGB-guided depth completion additionally uses image information to infer depth where measurements are sparse or missing (Ma and Karaman, 2018). Such estimates must remain distinguishable from measured depth. An appearance edge need not coincide with a geometric boundary. Validity masks, calibration, and timestamps are therefore part of the fused observation, especially near occlusions or when the sensors move.
Feature-Level Fusion for Joint Perception Modality-specific encoders can extract representations that are then combined through concatenation, learned weighting, or attention. The features may be aligned on an image grid or mapped into a shared three-dimensional or bird’s-eye-view space. FuseNet combines color and depth features for semantic segmentation (Hazirbas et al., 2017). BEVFusion combines camera and LiDAR features in a bird’s-eye-view representation for three-dimensional perception (Liu et al., 2023c). In embodied systems, visual, tactile, and proprioceptive features can likewise be related through robot kinematics and contact geometry, even when pixel-wise correspondence is unavailable. Feature fusion allows task-dependent interactions but can be sensitive to missing modalities and errors in spatial or temporal alignment.
Estimate-Level Fusion Alternatively, each sensor stream can produce an estimate, such as object pose, occupancy, or contact state, before the estimates are combined. This approach permits modality-specific processing and can accommodate different sampling rates, provided that the estimates refer to compatible states and their uncertainties and dependencies are accounted for (Hall and Llinas, 1997). Because high-level estimates discard some measurement detail, they may offer less opportunity to exploit fine cross-modal correspondences. In practice, the fusion level is chosen according to the perceptual task, available calibration, measurement reliability, and computational constraints. A system may combine several levels.
3D/4D Spatial Perception
Three-dimensional spatial perception estimates scene geometry, object locations, and spatial relationships. 4D perception additionally represents changes over time, including object motion and deformation. Figure 3.2 illustrates alternative 3D representations of the same object. For an embodied agent, these estimates should support interaction with the physical environment, not only recognition or novel-view rendering. Because sensors observe only limited, noisy projections of the world, spatial perception maintains a task-relevant estimate rather than a complete copy of physical reality.
Figure 3.2. Schematic illustration of different 3D representations of the same object. The 3D visualizations are illustrative and are not ground-truth reconstructions or outputs computed from the source data. The scene image is from Suresh et al. (2022)
3D/4D Scene Representation and Modeling
Scene representations differ in the properties they encode and the queries they support. In a calibrated pinhole camera, a world point p W \mathbf{p}_{W} p W projects to image coordinates according to
p C = R C W p W + t C W , u ~ p i x ∝ K c a m p C , (61) \mathbf{p}_{C} = \mathbf{R}_{CW}\mathbf{p}_{W} + \mathbf{t}_{CW}, \qquad\tilde{\mathbf{u}}_{\mathrm{pix}} \propto\mathbf{K}_{\mathrm{cam}}\mathbf{p}_{C}, \tag*{(61)} p C = R C W p W + t C W , u ~ pix ∝ K cam p C , (61)
where R C W \mathbf{R}_{CW} R C W and t C W \mathbf{t}_{CW} t C W define the transform from world to camera coordinates, and K c a m \mathbf{K}_{\mathrm{cam}} K cam is the intrinsic matrix (Hartley and Zisserman, 2003). Given axial depth Z d e p t h ( u p i x , v p i x ) Z_{\mathrm{depth}}(u_{\mathrm{pix}}, v_{\mathrm{pix}}) Z depth ( u pix , v pix ) , the corresponding camera-frame point is p C = Z d e p t h ( u p i x , v p i x ) K c a m − 1 u ~ p i x \mathbf{p}_{C} = Z_{\mathrm{depth}}(u_{\mathrm{pix}}, v_{\mathrm{pix}})\mathbf{K}_{\mathrm{cam}}^{-1}\tilde{\mathbf{u}}_{\mathrm{pix}} p C = Z depth ( u pix , v pix ) K cam − 1 u ~ pix . Thus, RGB-D data can be lifted into 3D and registered to robot or world coordinates, subject to calibration, depth error, and temporal alignment.
Point clouds retain measured or predicted surface samples, but do not by themselves define continuous surfaces, object interiors, or free space. Occupancy grids represent cells as occupied, free, or unknown, often with probabilistic occupancy. OctoMap is a probabilistic octree-based example (Hornung et al., 2013). Signed-distance fields encode distance to a surface, with the zero level set representing that surface under a chosen sign convention. They support geometric queries such as clearance and collision checking. Voxblox incrementally constructs Euclidean SDFs for planning (Oleynikova et al., 2017). Meshes explicitly represent surfaces and can support rendering or collision queries when constructed for that purpose. None of these representations alone supplies all physical properties required for interaction, such as friction, mass, articulation, or contact dynamics. Their coverage is also limited by sensor visibility and spatial resolution.
NeRFs represent a scene by mapping 3D position and viewing direction to volume density and view-dependent radiance, ( σ r a d , c r g b ) = F N e R F ( x p o s , d ) (\sigma_{\mathrm{rad}}, \mathbf{c}_{\mathrm{rgb}}) = F^{\mathrm{NeRF}}(\mathbf{x}_{\mathrm{pos}}, \mathbf{d}) ( σ rad , c rgb ) = F NeRF ( x pos , d ) (Mildenhall et al., 2020). 3D Gaussian Splatting (3DGS) represents a scene using anisotropic Gaussian primitives optimized for efficient rendering (Kerbl et al., 2023). These appearance-oriented representations can support high-quality novel-view synthesis, but rendering quality alone does not establish accurate metric geometry or collision-ready surfaces.
For dynamic scenes, the representation must also describe temporal change. Time-dependent radiance fields and Gaussian models can reconstruct or render scenes at different times. 4D Gaussian Splatting is one example that models dynamic scenes with Gaussian primitives and learned deformations (Wu et al., 2024a). When motion estimation or interaction prediction is required, the system must additionally maintain quantities such as object identity, pose or shape trajectories, and correspondences over time. A temporally plausible rendering does not by itself guarantee physically valid motion.
Learning-based reconstruction has reduced the need to optimize a separate model from scratch for every scene. For example, VGGT directly predicts camera parameters as well as geometric attributes such as depth maps, point maps, and point tracks from one or more views (Wang et al., 2025a). pixelSplat predicts a Gaussian radiance-field representation from image pairs (Charatan et al., 2024). These predictions can complement geometric reconstruction, but scale, coordinate-frame alignment, calibration, and task-specific accuracy still require attention. Geometry in regions not constrained by observations is inferred rather than measured.
World models can combine scene representation with prediction or generation, but these functions should be distinguished. A renderer that generates plausible views is not necessarily a model that predicts physically valid outcomes under robot actions. Atlas, for example, is described by its developers as producing point-cloud or Gaussian-splat outputs from images and generating novel views. Its developers also state that unseen regions may be inferred to fill gaps (World Labs Team, 2026). A related but distinct capability is tool-assisted 3D authoring. OpenAI reports that GPT-6 Astra can generate computer-aided design (CAD) models from multi-view renders with tools and, in the reported demonstration, is used to create an editable house scene in Blender and a walk-through version in Unreal Engine (OpenAI, 2026).2 These developer-reported examples demonstrate 3D generation and software-mediated modeling. Their use for robot interaction requires distinguishing generated content from sensor-supported estimates and validating geometry and motion against physical constraints.
Model-Driven Spatial Perception and Reasoning
Learned models can associate geometric representations with semantic concepts and use these associations to answer spatial queries or guide actions. The approaches below differ mainly in where spatial information is retained and how it is grounded in observations.
Models Using Explicit Spatial Representations An explicit map can associate semantic features or object labels with points, surfaces, or regions in a common coordinate frame. OpenScene, for instance, co-embeds features of 3D scene points with image and text features, enabling open-vocabulary queries about observed space (Peng et al., 2023). Such maps allow geometric grounding and repeated queries, although their coverage and semantic accuracy depend on observation quality, registration, and the underlying visual features.
Spatial Perception with Vision-Language Models Vision-language models can infer object relations and answer spatial questions directly from images and text without necessarily maintaining a persistent 3D map. SpatialVLM shows that spatially grounded training can improve qualitative and quantitative spatial question answering (Chen et al., 2024). These outputs can help interpret instructions and propose likely relationships, but a linguistic answer should not be treated as a verified metric measurement or reachability judgment, particularly when viewpoint, occlusion, or unknown scale creates ambiguity.
Agent-Based Spatial Perception and Reasoning An agent can couple perception to action. It maintains a spatial state, chooses where to look or move, and revises its estimates as new observations arrive. SayNav incrementally builds a 3D scene graph to ground language-model plans for navigation in unfamiliar environments (Rajvanshi et al., 2024). VoxPoser grounds language instructions in 3D value maps and uses model-based planning to generate closed-loop manipulation trajectories (Huang et al., 2023a). These examples illustrate how spatial representations and learned knowledge can inform action. Reliable operation still requires checking proposed plans against current geometry, robot configuration, collision constraints, and physical limits, and updating the estimate from feedback during execution.
High-Level Perception and Cognition
High-level perception organizes sensory observations and spatial representations into entities, attributes, states, and relations that are relevant to a task. Cognition builds on these representations by integrating prior knowledge, retaining relevant history, reasoning about spatial and physical relationships, and identifying what additional evidence is needed when current observations are insufficient.
For example, picking up a cup requires more than detecting and localizing it. The system may need to estimate its contents and physical state, identify an appropriate contact region, and determine whether the intended interaction is feasible. Similarly, monitoring an automated experiment requires associating a vessel with the correct sample, interpreting changes in material state, and relating visual observations to instrument measurements and experimental history. Both cases require representations that connect semantic understanding with physical evidence and persist beyond a single observation. This section develops a progression from object- and scene-level semantic perception to the understanding of physical properties, states, and interaction possibilities. It finally addresses grounded reasoning with vision-language models, memory, measurements, and active perception.
Object Recognition and Scene Semantic Understanding
Object- and scene-level semantic perception provides the foundation for high-level physical understanding. It identifies the entities present in an environment, localizes them in observations, maintains their identities over time, and organizes their semantic and spatial relationships. These representations provide the targets and contextual structure required for subsequent state estimation, interaction perception, and task-level reasoning.
Object Detection, Segmentation, and Tracking Object detection predicts object categories and locations, typically represented as bounding boxes. Semantic segmentation assigns category labels at the pixel level, whereas instance segmentation distinguishes individual object instances within each category, as illustrated in Figure 3.3 . Mask R-CNN jointly predicts object categories, bounding boxes, and instance masks (He et al., 2017), while DETR formulates object detection as Transformer-based set prediction (Carion et al., 2020). Tracking extends recognition across time by maintaining object identities using appearance, motion, and geometric information. ByteTrack, for example, incorporates lower-confidence detections during association to recover partially occluded objects (Zhang et al., 2022). Together, detection, segmentation, and tracking provide object categories, spatial regions, and persistent identities that support target selection and state estimation. A cup temporarily occluded by a gripper, for example, should remain associated with the same contents, physical state, and interaction history after it becomes visible again.
Figure 3.3. Illustration of object detection and instance segmentation. Bounding boxes indicate the locations and categories of detected objects, while colored masks delineate individual object instances at the pixel level
Open-vocabulary recognition extends this capability beyond a predefined set of object categories. Grounding DINO localizes objects specified through textual descriptions (Liu et al., 2024), while the Segment Anything Model (SAM) generates segmentation masks from spatial prompts such as points and bounding boxes (Kirillov et al., 2023). Combining language-grounded detection with promptable segmentation connects task descriptions to observable image regions, allowing a system to identify and segment relevant targets without requiring an exhaustive task-specific label set.
Scene-Level Semantic Perception and Understanding Recognizing individual objects is only the first step toward understanding a physical environment. Scene-level perception organizes entities according to their spatial, semantic, and functional relationships. Scene graphs, for example, represent objects or regions as nodes and relationships such as support, containment, proximity, or attachment as edges. These structured relationships provide context for interpreting both individual objects and the overall scene. For example, cups and a kettle located on the same countertop may jointly indicate a beverage-preparation area. In a laboratory, scene relationships may associate a sample with its vessel, a vessel with an instrument, and an observation with the experimental stage at which acquisition occurs. Such associations make isolated sensor observations interpretable within the context of an ongoing task or physical process.
Context can also help resolve ambiguous observations. An object that appears partially behind a drawer may be contained inside it or merely occluded by it, while a visible liquid region may belong to one of several overlapping transparent vessels. Scene representations should therefore retain not only predicted relationships but also the evidence and uncertainty associated with them. New observations can then confirm, reject, or revise previously inferred relationships.
These semantic representations answer questions about what entities are present, where they are, and how they are related. Physical interaction, however, requires additional information about what properties they have , what states they are in , and what actions they afford . These aspects are considered next.
Object Properties, States, and Interaction Perception
High-level physical perception extends object recognition beyond identifying what an object is toward understanding what properties it has , what state it is in , and how it can be interacted with . Such understanding requires connecting semantic observations with physical properties, functional structures, interaction possibilities, and feedback from the environment.
Observable Attributes and Latent Physical Properties Objects exhibit directly observable attributes, such as color, texture, shape, and visible geometry, as well as physical properties that are only indirectly observable, including mass, friction, stiffness, compliance, and fragility. Visual appearance provides useful cues for these properties but is often insufficient for reliable estimation. Visually similar objects, for example, may differ substantially in mass because of their contents or internal structure.
Multimodal sensing and physical interaction provide complementary evidence for resolving such ambiguities. Deformation under load can reveal compliance, object motion during controlled contact can constrain friction estimates, and force measurements during lifting can provide evidence about mass. These estimates remain dependent on contact conditions, sensing quality, and dynamical assumptions, and should therefore retain uncertainty. Their primary role in physical perception is not necessarily to recover exact physical parameters, but to provide sufficient information for selecting appropriate contact regions, forces, and interaction strategies.
States, Functional Parts, and Affordances Recognizing an object category alone does not determine how the object should be used or manipulated. Object function describes its typical role, while functional parts identify regions that support particular interactions. A cup, for example, may function as a container, while its handle provides a functional region for grasping.
Affordances further describe the actions that are possible for a particular agent under the current physical and task conditions. Unlike object categories or intrinsic properties, affordances are relational. They depend jointly on object geometry, physical state, environmental context, agent capabilities, and task requirements. A handle may be graspable by one gripper but inaccessible to another, and an otherwise graspable cup may be unsuitable for lifting when its contents are likely to spill. In an automated laboratory, relevant affordances may instead concern access to a vessel opening, available capacity, or whether a valve can be operated in its current state.
Interaction perception connects these semantic and physical descriptions to possible actions and state transitions. It estimates discrete conditions such as open, closed, grasped, or slipping, as well as continuous quantities such as deformation and contact force. It also associates functional parts with candidate interactions and evaluates whether an observed response is consistent with the intended action. Methods such as Where2Act demonstrate how actionable regions and interaction proposals can be inferred for articulated objects (Mo et al., 2021). Such proposals nevertheless remain candidates rather than executable actions and must be checked against reachability, collision, object state, and task constraints.
Physical interaction also reveals information that may be unavailable from external vision. During contact, relevant regions can become occluded, while incipient slip, local deformation, and contact loading may be difficult to infer visually. Tactile and force sensing provide complementary observations of these conditions. GelSight, for example, demonstrates how vision-based tactile sensing can capture local contact geometry and deformation (Yuan et al., 2017). Observed slip, deformation, or unexpected resistance can then update the estimated interaction state and support adjustments to contact location, grasp force, or subsequent actions.
Material and Process-State Perception High-level physical perception is not limited to robot-object contact. In autonomous laboratories and other process-oriented environments, the target of perception may instead be a material state or a process variable. Relevant observations include liquid levels, phase boundaries, precipitates, vessel contents, and changes occurring during an experiment. Distinguishing the container from its contents is particularly important because material regions may lie within, overlap with, or be partially occluded by the surrounding vessel. Reflections, refraction, foam, transparency, and occlusion can further make visible boundaries ambiguous.
Visual observations should therefore be connected to calibrated measurements and process context. Estimating a liquid level may require vessel geometry, camera calibration, or a visible scale, while determining material identity may require sample metadata or analytical measurements. Other quantities, including temperature, pressure, mass, and spectral measurements, may be obtained directly from instruments or extracted from their displays. Regardless of the acquisition mechanism, observations should retain their units, timestamps, sample associations, and measurement quality. Maintaining these relationships allows semantic interpretation to remain grounded in the physical process being observed.
Grounded Perception and Cognition with Vision-Language Models
Vision-language models (VLMs) provide a flexible semantic interface between visual observations, task instructions, and prior knowledge. In Physical AI, however, semantic interpretation alone is insufficient. Model predictions must ultimately be grounded in specific entities, physical states, spatial geometry, measurements, and interaction history. VLMs should therefore be viewed as one component of a broader perception and cognition system rather than as a replacement for geometric estimation, physical sensing, memory, or measurement.
Semantic, Property, and Affordance Understanding VLMs can associate visual appearance with semantic concepts, material cues, object functions, and typical interactions. This capability is particularly useful when a system encounters unfamiliar objects or must interpret them in the context of a task. Given an image and an instruction to move a cup, for example, a ceramic appearance may suggest fragility and careful handling, while a visible handle may indicate a candidate interaction region. PhysObjects illustrates the use of physical-concept annotations to improve the understanding of properties relevant to manipulation (Gao et al., 2024).
Such predictions should be interpreted as hypotheses rather than direct physical measurements. A visual model may suggest that an object is heavy, fragile, or slippery, but quantitative or safety-critical judgments generally require additional sensing or interaction evidence. Semantic knowledge therefore provides useful priors that can guide subsequent observation and interaction without replacing physical verification.
Semantic knowledge must also be grounded in specific locations in the current environment. Robo-Point, for example, predicts image-space affordance points from visual observations and language instructions, linking semantic requests to candidate interaction regions (Yuan et al., 2025). These predictions help identify where an interaction may occur but do not by themselves specify a feasible physical action. Depth, geometry, object state, collision constraints, and robot kinematics are still required to convert semantic interaction targets into executable contact poses and motions.
Reasoning with Geometry, Memory, and Measurements High-level physical reasoning frequently requires information beyond the current image. Spatial questions may require calibrated geometry, questions about change require previous observations, and process-state interpretation may depend on event history or instrument measurements. A grounded cognition system therefore combines semantic reasoning with explicit geometric representations, persistent memory, and quantitative measurements.
Relevant information can be retrieved through object, sample, or task identity and associated with the current observation. Geometry provides spatial structure, memory provides temporal context, and sensors or instruments provide quantitative physical evidence. VLMs can integrate these sources to interpret a request, relate observations to the intended task, and identify missing or inconsistent evidence. Memory management, geometric computation, and numerical measurement remain explicit system functions even when their outputs are consumed by a multimodal model.
PaLM-E demonstrates one architecture for incorporating visual observations, continuous state estimates, and textual representations into an embodied language model (Driess et al., 2023). More generally, physical information may be provided to a reasoning model through structured records, tool outputs, or textual representations. Regardless of the interface, physical semantics should be preserved, including units, timestamps, coordinate frames, object identities, and measurement uncertainty.
Consider determining whether a vessel has reached a target fill level. Visual perception first identifies the vessel and candidate liquid boundary, while calibration or vessel geometry converts image evidence into a physical estimate. Memory provides the target level and relevant filling history, and complementary measurements can be consulted when the visual evidence is ambiguous. The VLM helps interpret the task and associate the available evidence with the correct sample, while geometric and measurement tools support the quantitative comparison. This division of roles prevents semantic plausibility from being mistaken for physical certainty.
Active Perception and Feedback-Based Updating Physical cognition becomes particularly important when the available observations do not uniquely determine the current state. Rather than forcing a decision from incomplete evidence, a high-level reasoning module, potentially implemented with a VLM, can maintain competing hypotheses, identify unresolved variables, and propose additional observations or controlled interactions that reduce uncertainty.
The resulting process forms a perception-cognition loop. The system observes the environment, interprets the available evidence, identifies relevant uncertainty, acquires additional evidence, and updates its internal state. Additional evidence may come from a new camera viewpoint, a different sensing modality, an instrument measurement, or a controlled physical probe. The choice of observation should consider expected information gain, acquisition cost, execution risk, and potential disturbance to the physical process.
For example, when observing unfamiliar storage furniture, a change in viewpoint may reveal hinges or rails and help distinguish rotational from translational motion. If ambiguity remains, a gentle probe with measured motion and force can provide further evidence about the underlying mechanism. In a laboratory, an apparent liquid boundary may instead correspond to a reflection or foam edge. A different viewpoint or illumination condition can test the visual hypothesis, while a mass measurement may provide independent evidence. In both cases, active perception should target the specific uncertainty rather than simply acquire more observations.
Feedback from execution provides another source of evidence. A failed grasp, unexpected resistance, observed slip, or inconsistent measurement can revise the estimated object state, interaction hypothesis, or process interpretation. Perception and cognition are therefore not restricted to a single observation-decision sequence. They continuously update their representation of the physical environment as new evidence becomes available.
Limitations, Multiple Time Scales, and Outlook High-level semantic reasoning remains vulnerable when model outputs become detached from geometry, measurement, or physical history. Plausible semantic predictions do not guarantee correct localization, physical feasibility, or accurate state estimation. Evaluation should therefore extend beyond language quality to include entity grounding, spatial relations, physical-property judgments, state estimation, affordance prediction, and the appropriate use of new evidence. Occlusion, viewpoint changes, ambiguous material boundaries, and conflicting instrument readings provide useful settings for testing whether a system can recognize uncertainty and request additional evidence rather than produce an unsupported conclusion.
Another challenge arises from the multiple time scales of physical perception. Contact and force measurements may change rapidly, visual observations arrive at another rate, and material, thermal, or experimental processes may evolve over much longer intervals. A shared physical state should therefore preserve acquisition time, validity, uncertainty, and evidence provenance. High-level semantic reasoning can query this state when needed without requiring every sensor update to pass through a language model. This separation enables high-frequency physical sensing and lower-frequency semantic reasoning to coexist within the same perception architecture.
Looking forward, a research direction is the development of persistent and grounded physical cognition that combines multimodal memory, 3D spatial reasoning, quantitative measurements, and active perception. Such systems should not only recognize objects and describe scenes, but also maintain up-to-date estimates of physical states, identify missing evidence, and select informative observations or interactions when uncertainty matters. For autonomous laboratories, this requires connecting sample identity, material observations, instrument measurements, and experimental history. For robotic manipulation, it requires linking semantic targets to geometry, physical properties, interaction states, and execution feedback.
Progress should ultimately be assessed by whether these capabilities improve the interpretation and control of physical systems. The assessment should determine whether a system can correctly identify relevant entities, maintain their evolving states, recognize when its evidence is insufficient, acquire information that resolves the ambiguity, and revise its interpretation under real feedback. From this perspective, VLMs provide a flexible semantic and reasoning interface within a broader physical perception and cognition system, while grounded sensing, geometry, memory, and interaction provide the evidence that keeps such reasoning connected to the physical world.
Data for Physical AI
Perception and cognition are only passive to understand our physical world. Still, to build an active embodiment, interaction data in the real world is critical, as it provides the empirical foundation for AI systems to understand the actual physical dynamic environment and how to interact with it. Since this data records how actions alter physical states under known operating conditions, one can learn a control policy, calibrate a simulation pipeline, or build a validation benchmark. This chapter focuses on how to build a robust data collection pipeline for these purposes. It first introduces the data formats, curation pipelines, and real-world collection strategies spanning human teleoperation, autonomous exploration, and interactive feedback. It then examines how physics engines and generative world simulators expand data coverage, and how sim-to-real transfer aligns synthetic trajectories with physical hardware. Finally, it analyzes physical data scaling laws, the role of heterogeneous cross-embodiment datasets, and closed-loop data flywheels driven by deployment feedback.
Data Foundations for Physical AI
Physical data link observations, actions, and their consequences under specified operating conditions. A drawer image may support recognition. Learning to open it also requires the applied commands, contact events, and resulting motion. The same distinction applies to industrial processes, traffic control, and automated experiments. This section defines the evidence and record structure needed to interpret such data. Subsequent sections address its collection, generation, alignment, and growth.
The Spectrum of Physical Data
Data sources differ in how directly they support physical execution. The Data Pyramid for Embodied Manipulation organizes real-robot data, Universal Manipulation Interface (UMI)-style demonstrations, egocentric and exocentric observations, simulation data, and general vision-language data around the tension between scalability and robot alignment (Ye et al., 2026b). Here, the complementary question is what each record actually establishes. Video can reveal an object’s motion without identifying the force or command that caused it. A simulated trajectory can include exact action labels without establishing the corresponding real-world response.
Table 4.1 distinguishes these forms of evidence. They can coexist within one dataset and do not constitute a ranking of quality. In particular, reconstructed poses and latent actions are action proxies . Converting them into executable supervision requires a mapping to the target embodiment and controller. Representative released datasets spanning robot execution, portable demonstrations, and human observation are cataloged in Table 4.3 in § 4.2.2 .
Table 4.1. Evidence levels in physical data and their limits
Table 4.3. Representative real-world datasets for Physical AI. Each entry identifies a release or collection, its reported scale, the available supervision, and official access points
For interaction data, let s t s_t s t denote the underlying physical state, o t o_t o t the observation, and a t a_t a t the action. A useful conceptual record is
τ e p = ( c , g , { ( o t , ζ t s t a t e , a t c m d , a t e x e c , e t e v e n t , Δ t ) } t = 0 T , y ) (62) \tau_{\mathrm{ep}} = \left(c,g,\left\{\left(o_t,\zeta_t^{\mathrm{state}},a_t^{\mathrm{cmd}},a_t^{\mathrm{exec}},e_t^{\mathrm{event}},\Delta t\right)\right\}_{t=0}^{T},y\right) \tag*{(62)} τ ep = ( c , g , { ( o t , ζ t state , a t cmd , a t exec , e t event , Δ t ) } t = 0 T , y ) (62)
where c c c records the embodiment, environment, and collection conditions, and g g g is the goal. The optional field ζ t s t a t e \zeta_t^{\mathrm{state}} ζ t state is a state estimate or belief, while e t e v e n t e_t^{\mathrm{event}} e t event records events such as contact or intervention. The field Δ t \Delta t Δ t gives elapsed time, and y y y records the outcome. The command a t c m d a_t^{\mathrm{cmd}} a t cmd is distinguished from a t e x e c a_t^{\mathrm{exec}} a t exec , which denotes the measured execution response rather than a second command. The available fields vary by source. Missing measurements require validity masks, and inferred values require provenance.
Unified Representation
A common schema must preserve the meaning of its fields. In the RT-X experiments, Open X-Embodiment converts actions into a common seven-dimensional end-effector representation, but retains differences in coordinate frames and in absolute, relative, or velocity control. The same vector can therefore induce different motions on different robots (Open X-Embodiment Collaboration, 2024). Matching dimensions enables shared processing but does not establish physical equivalence.
Each record should retain the embodiment, tool geometry, control interface, and calibration needed to interpret it. Coordinate transforms must specify their direction and reference frames. Sensor acquisition, command issue, and physical response times must also remain distinguishable. Pairing an image with a command issued before its exposure can change the supervision target. Sampling rate, action duration, and controller update rate should be recorded separately.
Measured, estimated, and generated quantities require distinct provenance. A reconstructed wrist pose is an estimate, and a simulator’s contact force is a model output. Neither should silently replace a physical measurement. Derived fields should identify their source records, generating method and version, and any available uncertainty or validity bounds. A shared coordinate frame resolves geometric ambiguity but leaves embodiment-dependent limits and dynamics to be accounted for.
Minimum Action Specification An action field should identify its issuer and target, control mode, reference frame and tool point, units, duration and effective time, applicable limits or saturation, controller gains where relevant, and the associated execution feedback.
Data Organization
Physical records are organized into steps, transitions, segments, and episodes. These boundaries carry learning semantics. Reinforcement Learning Datasets (RLDS), for example, distinguishes the last recorded step from an environment terminal state. A truncated episode does not establish that the task terminated, and its final observation need not have a valid outgoing action. Training views must preserve these distinctions instead of treating every stored row as a complete transition.
Raw records, standardized records, and training views serve different purposes. Raw records preserve the original signals and metadata. Standardized records make units, timestamps, coordinates, and episode boundaries explicit. Training views specify selection, segmentation, annotation, and augmentation. Keeping these stages traceable allows a calibration or labeling error to be corrected without repeating collection.
Every episode should retain a stable identifier and links to its source, embodiment, operator or policy version, calibration, and processing history. Segments and generated variants should retain their parent identifiers. Dataset splits can then keep related records together and hold out the task, scene, object, or embodiment relevant to the generalization claim. Splitting adjacent frames at random cannot establish transfer to unseen physical conditions.
Annotation Framework and Workflow
A recording may show an object moving, a temperature rising, or a machine stopping. The signals are recorded, but what happened? Annotations identify the objects and materials involved, the operating conditions, the actions taken, and their consequences. They may mark an object in an image, contact during a motion, stages of a production process, or the outcome of an experiment. The same record can then support different learning tasks, including recognizing a material, predicting its response, choosing an action, or judging whether the outcome meets a goal.
Annotation starts with rules that different people and tools can apply consistently. A small trial reveals unclear definitions and disputed boundaries before labeling expands. Automated tools can propose labels, while reviewers examine uncertain cases and spot-check the rest against the recordings. Each label keeps a link to its evidence and records whether it comes from measurement, human judgment, inference, or simulation. Uncertainty remains visible, and corrections update the labels without rewriting the underlying evidence.
Quality Governance
Quality checks should distinguish recording defects from difficult but valid experience. A force spike may indicate contact. A stalled gripper may reveal an execution failure. Neither warrants deletion solely because the signal is irregular. Checks should cover signal integrity, consistency across timestamps and coordinate frames, correspondence between commands and responses, and agreement between event annotations and outcomes.
Learning utility also depends on the learner and the intended supervision. The robomimic study systematically varies demonstration quality, observations, and learning algorithms, showing that these choices materially affect policy performance (Mandlekar et al., 2022). A valid failure trajectory can support outcome prediction while providing unsuitable actions for nominal behavior cloning. Data validity, task outcome, and suitability as an imitation target should therefore be recorded separately.
Dataset documentation makes these judgments inspectable. Following Datasheets for Datasets , a release should describe its composition, collection process, intended uses, and limitations (Gebru et al., 2021). For physical data, this should include embodiment and control specifications, calibration history, missing modalities, outcome definitions, and known recording defects. A versioned manifest should link released samples to their processing code and access or reuse conditions. These records provide the basis for the collection procedures in § 4.2.2 and the synthetic-data validation developed in § 4.2.3 and § 4.2.4 .
Data Collection and Interaction
Data collection and interaction proceed through collection design, human demonstrations, autonomous collection, and interactive feedback in four linked steps. In this view, producing data means actively sampling the physical world. The emphasis is on distributions, supervision, efficiency, and safety. Implementation details of individual devices are addressed only where they constrain the evidence that can be collected.
Collection Design
Collecting physical data is not indiscriminate recording of real-world processes. It is an active sampling of the space of reachable states, possible actions, and actual outcomes. Initial states, task goals, acting agents, control constraints, disturbances, and termination conditions all shape the resulting distribution. The collection policy is therefore part of the data-generating mechanism. A sound design first identifies the capability to be developed or the hypothesis to be tested, and then determines what to collect.
Design typically starts with the intended deployment distribution and works backward to define task families. A coverage matrix can span objects, scenes, initial states, goals, disturbances, embodiments, operators or policies, outcomes, and risks. Frequent states require sufficient density to establish basic competence. Rare but consequential states require targeted collection. Matched comparison cases can weaken spurious correlations with backgrounds, positions, or operator styles. The number of task names is not a measure of coverage. “Tidy the desk” can probe very different capabilities as object combinations, occlusion, starting poses, and time pressure change.
The variable specification should distinguish controlled factors, observable quantities, and potential confounders. In robotic manipulation, one can vary object positions and materials, container states, illumination, and disturbances. Traffic and industrial systems also require records of topology, load, shifts, operating rules, and decisions by multiple actors. Intelligent laboratory systems should retain reagent batches, instrument states, step dependencies, and measurement uncertainty. These conditions must be represented in task templates and metadata if performance differences are to be attributed to plausible causes rather than described merely as isolated successes or failures.
Sensor configuration further bounds what can be observed. Measurement principles, mounting locations, and coverage determine which quantities can be measured directly. Range, noise, and calibration determine how trustworthy those measurements are. An uninstalled or uncovered channel should be marked as missing, rather than represented by a zero reading. Contact forces inferred from images or a dynamics model must likewise be distinguished from directly measured forces. Temporal resolution depends jointly on sensor bandwidth, sampling rate, filtering, and the transmission path. A higher logging rate does not necessarily provide more usable information.
Force and tactile sensing illustrate these constraints. A six-axis wrist force/torque sensor measures the net force and moment, not the distribution of fingertip contacts. A tactile array covers only its sensitive surface. Some force sensors support sampling at kilohertz rates (ATI Industrial Automation, n.d.), whereas vision-based tactile sensors are limited by camera frame rate. The DIGIT prototype, for example, operates at 60 frames/s (Lambeta et al., 2020). Directly reducing a high-rate force stream to the video frame rate can hide collision peaks and transient slip. The raw time series should therefore be retained, with a separately aligned stream generated after antialiasing. Collection also requires calibration and zeroing, together with compensation of wrist readings for tool weight and inertial effects. Quality checks are also required for thermal drift, hysteresis, saturation, and dropped frames. Calibration versions, filter settings, and anomaly flags should accompany the data. The confidence assigned to contact labels should account for both synchronization error and measurement uncertainty.
Success criteria, failure categories, safety limits, and reset rules must be defined before collection. Success should be expressed in verifiable object states, process conditions, or operational metrics rather than left to an operator’s impression. Failures should distinguish perception errors, planning errors, control deviations, unstable contact, timeouts, safety aborts, and external disturbances. An incomplete reset, or physical traces left by a previous trial, can also compromise the independence of subsequent data. When an outcome is difficult to determine automatically, sensor-based rules can be combined with visual checks and human review in a staged assessment.
Temporal segmentation is likewise part of collection design. An episode should start at a verifiable initialization or reset and end in success, failure, timeout, or an abort. Skill segments and action chunks should have explicit temporal meanings. The acquisition system must distinguish the rates of sensor sampling, model decisions, action updates, and low-level servo control. It should record the issue, delivery, and actual effective time of each command. Source timestamps, coordinate-frame calibration, latency measurement, and completeness monitoring are minimum requirements. Detailed hardware and software implementation belongs in Chapter 9.
Recent large-scale real-world datasets illustrate different organizational approaches. DROID shows how relatively uniform hardware and protocols can support distributed collection across sites. RoboMIND brings multiple embodiments, task protocols, and demonstrations of failure with recorded causes into one platform. AgiBot World scales trajectories through centralized facilities, standard procedures, and human-in-the-loop verification. Humanoid Everyday further includes whole-body locomotion, manipulation, and human-robot interaction (Khazatsky et al., 2024; Wu et al., 2025b; AgiBot-World-Contributors et al., 2025; Zhao et al., 2026). Together, these efforts show that scaling requires reproducible task definitions, staffing procedures, equipment states, and quality judgments, as well as more devices.
Collection performance should be measured by effective data yield . Beyond raw hours and trajectory counts, useful measures include minutes of meaningful interaction, the share of recordings that pass training quality checks, incremental coverage after deduplication, the yield of rare events, equipment availability, human and machine time, time spent resetting, and the final retention rate from raw records to the training release. Consecutive stationary frames, repeated successes, and multiple derived versions of the same behavior inflate volume without necessarily adding new experience. Efficient collection uses limited physical interaction to close identifiable capability gaps.
The output of collection design is thus an executable data-collection protocol, not merely a task list. It specifies the target distribution, variable combinations, episode boundaries, success and failure definitions, safety constraints, data schema, quality gates, and cost metrics. Human demonstrations, autonomous execution, and interactive corrections are different ways of gathering evidence under this plan.
Human Demonstrations
Human demonstration converts human intent into behavioral evidence that a machine can learn from and, ideally, execute on the target embodiment. Methods can be arranged by their distance from executable robot actions (Figure 4.1 ). Teleoperation and kinesthetic teaching with the target robot in the loop directly produce embodied actions. Portable tools, motion capture, and wearable systems record motions that can be retargeted. Egocentric and Internet videos provide broad observations and behavioral priors. These sources complement one another in action fidelity, coverage of natural settings, equipment occupancy, and processing cost.
Figure 4.1. Human-demonstration data collection paradigms, arranged by their distance from executable robot actions . (a) Teleoperation drives the target robot through leader-follower mechanisms and records robot observations, actions, and outcomes directly (Mobile ALOHA, photo from Stanford News). (b) Portable interfaces such as UMI record retargetable end-effector motion in natural environments using a hand-held gripper, a wrist-mounted camera, and visual-inertial tracking (photo from the UMI project). (c) Egocentric human data capture natural activity at scale with head-mounted devices, providing broad behavioral priors without native robot states (photo from ABC News)
Master-slave robot arms, spatial controllers, and immersive teleoperation operating on the target embodiment can record robot observations, control commands, embodiment states, contacts, and outcomes together. ALOHA uses matched leader and follower mechanisms for fine-grained bimanual demonstrations (Zhao et al., 2023). GELLO provides a low-cost, kinematically matched interface that helps an operator perceive joint limits (Wu et al., 2024b). Open-TeleVision incorporates stereoscopic views and active head motion into the teleoperation loop (Cheng et al., 2025). The collection interface is therefore not a neutral accessory. Its mapping, feedback delay, viewpoint strategy, and operator burden systematically shape trajectories.
Portable, robot-independent interfaces bring demonstrations into natural environments. UMI records relative end-effector motion with a handheld gripper, wrist-mounted cameras, and visual-inertial tracking, then accounts for target-robot reachability and latency at deployment (Chi et al., 2024). DexWild uses a portable, human-centered system to extend dexterous demonstrations in everyday settings (Tao et al., 2025b). FreeTacMan synchronizes visual and tactile collection, so that contact feedback can support both the operator and supervision of contact phases (Wu et al., 2026a). These methods reduce occupancy of the target robot and expand scene coverage, but still have to address tracking errors, scale, action retargeting, and the target embodiment’s dynamics.
Humanoid and mobile manipulation extend demonstration beyond tabletop end-effector motion to whole-body coordination. TWIST2 uses portable full-body teleoperation without external motion capture to bring legged locomotion, torso, both arms, hands, and head-mounted views into one loop (Ze et al., 2025). The central requirement is not simply more degrees of freedom. Navigation, support, manipulation, and active vision must remain temporally consistent. A recording should also distinguish actions supplied by the operator from compensation supplied by a stabilizer or whole-body controller. Otherwise, high-level intent and low-level control corrections become conflated.
Egocentric human data offer natural behavior at greater scale. EgoDex synchronizes egocentric images with three-dimensional head, upper-body, and hand poses, turning video into a more calibratable behavioral record (Hoque et al., 2026). AoE explores sustained collection of natural egocentric experience and joint training with a smaller amount of robot teleoperation data (Yang et al., 2026a). ActiveMimic jointly recovers camera and wrist trajectories from single-camera in-the-wild egocentric video, emphasizing the relationship between active viewpoints and manipulation motion (Lin et al., 2026). These approaches broaden the range of objects, scenes, behavioral phases, and viewpoint priors. Human-video records themselves, however, do not natively supply robot joint states, gripper signals, tactile measurements, or feedback from actual robot execution.
Turning human or Internet videos into robot supervision requires alignment of camera frames, recovery of scale, mapping from hands or bodies to tools, correction for kinematic reachability, temporal alignment, contact assumptions, and confidence assessment. Point tracks, wrist poses, body poses, and latent actions are action proxies with different levels of reliability. They should not all be labeled as ground-truth robot actions. Table 4.2 compares the supervision, executability, and limitations of interaction data sources. More defensible training strategies include learning visual and temporal representations first and then post-training on robot data, using separate loss heads for human and robot data, weighting examples by confidence, or restricting explicit action supervision to reliable channels.
Table 4.2. Supervisory value and principal limitations of interaction data sources
Demonstration quality also depends on how people are organized. A collection plan should retain anonymized operator identifiers, levels of training, interface configurations, and work periods. Task rotation, fatigue monitoring, spot checks of replays, and coverage across operators can reduce style bias. Expert demonstrations may not visit the error states encountered by novices, while natural human movements may violate a robot’s safety constraints. The value of a demonstration lies in how clearly it conveys intent, constraints, and an executable path.
Human data thus form a gradient from rich semantics to reliable executable actions. A sound combination uses observational data to broaden tasks and scenes, wearable and tool-based data to reduce the gap in action semantics, and interactions on the target embodiment to calibrate execution. Whether cross-domain data actually help must ultimately be established through closed-loop evaluation on robots or other real systems. Section 9.6.4 follows these collection choices into a dexterous-hand system, where wrist tracking, finger capture, and contact sensing supply different parts of the demonstration.
Table 4.3 makes this spectrum concrete through representative publicly available datasets. Its focus is real-world manipulation and human activity relevant to the collection methods above. Reading the scale together with the supervision distinguishes robot execution records from tool-mediated demonstrations and human behavioral observations. The official resource links provide entry points for inspecting each release.
Reading the Table Scales follow the named releases and official documentation checked on October 9, 2026. Trajectories, video hours, and synchronized takes are different units. OXE aggregates other datasets, so row totals are not additive. BridgeData V2 includes 50,365 teleoperated trajectories and 9,731 scripted rollouts. DexWild uses the released data-card count, which differs from the paper’s 9,290 human demonstrations. Tool and human poses are action proxies requiring embodiment alignment, not native robot commands. Resource links lead to official data, code, or download instructions. Data-access and reuse terms remain specific to each release.
Autonomous Data Collection
Autonomous data collection should be understood as an agent actively sampling the space of possible experiences, rather than a robot repeating its current policy indefinitely. Passive production logs reflect the natural frequency of events but are often dominated by routine states. An active system can instead select tasks and initial conditions according to novelty, uncertainty, prediction error, failure density, gaps in coverage, or risk priority. If a collection policy repeatedly succeeds only in familiar regions, the sample count may grow while behavioral diversity and the boundaries of competence remain unchanged.
AutoRT illustrates an early use of foundation models to orchestrate collection. A vision-language model describes the scene, a language model proposes and filters tasks, and the system schedules their execution using existing policies or human operators (Ahn et al., 2024). Its contribution in this context is not to replace physical control with a language model, but to bring scene understanding, task discovery, safety rules, and available policy resources into a common orchestration process. A high-level model may likewise identify gaps in coverage for factories, traffic systems, mines, or laboratories, while concrete actions remain subject to control authority, real-time constraints, and safety interlocks.
A systematic study of scaling autonomous robot data collection finds that environment instrumentation, reliable object resets, success detection, and maintaining stable conditions remain major costs. In some tasks, adding a small number of human demonstrations is more effective than adding many autonomous episodes (Mirchandani et al., 2025). These findings show how autonomous collection shifts some labor from episode-by-episode teleoperation to environment interfaces, online assessment, and risk control. If that infrastructure is unreliable, scaling up may merely accumulate repetitive, mislabeled, or dangerous data.
The distinctive value of autonomous interaction is its access to states rarely covered by successful human demonstrations. PlayWorld uses autonomous play to collect contact-rich and long-tail robot-object interactions for learning action-conditioned changes in the world (Yin et al., 2026b). The lesson for the present section concerns data production. Open-ended play can complement demonstrations with failures, slips, precursors to collisions, and nonexpert trajectories. The use of such data to train generative world models is discussed in § 4.2.3 and Chapter 5.
Effective active sampling must balance information gain with representativeness. A collection budget can be divided into three parts. One maintains a baseline density for states common in deployment, another targets regions where the current model is uncertain or incurs high loss, and the third explores rare risks and new tasks. A task selector should also suppress near-duplicate trajectories and avoid favoring short tasks merely because success is easy to detect. For high-risk states, constrained environments, low-speed operation, safe proxy tasks, or simulation-based prescreening should take priority over deliberately inducing accidents.
A complete autonomous episode should retain the policy version, model inputs, raw outputs, commands after safety filtering, actual execution, random seed, initial state, reset method, termination reason, success-detector version, and any human involvement. In particular, a policy-initiated abort, a safety-system intervention, a human emergency stop, and an equipment failure must be distinguished because they carry different training semantics. Continuous operation also requires monitoring for clock drift, frozen sensors, saturated actions, repeated tasks, degradation of the scene, and failed resets, so that the pipeline does not continue blindly accumulating data after the physical system has ceased to behave as intended.
Multiple robots can collect data in parallel, but the number of concurrent robots is not the only measure of efficiency. As fleets grow, task scheduling, spare parts, networks, storage, calibration, and on-site supervision become more complex. Drift and maintenance history across devices may also introduce hidden domain differences. A more mature system coordinates equipment health, task queues, risk levels, gains in coverage, and human workload, and admits each new data batch into training only after it passes a quality gate rather than adding every operating log directly to the model.
The scope of autonomous collection should be clear. This section concerns the selection and execution of interactions in the real world. Scaling simulated agents and generative scenes belongs to § 4.2.3 , the simulation-reality gap to § 4.2.4 , and the longer-term deployment and retraining flywheel to § 4.2.5 . Autonomy is, first, a means of collecting informative experience and, second, a means of reducing the human cost of each individual data point.
The Interactive Feedback Loop
The most valuable supervision often lies at the boundary of a policy’s competence. Complete, successful demonstrations describe a manifold of nominal behavior, whereas autonomous deployment exposes the distribution of states induced by the current policy itself. Interactive supervision connects the two. A failed episode, the warning signs before failure, the instant of human takeover, corrective actions after takeover, and the recovery segment that returns the system to a feasible state have different learning semantics. They should not be collapsed into a single “failure” label.
The collection system should retain the policy’s original actions, commands after safety filtering, the human’s modifications, and the actual execution results, together with the reasons for intervention, its start and end times, and the subsequent outcome. If only the smooth trajectory after takeover is saved, a model may incorrectly attribute the human’s behavior to the policy. If only the segment before failure is retained, it cannot learn how to recover. Linking warning, trigger, takeover, correction, recovery, and outcome within one event chain supports risk prediction, corrective policies, and recovery skills.
Human-in-the-Loop Sample-Efficient Robotic Reinforcement Learning (HIL-SERL) connects initial demonstrations and online human interventions with reinforcement learning on real robots, showing that human-in-the-loop data can provide continued supervision on the policy’s execution distribution, beyond offline imitation (Luo et al., 2025). Hi-ORS further combines online rejection sampling with flexible human correction, exploiting recovery segments under comparatively stable supervision targets (Lu et al., 2025). Together these works point to a shift from a single sequence of “collect, then train” to a short-cycle loop among execution, evaluation, and updating.
HELP further organizes human-in-the-loop involvement as a scarce supervision resource. Different staff members undertake multi-robot monitoring, physical resets, and high-value remote takeovers, while rollout segmentation distinguishes progress-making, idle, failure-inducing, and recovery segments (Zhai et al., 2026). This exploration suggests that a scalable loop need not assign one person to continuously control each robot. One person can monitor several robots, intervene when risk warrants it, and concentrate limited human effort on states with the greatest learning value. The results still depend on the platform and task. No particular ratio of people to robots should be treated as a universal rule.
The quality gate is an intermediate layer of the loop. Before each round of data enters training, it should undergo completeness checks, physical-consistency checks, event segmentation, review of successes and failures, near-duplicate suppression, and provenance audits. After training, improvements must also be verified on held-out scenes, objects, operators, and embodiments. A new version that improves only on the collection distribution, or raises average success at the cost of safety and recovery, does not establish an effective feedback loop.
Safety is a system variable that determines what may be collected, when to intervene, and how the resulting data may be used. Task rules, policy uncertainty, kinematic and dynamic constraints, low-level monitoring, software and hardware interlocks, and human oversight should provide protection together. New policies should progress from offline checks through constrained environments and low-speed operation without a payload before normal operation. In settings involving people, hazardous materials, public roads, or critical infrastructure, near misses, controlled perturbations, and safe proxy tasks should take priority. Long-tail data should not be sought by causing real accidents.
Interactive feedback loops also apply to Physical AI systems that do not have a single robot body. Human takeover in a traffic system may mean reverting to a previous signal plan. Recovery in a factory may mean degrading process parameters and isolating equipment. Correction in a laboratory may mean stopping a procedure, recalibrating, or changing experimental conditions. Whatever the system, its recommendations, authorization decisions, issued commands, actual process, alarms, human interventions, and final results should remain linked in the same event chain.
The efficiency of the loop should be measured by capability gains per human-hour or robot-hour, alongside effective minutes of interaction, the fraction of usable episodes, rare-event yield, takeover frequency, recovery success, gains in coverage, and safety incidents. Raw operating time is merely a proxy for cost and cannot stand in for data value. The output of a short-cycle loop consists of training batches that pass quality gates and traceable model versions. The longer-cycle flywheel of deployment, failure discovery, renewed collection, and retraining is developed in § 4.2.5 .
Physics Engines and Generative Worlds
Section 4.1 defines physical data as records that link observations and actions to their consequences. Among these records, failures and the recoveries that follow them are the most informative and also the hardest to obtain (Section 4.2). A policy that must recover when a grasped object starts to slip needs to experience many slips, and a legged robot that must get up after a fall needs to fall, yet physical systems cannot be reset cheaply (Section 1.1). In simulation, a slip can be staged 1,000 times, and a simulated fall causes no physical damage to robot hardware. A model computes the recorded consequences, so their physical consistency has to be tested before the data can be trusted.
Every synthetic trajectory depends on three choices. The world in which it unfolds may be authored by hand, reconstructed from scans, or generated. The consequences of each action may be computed by a physics engine or by a network trained on data. The actions may come from planners, reinforcement-learning experts, or adapted human demonstrations. The section first con siders what simulation adds to a dataset and then takes the three choices in turn. Table 4.4 summarizes the sources involved and what must be checked before their output is used. In what follows, synthetic data are any data produced by a model. Simulated data come from a physics engine, and generated data from a learned model. Most examples are drawn from manipulation and locomotion, where the evidence is richest, but the same questions arise for the simulators and digital twins of process plants, traffic systems, and laboratories.
Table 4.4. Sources of synthetic experience and what must be checked before use.
What Simulation Adds to a Dataset
In the notation of § 4.2.1 , a simulator turns chosen actions into trajectories through two conditional distributions,
s t + 1 ∼ P ξ s i m t r ( ⋅ ∣ s t , a t ) , o t ∼ O ψ r e n d e r ( ⋅ ∣ s t ) , (63) s_{t+1} \sim P^{\mathrm{tr}}_{\xi_{\mathrm{sim}}}(\cdot\mid s_t, a_t), \qquad o_t \sim O_{\psi_{\mathrm{render}}}(\cdot\mid s_t), \tag*{(63)} s t + 1 ∼ P ξ sim tr ( ⋅ ∣ s t , a t ) , o t ∼ O ψ render ( ⋅ ∣ s t ) , (63)
where the physical and numerical parameters ξ s i m \xi_{\mathrm{sim}} ξ sim (masses, friction coefficients, time step, solver tolerance) govern the dynamics and the observation parameters ψ r e n d e r \psi_{\mathrm{render}} ψ render (camera models, lighting, sensor noise) govern what is sensed. Delays in the real system, such as actuator response time or sensor latency, have to be represented in s t s_t s t or in an explicit history buffer. Otherwise the simulator assumes that commands act instantly and that sensors report the present. Two further ingredients complete a simulated dataset, namely the distribution of initial states and tasks from which episodes start and the predicate that decides whether an episode meets the success criterion. The dynamics, the observation model, the initial conditions, and the success predicate can each differ from reality, and § 4.2.4 classifies the reality gap along these four lines.
The most visible gain is access to the full state. Object poses, contact forces, and material parameters can be recorded at every step, even though a deployed policy cannot observe them directly. This privileged information is valuable for training teachers, critics, and state estimators (§ 4.5.2 and § 4.5.3 ), provided it never leaks into the deployed policy’s inputs. Each synthetic field should therefore be tagged as simulator state, rendered observation, or inferred quantity.
A deeper gain is the exact and inexpensive reset, which physical systems lack. Episodes restart from saved states, thousands of environments run in parallel, and the same initial state can be replayed under different actions, friction coefficients, or disturbances to see what changes the outcome. Counterfactual replay of this kind supports curricula, failure diagnosis, and targeted generation. Its findings concern the model, however. A policy’s sensitivity to a simulated friction coefficient says something about a real material only after the simulator has been checked against measurements.
Simulated episodes need the same conventions as real trajectories and the same care in task design. An action vector means different things under torque, position, and Cartesian control, so the action specification of § 4.2.1 belongs with every episode. Favorable starting poses hide difficult approaches, and a reset triggered as soon as an object slips ends the episode before the recovery that a deployed policy will need to learn. Success is best defined by the physical outcome of interest, such as a plug that is fully seated or a lid that stays closed, instead of by whatever the simulator makes easy to check.
Scenes from Scans and from Generators
Hand-built scenes are slow to author and tend to be few and tidy, so the training data available to policies cover a narrow range of environments. Reconstruction from real scans and automatic generation both widen that slice. Reconstruction has considerably reduced the appearance gap for visual policies. Neural radiance fields and Gaussian splatting (§ 4.1.2 ) recover geometry and appearance, although collision geometry, articulation, and physical parameters must still be added before a scene can be simulated. With these additions, reconstructed scenes can largely stand in for real ones. RGB manipulation policies trained entirely on data from SplatSim, which renders a simulator’s scenes with Gaussian splats, achieve 86.25% average success in the reported SplatSim experiments zero-shot on real hardware, against 97.5% for policies trained on real data (Qureshi et al., 2025). RialTo fine-tunes policies with reinforcement learning inside a reconstructed replica of the deployment scene itself, reporting an average improvement of 67% in success over baselines under perturbed object poses, distractors, and disturbances (Villasevil et al., 2024).
Some pipelines use reconstruction without simulating dynamics at all. Real2Render2Real turns a phone scan of an object and a single video of a person manipulating it into thousands of rendered robot demonstrations (Yu et al., 2025a). The object’s motion is copied from the human and collision modeling is switched off, so no model computes the consequences of the robot’s actions. Even so, in the reported Real2Render2Real experiments, policies trained on data rendered from one human video match policies trained on 150 teleoperated demonstrations. The approach works when the object’s path alone defines the task, and it cannot handle tasks that depend on force.
Reconstruction also raises the question of how faithful a training scene needs to be. A digital twin is tied to one physical site and kept up to date with it. A digital cousin, by contrast, is a generated environment that preserves what matters for interaction in a real scene, such as where objects are and how they can be grasped or opened, without copying it exactly. In the reported digital-cousin experiments, policies trained across a set of cousins achieve 90% zero-shot success in the original real scene, whereas policies trained on a single faithful twin achieve 25% (Dai et al., 2025).
Generating scenes at scale requires assets, and a training asset must be a physical specification as well as a shape. It needs consistent scale, collision geometry, mass and inertia, joint axes and limits, and material parameters. A photorealistic cabinet with a misplaced hinge axis adds visual variety but not anything a policy can practice on. Articulation is particularly hard to produce automatically. Articulate-Anything has a vision-language model write articulation code from text, images, or video and revise it after inspecting the result. On the PartNet-Mobility benchmark, the reported Articulate-Anything evaluation shows that this raises the success rate of reconstructed articulations from 8.7 to 11.6% for earlier methods to 75% (Le et al., 2025).
Generative models can supply tasks as well as assets. GenSim and RoboGen prompt a language model to generate tasks, write the code that builds their scenes, and produce the supervision needed to learn them (Wang et al., 2024d,e). RoboCasa populates kitchens with assets from textto-3D and text-to-image models, and RoboCasa365 scales the approach to 365 tasks across 2,500 kitchen layouts (Nasiriany et al., 2024; 2026). A generated task is usable only if it resolves to identifiable objects, admissible actions, and a success predicate that can be checked, so generation pipelines usually execute each proposed task and discard those that a solver cannot complete.
Agent-Built Scenes and Simulations
The methods above use a language model for one part of a scene at a time. Agents built on language and vision-language models now assemble whole scenes, and increasingly whole simulations, by writing code, running it, and inspecting the result. Early systems focus on layout. Holodeck asks GPT-4 which objects a described room should contain and how they relate spatially, then places Objaverse assets with a constraint solver (Yang et al., 2024c). Fine-tuning on Holodeck scenes raises a navigation agent’s success in unfamiliar room types, such as music rooms and gyms, from 4.1% to 20.4%, against 17.0% for scenes with the same assets in procedural layouts.
Later systems also supply physical properties. In SceneSmith, designer and critic agents build a room in stages, from the floor plan to furniture to small objects, while a vision-language model estimates each object’s mass and material from rendered views and articulated furniture is drawn from a library (Pfaff et al., 2026). The generated rooms contain about 71 objects, against 11 to 23 for earlier generators, and 95.6% of the objects stay in place under simulation. SAGE uses a similar generate-and-critique loop to build scenes for a given task (Xia et al., 2026). Parameters inferred from appearance are enough to keep a scene standing, but contact-sensitive tasks still need them calibrated.
General-purpose models released in 2026 can carry out the whole real-to-sim process. In its 2026 release materials, OpenAI presents 3D world and asset generation as a main capability of GPT-6 Astra (OpenAI, 2026), and reports published within weeks of release describe several groups using it to build simulation scenes (Li et al., 2026d).3 In Agentic RSR, a Codex agent running GPT-6 Astra turns an RGB video of a robot workspace into a MuJoCo scene with collision geometry and joints, then develops a policy program by running it there (Li et al., 2026d). Across 18 tasks on 2 robot arms, 10 succeed in simulation and 8 of those also succeed on the real robots. The authors find that the agent behaves differently across interfaces and runs, so the model version belongs in the record of any data it generates.
Benchmarks show where such agents still fall short. In Video2World, agents rebuild a simulated world and the demonstrated behavior from a video of a robot or a person performing a task (Tang et al., 2026). The best of 9 agent systems achieves 25.5% task success over 222 instances, against 58.8% for human-assisted reconstructions, and GPT-6 Astra achieves only 10.7% although it recovers object shapes more accurately than any other agent. On indoor scans, the reported LiteReality-Agent evaluation shows 24 interpenetrating furniture pairs for GPT-6 Astra and none for the specialized LiteReality-Agent pipeline (Huang et al., 2026b), and on 4DCodeBench good static reconstruction does not carry over to deformation, fluids, or fracture (Shen et al., 2026). Accurate geometry does not guarantee a scene in which the task can be performed.
Two recent systems close part of this gap by adding structure around the model. Text2Sim splits the writing of a Genesis simulation among planner, writer, and critic agents, and the writers consult Debug Cards, short notes distilled from 99 demonstrations in graphics papers on how simulations of a given kind fail and how to repair them (Xiong et al., 2026). On 42 held-out prompts, its automatic physical-quality score is 95.3, against 86.6 for direct use of its own underlying model (GPT-5.6-Sol). Without the cards, the score falls to 91.3. WorldAgent instead verifies every construction and simulation step in Blender, checking interpenetration, support, numerical stability, and causal order against scene geometry and simulator states, so it also catches overlaps hidden from the camera (Wang et al., 2026a). With GPT-6 Astra as the underlying model, WorldAgent reduces the worst interpenetration during simulation to about 1/5 of that from direct prompting. In these evaluations, neither system is checked against measured behavior, and both infer physical parameters instead of measuring them.
World generators skip the agent altogether. Marble turns text, images, or video into Gaussian splats with a collision mesh, and such worlds have been imported into MuJoCo and Isaac Sim. The mesh is a single static surface, so the robot and the objects it manipulated were added from asset libraries (World Labs Team, 2025a).4 Genie 3 generates an interactive environment from a prompt in real time and keeps it consistent for several minutes, and DeepMind’s SIMA agent has pursued goals inside such worlds.5 A world of this kind has no explicit state or parameters to inspect, so, like the video world models discussed later in this section, it can be judged only by the consequences it predicts.
Contact, Fidelity, and Throughput
Once a world is built, a model must compute what happens in it, and the accuracy required depends on the task. Articulated rigid-body dynamics suffice for most legged locomotion and for pick-and-place with rigid objects, whereas cloth, cables, food, and soft tissue need deformable or continuum models. A useful test is whether the model reproduces the events that change the correct action, such as a grasp that slips, a peg that jams, or a support that gives way.
Most such events happen at contact. § 2.1 describes contact through non-penetration and Coulomb friction, and engines differ mainly in how they enforce these two conditions. Classical time-stepping schemes pose them as a complementarity problem, in which two bodies at a contact either separate or push on each other, never both at once (Stewart and Trinkle, 1996). MuJoCo relaxes them into soft constraints and solves a convex optimization problem at each step, obtaining smooth, well-posed dynamics at the price of small interpenetrations and some compliance (Todorov et al., 2012). For many tasks the relaxation does no harm, and a calibrated compliance can even describe a rubber fingertip better than a perfectly rigid model. In tight-tolerance insertion or stacking, however, a soft contact model can let a part slide into place where the corresponding real part would bind.
Deformable objects make non-penetration harder to enforce. Incremental Potential Contact guarantees, under its algorithmic assumptions, that simulated deformable bodies never pass through each other and that mesh elements never turn inside out (Li et al., 2020). Trajectories computed with it are free of interpenetration artifacts, but the method says nothing about the stiffness, damping, or friction of a particular sponge or garment, and these values must be measured before the recorded forces and deformations can be trusted.
Numerical artifacts are a separate hazard, because reinforcement learning can favor policies that exploit them. A policy can learn to exploit interpenetration, spurious impulses from numerical jitter, or contacts that stick when they should slide, and the time step, collision geometry, solver tolerance, and constraint softness determine which of these artifacts the optimizer can find. A cheap safeguard is to replay a sample of accepted trajectories with a smaller time step, tighter tolerances, or perturbed contact parameters, and to discard behaviors whose success does not survive. The check is best run before a large dataset is produced, since an artifact that goes unnoticed is copied into thousands of examples.
Throughput determines how much variation can be explored. Isaac Gym keeps physics simulation and policy training on the same graphics processing unit (GPU) and reports speedups of two to three orders of magnitude over pipelines that simulate on the central processing unit (CPU) (Makoviychuk et al., 2021), which makes it possible to train quadruped walking policies in minutes (Rudin et al., 2022). For policies that use images, the bottleneck moves to rendering. ManiSkill3 parallelizes rendering on the GPU along with physics and reports that, with rendering enabled, it runs 10 to 1,000 times faster than other platforms on its benchmarks (Tao et al., 2025a). Frame rates are nonetheless a poor guide to the cost of data. They vary with scene complexity and contact density, and they leave out resets, policy inference, filtering, and storage. A better measure is the simulated counterpart of the effective data yield of § 4.2.2 , which counts only trajectories that pass the quality gates and weighs their cost against how much they improve the policy.
Learned Simulators and Video World Models
Hand-written engines are limited to what their authors can model. Learned models trade explicit physical structure for coverage of phenomena that are hard to write down, and they can replace the solver, the renderer, or both. The price is that their errors are harder to diagnose. An error in an engine can usually be traced to a parameter, a missing mechanism, or a solver setting, whereas an error in a learned model is spread across its weights. Measurements on the physical system then become the main check on its physical consistency.
Learned simulators replace the solver but keep the state-based interface of Eq. (63) . Graph Network-based Simulators and MeshGraphNets, for example, learn how particles and meshes evolve for fluids, granular media, cloth, and deformable solids (Sanchez-Gonzalez et al., 2020; Pfaff et al., 2021). In its evaluation, MeshGraphNets runs 1 to 2 orders of magnitude faster than the solvers used to produce its training data. Such models are reliable mainly within their training regime. Over long rollouts their errors accumulate, and conservation laws hold only approximately unless they are built into the architecture (§ 2.1.3 ).
Observation generators leave the physics to an engine and replace only the renderer, changing the lighting, textures, backgrounds, and clutter that the camera sees. Cosmos-Transfer, for instance, generates realistic video conditioned on segmentation, depth, and edge maps rendered by a simulator (NVIDIA et al., 2025b). The risk is that the generator alters something the labels depend on. If it shifts a handle by a few centimeters while restyling the scene, and the simulator keeps the original pose, a correct grasp label becomes wrong. Agreement between image and simulator state therefore needs checking near contacts, around thin structures, and under occlusion, where such errors are most likely.
Video world models replace both, learning the consequences of actions directly from recordings (Chapter § 4.3 ) (Bruce et al., 2024; Yang et al., 2024b; NVIDIA et al., 2025a). UniSim, an action-conditioned video simulator, learns from image, robot, and navigation data and is used to train policies that transfer to real robots. For generating data, the first question is which training data the model has received. A model trained on demonstrations rarely observes failures or unusual contact, so it tends to predict that actions succeed. Training on autonomous play, as in PlayWorld (§ 4.2.2 ), exposes a world model to the slips, collisions, and near misses that demonstrations omit (Yin et al., 2026b).
Because video models produce pixels, actions have to be recovered before their output can train a policy. DreamGen fine-tunes an image-to-video model on the target embodiment and uses it to generate videos of familiar and new tasks (Jang et al., 2025). The videos are then labeled with actions, either by an inverse-dynamics model, which infers the action taken between consecutive frames, or by a latent-action model, which infers an abstract action code. Starting from teleoperation data for a single pick-and-place task in one environment, a humanoid trained on these generated trajectories acquires 22 new behaviors in seen and unseen environments. The recovered actions are action proxies in the sense of § 4.2.1 , and they can be screened by replaying them in a physics simulator and keeping those whose simulated motion matches the generated video (Kim et al., 2026b). A policy can also be fine-tuned inside a world model, on imagined successes or on rewards that a vision-language model assigns to imagined rollouts (Guo et al., 2026b; Sharma et al., 2026a), at the risk of learning to exploit the model’s errors (§ 4.3.4 ).
Synthetic Demonstrations and Pretraining Corpora
The third choice is the agent. Behavior can come from motion planners that use the simulator’s exact state, from reinforcement-learning experts trained with privileged observations and then distilled into policies that use deployable sensors (§ 4.5.2 ), from programs written by language models, or from a few human demonstrations adapted to new situations. Each source leaves its mark on the data. Planners produce smoother and more direct motions than an operator would produce, reinforcement learning may find strategies that a person would not demonstrate, and adapted demonstrations carry human habits along with human skill.
MimicGen shows how far a few demonstrations can be stretched. It splits each demonstration into segments defined relative to the objects involved, transforms the segments to new object poses, stitches them together, and keeps the results that succeed when executed in simulation. In MimicGen, about 200 human demonstrations yield more than 50,000 demonstrations across 18 tasks with varied scenes, objects, and robot arms. Policies trained on the synthesized demonstrations perform comparably to policies trained on additional human demonstrations (Mandlekar et al., 2023). Later systems extend the method to long-horizon skill sequences and to bimanual dexterous hands (Garrett et al., 2025; Jiang et al., 2025). MimicGen’s output, however, recombines the strategies in the seed demonstrations without adding new ones, and because failed executions are discarded, the resulting training data provide few examples of failure or recovery.
Synthetic demonstrations should pass the same quality gates that § 4.2.2 applies to real batches, along with checks specific to synthesis. These checks cover action semantics that match the deployed controller, privileged fields that are marked, and outcomes that survive the solver checks described earlier. Rejected samples are worth keeping, sorted by the reason for rejection, because different reasons call for different responses. Invalid geometry, a mismatch between the rendered observation and the simulator state, and an infeasible task all point to defects in the generator. A valid execution that ends in failure is ordinary failure data, unsuitable as an imitation target but useful for learning to predict outcomes and to recover. If generator versions, parameter distributions, solver and renderer settings, and random seeds are kept on record, a problem found later can be fixed at its source before more data are produced from it.
Synthetic data have also moved beyond narrow skills into pretraining. Simulated trajectories make up a large part of the training mixture of the GR00T N1 humanoid model, and GraspVLA, pretrained on 1 billion frames of simulated grasping, transfers zero-shot to real objects (NVIDIA et al., 2025c; Deng et al., 2025b). The most direct comparison comes from InternData-A1. In InternData-A1, a model with the π 0 \pi_0 π 0 architecture, pretrained only on its 630,000 simulated trajectories, matches the official π 0 \pi_0 π 0 on simulated, real, and long-horizon dexterous tasks. The official π 0 \pi_0 π 0 had been pretrained largely on real robot data (Tian et al., 2025). Results of this kind are strongest where outcomes depend mainly on geometry, as in grasping and pick-and-place. Where outcomes depend on contact dynamics, a synthetic corpus is only as useful as the calibration of the engine that produced it, and calibration requires real data.
Sim-to-Real Transfer and Real-World Alignment
A policy trained on synthetic data inherits the errors of its source, and how much those errors matter depends on the task. In legged locomotion, policies trained entirely in simulation with randomized dynamics and learned actuator models now routinely transfer without real-world fine-tuning. Manipulation is harder. Contact, deformation, and vision all differ between simulation and reality, and transfer there typically involves some real data. This section begins with what simulated and real data each contribute. It then follows the order in which the reality gap is commonly addressed. This sequence consists of finding where simulation and reality disagree, correcting the simulator with measurements, training policies that are robust to the remaining error, and checking the result in closed loop on the physical system.
What Simulated and Real Data Each Contribute
Choosing between simulated and real data means trading scale and label accuracy against the reliability of the dynamics (Table 4.5 ). Simulation offers scale, exact perception labels, and free resets (§ 4.2.3 ), but its dynamics, and therefore the consequences it computes, are only as accurate as its contact, material, and actuator models. Real data have the reverse profile. They are limited by robot time, operators, and the cost of resetting the world, and their observations are imperfect.
Table 4.5. Complementary strengths of simulated and real data
Cameras add noise and blur, depth sensors drop out on shiny surfaces, calibration drifts, and object poses or contact forces must be estimated instead of read off. Their dynamics, on the other hand, are the real ones. A real trajectory reflects the actual friction, compliance, backlash, and delay of the system, including effects that no simulator models, even without direct measurements of those effects. Neither source dominates. Simulation is most useful where exact labels and broad coverage matter and the dynamics are easy to model, while real data are hard to replace where the outcome depends on contact, deformation, or actuation that simulators approximate poorly.
Because real data are scarce, how they are spent matters as much as how much is collected. They serve three purposes, namely training policies directly, calibrating the simulators and world models that generate synthetic data, and validating both the generators and the policies trained on their output. The three purposes compete for the same evidence, and evidence spent on one cannot serve as an independent check on another. Trajectories used to fit a simulator cannot show that the fit is accurate, and trials used to select a policy cannot certify it.
Where the Reality Gap Comes from
The four ingredients of a simulated dataset listed in Section 4.3 also give a natural way to classify the reality gap (Table 4.6 ). A dynamics gap means that P ξ s i m t r P^{\mathrm{tr}}_{\xi_{\mathrm{sim}}} P ξ sim tr in Eq. (63) is wrong, either because its parameters are off or because it lacks a mechanism. Errors in mass, inertia, friction, and compliance alter accelerations and contact outcomes, and actuators add discrepancies of their own through gains, torque limits, backlash, and delay. An observation gap means that O ψ r e n d e r O_{\psi_{\mathrm{render}}} O ψ render misrepresents what the sensors report, whether in appearance, camera calibration, depth dropouts on shiny or transparent surfaces, proprioceptive bias, or timing. Touch is a particular weak point, since many tactile sensors respond through elastomer deformation and internal optics that simulators capture only roughly. The remaining two gaps are easier to miss. A distribution gap arises when training does not cover the initial states, objects, and tasks the robot actually meets. An objective gap arises when simulated success is not real success, as when a success predicate credits an insertion that reaches the right depth but would not hold in a real fixture.
Table 4.6. Components of the reality gap and how they are diagnosed and addressed
Each gap calls for a different remedy, so the gap has to be identified before anything is changed. A delayed command is fixed by calibrating the interface, an unmodeled deformation needs a better model, and an action that is executed correctly but is wrong for the task needs new supervision. Telling these cases apart requires the commanded and executed actions, events, and outcomes in the trajectory record (Section 4.1), which a binary success flag does not provide.
A gap of any kind is amplified in closed loop. An early mistake moves the robot into a state that no demonstration covered, the policy’s next action there is worse, and errors snowball. For imitation learning, this intuition has a precise form. With per-step task costs bounded in [ 0 , 1 ] [0,1] [ 0 , 1 ] , a cloned policy with error probability ϵ B C \epsilon_{\mathrm{BC}} ϵ BC under the expert state distribution can incur an excess expected cost of order T 2 ϵ B C T^{2}\epsilon_{\mathrm{BC}} T 2 ϵ BC over T T T steps (Ross and Bagnell, 2010). Dataset Aggregation (DAgger) collects expert labels on states visited during rollouts that may mix expert and learner policies. Under the assumptions of its analysis and with sufficiently many iterations, some learned iterate has excess expected task cost relative to the expert bounded by u d e v T ϵ D A g g e r , N i t e r + O ( 1 ) u_{\mathrm{dev}}T\epsilon_{\mathrm{DAgger},N_{\mathrm{iter}}}+O(1) u dev T ϵ DAgger , N iter + O ( 1 ) . Here ϵ D A g g e r , N i t e r \epsilon_{\mathrm{DAgger},N_{\mathrm{iter}}} ϵ DAgger , N iter is the minimum average surrogate loss achievable within the policy class over the state distributions induced by the rollout policies across N i t e r N_{\mathrm{iter}} N iter iterations, and u d e v u_{\mathrm{dev}} u dev bounds the increase in the expert’s remaining cost after one deviating action (Ross et al., 2011). The constant u d e v u_{\mathrm{dev}} u dev is a measure of recoverability, the property that § 1.1.1 argues planning must take into account when resets are not free.
The analysis assumes access to an expert policy that can label the states visited during data collection. A privileged teacher in simulation can supply such labels when its policy is defined on those states, and teacher-student distillation usually labels the states that the student visits. Human operators find it hard to say what the robot should have done in a state they are not controlling, which is why intervention-based collection (§ 4.2.2 ) lets them take over when the policy goes wrong. Either way, training data must include the states that the deployed policy actually reaches.
Calibrating Simulators and World Models with Real Data
Calibration adjusts a model’s parameters until it reproduces real measurements. With D r \mathcal{D}_{r} D r denoting a set of real trajectories, system identification can be written as Bayesian inference over the simulator parameters,
p ( ξ ~ s i m ∣ D r ) ∝ p ( D r ∣ ξ ~ s i m ) p ( ξ ~ s i m ) , (64) p(\tilde{\xi}_{\mathrm{sim}} \mid\mathcal{D}_{r}) \propto p(\mathcal{D}_{r} \mid\tilde{\xi}_{\mathrm{sim}})p(\tilde{\xi}_{\mathrm{sim}}), \tag*{(64)} p ( ξ ~ sim ∣ D r ) ∝ p ( D r ∣ ξ ~ sim ) p ( ξ ~ sim ) , (64)
where the prior p ( ξ ~ s i m ) p(\tilde{\xi}_{\mathrm{sim}}) p ( ξ ~ sim ) encodes datasheet values and physical bounds and the likelihood measures how well the simulator with parameters ξ ~ s i m \tilde{\xi}_{\mathrm{sim}} ξ ~ sim reproduces the recorded observations. When states are only partially observed, the likelihood must also account for state and sensor uncertainty. A point estimate is often enough in practice, but the full posterior keeps track of ambiguities that matter later, for instance when randomization ranges are chosen.
The data used for identification must be informative. As § 2.1.1 explains, accurate tracking alone does not imply parameter convergence. Persistent excitation of the regressor supports parameter convergence under the assumptions of the specified adaptive law. Identification likewise requires data that distinguish the relevant parameter directions. Slow motions in free space reveal little about actuator bandwidth, grasps that never slip reveal little about sliding friction, and different combinations of motor strength, payload, and gain can produce nearly identical trajectories. Calibration experiments should therefore excite the mechanisms the task depends on, for example with fast reversals for actuator response, controlled pushes for friction, and loaded lifts for inertia, while staying within safe limits.
Where first-principles models fall short, models learned from data often do better. Learned actuator networks, which map commanded positions and recent history to delivered torque, are central in the early legged-transfer study (§ 4.5.2 ) (Hwangbo et al., 2019). ASAP applies data-driven correction to a whole humanoid. A motion-tracking policy trained in simulation is run on the real robot, and the recorded rollouts train a delta-action model, a network that adds a correction to each action inside the simulator so that simulated motion matches the recorded real-robot motion. The policy is then fine-tuned in the corrected simulator. In tests of transfer between two simulators and deployment on a real Unitree G1, the reported ASAP evaluation shows that the approach tracks agile whole-body motions more accurately than system identification, domain randomization, or a learned correction to the simulator’s dynamics (He et al., 2025a).
Learned corrections can, however, fit the data for the wrong reason. A correction trained on one set of motions may absorb a calibration error elsewhere in the system, and testing at speeds, loads, and contact points outside the fitting data exposes such errors. The same tests separate parameter errors, which calibration can fix, from structural ones, which it cannot. No value of ξ s i m \xi_{\mathrm{sim}} ξ sim repairs a model that omits cable twisting or a compliant gripper pad.
Nor is a single best-fit simulator always necessary. SimOpt instead calibrates a distribution over parameters. It adjusts the distribution so that simulated rollouts of the current policy match real ones, retrains the policy under the updated distribution, and repeats. Policies trained in this way transfer to real swing-peg-in-hole and drawer-opening tasks (Chebotar et al., 2019). A simulator fitted to one policy’s behavior can remain wrong in regions that policy never visits, so calibration data should also cover the behaviors that later policies are likely to try.
Learned simulators can be calibrated more directly, because their parameters can be updated by gradient descent on real data. NeRD replaces the dynamics and contact solvers of a conventional simulator with a learned model that can be fine-tuned on real trajectories (Xu et al., 2025b). For video world models, VLAW alternates between improving the model and improving the policy. Real rollouts of a vision-language-action policy refine the world model, and the refined model generates rollouts for training the policy (Guo et al., 2026a). On a real robot, the authors report that the method raises success by 39.2 percentage points over the pretrained policy and by 11.6% over fine-tuning on the same real rollouts filtered for success. In that evaluation, the refined world model thus adds value beyond the real data used to build it. Establishing the accuracy of the model would still require fresh trajectories from conditions outside the fitting data.
Randomization, Adaptation, and Co-Training
Calibration narrows the uncertainty that measurements can resolve, and the policy must tolerate whatever remains. Domain randomization trains it to do so across a distribution p η s i m ( ξ ~ s i m ) p_{\eta_{\mathrm{sim}}}(\tilde{\xi}_{\mathrm{sim}}) p η sim ( ξ ~ sim ) over simulator parameters, shaped by design parameters η s i m \eta_{\mathrm{sim}} η sim ,
max θ E ξ ~ s i m ∼ p η s i m [ J ( π θ ; ξ ~ s i m ) ] , (65) \max_{\theta}\ \mathbb{E}_{\tilde{\xi}_{\mathrm{sim}}\sim p_{\eta_{\mathrm{sim}}}}\left[J(\pi_{\theta};\tilde{\xi}_{\mathrm{sim}})\right], \tag*{(65)} θ max E ξ ~ sim ∼ p η sim [ J ( π θ ; ξ ~ sim ) ] , (65)
where J ( π θ ; ξ ~ s i m ) J(\pi_{\theta};\tilde{\xi}_{\mathrm{sim}}) J ( π θ ; ξ ~ sim ) is the expected return of the policy in the world with parameters ξ ~ s i m \tilde{\xi}_{\mathrm{sim}} ξ ~ sim . Training across varied models aims to reduce reliance on any one exact model, and randomizing appearance and dynamics in this way underlies much of sim-to-real transfer in perception and control (Tobin et al., 2017; Peng et al., 2018b).
Choosing p η s i m p_{\eta_{\mathrm{sim}}} p η sim in Eq. (65) is a data-design problem. Parameters should be resampled on the timescale at which they actually vary. An object’s mass is fixed within an episode, sensor noise changes with every reading, and actuator response drifts slowly with temperature and wear. Dependencies should be explicit, since appearance and friction are correlated for a given material.
Wide ranges are not enough by themselves. A range that contains the true value is of little use if the distribution places almost no probability near it, and ranges that are too broad produce cautious policies without fixing the failures seen in deployment. Moderate variation around a well-chosen nominal value often helps more than pinning each parameter to a single estimate, as the digital-cousin result of § 4.2.3 suggests, and § 4.2.5 reports a similar effect of diversity in real data. The posterior in Eq. (64) is a natural source for both the nominal values and their spread, and evaluation should report performance for groups of conditions as well as the average over the distribution.
Automatic domain randomization automates part of this design by widening each range as the policy meets the performance criterion within the current one, which turns randomization into a curriculum. OpenAI uses it to train a Shadow Dexterous Hand to solve a Rubik’s cube. In ten reported trials, the hand solves cubes needing 15 face rotations 6 times and solves the hardest cubes (which need 26 face rotations) 2 times (OpenAI et al., 2019). The result also depends on a cube instrumented with sensors, a classical solver that chooses the sequence of face rotations, and months of large-scale training.
Adaptive policies deal with the remaining uncertainty differently. Instead of performing well under every condition, they infer the current one from recent history and adjust to it, as in the teacher-student and rapid motor adaptation methods of § 4.5.2 (Kumar et al., 2021). Training them requires data that contain changes and transients, such as a payload added in the middle of a task or the onset of slip, as well as conditions that are unknown but fixed. When adaptive rollouts are later reused for training, the inferred context should be stored with each example, because an action that is correct for a heavy payload becomes a wrong label once the payload information is dropped.
In vision-based manipulation, where both the visual and the physical gap are large, a common alternative is to train on simulated and real data at once and let each cover the other’s weaknesses (Table 4.5 ). Co-training minimizes a weighted sum of losses over the two sources, the mixture objective of Eq. (9.1) with one simulated and one real component. Across tasks on a robot arm and a humanoid, the reported co-training study shows that adding simulation data improves real-world performance by an average of 38%, and the benefit persists when the real dataset grows to 400 demonstrations (Maddikuri et al., 2025). A controlled study of planar pushing from pixels examines when and why the benefit appears (Wei et al., 2025). In that study, simulation data raise success two- to sevenfold when real data are scarce, but the gains plateau unless real data grow too. Narrowing the physics gap matters more than improving visual fidelity. Unexpectedly, the best policies can distinguish simulated inputs from real ones, and a modest visual difference between the domains helps. A mechanistic analysis attributes this to a balance between aligning representations across domains, so that knowledge transfers, and keeping the domains distinguishable, so that the policy can apply the right dynamics to each (Lei et al., 2026).
The same pushing study finds that mixing the sources during training outperforms pretraining in simulation and then fine-tuning on real data, and that fine-tuning a co-trained policy does not consistently help. These comparisons involve single tasks and modest datasets. Whether broad multi-task pretraining followed by fine-tuning helps is a separate question, taken up in § 4.2.5 .
Validating Transfer and Closing the Loop
Most of the evaluation that guides development happens away from hardware, yet the criterion remains closed-loop performance on the physical system (§ 1.1.1 ), so every proxy evaluator has to be checked against it. SIMPLER builds simulated counterparts of real manipulation setups, matching camera views, appearance, and control. It compares policy rankings in simulation with their rankings on real robots (Li et al., 2025b). Agreement is measured by the Pearson correlation between simulated and real success rates and by the mean maximum rank violation (MMRV), which penalizes the simulator for misordering two policies in proportion to the gap between their real success rates. By these measures, simulated evaluation tracks real results far better than offline metrics such as the error of predicted actions on held-out demonstrations. World models can serve the same purpose. In WorldGym, success rates measured inside an action-conditioned video model correlate with real success at r = 0.78 r = 0.78 r = 0.78 on tasks from the BridgeData V2 tabletop setup (Quevedo et al., 2026).
Simulated and real trials can also be combined statistically instead of merely compared. SureSim treats the problem as prediction-powered inference. A small number of paired real and simulated trials estimate the simulator’s bias, and that estimate corrects a large number of simulated trials (Badithela et al., 2025). The result is a valid confidence interval on real performance, which raw simulated success rates cannot provide, and an interval of similar width needs 20 to 25% fewer hardware trials than one estimated from hardware trials alone. Like any agreement between a proxy and reality, the correction holds for the policies and conditions for which it is measured and must be rechecked when either changes.
Consider a fleet of mobile manipulators that open drawers in office kitchens. At one site, pulls repeatedly stall after an approach and grasp that look correct in the logs. Engineers rebuild the scene in simulation from the logs and a scan, and the simulated robot reproduces the approach but opens the drawer without difficulty. Since the approach is reproduced and the stall is not, the discrepancy most likely lies in the simulated drawer rather than in perception or in the grasp. Pulls with a force-sensing gripper reveal a soft-close damper and a detent that the simulated drawer lacks. Once the damper and detent are modeled and their parameters fitted (Eq. (64) ), randomization is restricted to damping and detent force around the identified values, and new scenes vary handle position and pull direction near the failure. The retrained policy is screened in simulation and then tested on held-out drawers at that site and at others, to confirm that the fix generalizes beyond the cabinet where the failure occurs.
The example also shows the many points at which real data enter a pipeline nominally trained in simulation, and claims of transfer should account for all of them. “Zero-shot” usually means that the policy was not fine-tuned on the target embodiment, yet real data may still have been used to identify parameters, reconstruct scenes, pretrain perception, or select checkpoints. Reporting these uses makes the contribution of simulation measurable. It also sharpens a question that co-training raises and that § 4.2.5 takes up. The question concerns how many synthetic trajectories one real trajectory is worth.
Scaling Laws and the Data Flywheel for Physical AI
Language-model scaling studies show predictable improvements as data, parameters, and compute grow together, and progress in vision-language-action models now depends mainly on data (§ 4.4.2 ). Whether physical data will yield equally predictable gains is far from clear. Every trajectory comes from a particular body in a particular world and costs robot time and usually human time. The practical question concerns allocation. It covers which data to collect or generate and in what proportions. It also covers how to divide scarce physical interaction among training, calibration, and validation. A further aspect is when a robot system can collect what it needs through its own operation. Such a system, a data flywheel, is worth running only if the capability it adds outweighs its cost. Throughout, value is measured by closed-loop performance on the physical system, not by loss, frame counts, or simulated success.
The Data Pyramid
Section 4.2 describes human data as a gradient from rich semantics to executable actions. Figure 4.2 extends that gradient to all physically collected data and adds the dimension of scale, with layers widening toward the base as cost per sample falls. The trajectory record of § 4.2.1 gives a way to judge relevance. Data are most relevant when they record the target embodiment issuing executable commands under deployment conditions, together with the measured consequences of those commands. Each layer below the apex gives up part of this record. Handheld and wearable devices capture real contact and robot-like actions without a robot, human video captures real physics without robot actions, and web data supply semantics without physical interaction. The most relevant data are also the most expensive, since every hour of them needs a robot, an operator, and resets, and they are correspondingly scarce. Goldberg estimates that the largest teleoperation datasets amount to about a year of robot experience, whereas the text and images used to train vision-language models would take a person some 100,000 years to read and view (Goldberg, 2025).
Figure 4.2. The data pyramid for Physical AI. For physically collected data, relevance to the target embodiment and cost per sample rise together toward the apex, where the target embodiment acts in the physical world. Lower layers are cheaper, larger, and more diverse but supervise physical execution less directly. Simulated and generated data are drawn separately because they supply robot actions at low cost while computing their consequences with a model, so their effective position depends on calibration. Adapted from NVIDIA et al. (2025c) and Ye et al. (2026b). The order of the layers reflects relevance and cost, not dataset quality
Simulation does not fit this ordering, which is why the figure draws it separately. It supplies executable actions on a model of the target embodiment at almost no marginal cost. The reported GR00T N1 study produces 780,000 simulated trajectories, equivalent to about 6,500 hours of human demonstration, in 11 hours (NVIDIA et al., 2025c). Because its consequences are computed, its relevance depends on calibration (Section 4.4), and simulated corpora have so far done best where geometry decides the outcome (Section 4.3). Section 9.2 places simulation alongside handheld devices in a related pyramid organized by the kind of evidence each source provides.
A capable system needs both ends of the pyramid. The apex provides executable actions and real consequences on the system’s own body. The base provides diversity. Chen and colleagues argue that diversity sets the ceiling on how far a model can generalize and that, for now, only internet-scale data supply enough of it (Chen et al., 2026b). Much of this chapter concerns lowering the cost of relevant data and raising the value of cheap data through calibration, retargeting, and filtering.
Within the physically collected layers, the collection method largely determines cost and yield. § 4.2.2 describes how each method works. The paragraphs below compare their economics, including what an hour of collection costs, how much it yields, and what the resulting data lack.
Egocentric video is the cheapest to collect and the easiest to scale, since it needs only a head-mounted camera or glasses. Its drawback is the embodiment gap, since human hands differ from robot grippers and video records neither commands nor forces. The gap can be narrowed by design. If the robot is built to resemble the human hand and both are recorded with the same sensors, human data can be worth more per hour than robot data. In EgoMimic, the reported evaluation shows that an hour of egocentric recording yields about 1,400 demonstrations against 135 from teleoperation, and adding an hour of human data improves the co-trained policy more than adding an hour of robot data (Kareer et al., 2025).
A handheld gripper costs a few hundred dollars and needs no robot. Using UMI, 3 people collect 1,400 demonstrations across 30 locations in 12 person-hours, and on 1 task collection runs more than 3 times faster than teleoperation with a 3D mouse (Chi et al., 2024). Because the fingers match the robot’s, gripper-level actions transfer directly. The arm itself goes unrecorded, so its joint states and dynamics are missing and reachability has to be checked at deployment. Forces are also absent unless tactile sensors are added.
Teleoperation yields the most relevant data and the least of it. The hardware has become cheaper. A kinematically matched leader arm costs under $300, and a complete bimanual system, robots included, costs about $20,000 (Wu et al., 2024b; Zhao et al., 2023). A robot and an operator, however, remain in the loop for every hour. The reported DROID data-collection effort involves 50 collectors at 13 institutions gathering 76,000 trajectories over one year (Khazatsky et al., 2024). As § 4.2.2 notes, the data also carry the imprint of the interface, since latency, limited haptic feedback, and operator style shape the trajectories.
Exoskeletons and hand trackers fall between the handheld gripper and teleoperation, both in cost and in how closely they match the robot. An exoskeleton with the same kinematics as the target arm records joint-level motion directly. AirExo-2 costs about $600 for a dual-arm rig, and in the reported user study its operators complete a task in 5.7 s on average against 17.3 s with joint-space teleoperation (Fang et al., 2025). Gloves and motion-capture systems extend joint-level recording to dexterous hands, and the DexCap study reports collection 3 times faster than teleoperation (Wang et al., 2024a). In exchange, the operator has to wear the rig, the data must be retargeted whenever the human and robot hands differ, and force feedback is limited.
Across the four methods, the cheaper the source, the further its data sit from the target embodiment. How much each source is worth for a given task has to be measured. Scaling studies are the usual instrument, but in their standard form they rest on assumptions that physical data do not meet.
Scaling Laws and What They Assume
Scaling laws come from language modeling. Kaplan et al. (2020) find that the test loss of language models falls as a power law in model size, dataset size, and training compute, with some trends spanning more than seven orders of magnitude. A common form separates the contribution of the parameter count N p a r N_{\mathrm{par}} N par and the amount of training data N d a t a N_{\mathrm{data}} N data ,
L s c a l e ( N p a r , N d a t a ) = L f l o o r + a s c a l e N p a r − α s c a l e + b s c a l e N d a t a − β s c a l e , a s c a l e , b s c a l e , α s c a l e , β s c a l e > 0 , (66) L_{\mathrm{scale}}(N_{\mathrm{par}},N_{\mathrm{data}}) = L_{\mathrm{floor}} + a_{\mathrm{scale}}N_{\mathrm{par}}^{-\alpha_{\mathrm{scale}}} + b_{\mathrm{scale}}N_{\mathrm{data}}^{-\beta_{\mathrm{scale}}}, \qquad a_{\mathrm{scale}}, b_{\mathrm{scale}}, \alpha_{\mathrm{scale}}, \beta_{\mathrm{scale}} > 0, \tag*{(66)} L scale ( N par , N data ) = L floor + a scale N par − α scale + b scale N data − β scale , a scale , b scale , α scale , β scale > 0 , (66)
where L s c a l e L_{\mathrm{scale}} L scale is a held-out loss and L f l o o r L_{\mathrm{floor}} L floor an irreducible floor. With compute C t r a i n ≈ 6 N p a r N d a t a C_{\mathrm{train}} \approx6N_{\mathrm{par}}N_{\mathrm{data}} C train ≈ 6 N par N data , about six floating-point operations per parameter per training token, minimizing Eq. (66) at fixed C t r a i n C_{\mathrm{train}} C train makes the optimal N p a r N_{\mathrm{par}} N par and N d a t a N_{\mathrm{data}} N data grow as powers of C t r a i n C_{\mathrm{train}} C train . The exponents prove harder to pin down than the form. The original study concludes that most additional compute should go into parameters, whereas Hoffmann et al. (2022) find that parameters and data should grow in equal proportion as compute increases. Later work traces most of the difference to how parameters and compute are counted and to optimizer settings (Pearce and Song, 2024; Porian et al., 2024). An exponent, in other words, reflects the measurement protocol as well as the model family.
The allocation argument also rests on the three assumptions that every unit of data is equally informative, that compute is the only cost, and that lower loss means a better model. Physical data strain all three. Robot trajectories are highly correlated, so much of a robot dataset behaves like repeated data. Even in language modeling, repeating data for more than about 4 epochs yields rapidly diminishing returns (Muennighoff et al., 2023). Collecting robot data consumes robot time, operators, and resets that never appear in C t r a i n C_{\mathrm{train}} C train . Section 12.1 calls this resource physical interaction capacity and argues that it must grow along with investment in compute. Held-out loss, finally, is a weak guide to closed-loop success. In the robomimic study, the checkpoint with the lowest validation loss performs significantly worse than the checkpoint with the highest rollout success (Mandlekar et al., 2022).
What Robot-Learning Studies Show
Evidence for scaling in robot learning accumulates, but controlled studies remain rare. The cited meta-analysis of 327 papers finds that robot performance generally improves as a power law in data, model size, and compute, and that it improves faster than performance on language tasks (Sartor and Thompson, 2025). Because meta-analyses average over very different tasks and metrics, the clearest evidence comes from studies that vary one factor at a time, summarized in Table 4.7 . Some of these studies measure loss rather than success. Pretraining studies of imitation policies and world models, for example, find language-like power laws in loss, with coefficients that depend on the tokenizer, task, and architecture (Pearce et al., 2025).
Table 4.7. Selected evidence on scaling in robot learning and related domains
The most consistent finding is that diversity matters more than volume. In a study of single-task imitation with handheld grippers, generalization to new environments and objects follows a rough power law in the number of environments and objects seen in training, while extra demonstrations in environments already covered stop helping beyond a threshold (Lin et al., 2025). Guided by this finding, the study reports that 4 people collect enough data in one afternoon to train policies that succeed about 90% of the time on 2 tasks in new environments with unseen objects. Locomotion shows the same pattern across bodies. Adding procedurally generated embodiments to training improves generalization to unseen ones substantially more than adding data for a fixed set, and the best policy transfers zero-shot to real Unitree Go2 and H1 robots (Ai et al., 2025).
Broad pretraining pays off chiefly by making new tasks cheaper to learn. In the Toyota Research Institute’s study of large behavior models, evaluated in blind real and simulated trials, fine-tuning a pretrained model matches single-task training with 3 to 5 times less task data, and the advantage grows under distribution shift (Barreiros et al., 2026). Without fine-tuning, the pretrained model gives mixed results. Pretraining may also extend what a model can handle. In the first training phase of π 0.5 \pi_{0.5} π 0.5 , 97.6% of the examples come from sources other than mobile manipulators working in homes, such as other robots and web data, yet the reported model controls mobile manipulators in homes that had not appeared in its training data (Physical Intelligence et al., 2025).
The split of additional compute between model size and data has been measured directly in at least one physical domain. In motion forecasting and planning for driving, closed-loop metrics improve along with the loss as compute increases, and the compute-optimal model size grows 1.5 times as fast as the dataset (Baniodeh et al., 2025). Driving logs accumulate passively across a fleet and are far cheaper than manipulation data, so the result does not carry over directly, but it shows that the measurement can be made in a physical setting.
Industry now reports manipulation datasets far larger than academic ones. In a blog post, Generalist AI describes pretraining on more than 270,000 hours of real-world manipulation data (Generalist AI, 2025). It reports that the post-training validation error falls as a power law in the amount of pretraining data, and that roughly billion-parameter models stop improving with more data while seven-billion-parameter and larger models keep improving. These are prediction errors on the company’s own tasks rather than closed-loop success rates, and they have not been peer reviewed.
Precision imposes a different kind of limit. In the cited simulation study, the demonstration count N d e m o N_{\mathrm{demo}} N demo needed for a fixed success rate is modeled by the empirical fit log N d e m o = m f i t / ( P t o l − c l i m ) + n f i t \log N_{\mathrm{demo}} = m_{\mathrm{fit}}/(P_{\mathrm{tol}} - c_{\mathrm{lim}}) + n_{\mathrm{fit}} log N demo = m fit / ( P tol − c lim ) + n fit , with fitted coefficients m f i t > 0 m_{\mathrm{fit}} > 0 m fit > 0 and n f i t n_{\mathrm{fit}} n fit . Here P t o l P_{\mathrm{tol}} P tol is the length tolerance and c l i m c_{\mathrm{lim}} c lim the fitted system limit. For P t o l > c l i m P_{\mathrm{tol}} > c_{\mathrm{lim}} P tol > c lim , this fit predicts that N d e m o N_{\mathrm{demo}} N demo diverges as P t o l P_{\mathrm{tol}} P tol approaches c l i m c_{\mathrm{lim}} c lim from above (Xu et al., 2026). The limit depends on the whole system, and adding a wrist camera or using a better expert moves it toward finer precision. For such tasks, better sensing can pay off more than additional demonstrations.
All such curves are hard to measure precisely. Real-robot success rates are estimated from tens or hundreds of trials, so each point carries a wide confidence interval (Section 9.5) and a fitted exponent is loosely constrained. With that caveat, the evidence supports consistent gains from diversity across environments, objects, embodiments, and data sources, and from pretraining followed by fine-tuning. It does not yet establish universal exponents, compute-optimal model sizes for robot policies, or a dependable link between loss and closed-loop success.
Better evidence requires purpose-built experiments that vary the quantity and the diversity of data independently while keeping the training procedure fixed. Such experiments would report new trajectories apart from extra passes over old ones, evaluate on held-out conditions that stay the same between runs, and check predictions made from small runs against a larger run held in reserve. A plateau in such an experiment deserves attention in its own right, since it may point to missing sensing, an inadequate model, or an unsuitable objective instead of a shortage of data.
Valuing and Curating Heterogeneous Data
Raw volume overstates what a dataset contains. Experience is nested, with frames inside trajectories, trajectories inside tasks and scenes, and scenes inside embodiments and sites, so counts of hours and frames treat many correlated samples as independent. This is why § 4.2.2 measures collection by effective data yield, and scaling studies should likewise report growth in independent interactions and their spread over tasks, scenes, objects, and embodiments.
How many samples from one layer are worth one sample from another can be measured in specific settings. In the InternData-A1 study (Section 4.3), fewer than 1,600 simulated samples match the performance of 200 real ones on 4 tasks with closely aligned simulated and real setups, a ratio below 8:1 (Tian et al., 2025). EgoMimic’s hour-for-hour comparison, described above, gives a corresponding rate for human data. Both rates depend on how closely the source matches the task, on how much contact is involved, and on how the sources are weighted in training, and neither should be expected to hold elsewhere.
Curation can matter as much as collection. CUPID uses influence functions to estimate how a trained policy’s closed-loop return would change if a given demonstration were removed, and ranks every demonstration by its effect on performance (Agia et al., 2025a). On the simulated robomimic benchmark, training on less than a third of the data, selected in this way, produces diffusion policies that match the state of the art. Hardware experiments show similar gains. Related methods weight whole datasets, as Re-Mix does for Open X-Embodiment by choosing mixture weights that maximize worst-case performance across its constituent datasets (Hejna et al., 2025a), or score demonstrations by the mutual information between states and actions (Hejna et al., 2025b). A scaling curve plotted against raw demonstration counts can therefore partly reflect how much harmful or redundant data a collection contains.
Knowing which kinds of diversity matter helps both collection and retrieval. A study using procedurally generated datasets with controlled composition identifies camera poses and the spatial arrangement of objects as the dimensions most relevant in that study, both for diversifying new collections and for retrieving relevant demonstrations from existing datasets. Retrieval guided by these findings raises the real-world performance of policies trained with DROID data by up to 70% (Saxena et al., 2025).
Retrieval and curation presuppose that data can be found. A growing number of hubs collect robot datasets, and Table 4.8 lists some of the largest. Aggregators such as the LeRobot hub, Open X-Embodiment, and ARIO gather datasets in common formats, making cross-dataset training and retrieval practical, while large single-source collections offer consistent protocols at scale. Licenses and access conditions range from open to gated and non-commercial, and, as the documentation practices of § 4.2.1 require, they should travel with any dataset derived from these sources.
Table 4.8. Selected hubs and large public datasets for robot learning, with access conditions as of October 2026
Building a Data Flywheel
Flywheels have worked best where success can be detected cheaply, because the robot can then label its own experience. Large-scale autonomous collection on real robots therefore focuses on grasping in early studies, where a robot can tell by itself whether it is holding the object. One early study reports more than 800,000 grasp attempts on up to 14 robots (Levine et al., 2018), and the QT-Opt study uses more than 580,000 attempts to train a vision-based Q-function that grasps unseen objects with 96% success (Kalashnikov et al., 2018). Where success is harder to judge, people or learned models have to supply the labels. Sirius-Fleet uses a visual world model to predict whether a robot’s upcoming actions are likely to fail and asks a human to intervene when they are. As the policy improves, the failure predictor adapts and requests for help become rarer (Liu et al., 2025a).
Post-training has since moved to the fleet level. RECAP, used to train π 0.6 ∗ \pi_{0.6}^{*} π 0.6 ∗ , combines demonstrations, autonomous experience, and expert corrections in batched offline reinforcement learning (§ 4.4.3 ) (Amin et al., 2026). SOP streams on-policy experience and intervention signals from a fleet to a central learner that runs either interactive imitation, in which humans correct the robot during execution, or RECAP (Pan et al., 2026). In its experiments, the wall-clock time needed to reach 80% success falls from about 174 minutes with 1 robot to 127 with 2 and 72 with 4, a 2.4-fold speedup from 4 times as many robots. The human-in-the-loop methods of § 4.2.2 are the short-cycle version of the same idea.
One iteration of such a loop can be written so that the three uses of real data become explicit. Let D k \mathcal{D}_k D k be the accumulated training data at iteration k k k , π k \pi_k π k the current policy, W k s i m W_k^{\mathrm{sim}} W k sim the simulator or world model, and E e v a l \mathcal{E}_{\mathrm{eval}} E eval a held-out evaluation set collected under conditions that training never sees. Then
B k d a t a = Collect ( π k , A k a c q ) , D k + 1 = D k ∪ Curate ( B k d a t a ) , ( π ~ , W k + 1 s i m ) = TrainAndCalibrate ( D k + 1 , W k s i m ) , π k + 1 = Accept ( π ~ , π k ; E e v a l ) (67) \begin{aligned}
\mathcal{B}_k^{\mathrm{data}} &= \operatorname{Collect}(\pi_k,\mathcal{A}_k^{\mathrm{acq}}),\\
\mathcal{D}_{k+1} &= \mathcal{D}_k \cup\operatorname{Curate}(\mathcal{B}_k^{\mathrm{data}}),\\
(\tilde{\pi},W_{k+1}^{\mathrm{sim}}) &= \operatorname{TrainAndCalibrate}(\mathcal{D}_{k+1},W_k^{\mathrm{sim}}),\\
\pi_{k+1} &= \operatorname{Accept}(\tilde{\pi},\pi_k;\mathcal{E}_{\mathrm{eval}}) \tag*{(67)}
\end{aligned} B k data D k + 1 ( π ~ , W k + 1 sim ) π k + 1 = Collect ( π k , A k acq ) , = D k ∪ Curate ( B k data ) , = TrainAndCalibrate ( D k + 1 , W k sim ) , = Accept ( π ~ , π k ; E eval ) (67)
where A k a c q \mathcal{A}_k^{\mathrm{acq}} A k acq is the collection plan, Curate applies the quality gates of § 4.2.2 , and Accept keeps the candidate π ~ \tilde{\pi} π ~ only if it outperforms π k \pi_k π k in closed loop on E e v a l \mathcal{E}_{\mathrm{eval}} E eval . Each batch B k d a t a \mathcal{B}_k^{\mathrm{data}} B k data feeds both policy training and, through the procedures of § 4.2.4 , the recalibration of W k s i m W_k^{\mathrm{sim}} W k sim , while E e v a l \mathcal{E}_{\mathrm{eval}} E eval stays outside both. Even so, repeated acceptance decisions gradually fit the policy to E e v a l \mathcal{E}_{\mathrm{eval}} E eval itself, so the evaluation set has to be refreshed from time to time, with a final set held back for reporting.
For the drawer fleet of § 4.2.4 , Collect in Eq. (67) uploads every operator takeover and every pull whose force profile leaves the expected envelope, while subsampling routine successes. Curate turns takeovers into recovery demonstrations attributed to the operator, TrainAndCalibrate retrains the policy and refits the drawer model, and Accept compares the result with the frozen previous version on held-out drawers at the failing site and at others. The release process that follows, including replay testing, staged deployment, and release gates, is described in Section 9.4.
Choosing What to Collect Next
§ 4.2.2 discusses how active sampling selects tasks and states within a collection campaign. At the level of the flywheel the choice is broader, because the next unit of effort may go to a new site, a calibration experiment, corrective demonstrations, a batch of simulated scenarios, or held-out trials for validation. A natural criterion is the expected improvement per unit cost,
x ⋆ = arg max x E [ Δ J ∣ x ] c a c q ( x ) (68) x^\star= \underset{x}{\operatorname{arg\,max}}\ \frac{\mathbb{E}\left[\Delta J \mid x\right]}{c_{\mathrm{acq}}(x)} \tag*{(68)} x ⋆ = x arg max c acq ( x ) E [ Δ J ∣ x ] (68)
where Δ J \Delta J Δ J is the resulting change in closed-loop performance on held-out conditions and c a c q ( x ) c_{\mathrm{acq}}(x) c acq ( x ) is the cost of collecting, curating, and learning from x x x . Physical options are expensive, since resets take time and some trials carry risk. Synthetic options are cheaper but less certain to help. In practice, candidates are ranked with heuristic scores such as novelty, disagreement between models, gaps in coverage, and predicted failure (Agia et al., 2025b; Xu et al., 2025a). Each score can mislead. An unfamiliar background may look novel without adding any physical information, and persistent uncertainty may come from sensor noise instead of a gap the policy could learn to close (Section 10.5).
Since Eq. (68) can at best be approximated before training, a collection strategy has to be judged after the fact, by retraining on the selected data and testing the result. The comparison should be made at a matched budget against reasonable alternatives, in particular stratified sampling over known conditions. It should also include a frozen baseline evaluated under the same conditions (Section 12.1), so that a better strategy is not confused with a larger investment. All costs belong in the same account, from robot occupancy and resets to interventions, annotation, simulation, and training. For repeatable tasks, total cost per accepted output is a convenient summary. Flywheels complicate the comparison further, because each policy changes the data collected next and because hardware, sites, and operators drift between iterations.
The measurements that would settle the central questions of this chapter are still largely missing. Most published scaling curves for robot learning put demonstrations, hours, frames, or tokens on the horizontal axis. Few relate closed-loop capability to the total amount of real interaction, counting the simulation and human effort that come with it. Such curves would show whether the next robot-hour is better spent on training data, on calibration, or on evaluation. They would also show whether a flywheel is actually improving the system. Chapter 10 considers what it would take for loops of this kind to sustain open-ended growth in capability.
World Models
Previous chapters discuss how perception captures physical scenes at the current moment, and physical data record how it evolves over time (Chapter 4). With them, we can present a more comprehensive account of world modeling, which studies how an environment evolves over time and how external actions or interventions change that evolution. This is also an important step for the physical agent that will be discussed in the later section, as it helps a physical agent to predict, before acting, how the world will evolve and how its own action would change that evolution. Figure 5.1 illustrates this closed-loop interaction among the physical environment, the world model, and the querying agent. Within the technical stack of this book, world models build on the state-space formulations of Chapter 2, the perception of Chapter 3, and the data and simulation of Chapter 4 to provide action-conditioned predictions for the manipulation and whole-body control models in Chapters 6 to 7.
Figure 5.1. A world model as a compact, queryable description of how the environment can change. Solid arrows carry information available at deployment. The dashed arrow carries the observation correction that revises the internal state after each step. A particular model may expose only a subset of the four query interfaces
Based on this, this chapter frames physical world modeling in five parts. § 4.3.1 establishes the conceptual framework (state, belief, query, and evidence) and clarifies what a world model is and is not. § 4.3.2 surveys how the internal state is represented, ranging from generative observation-space models to latent dynamics, 3D and object-centric structures, and unified multimodal architectures. § 4.3.3 develops training strategies, from self-supervised pretraining to action-conditioned and interaction-driven learning. § 4.3.4 addresses how predictions are deployed and validated across forecast accuracy, physical consistency, and downstream decision utility. § 4.3.5 concludes with open challenges and the long-term role of world models in Physical AI.
Additionally, A Definition and Roadmap for World Models organizes physical world modeling around finite-resource compression, local observation, asynchronous multimodal evidence, and the relationship between understanding and prediction (Chen et al., 2026b). This perspective organizes the chapter’s discussion of current systems and future directions. The scope of the chapter includes robots, scientific instruments, and distributed physical processes rather than only visually observed manipulation.
Concepts and Theoretical Frameworks of World Models
World models are compact, queryable descriptions of how an environment can change. They are not required to reproduce every physical detail. Their purpose is to retain the distinctions needed by the questions that an agent must answer, including what is present, what is hidden, what will happen under an action, and which action is preferable. This section fixes the common vocabulary of state , transition , query , and evidence used throughout the chapter. A model is useful when these elements are connected and its claims can be checked against new observations.
Definition, Boundaries, and Basic Properties
Physical scenes contain objects, fields, energy, and interactions at many scales, while an agent has finite sensors, memory, and time. A world model therefore compresses observations into an internal state from which future states and task-relevant outputs can be queried. The compression is task-relative. A logo may be irrelevant when predicting whether a cup will spill, but essential when identifying a reagent. A lower-dimensional representation is not automatically a better one. It is better only when it preserves the distinctions needed by the intended queries.
The same visible image can correspond to different velocities, contact modes, temperatures, or internal masses. A stationary drawer can be unlocked or held by a latch, and the same pull then has different consequences. A world model must use history, interaction, and background conditions to maintain these hidden alternatives. Operationally, its functions include inference from evidence, conditional evolution over time, and readout of observations or physical and task quantities. These functions may be modular or share parameters. A particular model can expose only a subset of them, but its advertised interfaces should have testable meanings.
A Development Trajectory Organized by Underlying Problems Three enduring questions explain the main technical lineages. First, how can an agent infer a sufficient state from incomplete measurements? State-space estimation and filtering make a distinction between an evolving state and its noisy observations. Kalman’s work provides a foundational linear formulation (Kalman, 1960a). Second, how can an internal model improve action rather than merely fit observations? Dyna connects real experience, model learning, planning, and acting, so the learned model supplies additional experience for decision learning (Sutton, 1991). Third, how can these functions operate on high-dimensional sensory data? Learned encoders and recurrent dynamics replace hand-specified state variables with representations shaped by prediction and control. The World Models architecture separates visual compression, temporal memory, and a controller. PlaNet performs planning through learned latent dynamics. Dreamer trains behavior using imagined latent trajectories (Ha and Schmidhuber, 2018; Hafner et al., 2019; 2020).
These developments do not form a sequence in which each new architecture makes its predecessors obsolete. Explicit states remain useful when physical variables are measurable, generative models retain information for rich observation queries, and decision-oriented latent models can avoid reconstructing details that a task does not use. Recent multimodal and world-action models extend the same underlying questions to the sharing of semantic, predictive, and behavioral information. Their shared foundation is the connection among state inference, conditional prediction, and action learning. The discussion below compares implementations of these functions rather than presenting successive product generations.
Predictive Sufficiency Rather than a Miniature Copy of the World The central abstraction is a state that preserves answers, not necessarily a state that reproduces every observation. Predictive state representations make this idea explicit by representing a controlled system through predictions of future observation tests rather than through a prescribed list of hidden variables (Littman et al., 2002). Learned embeddings, object states, and physical fields are different ways of approximating such predictive sufficiency. A useful idealized criterion is
p ( y t + k q q u e r y ∣ h t , A s e q , c ) ≈ p Θ ( y t + k q q u e r y ∣ E ϕ ( h t , c ) , A s e q , c ) , q q u e r y ∈ Q , A s e q ∈ A H , (69) p(y_{t+k}^{q^{\mathrm{query}}} \mid h_t, A^{\mathrm{seq}}, c) \approx p_{\Theta}(y_{t+k}^{q^{\mathrm{query}}} \mid E_{\phi}(h_t,c), A^{\mathrm{seq}},c), \qquad q^{\mathrm{query}} \in Q,\ A^{\mathrm{seq}} \in A_H, \tag*{(69)} p ( y t + k q query ∣ h t , A seq , c ) ≈ p Θ ( y t + k q query ∣ E ϕ ( h t , c ) , A seq , c ) , q query ∈ Q , A seq ∈ A H , (69)
where Q Q Q is the set of supported queries, y t + k q q u e r y y_{t+k}^{q^{\mathrm{query}}} y t + k q query the outcome of query q q u e r y q^{\mathrm{query}} q query at offset k k k , A H A_H A H a declared set of input sequences over horizon H H H , and A s e q A^{\mathrm{seq}} A seq one such externally supplied sequence. The history is h t , c h_t,c h t , c records known conditions, E ϕ E_{\phi} E ϕ compresses history into an internal state, and Θ \Theta Θ parameterizes the predictive distribution. The left side describes the environment under the specified experimental input protocol. The right side describes its learned approximation. This is a design criterion, not a guarantee of identifiability from passive recordings. Its tolerance, horizon, and query set must be stated.
The criterion explains why compression and generality trade off. A representation sufficient to decide whether a drawer opens can omit texture but must preserve the latch hypothesis. A representation intended to answer new visual questions may need much more detail. A state sufficient for ranking a particular policy’s actions need not be sufficient for estimating forces, synthesizing views, or optimizing a different objective. Broader query coverage therefore requires richer targets, retained evidence, or a mechanism for refining the representation on demand. Changes of latent coordinates do not change predictive capability when all interfaces transform consistently, so physically meaningful readouts matter more than requiring every latent coordinate to have a unique physical name.
Boundaries with Neighboring Systems Several neighboring systems should be distinguished by their interfaces. A video generator can reproduce motion without correctly responding to a specified intervention. A physics engine advances a supplied state but need not infer that state from open-ended observations. A digital twin is tied to a particular physical counterpart, whereas a policy outputs actions without necessarily exposing conditional futures. Table 5.1 summarizes the distinctions used here. These are functional distinctions. One implementation may combine several rows, and a model’s name does not establish all the listed capabilities.
Table 5.1. Neighboring concepts and the capabilities their interfaces do not establish. The rows describe functions and may overlap within one system
The state boundary must specify which variables are explicit, which are conditions, and which are unknown disturbances. Precision and horizon are part of this choice. A temperature interval can suffice for a safe-touch query but not for metrology. A short transport may treat material parameters as fixed while a long heating process cannot. Local boundaries also require attention to external inputs. A container can exchange heat and material with its surroundings. Missing measurements should remain marked as missing and should not create unjustified certainty. Claims of generality should state the tested state range, intervention interface, timescale, and query precision.
Internal State and Belief Updating Under Partial Observation
A POMDP distinguishes the environmental state, the actions applied to it, and the measurements available to an agent (Kaelbling et al., 1998). Let s t s_t s t be the physical state at discrete index t t t , o t o_t o t a possibly multimodal observation, and a t a_t a t the control input applied over the subsequent interval. Let c c c denote the known embodiment, environment, and sensor conditions. Here a discrete index orders updates. It need not imply equally spaced measurements. The history h t = ( o 0 : t , a 0 : t − 1 ) h_t = (o_{0:t}, a_{0:t-1}) h t = ( o 0 : t , a 0 : t − 1 ) contains observations and past inputs, with their timestamps and validity metadata understood. The belief over the hidden physical state is the conditional distribution
b t ( s ) = p ( s t = s ∣ h t , c ) . (70) b_t(s) = p(s_t = s \mid h_t, c). \tag*{(70)} b t ( s ) = p ( s t = s ∣ h t , c ) . (70)
The argument s s s is a possible state value. b t b_t b t represents uncertainty about which value is current. A learned internal representation z t z_t z t is distinct from s t s_t s t . It may encode a point estimate, parameters of a distribution, or information sufficient for selected future queries. Calling a vector a belief does not by itself give it probabilistic semantics.
Belief maintenance alternates between prediction and correction. For a transition kernel T T T and an observation likelihood O O O , the Bayesian filtering recursion is
b ~ t + 1 ( s ′ ) = ∫ T ( s ′ ∣ s , a t , c , Δ t ) b t ( s ) d s , b t + 1 ( s ′ ) = O ( o t + 1 ∣ s ′ , c ) b ~ t + 1 ( s ′ ) ∫ O ( o t + 1 ∣ u , c ) b ~ t + 1 ( u ) d u . (71) \begin{aligned}
\widetilde{b}_{t+1}(s') &= \int T(s' \mid s, a_t, c, \Delta t)b_t(s)\,\mathrm{d}s,\\
b_{t+1}(s') &= \frac{O(o_{t+1} \mid s',c)\widetilde{b}_{t+1}(s')}{\int O(o_{t+1} \mid u,c)\widetilde{b}_{t+1}(u)\,\mathrm{d}u}. \tag*{(71)}
\end{aligned} b t + 1 ( s ′ ) b t + 1 ( s ′ ) = ∫ T ( s ′ ∣ s , a t , c , Δ t ) b t ( s ) d s , = ∫ O ( o t + 1 ∣ u , c ) b t + 1 ( u ) d u O ( o t + 1 ∣ s ′ , c ) b t + 1 ( s ′ ) . (71)
where s ′ s' s ′ is a candidate next state, u u u a dummy integration variable, Δ t \Delta t Δ t the elapsed physical time, and b ~ t + 1 \widetilde{b}_{t+1} b t + 1 the predictive prior before observing o t + 1 o_{t+1} o t + 1 . The denominator normalizes the posterior when the observation has nonzero probability. Integrals become sums for discrete states. The recursion assumes a Markov state and an observation model conditionally independent of earlier history given that state and c c c . Delays or actuator memory that violate these assumptions must be included in the state or conditioning record. Learned filters approximate this recursion rather than inheriting its correctness merely from architectural resemblance.
The distinction is concrete during grasping. If the gripper moves upward but the object remains on the table, the observation should revise the attachment hypothesis. If the camera is occluded, lack of visible motion need not mean a failed grasp. A delayed temperature reading belongs to its acquisition time, not its arrival time. Using it may require correcting an earlier state and propagating the correction through intervening actions. Asynchronous processing therefore requires temporal bookkeeping, not compulsory resampling of every sensor to one frequency.
Keeping alternatives separate can be more meaningful than averaging them. The mean of two possible object locations may lie inside an obstacle, and a mean of sticking and sliding contact is not a realizable contact mode. Partial-observation uncertainty concerns the current hidden state. Aleatoric uncertainty concerns variability unresolved at the chosen modeling level. Epistemic uncertainty concerns limited knowledge of model parameters or mechanisms (Kendall and Gal, 2017). These categories can interact, and their decomposition depends on the state and sensor specification. Extra sensing may resolve a hidden contact, whereas collecting diverse interactions may reduce model error. Simply increasing the number of sampled futures addresses neither problem automatically.
Understanding-Oriented and Prediction-Oriented Objectives
Understanding is best stated as a set of testable abilities, including identifying entities and relations, recognizing operating modes, distinguishing variables that control subsequent change, and identifying what present evidence cannot determine. A fluent explanation is not sufficient. For example, a valve model must distinguish a command, the mechanical position, and the resulting flow. A grasp model must distinguish a closed gripper from a stable attachment. The understanding-prediction distinction in Chen et al. (2026b) provides a useful way to organize these requirements without treating them as mutually exclusive capabilities. Prediction supplies a complementary pressure. Given a history and conditions, the model should produce a measurable future state, observation, or distribution. Copying a background and extrapolating smooth motion may solve short video prediction while ignoring contact. Longer horizons, action perturbations, and event-level targets test whether the state retains the missing distinctions. Distributional prediction matters when several qualitatively different outcomes remain possible. A single mean trajectory can represent none of them.
Reconstruction is a useful information diagnostic but not proof of understanding. DIAMOND demonstrates that visual detail can affect learned behavior in Atari, illustrating why discarding apparently minor observations may be harmful (Alonso et al., 2024). Conversely, a model can render a convincing container without connecting liquid level, acceleration, and spillage. Decision-oriented abstractions are legitimate when they preserve distinctions needed to compare actions. MuZero learns quantities needed for planning without requiring reconstruction of the original observation, showing that control sufficiency and observation reconstruction are different targets (Schrittwieser et al., 2020). Neither example establishes a universally preferred representation for physical modeling.
Understanding also requires separating reusable relations from accidental correlations. If every heavy training container is red, color may predict lifting success until the correlation changes. A useful representation should allow mass hypotheses to be revised after force feedback without having to change color identity. This example does not require every latent coordinate to have a human name. It requires an intervention-relevant distinction to remain available to downstream queries. Prediction and understanding can thus be mutual checks. An explanation proposes a testable consequence, while a prediction error exposes a missing variable or an inadequate transition.
Representation Learning, Forecasting, and Identification These goals differ in the evidence they require. Representation learning can exploit correlations across regions or times. Forecasting must respect the observations available at its issue time. Identifying an intervention response additionally requires the action interface and relevant confounders to be accounted for. A passive video predictor can learn that a human usually opens a drawer after reaching toward it, while still being unable to distinguish a push from a pull applied by a robot. Likewise, fitting a trajectory does not uniquely identify mass and friction when several parameter combinations produce the same motion. An informative probe is one that makes these alternatives predict measurably different outcomes. This connects world modeling to state estimation and system identification, rather than treating physical knowledge as an automatic consequence of video scale.
Learning with a JEPA offers a complementary response to the information problem by predicting selected representations of observations rather than all their low-level details. LeCun’s architectural proposal places this idea within a larger system of perception, predictive modeling, memory, and action selection (LeCun, 2022). The reusable principle is selective prediction. Whether the selected information supports causal forecasting, planning, or physical explanation is determined by the conditioning, training data, and readout tests developed below.
Functional Roles, Query Interfaces, and System Positioning
The role of a world model is determined by the questions it answers. An observation query produces a sensor-like output. A state query returns objects, relations, or physical quantities. A transition query predicts an action’s consequences. And a decision-related query estimates reward, constraint violation, or task success. Figure 5.1 assembles these roles into a reference architecture. A compact conceptual implementation is
z t = E ϕ ( h t , c ) , z ^ t + 1 ∼ T θ ( ⋅ ∣ z t , a t , c , Δ t ) , o ^ t + 1 ∼ O w o b s ( ⋅ ∣ z ^ t + 1 , c ) , y ^ t + 1 = Q ψ ( z ^ t + 1 , g , c ) (72) \begin{aligned}
z_t &= E_{\phi}(h_t,c), & \hat{z}_{t+1} &\sim T_{\theta}(\mathord{\cdot}\mid z_t,a_t,c,\Delta t), \\
\hat{o}_{t+1} &\sim O_{w_{\mathrm{obs}}}(\mathord{\cdot}\mid\hat{z}_{t+1},c), & \hat{y}_{t+1} &= Q_{\psi}(\hat{z}_{t+1},g,c) \tag*{(72)}
\end{aligned} z t o ^ t + 1 = E ϕ ( h t , c ) , ∼ O w obs ( ⋅ ∣ z ^ t + 1 , c ) , z ^ t + 1 y ^ t + 1 ∼ T θ ( ⋅ ∣ z t , a t , c , Δ t ) , = Q ψ ( z ^ t + 1 , g , c ) (72)
where E ϕ E_{\phi} E ϕ is a history encoder, T θ T_{\theta} T θ a learned transition, O w o b s O_{w_{\mathrm{obs}}} O w obs an observation decoder, and Q ψ Q_{\psi} Q ψ a task readout. Their subscripts denote parameter sets, which may overlap in a shared network. The goal or query specification is g g g , y y y is the requested task quantity, a hat denotes a prediction, and ∼ \sim ∼ denotes sampling. Q ψ Q_\psi Q ψ is a generic query head, not necessarily an action-value function. Eq. (72) is an interface-level synthesis of state-space and learned-model formulations, not a requirement that these functions be separate networks (Kaelbling et al., 1998; Hafner et al., 2019).
In the figure, the history encoder E ϕ E_\phi E ϕ compresses the observation-action history h t h_t h t and known conditions c c c into the internal state z t z_t z t , which approximates the belief b t ( s ) b_t(s) b t ( s ) over the hidden physical state. The prediction-correction update keeps hidden alternatives separate. The learned transition T θ T_\theta T θ then rolls out imagined latent states z ^ t + 1 , … , z ^ t + H \hat{z}_{t+1}, \ldots, \hat{z}_{t+H} z ^ t + 1 , … , z ^ t + H under a candidate action sequence, and the readouts O ω o b s O_{\omega\mathrm{obs}} O ω obs and Q ψ Q_\psi Q ψ answer observation, state, transition, and decision queries over the inferred state and the imagined rollout. Figure 5.1 also makes two boundaries explicit. The first separates inference from imagination. The internal state is updated from real observations only at the correction step, whereas the rollout is advanced by the learned transition alone and accumulates model error with horizon. The second separates the model from its consumer. Readouts answer queries over the inferred state and the imagined futures, but the scoring of candidate actions and the choice of the applied a t a_t a t belong to the agent or planner. A model may support transition and decision queries without an observation decoder. Evaluation should follow the query interfaces it exposes.
This decomposition helps localize failure. A wrong rendered texture with a correct measured trajectory suggests a decoding problem. A wrong contact event suggests a state or dynamics problem. A correct prediction that never influences action suggests a decision-interface problem. Such diagnoses are hypotheses to test, since errors may also propagate across modules.
The world model can sit inside a model-predictive controller, provide training-time imagination to a policy, supply predictive features to an action model, or expose a shared state service to several agents. The surrounding loop remains perception, state inference, prediction, decision, execution, and feedback. Actions change both the world and the observations available next. This connects the chapter to physical data acquisition in Chapter 4 and to the foundation-model and motor-control interfaces in Chapters 6 to 7. World modeling is one component of Physical AI. Sensing, actuation, safety, and recovery do not follow automatically from a predictive network.
The remaining sections separate four questions concerning how information is represented, how parameters are learned, how predictions are used and verified, and how the full loop can improve. In particular, training with future observations, predicting future observations at runtime, and executing actions with real feedback are different operations. This chapter makes their information boundaries explicit throughout.
Representations and Architectures of World Models
No single representation dominates all physical queries. Observation generators retain visible detail, latent dynamics can reduce imagination cost, and structured three-dimensional or object-centric states make entities and relations explicit. These are composable design routes rather than disjoint model classes. Following the distinction between functional and architectural taxonomies in Chen et al. (2026b), it is useful to ask separately what is predicted , how dynamics are represented , which functions share computation , and which modules run at deployment . A diffusion model can operate over pixels, compressed video latents, or object states. A geometric representation can support both rendering and planning. And any of these can be coupled to a policy.
Figure 5.2 organizes representative world models along two complementary dimensions of functional role and architectural representation. The functional axis distinguishes rendering observations, simulating state evolution, and generating actions for decision making. The architectural axis distinguishes observation-level generation, structured world representations, and latent-space dynamics. These categories are not mutually exclusive. A model family may span several functions, and a system may combine multiple representational choices.
Figure 5.2. Two-dimensional taxonomy of representative world models. The vertical axis distinguishes functional roles. Renderers produce observations, simulators predict states, and planners produce actions. The horizontal axis distinguishes architectural routes, including observation-level generative models, 3D or structured world representations, and latent-space dynamics models. Spanning regions indicate model families or systems that support multiple roles or combine representational choices. World-action models (WAMs) couple predictive modeling with action generation. Placement is schematic rather than a performance ranking. Planning capability may depend on additional policy or search components
Generative Architectures in Observation Space
An observation-oriented model predicts images, video, audio, or other sensor streams. For an externally specified action sequence, a causal autoregressive factorization is
p θ ( o 1 : N s t e p ∣ o 0 , a 0 : N s t e p − 1 , c ) = ∏ t = 0 N s t e p − 1 p θ ( o t + 1 ∣ o 0 : t , a 0 : t , c ) (73) p_{\theta}(o_{1:N_{\mathrm{step}}} \mid o_0, a_{0:N_{\mathrm{step}-1}}, c) = \prod_{t=0}^{N_{\mathrm{step}}-1} p_{\theta}(o_{t+1} \mid o_{0:t}, a_{0:t}, c) \tag*{(73)} p θ ( o 1 : N step ∣ o 0 , a 0 : N step − 1 , c ) = t = 0 ∏ N step − 1 p θ ( o t + 1 ∣ o 0 : t , a 0 : t , c ) (73)
where N s t e p N_{\mathrm{step}} N step is the final sequence index, θ \theta θ the model parameters, and i : j i:j i : j an inclusive sequence of indices. The elapsed times are included in c c c for this expression. Each action is aligned to the interval in which it acts. The equation assumes that future prescribed actions do not affect earlier observations. With actions selected in response to future measurements, conditioning retrospectively on the entire executed action sequence can reveal additional information. Such observational conditioning is not automatically equivalent to an intervention.
Tokenization and Generative Mechanism Autoregressive models predict a sequence of discrete or continuous tokens from preceding context. Their ordering makes causal rollout natural, but generating many spatial and temporal tokens can require substantial sequential computation. Diffusion and flow-based models instead generate a frame or chunk through iterative denoising or transport, enabling parallel updates within the chunk while requiring multiple network evaluations. Chunkwise generation combines these choices. Chunks advance causally in physical time, while tokens within each chunk can interact bidirectionally. Physical rollout time and the artificial denoising time are different axes. § 4.3.3.1 defines the corresponding training objectives.
An observation-oriented generator need not perform all computation in pixel coordinates. A variational autoencoder (VAE) can compress observations, a generative model can predict the compressed variables, and a decoder can reconstruct the output. Latent diffusion demonstrates this division between perceptual compression and generative computation (Rombach et al., 2022). It reduces the number of generated elements but does not, by itself, turn video latents into a sufficient physical state. The architectural distinction from an abstract latent-dynamics model concerns the representation’s role and supervision, not whether a tensor is called a latent.
Conditioning and Interaction Genie learns latent controls from videos and uses them for interactive generation, whereas UniSim learns conditional real-world video simulation from heterogeneous data (Bruce et al., 2024; Yang et al., 2024b). These examples illustrate different intervention interfaces. A latent action inferred from visual changes is not automatically a robot command. Camera motion, actor motion, and object motion can be confounded. Executable control requires a mapping to an embodiment and verification of the resulting response. Language can specify desired behavior, but the same sentence may leave force, speed, contact, and timing unspecified.
Observation generation is useful when detail matters for perception, when imagined data will train a visual policy, or when a person must inspect a predicted future. Its limitations include high spatial cost, temporal drift, and the possibility of replacing a wrong state with a plausible texture. A video of a drawer opening should be checked for the commanded displacement, latch state, object identity, and occluded contents, not only visual sharpness. Multiple rendered views are valuable only when they describe a compatible underlying scene. These requirements motivate persistent latent states, geometric structure, and action-grounded supervision rather than ruling out generative prediction.
Broad Video Priors and Spatially Indexed Memory Cosmos illustrates how pretrained video models, tokenizers, and data processing can form a reusable platform for physical-AI adaptation (NVIDIA et al., 2025a). Such a prior can supply appearance and motion regularities before task-specific action data are available. Its contribution is different from learning the calibrated response of a particular actuator. Downstream conditioning and validation must establish that interface. This separation between broad pretraining and local grounding remains useful as individual video backbones change.
Persistent visual context can also be organized spatially rather than only as a recent temporal window. World Labs’ RTFM uses an autoregressive diffusion frame model with camera poses and retrieval of relevant posed frames as spatial memory (World Labs Team, 2025b). It illustrates a learned rendering route that need not construct an explicit mesh at every update. Revisiting a place queries stored evidence about that place rather than forcing an ever-growing sequence through a fixed context window. Camera-conditioned view generation, however, primarily specifies how observation changes with viewpoint. Controlling a camera and predicting an object’s response to force are distinct interfaces. This distinction is important when a navigable generated world is later used for interaction.
Latent-Space Dynamics Architectures
Latent models encode observation history and propagate a compact state. A generic form is
z t = E ϕ ( h t , c ) , z ^ t = z t , z_t = E_{\phi}(h_t,c), \qquad\hat{z}_t = z_t, z t = E ϕ ( h t , c ) , z ^ t = z t ,
z ^ t + k + 1 ∼ T θ ( ⋅ ∣ z ^ t + k , a t + k , c , Δ t k ) , \hat{z}_{t+k+1} \sim T_{\theta}\left(\cdot\mid\hat{z}_{t+k},a_{t+k},c,\Delta t_k\right), z ^ t + k + 1 ∼ T θ ( ⋅ ∣ z ^ t + k , a t + k , c , Δ t k ) ,
y ^ t + k + 1 = Q ψ ( z ^ t + k + 1 , g , c ) , k = 0 , … , H − 1 (74) \hat{y}_{t+k+1} = Q_{\psi}\left(\hat{z}_{t+k+1},g,c\right), \qquad k=0,\ldots,H-1 \tag*{(74)} y ^ t + k + 1 = Q ψ ( z ^ t + k + 1 , g , c ) , k = 0 , … , H − 1 (74)
where H H H is the rollout horizon, Δ t k \Delta t_k Δ t k the duration of its kth interval, E ϕ E_{\phi} E ϕ the history encoder, and Q ψ Q_{\psi} Q ψ the query readout. The symbols z z z and z ^ \hat{z} z ^ distinguish inferred and imagined states. y y y may be an observation, reward, physical variable, or event. The readout can be omitted during intermediate rollout steps. A useful state preserves the conditional distribution of the intended queries. Histories merged into one representation should not demand incompatible answers after the same future input. A recently heated vessel and a long-cooled one may look alike while requiring different temperature forecasts.
Generative State-Space Models PlaNet combines deterministic recurrent memory with stochastic latent variables, while Dreamer uses learned latent dynamics to train an actor and critic through imagination (Hafner et al., 2019; 2020). A recurrent component can retain predictable history, and stochastic variables can represent outcomes that remain uncertain. Training distinguishes a prior predicted without the next observation from an approximate posterior corrected by that observation. Reconstruction and auxiliary targets encourage informative states. Prior-posterior regularization makes them predictable. Overly strong regularization can suppress observation information, whereas a weakly trained prior can fail when real frames are absent. The loss and its multi-step extensions are developed in § 4.3.3 .
JEPA: Predicting in a Learned Target Space A JEPA relates a context representation to a target representation through a predictor. Its defining choice is the prediction target, not a particular recurrent layer, transformer size, or policy head. I-JEPA learns image representations by predicting target-region embeddings from visible context. It is a spatial representation learner, not by itself an action-conditioned temporal simulator (Assran et al., 2023). V-JEPA extends feature prediction to masked spatiotemporal regions of video, using a predictor and a slowly updated target encoder rather than a pixel-reconstruction objective (Bardes et al., 2024). In both cases, what is hidden and what remains visible determine whether the task teaches spatial completion, temporal interpolation, or future anticipation.
V-JEPA 2 connects large-scale action-free representation learning to a separately post-trained action-conditioned latent predictor. Its planning variant uses robot observations, proprioception, and recorded actions to predict future features, then evaluates candidate actions against an image goal in representation space (Assran et al., 2025). Recorded interactions ground the predictor in robot actions. Self-supervision constructs targets from these records without task-success annotations or a hand-designed reward for each training example.
The architectural advantage is that a predictor can avoid synthesizing every unpredictable texture while retaining information useful for recognition or control. The corresponding obligation is to show that contacts, relative motion, object identity, and material cues have survived the target representation. A deterministic embedding forecast need not describe the distribution of possible futures, and its distance to a goal need not be a calibrated measure of physical reachability. Observation reconstruction and predictive embeddings are therefore complementary choices. A model can learn from both, or attach an optional decoder without making rendering a prerequisite for each decision. § 4.3.3.1 develops the target update and loss, while § 4.3.4.3 discusses tests that do not privilege models with a visual decoder.
Decision-Oriented Abstraction and State Maintenance MuZero and TD-MPC-style systems emphasize reward, value, or latent consistency sufficient for decision making rather than unrestricted observation queries (Schrittwieser et al., 2020; Hansen et al., 2024). DreamerV3 retains a generative latent model while improving robustness of model and behavior learning across different domains through normalization and loss balancing (Hafner et al., 2025). These examples distinguish the choice of representation from the numerical techniques needed to train it reliably. A small state is efficient only if it preserves the distinctions required by the objective. Changing the goal or downstream query can expose previously harmless information loss.
Latent coordinates need not correspond one-to-one to physical quantities. A feature from which mass can be decoded may still entangle mass with shape, and an arbitrary coordinate edit need not realize a meaningful mass intervention. A history encoder should also distinguish an observation-corrected state from one propagated without new evidence. Its memory may be recurrent, attention-based, spatially retrieved, or hierarchically summarized. What matters is whether the representation preserves consequential hidden alternatives through occlusion and updates them when new evidence arrives. Tests should compare posterior updates, pure open-loop prediction, and feedback-interleaved prediction at the same physical horizons.
3D, 4D, and Object-Centric Architectures
Structured states make geometry, entities, and relations directly queryable. They can use occupancy or bird’s-eye grids, object slots, scene graphs, particles, meshes, or continuous fields. Their relation to world modeling depends on the associated transition. A static 3D reconstruction supports novel views but does not specify what a push will do. A 4D reconstruction describes temporal observations but may not predict a new intervention. The spatial perception methods in Chapter 3 become a world-model substrate when they are connected to evolving attributes, interactions, and conditional prediction.
Object-centric methods allocate separate representations to entities and model their interactions. Slot Attention provides a mechanism for learning object-centric representations from observations (Locatello et al., 2020). Graph-network simulators and MeshGraphNets illustrate dynamics expressed through local interactions among particles or mesh elements (Sanchez-Gonzalez et al., 2020; Pfaff et al., 2021). These structures can make interaction locality and changes in object count easier to express than an undifferentiated global vector. However, the structure is an inductive bias, not a guarantee. Learned slots may exchange identities, an object may split or merge, and contact can change the interaction graph discontinuously.
Geometry and physical attributes should be distinguished. Shape alone does not identify mass, friction, stiffness, temperature, or internal contents. A deformable state may need both configuration and a constitutive description. A liquid requires boundary conditions and appropriate conservation accounting. PhysGaussian couples Gaussian-based rendering with continuum-mechanics simulation, illustrating how visual representation and physical evolution can share a substrate within a specified regime (Xie et al., 2024). The same representation must still be supplied with suitable physical parameters and verified against the intended materials and interactions.
Hybrid representations can assign different resolutions to different objects or processes. A rigid container may be represented as an object, while its contents are a field or a small set of effective variables. A coarse query could ask whether spilling is likely. A fine query might require the flow near an outlet. Expanding the representation only where the query requires it is a plausible way to balance cost and detail. The levels must share coordinate frames, identity, units, boundary fluxes, and physical time so that a coarse state is compatible with a refined prediction.
The structured route is attractive for metric queries, contact reasoning, and compositional changes. It introduces costs in reconstruction, correspondence, annotation, and numerical integration, and it may inherit a simulator’s modeling assumptions. A representation built around rigid objects can fail on cloth or fragmentation. A fixed field resolution can miss thin contacts. Validation should test identity through occlusion, changed topology, altered parameters, and action-dependent response. Structured models can be combined with learned latent residuals and generative observation heads, rather than being treated as alternatives to neural representation learning.
Hierarchies, Fields, and Physical-Prediction Structure. The Hierarchical Relation Network (HRN), developed by Mrowca and colleagues, represents bodies with hierarchies of particles and learns their interactions through graph-based computation (Mrowca et al., 2018). Its lasting contribution is the separation of local interactions from larger-scale object structure, allowing rigid and deformable dynamics to share a representation without pretending that all objects are single rigid slots. Hierarchical modeling can reduce the distance over which information must propagate, but the useful grouping and coupling still depend on the physical process. The related Physion evaluation program tests future object contact across varied physical scenarios and distinguishes learning from images from prediction with privileged state (Bear et al., 2021). It provides an empirical counterpart to the architectural question of which state distinctions are needed to forecast an event.
Continuous-field models broaden the scope beyond articulated robots and discrete objects. Fourier neural operators learn mappings between parameter or input fields and solution fields for families of partial differential equations (Li et al., 2021). They can serve as components for fluid, thermal, or other distributed-process predictions. A field-to-solution surrogate need not include perception, uncertainty, or an action policy. It supplies one transition or query component of a larger world model. Generalization across spatial resolution also differs from generalization across boundary conditions or physical regimes. Coupling a learned field solver to objects requires consistent interfaces for forces, fluxes, time, and units.
Persistent Spatial Generation and Multimodal Reconstruction. The spatial-intelligence route associated with World Labs should be distinguished from, rather than conflated with, the physical-dynamics work above. Marble generates persistent, editable 3D environments from multimodal prompts and supports explicit scene outputs (World Labs Team, 2025a). It illustrates the value of a scene that can be revisited and queried from different viewpoints, instead of a sequence whose geometry is reconstructed anew at every frame. The public Atlas description further combines text, posed images, and depth within a shared spatial context using an autoregressive diffusion architecture, with reconstruction and space-time generation interfaces (World Labs Team, 2026). These are developer-described systems. Their available interfaces should not be expanded into unsupported claims about arbitrary contact dynamics or physical precision.
The underlying distinction is between reconstructing evidence, completing unobserved regions, and evolving a state under interventions. A model may do all three, but their outputs carry different evidential status. Adding real views can constrain a previously imagined region. Creating a visually plausible hidden room does not measure that room. An explicit 3D scene can supply geometry for a simulator while leaving collision properties, mass, and material parameters to be assigned or identified. Conversely, an implicit renderer can maintain useful spatial consistency without exposing a simulation-ready mesh. The choice of explicit or implicit representation should therefore follow the required queries, not a blanket identification of 3D output with physical understanding.
Unified Multimodal and Cross-Paradigm Architectures
Unification concerns several different design decisions, including sharing an input interface, sharing a representation, learning multiple objectives together, and executing multiple functions in one runtime. A system may unify one level while retaining separate modules at another. Describing the level of unification is more informative than calling the entire architecture unified.
Multimodal Evidence and Representation Sharing. Vision, touch, proprioception, sound, temperature, and process readings can update a common state while retaining modality-specific noise and timing. Fusion can occur at the input, in intermediate state representations, or at query time. Early fusion preserves rich interactions but couples token budgets and preprocessing. Separate encoders with state-level exchange preserve sensor-specific processing while introducing alignment interfaces. Query-time fusion is modular but can lose information already discarded by each encoder. In a lifting task, disagreement between vision and torque may indicate an incorrect mass hypothesis, a grasp failure, or a sensor fault. Averaging the signals into an unexplained scalar is not a solution.
Understanding and generation also have different representational needs. Show-o combines autoregressive and diffusion-based modeling within a unified transformer. BAGEL studies shared multimodal understanding and generation with specialized representational pathways (Xie et al., 2025; Deng et al., 2025a). These attempts show that shared processing need not require identical tokenizers or identical prediction targets. They motivate joint semantic and generative learning, but successful image understanding and synthesis do not independently verify a model’s response to physical interventions.
Coupling Future Prediction and Action Generation. Let A t s e q = a t : t + H a − 1 A_t^{\mathrm{seq}} = a_{t:t+H_a-1} A t seq = a t : t + H a − 1 denote an action chunk of length H a H_a H a , and let F t f u t u r e = o t + 1 : t + H o F_t^{\mathrm{future}} = o_{t+1:t+H_o} F t future = o t + 1 : t + H o denote future observations over H o H_o H o observation steps. A statistical joint model admits the factorizations
p Θ ( A t s e q , F t f u t u r e ∣ h t , g , c ) = p Θ ( A t s e q ∣ h t , g , c ) p Θ ( F t f u t u r e ∣ A t s e q , h t , g , c ) = p Θ ( F t f u t u r e ∣ h t , g , c ) p Θ ( A t s e q ∣ F t f u t u r e , h t , g , c ) , (75) p_{\Theta}(A^{\mathrm{seq}}_{t}, F^{\mathrm{future}}_{t} \mid h_t, g, c) = p_{\Theta}(A^{\mathrm{seq}}_{t} \mid h_t, g, c)\,p_{\Theta}(F^{\mathrm{future}}_{t} \mid A^{\mathrm{seq}}_{t}, h_t, g, c)
= p_{\Theta}(F^{\mathrm{future}}_{t} \mid h_t, g, c)\,p_{\Theta}(A^{\mathrm{seq}}_{t} \mid F^{\mathrm{future}}_{t}, h_t, g, c), \tag*{(75)} p Θ ( A t seq , F t future ∣ h t , g , c ) = p Θ ( A t seq ∣ h t , g , c ) p Θ ( F t future ∣ A t seq , h t , g , c ) = p Θ ( F t future ∣ h t , g , c ) p Θ ( A t seq ∣ F t future , h t , g , c ) , (75)
where Θ \Theta Θ denotes the model’s parameters. The action and observation horizons must refer to compatible physical intervals even when their sample counts differ. The first factorization suggests action proposal followed by consequence prediction. The second suggests a future subgoal followed by inverse-dynamics action generation. An observed conditional distribution is not automatically an interventional model, and an attractive generated goal is not necessarily reachable.
Unified World Models (UWM) couples video and action diffusion with independent modality-specific noise levels, using the conditioning pattern to obtain policy, forward-dynamics, inverse-dynamics, and video-generation interfaces (Zhu et al., 2025). This illustrates how the same parameter set can support different queries when the training distribution and masks explicitly cover those queries. It does not imply that every joint generator reliably supports every conditional query. A cascaded design is easier to inspect but can compound errors and latency. A jointly sampled design enables stronger coupling but must control incompatible objectives and future-information leakage.
DreamZero supplies another representative use of a pretrained video prior for joint future-video and action modeling (Ye et al., 2026a). Together with UWM, it illustrates a broad design axis in which action supervision can shape a model of anticipated observations instead of being added only to a static visual encoder. The systems need not share the same architecture, sampling procedure, or adaptation protocol. OpenWAM’s composable framework makes this distinction explicit by separating prediction, action generation, their interaction structure, and inference choices for controlled comparison (Wang et al., 2026c). Its methodological lesson is to compare one interface choice at a time, rather than attributing every difference between complete systems to “world modeling.”
A third route uses future supervision to shape a representation available from present evidence, without generating future observations during deployment. InternVLA-A1.5 trains foresight tokens through a frozen video model and removes the video branch at inference (Ma et al., 2026a). InternW0-Δ combines a video expert, an action expert, frozen VLM semantics, and training-only 4D distillation. Causal Imprint connects future-derived supervision to observation-conditioned action features (Miao et al., 2026). Such systems unify predictive learning with action generation without requiring a full future rollout for every policy call.
Expert Specialization and Runtime Organization A mixture-of-transformers can retain separate parameters and token streams while allowing masked attention between experts. The mask specifies which observations, predicted variables, and action tokens can influence one another. Shared attention does not imply unrestricted bidirectional access. A cache can be reused across action-denoising steps only if its inputs and all upstream dependencies remain unchanged. Architectural independence, gradient isolation during training, and asynchronous execution are three distinct properties.
InternW0 illustrates a complementary runtime design in which slower video prediction supplies cached context, and a faster action expert adapts that context to recent observations through an observation-conditioned routing interface (Cai et al., 2026b). This differs from training away the future generator. In InternW0-Δ, future-video tokens are omitted at inference, but the video expert still processes observed context and Causal Imprint once before action-only denoising (Miao et al., 2026). Neither arrangement should be summarized simply as “the video module is free.” Their evidence boundaries are taken up again when decision utility is evaluated in § 4.3.4.4 .
Comparative Strengths and Composable Choices Table 5.2 compares the four routes by what they make convenient, what they cost, and what must be validated. The entries describe tendencies, not universal performance rankings. Actual cost depends on backbone size, representation resolution, number of sampling steps, and deployment implementation.
Table 5.2. Architectural routes, practical trade-offs, and principal validation questions. The routes are composable. Multimodal unification is also a cross-cutting organization choice
A design can therefore combine an object-centric state, latent stochastic transitions, an optional video decoder, and a policy trained from future supervision. The right combination is determined by the required queries and evidence. Cross-query consistency is useful. Rendering a state and re-estimating it should preserve relevant quantities. However, two heads can share the same bias, so their agreement is not independent physical validation. § 4.3.5 returns to hierarchical, multi-timescale, and selectively activated architectures as future directions rather than treating a single fully shared backbone as inevitable.
Reading Representative Work Through Common Design Questions Table 5.3 summarizes representative implementations of the preceding principles. It is a map of mechanisms, not an exhaustive catalog or a ranking. A new model can be located by its retained state, supervisory target, intervention interface, and deployed computation without adding a new supposedly disjoint category for every paper.
Table 5.3.
The table also exposes missing interfaces. An image representation learner still needs a temporal, action-conditioned predictor to support control queries. A persistent scene generator still needs dynamics for manipulation. And a successful policy still needs separate tests before being used as a general predictive simulator. These are opportunities for composition, not reasons to exclude the corresponding lines of research from world modeling.
Training World Models
Training must make the internal state useful for future queries rather than merely reconstruct familiar observations. A complete account specifies the data available to each objective, the variables predicted, the parameters updated, the rollout horizon, and the information excluded from deployment. Representation learning, dynamics learning, policy learning, physical constraints, and uncertainty estimation solve related but different problems. Their combination is a design choice, not one mandatory loss shared by all world models.
A practical training program can start from scratch, adapt pretrained components in stages, or connect frozen specialists through learned interfaces. Broad observation pretraining supplies reusable visual and temporal structure. Action-conditioned training grounds intervention semantics. Downstream post-training adapts the model to a task or embodiment. Interaction-driven updates address the states reached by the deployed system. Some systems combine these stages, and some do not require all of them. PlaNet illustrates joint latent-model learning, V-JEPA 2 separates broad representation learning from action-conditioned post-training, and UWM combines predictive and behavioral supervision within a shared generative framework (Hafner et al., 2019; Assran et al., 2025; Zhu et al., 2025). Figure 5.3 summarizes this landscape by showing the entry points along the top, the data sources on the left, the four training stages in the center, and the world-action interfaces on the right.
Figure 5.3. Training world models. Three entry points (top) lead into a staged training pipeline (center), fed by the data sources of Chapter § 4.2 (left). Interaction-driven updates retrain on the states reached by the deployed system, closing the loop through new data. The right panel defines the world-action interfaces as attention masks over observed-context (C), action (A), and future-observation (F) tokens
The data foundations are developed in Chapter 4. Their training consequences differ. Action-free videos can supervise observation or representation prediction. Recorded controls can supervise action-conditioned transitions. Demonstrations can supervise a policy. And simulator states, force readings, or teacher features provide additional targets with distinct provenance. A valid failed trajectory can teach dynamics and outcomes without being an appropriate nominal imitation target. Missing channels must be masked rather than treated as measured zeros.
The four stages in the center of Figure 5.3 carry different objectives. Broad observation pretraining applies masked reconstruction, autoregressive likelihood, diffusion or flow, and feature-prediction targets, with an exponential-moving-average teacher where the target representation must stay stable. World-action learning adds forward, inverse, and behavioral targets on recorded interaction. Downstream post-training adapts the model to a task and embodiment. And interaction-driven updates retrain on the states the deployed system actually reaches. That last stage closes the loop only through new data, which is what distinguishes continual improvement from repeated fitting of a fixed corpus. In the right panel, the forward mode predicts F ^ \hat{F} F ^ from C and A, the inverse mode predicts A ^ \hat{A} A ^ from C and F, and the policy mode predicts A ^ \hat{A} A ^ from C only, with the future-to-action path masked out as a leakage route (red cross). In all three modes the context rows are barred from reading F, so the context representation remains a pure function of observed evidence even when the action query may consult the future. These interfaces are reading modes over the same token groups, selected by attention masks, rather than three separate models. One network can be trained to serve all of them provided the masks are enforced exactly, as § 4.3.3.2 discusses. The deployment-ready model is then an inference pass with all training-only branches absent.
Self-Supervised and Generative Representation Learning
Self-supervised objectives extract structure from observations without requiring every physical variable to be annotated. Temporal prediction, masked reconstruction, contrastive discrimination, and target-representation prediction impose different information bottlenecks. A reconstruction target retains observable detail. A feature target retains distinctions present in its encoder. A temporal target encourages information predictive over its selected horizon. None automatically identifies mass, contact, or causality when the observations do not distinguish them.
Autoregressive Likelihood and Masked Reconstruction Let x = ( x 1 , … , x N t o k ) x = (x_1,\ldots,x_{N_{\mathrm{tok}}}) x = ( x 1 , … , x N tok ) be a target sequence of N t o k N_{\mathrm{tok}} N tok tokens, k k k the available conditioning information, and D \mathcal{D} D the training distribution. A maximum-likelihood objective is
L A R = − E ( x , k ) ∼ D [ ∑ i = 1 N t o k log p θ ( x i ∣ x < i , k ) ] . (76) \mathcal{L}_{\mathrm{AR}}=-\mathbb{E}_{(x,k)\sim\mathcal{D}}\left[\sum_{i=1}^{N_{\mathrm{tok}}}\log p_{\theta}(x_i\mid x_{<i},k)\right]. \tag*{(76)} L AR = − E ( x , k ) ∼ D [ i = 1 ∑ N tok log p θ ( x i ∣ x < i , k ) ] . (76)
The index i i i orders tokens, x < i x_{<i} x < i contains preceding target tokens, and θ \theta θ denotes trainable parameters. The conditioning can include past observations, a goal, and supplied actions, depending on the advertised query. Discrete tokens yield cross-entropy training. Continuous outputs require an explicit conditional density. During teacher-forced training, preceding targets are real tokens, whereas free generation conditions on the model’s own outputs. Thus a low teacher-forced loss does not establish stable recursive prediction.
Masked reconstruction instead withholds selected spatial or temporal observations and predicts them from visible context. A mask that reveals observations on both sides of a hidden frame trains interpolation or smoothing, not causal future prediction. Such supervision can still be valuable for representation pretraining, but a causal predictor needs a corresponding future-blind training or adaptation stage. The mask pattern, temporal window, and conditioning availability should be recorded alongside the loss.
Diffusion and Flow-Matching Objectives. For a clean continuous target x x x , a noise-prediction diffusion loss takes the form
x ( j ) = α ˉ j x + 1 − α ˉ j ϵ , ϵ ∼ N ( 0 , I ) , x^{(j)} = \sqrt{\bar{\alpha}_j}x + \sqrt{1-\bar{\alpha}_j}\epsilon,\qquad\epsilon\sim\mathcal{N}(0,I), x ( j ) = α ˉ j x + 1 − α ˉ j ϵ , ϵ ∼ N ( 0 , I ) ,
L d i f f = E x , κ , j , ϵ [ w j ∥ ϵ θ ( x ( j ) , j , κ ) − ϵ ∥ 2 2 ] , (77) \mathcal{L}_{\mathrm{diff}} = \mathbb{E}_{x,\kappa,j,\epsilon}\left[w_j\left\|\epsilon_\theta(x^{(j)},j,\kappa)-\epsilon\right\|_2^2\right], \tag*{(77)} L diff = E x , κ , j , ϵ [ w j ϵ θ ( x ( j ) , j , κ ) − ϵ 2 2 ] , (77)
where j j j indexes artificial noise levels, α ˉ j \bar{\alpha}_j α ˉ j is the retained signal fraction, I I I the identity covariance, w j w_j w j a nonnegative loss weight, and ϵ θ \epsilon_\theta ϵ θ the learned noise predictor. The expectation samples targets, conditions, noise levels, and Gaussian noise. This is a conditional adaptation of denoising diffusion training (Ho et al., 2020). The physical timestep remains distinct from j j j . Predicting clean data or a different noise-data combination changes the parameterization and weighting, not the underlying requirement to learn a conditional distribution.
A simple flow-matching construction uses the following linear data-to-noise path
x σ f l o w = ( 1 − σ f l o w ) x + σ f l o w ϵ , σ f l o w ∼ Unif [ 0 , 1 ] , x^{\sigma_{\mathrm{flow}}} = (1-\sigma_{\mathrm{flow}})x+\sigma_{\mathrm{flow}}\epsilon,\qquad\sigma_{\mathrm{flow}}\sim\operatorname{Unif}[0,1], x σ flow = ( 1 − σ flow ) x + σ flow ϵ , σ flow ∼ Unif [ 0 , 1 ] ,
L F M = E x , κ , σ f l o w , ϵ [ ∥ v θ f l o w ( x σ f l o w , σ f l o w , κ ) − ( ϵ − x ) ∥ 2 2 ] , (78) \mathcal{L}_{\mathrm{FM}} = \mathbb{E}_{x,\kappa,\sigma_{\mathrm{flow}},\epsilon}\left[\left\|v_\theta^{\mathrm{flow}}(x^{\sigma_{\mathrm{flow}}},\sigma_{\mathrm{flow}},\kappa)-(\epsilon-x)\right\|_2^2\right], \tag*{(78)} L FM = E x , κ , σ flow , ϵ [ v θ flow ( x σ flow , σ flow , κ ) − ( ϵ − x ) 2 2 ] , (78)
where σ f l o w \sigma_{\mathrm{flow}} σ flow is continuous artificial time, Unif [ 0 , 1 ] \operatorname{Unif}[0,1] Unif [ 0 , 1 ] the uniform distribution, and v θ f l o w v_\theta^{\mathrm{flow}} v θ flow a learned velocity field in the target space. The target velocity is ϵ − x \epsilon-x ϵ − x under this convention. Sampling starts at noise and integrates from σ f l o w = 1 \sigma_{\mathrm{flow}}=1 σ flow = 1 toward 0. Reversing the path convention reverses the velocity sign. This is a representative conditional flow-matching objective, not a unique choice of path or solver (Lipman et al., 2023).
The target x x x can be a future-video latent, an action chunk, or a structured physical quantity. Video and action branches can have separate noise levels and masks, as in UWM (Zhu et al., 2025). This allows examples with missing action labels to train the video objective without fabricating control supervision. Tokenization and normalization determine how the squared loss weights different channels. An angular coordinate, translation, and contact force should not compete merely according to their raw numerical scales. Fewer inference steps lower cost but introduce a solver and approximation trade-off that must be measured at the task interface.
Stochastic State-Space Representation Learning. A generative latent model must learn both an observation-informed posterior and a prior that can advance without new observations. For clarity, consider a fixed initial latent z 0 z_0 z 0 , a Markov prior p θ ( z t ∣ z t − 1 , a t − 1 , c ) p_\theta(z_t\mid z_{t-1},a_{t-1},c) p θ ( z t ∣ z t − 1 , a t − 1 , c ) , an observation likelihood O ω o b s ( o t ∣ z t , c ) O_{\omega_{\mathrm{obs}}}(o_t\mid z_t,c) O ω obs ( o t ∣ z t , c ) , and a filtering variational distribution q ϕ ( z t ∣ z t − 1 , h t , c ) q_\phi(z_t\mid z_{t-1},h_t,c) q ϕ ( z t ∣ z t − 1 , h t , c ) . A representative sequence objective is
L S S M = E D ∑ t = 1 N s t e p [ E q ϕ ( z 1 : t ∣ h t , c , z 0 ) [ − log O ω o b s ( o t ∣ z t , c ) ] + β K L E q ϕ ( z 1 : t − 1 ∣ h t − 1 , c , z 0 ) D K L ( q ϕ ( z t ∣ z t − 1 , h t , c ) ∥ p θ ( z t ∣ z t − 1 , a t − 1 , c ) ) ] . (79) \mathcal{L}_{\mathrm{SSM}}=\mathbb{E}_{\mathcal{D}}\sum_{t=1}^{N_{\mathrm{step}}}\left[\mathbb{E}_{q_\phi(z_{1:t}\mid h_t,c,z_0)}[-\log O_{\omega_{\mathrm{obs}}}(o_t\mid z_t,c)]
+\beta_{\mathrm{KL}}\mathbb{E}_{q_\phi(z_{1:t-1}\mid h_{t-1},c,z_0)}D_{\mathrm{KL}}\left(q_\phi(z_t\mid z_{t-1},h_t,c)\mathbin{\|}p_\theta(z_t\mid z_{t-1},a_{t-1},c)\right)\right]. \tag*{(79)} L SSM = E D t = 1 ∑ N step [ E q ϕ ( z 1 : t ∣ h t , c , z 0 ) [ − log O ω obs ( o t ∣ z t , c )] + β KL E q ϕ ( z 1 : t − 1 ∣ h t − 1 , c , z 0 ) D KL ( q ϕ ( z t ∣ z t − 1 , h t , c ) ∥ p θ ( z t ∣ z t − 1 , a t − 1 , c ) ) ] . (79)
The variational sequence distribution is the product of its filtering factors. D K L D_{\mathrm{KL}} D KL is Kullback-Leibler divergence, and β K L \beta_{\mathrm{KL}} β KL weights prior-posterior agreement. Elapsed times are suppressed in c c c . With β K L = 1 \beta_{\mathrm{KL}}=1 β KL = 1 , this is the negative evidence lower bound for the stated model, conditioned on z 0 z_0 z 0 . Learning an uncertain initial state adds its corresponding initial term. Other β K L \beta_{\mathrm{KL}} β KL values yield a regularized objective rather than the same exact likelihood bound. The construction combines variational learning with sequential latent dynamics (Kingma and Welling, 2014; Hafner et al., 2019).
The reconstruction term trains the encoder and decoder to retain evidence. The divergence trains the prior to match the observation-informed posterior while limiting information that the prior cannot predict. Reparameterized sampling allows gradients through continuous latent variables. In practice, balancing or stopping selected gradient paths, protecting a minimum latent information budget, and adding reward or event targets can stabilize learning. Their details should be reported, because identical symbolic losses can optimize different parameters under different gradient rules. A deterministic recurrent memory may be included alongside the stochastic state, provided its dependencies are included in the model definition.
Predicting Target Representations For a context encoder E ϕ E_{\phi} E ϕ , predictor P θ P_{\theta} P θ , and target encoder E ϕ ˉ E_{\bar{\phi}} E ϕ ˉ , a generic joint-embedding objective is
L r e p r = E D , M m a s k [ d f e a t ( P θ ( E ϕ ( x v i s ) , M m a s k , κ ) , sg [ E ϕ ˉ ( x t a r g e t ) ] ) ] , (80) \mathcal{L}_{\mathrm{repr}} = \mathbb{E}_{\mathcal{D},\mathcal{M}_{\mathrm{mask}}}\left[d_{\mathrm{feat}}\left(P_{\theta}\left(E_{\phi}(x_{\mathrm{vis}}),\mathcal{M}_{\mathrm{mask}},\kappa\right),\operatorname{sg}\left[E_{\bar{\phi}}(x_{\mathrm{target}})\right]\right)\right], \tag*{(80)} L repr = E D , M mask [ d feat ( P θ ( E ϕ ( x vis ) , M mask , κ ) , sg [ E ϕ ˉ ( x target ) ] ) ] , (80)
where M m a s k \mathcal{M}_{\mathrm{mask}} M mask specifies target positions or masked regions, x v i s x_{\mathrm{vis}} x vis the visible context, x t a r g e t x_{\mathrm{target}} x target the withheld target, d f e a t d_{\mathrm{feat}} d feat a feature distance, and sg \operatorname{sg} sg the stop-gradient operator. The target parameters ϕ ˉ \bar{\phi} ϕ ˉ can be frozen or updated by an exponential moving average of ϕ \phi ϕ , rather than by backpropagation through this loss. I-JEPA and V-JEPA 2 instantiate related predictive-embedding mechanisms at different spatial and temporal scales ((Assran et al., 2023; 2025)).
The predictor and context encoder learn to make retained target information predictable. Stop-gradient alone is not a universal proof against collapse. The target update, masking, architecture, and representation statistics must work together. A collapsed representation can achieve a trivial small distance, and a semantic target can discard fine motion. Comparing downstream readouts, representation variation, and controlled physical predictions is therefore necessary. The main trade-off concerns which information is retained, how expensive the target is to produce, and which later queries the representation supports.
From Masked JEPA Pretraining to Causal Latent Dynamics A typical training iteration first selects a clip and its visible and target regions. The context encoder receives only the visible content. The target encoder processes the target evidence, possibly with the wider context specified by the method, and produces the features to be matched. The predictor is conditioned on the target positions and, when the task requires them, actions and elapsed time. After the student update, an exponential-moving-average teacher can be updated as
ϕ ˉ ← m E M A ϕ ˉ + ( 1 − m E M A ) ϕ , 0 ≤ m E M A < 1 , (81) \bar{\phi} \leftarrow m_{\mathrm{EMA}}\bar{\phi} + (1-m_{\mathrm{EMA}})\phi,\qquad0 \le m_{\mathrm{EMA}} < 1, \tag*{(81)} ϕ ˉ ← m EMA ϕ ˉ + ( 1 − m EMA ) ϕ , 0 ≤ m EMA < 1 , (81)
where ϕ \phi ϕ is the updated student-encoder parameter vector, ϕ ˉ \bar{\phi} ϕ ˉ the teacher vector, and m E M A m_{\mathrm{EMA}} m EMA the momentum coefficient. The teacher is not updated by the predictive-loss gradient. A larger m E M A m_{\mathrm{EMA}} m EMA changes targets more slowly but can leave them behind a rapidly adapting student. This target-update mechanism is used in the JEPA lineage ((Assran et al., 2023; Bardes et al., 2024)). Freezing an independent pretrained teacher is a different design.
For causal dynamics learning, the visible context must stop at the forecast origin, and the predictor must associate a proposed control sequence with later target features. V-JEPA 2’s action-conditioned post-training illustrates this additional step ((Assran et al., 2025)). Bidirectional pretraining remains useful, but its masked-completion score should not be relabeled as open-loop prediction accuracy. A goal-conditioned planner also needs a meaningful discrepancy between predicted and goal features and a valid action-search procedure. Representation quality, transition quality, and search quality are separately testable.
Feature regression has a statistical limit worth making explicit. With a fixed target representation and squared error, the population-optimal deterministic prediction is its conditional mean. With scalar absolute error, it is a conditional median. Neither objective by itself recovers multiple modes or assigns probabilities to them. A scene with two plausible future contact states can therefore require a stochastic latent predictor, multiple hypotheses, or a probabilistic event head. The appropriate objective depends on whether the downstream consumer needs a reusable feature, a most likely outcome, or a calibrated distribution. This applies to JEPA-style targets and to predictive-feature distillation in world-action models alike.
Action-Conditioned Dynamics and World-Action Learning
Actions connect prediction to intervention, but an action record must have a precise meaning. Distinguish a proposed command, the command actually applied after clipping or safety filtering, and the subsequent measured physical response. A deployable forward model can condition on the applied input or model the actuator transformation from a proposed command. It must not require the future measured response as an input to predict that same response. Controller mode, reference frame, units, duration, delays, and saturation belong in the record. The notation a t a_t a t refers to the declared input interface, not an unspecified mixture of command and consequence.
Forward, Inverse, and Behavioral Targets A forward model predicts the next observation or state from current evidence and an input. An inverse model predicts an input compatible with two states or observations. A policy predicts an input from current evidence and a goal. These targets are related by the joint distribution in Eq. (75) , but they are not equivalent. Several actions can reach the same endpoint, and matching endpoints can hide different contact forces or unsafe intermediate states. Inverse-dynamics training therefore needs a multimodal output distribution or an explicit criterion for selecting among compatible actions.
The three targets correspond to the three world-action interfaces in the right panel of Figure 5.3 , defined as attention masks over observed-context tokens C, action tokens A, and future-observation tokens F. A forward dynamics model (FDM) predicts F ^ \hat{F} F ^ from C and A. Given what is observed and a candidate input, it forecasts the consequence, which is exactly the transition query of Figure 5.1 and the rollout mechanism used in planning and imagination. An inverse dynamics model (IDM) predicts A ^ \hat{A} A ^ from C and F. It reads how the scene actually changed and infers a compatible input. An IDM that requires the realized future observation cannot use that observation to choose the preceding action online. In the training interface considered here, it labels recorded interaction with action estimates, recovers latent actions from action-free video, and shapes representations that encode how actions change the world. Even here, only the action query may read the future. The context rows of the inverse mask bar C from attending to F, so context features, which may be cached or shared with the policy mode, remain deployable summaries of observed evidence rather than carriers of future information. A policy mode predicts A ^ \hat{A} A ^ from C alone, possibly with a goal encoded in the context. The future-to-action attention path is therefore masked out entirely (the crossed-out cell in Figure 5.3 ). A single leaky edge would let action tokens read future observations at training time and silently lose that input at test time.
Sharing one network across the three modes is attractive because the modes provide complementary supervision. The FDM grounds what actions do, the IDM grounds which actions produce observed change, and the policy converts both into executable behavior. The cost is discipline in the masks and in gradient routing. A stop-gradient blocks a parameter update but not a forward information path, so frozen and detached components must be distinguished from masked ones, and a deployment-mode forward pass with all training-only branches absent is the decisive test that the policy mode’s inputs are exactly those available at runtime.
Behavior cloning learns demonstrated actions, using a likelihood, regression, diffusion, or flow objective. Diffusion Policy exemplifies a conditional distribution over action sequences rather than a single independent action at each step (Chi et al., 2023). A failed action can remain useful for a forward model and an outcome predictor while being excluded from a nominal imitation objective. Reward, termination, contact-event, and task-progress heads can make a state more useful for decisions, but they supervise different quantities. A progress label is not a value target unless its connection to future return has been established.
Multi-Source and Multi-Objective Optimization A useful way to document joint training is
L j o i n t ( Θ ) = ∑ i s r c = 1 N s r c ρ i s r c E ξ s a m p l e ∼ D i s r c [ ∑ j ∈ J λ j m j ( ξ s a m p l e ) ℓ j ( Θ ; ξ s a m p l e ) ] . (82) \mathcal{L}_{\mathrm{joint}}(\Theta)=\sum_{i_{\mathrm{src}}=1}^{N_{\mathrm{src}}}\rho_{i_{\mathrm{src}}}\,\mathbb{E}_{\xi_{\mathrm{sample}}\sim\mathcal{D}_{i_{\mathrm{src}}}}\left[\sum_{j\in\mathcal{J}}\lambda_j\,m_j(\xi_{\mathrm{sample}})\,\ell_j(\Theta;\xi_{\mathrm{sample}})\right]. \tag*{(82)} L joint ( Θ ) = i src = 1 ∑ N src ρ i src E ξ sample ∼ D i src j ∈ J ∑ λ j m j ( ξ sample ) ℓ j ( Θ ; ξ sample ) . (82)
where N s r c N_{\mathrm{src}} N src is the number of data sources, D i s r c \mathcal{D}_{i_{\mathrm{src}}} D i src the distribution of source i s r c i_{\mathrm{src}} i src , ρ i s r c ≥ 0 \rho_{i_{\mathrm{src}}} \ge0 ρ i src ≥ 0 its sampling weight with ∑ i s r c ρ i s r c = 1 \sum_{i_{\mathrm{src}}} \rho_{i_{\mathrm{src}}} = 1 ∑ i src ρ i src = 1 , and ξ ~ s a m p l e \tilde{\xi}_{\mathrm{sample}} ξ ~ sample a sampled training record. The set J \mathcal{J} J indexes enabled objectives, ℓ j \ell_j ℓ j their per-example losses, λ j ≥ 0 \lambda_j \ge0 λ j ≥ 0 their weights, and m j ( ξ ~ s a m p l e ) ∈ { 0 , 1 } m_j(\tilde{\xi}_{\mathrm{sample}}) \in\{0,1\} m j ( ξ ~ sample ) ∈ { 0 , 1 } indicates whether the target exists and is appropriate. The parameter collection is Θ \Theta Θ . Per-dimension masks and normalization by valid target counts are applied inside ℓ j \ell_j ℓ j when needed. This equation is a bookkeeping template, not an assertion that the objectives have one common probabilistic interpretation.
The distinction between sampling weights and loss weights matters. Increasing a robot source’s sampling rate increases all of its enabled objectives, whereas increasing an action-loss coefficient changes the balance within sampled records. Loss scales also depend on token counts and units. A long video target can dominate a short action chunk unless normalization is deliberate. Joint training can share useful structure but can also let appearance gradients erase precise control information or let narrow action data degrade broad semantics. Freezing pretrained modules, staged unfreezing, separate experts, restricted gradient paths, and alternating updates offer different compromises between preservation and adaptation.
Future Supervision Without Future-Input Leakage. Future observations are legitimate training targets. The restriction is on the forward information available to the deployed policy. A predictive feature branch can map present history to future-relevant features and align them with a detached future teacher. Alternatively, a frozen generative model can receive learned conditioning and send a loss gradient back through that conditioning while its own weights remain fixed. Freezing weights is not the same as disabling the gradient with respect to the model’s input. InternVLA-A1.5 uses this latter mechanism to train foresight conditioning (Ma et al., 2026a).
InternW0-Δ uses latent-change supervision and detached future-feature alignment for Causal Imprint, alongside training-only 4D teacher targets (Miao et al., 2026). The general lesson is to document every route by which future information could reach action activations, including shared attention, side conditioning, cached features, and preprocessing. A direct mask between future and action tokens is insufficient if an intermediate token first reads the future and then passes it onward. A detached target blocks a gradient path. A causal attention restriction blocks a forward information path. Both can be required, but they solve different problems. Temporal “causality” of a mask also does not by itself establish causal identification of the physical system.
A Worked Multi-Supervision Construction. World-action training becomes clearer when each auxiliary target is written separately. InternW0-Δ provides a concrete example with video and action flow losses, clean-latent change regression, future-feature alignment, and training-only 4D distillation (Miao et al., 2026; Shanghai AI Laboratory, 2026). The following normalized formulation explains their roles using this chapter’s notation. It is not a prescription for the paper’s exact layer indices, tensor layout, or loss coefficients.
Let u t v i d u_t^{\mathrm{vid}} u t vid be a clean video-autoencoder latent for the current observation, and let U t + = ( u t + τ s t r i d e v i d , … , u t + N s l i c e τ s t r i d e v i d ) U_t^{+} = (u_{t+\tau_{\mathrm{stride}}}^{\mathrm{vid}}, \ldots, u_{t+N_{\mathrm{slice}}\tau_{\mathrm{stride}}}^{\mathrm{vid}}) U t + = ( u t + τ stride vid , … , u t + N slice τ stride vid ) contain N s l i c e N_{\mathrm{slice}} N slice future latent slices with sampling stride τ s t r i d e \tau_{\mathrm{stride}} τ stride . The autoencoder is frozen in this construction. The action chunk is A t s e q A_t^{\mathrm{seq}} A t seq . Let q t = P θ q ( h t , g , c ) q_t = P_\theta^q(h_t,g,c) q t = P θ q ( h t , g , c ) denote predictive tokens computed only from observed history, instruction, and known conditions. A readout D ^ t \hat{D}_t D ^ t from these tokens is trained against consecutive clean-latent differences given by
D t , i = u t + i τ s t r i d e v i d − u t + ( i − 1 ) τ s t r i d e v i d , i = 1 , … , N s l i c e , D t = [ D t , 1 ; … ; D t , N s l i c e ] , L c h a n g e = E [ ∥ D ^ t − sg [ D t ] ∥ 2 2 d D ] , (83) \begin{aligned}
D_{t,i} &= u_{t+i\tau_{\mathrm{stride}}}^{\mathrm{vid}} - u_{t+(i-1)\tau_{\mathrm{stride}}}^{\mathrm{vid}}, \qquad i = 1,\ldots,N_{\mathrm{slice}},\\
D_t &= [D_{t,1};\ldots;D_{t,N_{\mathrm{slice}}}], \qquad\mathcal{L}_{\mathrm{change}} = \mathbb{E}\left[\frac{\left\lVert\hat{D}_t-\operatorname{sg}[D_t]\right\rVert_2^2}{d_D}\right], \tag*{(83)}
\end{aligned} D t , i D t = u t + i τ stride vid − u t + ( i − 1 ) τ stride vid , i = 1 , … , N slice , = [ D t , 1 ; … ; D t , N slice ] , L change = E d D D ^ t − sg [ D t ] 2 2 , (83)
where brackets denote stacking, d D d_D d D is the number of valid scalar target entries, and the expectation averages training records. The norm is the Euclidean norm of the concatenated scalar latent entries. The readout includes any output reshaping or projection needed to match dimensions. Padded entries are omitted. A latent difference emphasizes change rather than static appearance, but it is not a physical velocity. Its units are feature units, and the sampling interval still matters. Computing differences before noise injection avoids supervising independent diffusion noise as if it were motion. Camera changes and encoder instability can also create latent differences, so this objective needs complementary semantic or geometric checks.
A second target can transfer richer intermediate features. Let q t , i t o k ( ℓ s ) q^{(\ell_s)}_{t,i_{\mathrm{tok}}} q t , i tok ( ℓ s ) be a predictive token at student layer ℓ s \ell_s ℓ s and spatial position i t o k i_{\mathrm{tok}} i tok , and let f t , i t o k + , ℓ T f^{+,\ell_T}_{t,i_{\mathrm{tok}}} f t , i tok + , ℓ T be a spatially corresponding feature of a future slice at target layer ℓ T \ell_T ℓ T . With compatible feature dimensions, a representative alignment objective is
L a l i g n = E t , i t o k [ 1 − cos s i m ( q t , i t o k ( ℓ s ) , sg [ f t , i t o k + , ℓ T ] ) ] . (84) \mathcal{L}_{\mathrm{align}} = \mathbb{E}_{t,i_{\mathrm{tok}}}\left[1-\operatorname{cos}_{\mathrm{sim}}\left(q^{(\ell_s)}_{t,i_{\mathrm{tok}}},\operatorname{sg}\left[f^{+,\ell_T}_{t,i_{\mathrm{tok}}}\right]\right)\right]. \tag*{(84)} L align = E t , i tok [ 1 − cos sim ( q t , i tok ( ℓ s ) , sg [ f t , i tok + , ℓ T ] ) ] . (84)
The function cos s i m ( u , v ) = u ⊤ v / ( ∥ u ∥ 2 ∥ v ∥ 2 ) \operatorname{cos}_{\mathrm{sim}}(\mathbf{u},\mathbf{v})=\mathbf{u}^{\top}\mathbf{v}/(\lVert\mathbf{u}\rVert_2\lVert\mathbf{v}\rVert_2) cos sim ( u , v ) = u ⊤ v / (∥ u ∥ 2 ∥ v ∥ 2 ) measures direction similarity for nonzero feature vectors, with numerical stabilization used in implementation. Layer indices and spatial correspondence are part of the target definition. The future feature can come from another branch of the same trainable model. Detaching this target prevents this loss from updating it, while other objectives may still update its parameters. Such a target is not the same as a permanently frozen teacher. Compared with clean-latent regression, feature alignment transfers the target branch’s abstraction but inherits its biases and changes during training.
An external geometry-and-motion teacher supplies a third, complementary signal. Let r t T = R T ( o t : t + H o , c ) \mathbf{r}^{\mathrm{T}}_t=R_{\mathrm{T}}(o_{t:t+H_o},c) r t T = R T ( o t : t + H o , c ) be a descriptor extracted from a recorded clip and r t S = R θ S ( h t , g , c ) \mathbf{r}^{\mathrm{S}}_t=R^{\mathrm{S}}_{\theta}(h_t,g,c) r t S = R θ S ( h t , g , c ) the student descriptor predicted from available observations. The horizon H o H_o H o is the observation horizon. R T R_{\mathrm{T}} R T is frozen and may access training-only future frames, while R θ S R^{\mathrm{S}}_{\theta} R θ S may not. A corresponding objective is
L g e o m = E v a l i d [ ∥ r t S − sg [ r t T ] ∥ 2 2 d r ] , (85) \mathcal{L}_{\mathrm{geom}}=\mathbb{E}_{\mathrm{valid}}\left[\frac{\lVert\mathbf{r}^{\mathrm{S}}_t-\operatorname{sg}[\mathbf{r}^{\mathrm{T}}_t]\rVert_2^2}{d_r}\right], \tag*{(85)} L geom = E valid [ d r ∥ r t S − sg [ r t T ] ∥ 2 2 ] , (85)
where d r d_r d r is the descriptor dimension and the expectation includes only samples with valid teacher outputs. Descriptor components should be normalized according to their semantics. Unlike a hard physical constraint, this objective transfers an estimated geometric or motion prior. It does not establish exact metric geometry, correct forces, or conservation. The auxiliary student readout can be removed after training when its role was only to shape a representation already used by the policy.
The combined objective is then
L W A M = λ v L F M v ( U t + ) + λ a L F M a ( A t s e q ) + λ c h L c h a n g e + λ a l L a l i g n + λ g e L g e o m . (86) \begin{aligned}
\mathcal{L}_{\mathrm{WAM}}={}&\lambda_v\mathcal{L}^{\mathrm{v}}_{\mathrm{FM}}(U_t^+)+\lambda_a\mathcal{L}^{\mathrm{a}}_{\mathrm{FM}}(A_t^{\mathrm{seq}})+\lambda_{\mathrm{ch}}\mathcal{L}_{\mathrm{change}}\\
&+\lambda_{\mathrm{al}}\mathcal{L}_{\mathrm{align}}+\lambda_{\mathrm{ge}}\mathcal{L}_{\mathrm{geom}}. \tag*{(86)}
\end{aligned} L WAM = λ v L FM v ( U t + ) + λ a L FM a ( A t seq ) + λ ch L change + λ al L align + λ ge L geom . (86)
The superscripts v and a identify separately conditioned video and action flow objectives of Eq. (78) . The nonnegative λ \lambda λ coefficients balance their contributions. Source-specific weights and validity masks follow Eq. (82) . This combination assigns distinct jobs to reconstructable future detail, executable behavior, change prediction, and teacher knowledge. Ablations should remove or vary these jobs independently, matching data and optimization budgets, rather than comparing only the total loss.
A limitation follows from the conditioning. When q t q_t q t does not receive a candidate action sequence, it predicts future-relevant information under the behavior represented in its data, not the separate outcome of every possible intervention. Its value can be improved action features without a standalone counterfactual simulator. Joint video-action training should therefore declare whether its video branch sees supplied actions, generated actions, or neither. The behavioral benefit of future supervision and the correctness of action-conditioned physical prediction are different claims.
Parameters, Information Paths, and a Training Iteration Table 5.4 distinguishes the pathways in this construction. Observation encoders, frozen semantic models, detached targets, and trainable world experts play different roles even when their outputs are all called features. A forward dependency restriction concerns the information available to activations. A stop-gradient concerns which parameters a loss updates. Freezing a module’s weights does not necessarily stop derivatives through its computation to an upstream trainable input.
Table 5.4. Information and optimization roles in predictive-feature world-action training. This is a general implementation checklist, not a claim that all world-action models use identical branches
One minibatch update proceeds as follows. Construct a time-consistent observed context, action chunk, future targets, and validity masks. Encode frozen inputs and retrieve any valid cached teacher descriptors. Noise the video and action targets according to their declared schedules, while keeping the observed conditioning and clean change targets separate. Run the experts with the intended directed dependencies, compute only the supported losses, normalize them by valid entries, and update the trainable parameter groups. If a moving-average teacher is used, update it after the student step. Finally, test an inference-mode forward pass with all training-only future and teacher branches absent. The policy must still have every input it requires.
This last test should inspect indirect as well as direct paths. An observed token that reads a future token at one layer can leak that future to the policy at a later layer even when future-to-action attention is masked. Temporal preprocessing can leak in the same way. Encoding an observed frame together with future frames through a noncausal video encoder can contaminate its latent. Cache reuse additionally requires independence from the evolving action and artificial-time inputs, not merely independence from future observations. These checks turn a verbal claim of “training-only supervision” into an auditable computation graph.
Learning a World Model Versus Learning Within One Model-based reinforcement learning adds a second optimization problem in which a policy is improved using transitions generated by a learned model. In Dreamer, imagined trajectories train behavior while the learned dynamics provide the rollout mechanism (Hafner et al., 2020). Model parameters can be held fixed during policy optimization even when derivatives through the model are used to update policy parameters. Conversely, updating the model to maximize its own predicted reward would not necessarily improve its physical accuracy.
Dyna-style alternation uses real experience to improve the model and model-generated experience to improve decisions (Sutton, 1991). MBPO highlights a useful compromise by using short model rollouts branched from real states, limiting reliance on distant model predictions (Janner et al., 2019). Longer imagination expands possible credit assignment but exposes the policy to compounding errors and model exploitation. Offline data create an additional support problem. A proposed policy may select actions absent from the training distribution. Policy improvement should therefore be coupled to rollout-length selection, conservative use of uncertain predictions, renewed real data, and independent physical evaluation rather than judged only by imagined return.
Physical Constraints, Counterfactuals, and Uncertainty Modeling
Physical structure can enter through loss penalties, architectural restrictions, or a hybrid of known dynamics and learned corrections. Physics-informed neural networks demonstrate the use of governing-equation residuals as learning signals (Raissi et al., 2019). Structured simulators illustrate complementary restrictions arising from a representation and its update rules (Sanchez-Gonzalez et al., 2020; Xie et al., 2024). The appropriate choice depends on which laws, parameters, and boundary conditions are actually known.
Soft Penalties and Structural Constraints For a predicted physical trajectory S ^ = ( s ^ t , … , s ^ t + H ) \widehat{S} = (\widehat{s}_{t}, \ldots, \widehat{s}_{t+H}) S = ( s t , … , s t + H ) under actions A t s e q A_{t}^{\mathrm{seq}} A t seq , a representative penalty is
L p h y s = E [ ∑ j = 1 J e q α j e q ∥ f j e q ( S ^ , A t s e q , c ) ∥ 2 2 + ∑ j = 1 J i n e q β j i n e q ∥ [ g j i n e q ( S ^ , A t s e q , c ) ] + ∥ 2 2 ] . (87) \mathcal{L}_{\mathrm{phys}} = \mathbb{E}\left[\sum_{j=1}^{J_{\mathrm{eq}}}\alpha_{j}^{\mathrm{eq}}\left\|f_{j}^{\mathrm{eq}}(\widehat{S}, A_{t}^{\mathrm{seq}}, c)\right\|_{2}^{2}+\sum_{j=1}^{J_{\mathrm{ineq}}}\beta_{j}^{\mathrm{ineq}}\left\|\left[g_{j}^{\mathrm{ineq}}(\widehat{S}, A_{t}^{\mathrm{seq}}, c)\right]_{+}\right\|_{2}^{2}\right]. \tag*{(87)} L phys = E j = 1 ∑ J eq α j eq f j eq ( S , A t seq , c ) 2 2 + j = 1 ∑ J ineq β j ineq [ g j ineq ( S , A t seq , c ) ] + 2 2 . (87)
The residual f j e q = 0 f_{j}^{\mathrm{eq}}=0 f j eq = 0 specifies an equality, g j i n e q ≤ 0 g_{j}^{\mathrm{ineq}}\leq0 g j ineq ≤ 0 an inequality, [ u ] + = max ( u , 0 ) [u]_{+}=\max(u,0) [ u ] + = max ( u , 0 ) applied componentwise, and J e q , J i n e q J_{\mathrm{eq}},J_{\mathrm{ineq}} J eq , J ineq the numbers of each constraint. The nonnegative coefficients α j e q , β j i n e q \alpha_{j}^{\mathrm{eq}},\beta_{j}^{\mathrm{ineq}} α j eq , β j ineq include suitable scaling by units and tolerances. The expectation averages training records and sampled predictions. These coefficients are local to this equation. Constraints must act on physical readouts or physically defined latent variables, not on arbitrary embedding coordinates without an interpretation.
Examples include joint limits, nonpenetration, contact consistency, and energy or mass balance under known boundary fluxes. A system exchanging heat or liquid with its surroundings should obey a balance equation, not an inappropriate constant-energy or constant-mass penalty. Tolerances should reflect measurement precision and modeling assumptions. A strong incorrect constraint biases the model. A weak penalty may leave violations large. Enforcing symmetries or integrating known mechanics can reduce violation by construction, but only for the constrained property and under the numerical method’s assumptions. It cannot identify an unmeasured friction coefficient or certify all downstream behavior.
Counterfactual and Intervention Supervision Paired rollouts can compare different actions from matched initial conditions. A resettable simulator can hold state and external inputs fixed while varying an intervention. In a physical experiment, the same comparison requires reproducible initial conditions, controlled confounders, or a justified statistical design. Outcome diversity from an unconditioned video generator is not evidence that it learned how a particular action changes the outcome. Synthetic counterfactuals supervise the simulator’s mechanisms. Independent measurements are needed before transferring those conclusions to reality.
A useful training contrast varies the commanded magnitude, direction, or duration while keeping nonintervened conditions comparable. It can supervise the sign and scale of the response as well as which objects should remain unchanged. Care is required near discontinuities. A slightly larger force may change sticking to sliding rather than yield a slightly larger displacement. A smooth penalty that averages these modes can suppress the event the model is supposed to predict.
Predictive Distributions and Uncertainty Sources Deterministic regression is cheap but cannot express multiple plausible outcomes. A conditional Gaussian supplies a mean and variance. Mixtures, stochastic latent states, diffusion, or flows can represent more complex distributions. For a scalar measured target y y y and condition κ \kappa κ , a Gaussian negative log-likelihood, omitting an additive constant, is
L G a u s s = 1 2 E D [ ( y − μ θ ( κ ) ) 2 σ θ 2 ( κ ) + log σ θ 2 ( κ ) ] , (88) \mathcal{L}_{\mathrm{Gauss}} = \frac{1}{2}\mathbb{E}_{\mathcal{D}}\left[\frac{(y-\mu_{\theta}(\kappa))^2}{\sigma_{\theta}^{2}(\kappa)}+\log\sigma_{\theta}^{2}(\kappa)\right], \tag*{(88)} L Gauss = 2 1 E D [ σ θ 2 ( κ ) ( y − μ θ ( κ ) ) 2 + log σ θ 2 ( κ ) ] , (88)
where μ θ \mu_{\theta} μ θ is the predicted conditional mean and σ θ 2 > 0 \sigma_{\theta}^{2} > 0 σ θ 2 > 0 the variance. The residual term penalizes inaccurate concentrated predictions, while the logarithmic term discourages arbitrarily inflating variance. Positivity can be enforced through a log-variance parameterization with numerically appropriate bounds. This example illustrates heteroscedastic likelihood learning (Kendall and Gal, 2017). Its Gaussian assumption is inadequate when distinct contact modes produce well-separated outcomes.
An ensemble adds variation across fitted models. For M M M equally weighted scalar predictors with means μ m \mu_m μ m and variances σ m 2 \sigma_m^2 σ m 2 at the same condition, the mixture variance obeys
μ ˉ = 1 M ∑ m = 1 M μ m , Var ( Y ∣ κ ) = 1 M ∑ m = 1 M σ m 2 + 1 M ∑ m = 1 M ( μ m − μ ˉ ) 2 , (89) \bar{\mu} = \frac{1}{M}\sum_{m=1}^{M}\mu_m,\qquad\operatorname{Var}(Y\mid\kappa)=\frac{1}{M}\sum_{m=1}^{M}\sigma_m^2+\frac{1}{M}\sum_{m=1}^{M}(\mu_m-\bar{\mu})^2, \tag*{(89)} μ ˉ = M 1 m = 1 ∑ M μ m , Var ( Y ∣ κ ) = M 1 m = 1 ∑ M σ m 2 + M 1 m = 1 ∑ M ( μ m − μ ˉ ) 2 , (89)
where Y Y Y is the predicted random quantity and m m m the ensemble index. The identity separates within-model dispersion from between-model disagreement. Deep ensembles and probabilistic ensemble dynamics use this kind of diversity for predictive uncertainty and planning ((Lakshminarayanan et al., 2017; Chua et al., 2018)). However, disagreement is only a proxy for epistemic uncertainty, and the within-model term can include unresolved state ambiguity as well as observation and process noise. Correlated model errors can leave an ensemble confidently wrong.
Uncertainty must also propagate consistently across time. A hidden but fixed mass should be sampled once for a trajectory hypothesis rather than independently every step. Sensor noise may vary at each observation. More detailed distributions increase sampling and calibration costs. Deterministic models can still be useful when their operating range is narrow and externally monitored, but they should not be presented as calibrated probabilistic simulators. § 4.3.4.3 explains how uncertainty is evaluated rather than inferred from the mere presence of stochastic layers.
Multi-Step Prediction, Multiple Time Scales, and Adaptation
One-step accuracy can hide recursive drift. A generic horizon-weighted objective is
L m u l t i = E D [ ∑ k = 1 H w k ℓ ( y ^ t + k ∣ t , y t + k ) ] , w k ≥ 0. (90) \mathcal{L}_{\mathrm{multi}}=\mathbb{E}_{\mathcal{D}}\left[\sum_{k=1}^{H}w_k\ell\left(\hat{y}_{t+k\mid t},y_{t+k}\right)\right],\qquad w_k\geq0. \tag*{(90)} L multi = E D [ k = 1 ∑ H w k ℓ ( y ^ t + k ∣ t , y t + k ) ] , w k ≥ 0. (90)
The prediction y ^ t + k ∣ t \hat{y}_{t+k\mid t} y ^ t + k ∣ t is generated from evidence available at t t t , recursively applying the supplied actions without incorporating intermediate real observations. The target y t + k y_{t+k} y t + k is a later measurement or explicitly identified teacher target. w k w_k w k weights horizon k k k , H H H is the maximum horizon, and ℓ \ell ℓ is a suitable regression or probabilistic loss. A probabilistic y ^ \hat{y} y ^ denotes a distribution, not necessarily one sampled value. Supervision should score that distribution appropriately rather than force every sample to match one realized future.
Teacher Forcing, Free Rollout, and Curriculum Teacher forcing provides stable local supervision but exposes the model mainly to data states. Free rollout trains on its own evolving predictions and addresses the deployment distribution more directly, at the cost of unstable early trajectories and longer gradient paths. Scheduled sampling mixes real and generated preceding inputs (Bengio et al., 2015). It is a training heuristic, not generally the original sequence-likelihood objective. A sensible comparison therefore includes teacher-forced error, open-loop error, and task behavior rather than assuming that mixed inputs always improve all three.
Latent overshooting in PlaNet extends consistency pressure beyond one transition by matching multi-step predictive distributions to observation-informed states (Hafner et al., 2019). Related multi-step objectives can supervise physical readouts or future embeddings. Longer windows improve exposure to delayed effects, but require more memory and can overweight a particular target encoder’s errors. A curriculum can begin with short horizons and then include longer windows and contact-centered segments, while preserving enough ordinary motion to avoid a distorted training distribution. Truncating backpropagation lowers cost but changes which temporal dependencies receive direct gradient signals.
Multiple Timescales and Temporal Consistency Different sensors and physical variables evolve at different rates. Training should include elapsed-time conditioning, modality-validity masks, and action durations rather than assuming one frame equals one control interval. Slow semantic context, faster visual dynamics, and high-rate force feedback can share state through explicit timing interfaces. Interpolation is appropriate only when its assumptions hold. Interpolating across an impact can erase the discontinuity.
For a Markov transition kernel under the same constant control input a a a and conditions c c c , time consistency takes the form
T θ ( z ′ ′ ∣ z , a , c , Δ 1 + Δ 2 ) ≈ ∫ T θ ( z ′ ′ ∣ u , a , c , Δ 2 ) T θ ( u ∣ z , a , c , Δ 1 ) d u , (91) T_{\theta}(z^{\prime\prime} \mid z,a,c,\Delta_1+\Delta_2) \approx\int T_{\theta}(z^{\prime\prime} \mid u,a,c,\Delta_2)T_{\theta}(u \mid z,a,c,\Delta_1)\,\mathrm{d}u, \tag*{(91)} T θ ( z ′′ ∣ z , a , c , Δ 1 + Δ 2 ) ≈ ∫ T θ ( z ′′ ∣ u , a , c , Δ 2 ) T θ ( u ∣ z , a , c , Δ 1 ) d u , (91)
where z , z ′ ′ z,z^{\prime\prime} z , z ′′ are initial and final latent states, u u u is an intermediate latent state, and Δ 1 , Δ 2 > 0 \Delta_1,\Delta_2 > 0 Δ 1 , Δ 2 > 0 are physical durations. This is a distribution-level Chapman-Kolmogorov consistency condition under the stated Markov and fixed-input assumptions. It is not generally valid to replace the intermediate distribution by its mean in nonlinear dynamics. If actions or external conditions change, both sides must use the same time-varying input schedule. If the compressed state is not Markov, residual inconsistency may reveal missing memory rather than numerical error.
Post-Training, Distillation, and Continued Interaction Task-specific post-training can refine action interfaces, contact targets, or selected dynamics. InternW0 adds available force and tactile histories and predicts future contact channels during contact-aware post-training (Cai et al., 2026b). Such adaptation requires valid contact supervision. Missing physical channels cannot be recovered simply by adding a new output head. Distillation can transfer an expensive teacher’s features or predictions to a smaller or less frequently executed branch, but the teacher’s uncertainty and errors should remain distinguishable from measured truth.
Local adaptation should separate belief correction, physical-parameter identification, and updates to learned network weights. A failed grasp may revise a contact hypothesis without changing the model. Repeated measured slip may justify identifying friction. Systematic errors across conditions may require a new training round. Replay, regularization, and selective parameter updates address the trade-off between new learning and retention. Elastic weight consolidation is one example of limiting changes to parameters important for previous tasks (Kirkpatrick et al., 2017), not a guarantee against forgetting in an arbitrary world model. New versions should be accepted only after tests of both new and retained capabilities.
Staging Auxiliary Supervision and Adapting the Deployed Interface A multi-objective recipe can be organized around a stable behavioral and predictive baseline rather than enabling every target from the first update. InternW0-Δ \Delta Δ first performs joint pretraining and subsequently adds cached 4D supervision during continued pretraining, before task- and embodiment-specific post-training (Miao et al., 2026). The general choice is between early joint shaping and later auxiliary refinement. Early auxiliary losses can guide representation formation, but noisy or mismatched teachers can interfere before the action interface becomes useful. Later introduction reduces that early interference but may require a smaller learning rate or replay to avoid disturbing established behavior. Neither schedule is a universal optimum.
Post-training should match the actual deployment contract. A target robot may change valid action dimensions, normalization, camera configuration, actuation delay, or the relation between predicted and executed chunk lengths. Adapt the relevant input/output mappings and condition the model on these differences. Do not reinterpret an identical numerical vector as an identical physical action. If successive chunks overlap or part of a chunk has already been committed to execution, the training condition should identify that prefix and the loss should target the remaining controllable portion. Where online feedback is used to choose future actions, it must be separated from the fixed action sequence assumed by an open-loop dynamics objective.
Frozen-encoder and teacher caches can reduce repeated training work, but only while their dependencies remain fixed. Changing an encoder checkpoint, a crop, a view layout, an instruction, or the temporal window can invalidate a cached feature. Offline geometric descriptors should retain their source clip, teacher version, confidence, and normalization. Activation checkpointing trades extra computation for memory. Mixed precision reduces storage and arithmetic cost but needs checks for unstable losses and gradients. Report these implementation choices separately from reductions in the amount of training data or the number of optimization steps. A faster experiment pipeline is valuable, but it is not itself evidence of better learned dynamics.
For model selection, monitor the component losses alongside open-loop predictions and closed-loop behavior. A lower teacher-feature error can coexist with worse action accuracy if the representation discards contact detail. Likewise, a lower action loss on demonstration states can conceal failure on states visited by the policy. Compare a frozen baseline, a joint-training variant, and an auxiliary-supervision variant on fixed held-out conditions, with unchanged target preprocessing and comparable budgets. This distinguishes the contribution of predictive supervision from a larger backbone, a different data mixture, or additional optimization.
Training Trade-Offs and Reproducible Reporting Table 5.5 summarizes choices that should be reported together rather than hidden inside a total loss. At minimum, an experiment should state its data mixture and splits, temporal sampling, target normalization, trainable and frozen modules, gradient paths, optimizer and learning-rate schedule, effective batch size, sequence length, number of updates, numerical precision, and training and inference budgets. No fixed recipe is optimal across video generation, latent planning, and multimodal control.
Table 5.5.
The common criterion is whether the resulting model answers the intended queries on evidence it could actually receive. Training losses are useful diagnostics, but the relationships among reconstruction, dynamics, uncertainty, and behavior must be established through the validation protocols below.
Table 5.5 Training choices and their principal trade-offs. Each comparison requires matched data or compute where feasible, plus evaluation on the actual prediction or control interface
Using and Validating World Models
Using a world model means making a query under a declared information boundary and, when appropriate, using its answer to choose an intervention. Validation should separate the quality of a forecast from its physical consistency and from the utility of the decision it supports. A model can produce physically possible but inaccurate futures, accurate short-term forecasts that do not improve a policy, or useful actions without exposing a general-purpose predictive interface. This section develops protocols that make these distinctions measurable.
Interactive Simulation and Conditional Queries
An interactive call starts from an inferred state, belief, or observation history and returns one or more conditional futures. A query may request an image, object trajectory, contact event, temperature, boundary crossing, or task outcome. It should specify the available evidence, intervention interface, physical horizon, environment conditions, and required precision. For a partially known scene, the returned uncertainty should include unresolved state alternatives, not only randomness introduced during decoding.
State Posterior, Future Prediction, and Retrospective Checking The state posterior summarizes evidence available up to the prediction time. A future forecast propagates that posterior without using the future measurements to be predicted. For an observation-generating latent model, a representative factorization is
p θ , ϕ , ω o b s ( o t + 1 : t + H ∣ h t , A t s e q , c ) = ∫ q ϕ ( z t ∣ h t , c ) ∏ k = 0 H − 1 [ T θ ( z t + k + 1 ∣ z t + k , a t + k , c , Δ t k ) O ω o b s ( o t + k + 1 ∣ z t + k + 1 , c ) ] d z t : t + H , (92) \begin{aligned}
p_{\theta,\phi,\omega_{\mathrm{obs}}}(o_{t+1:t+H}\mid h_t,A_t^{\mathrm{seq}},c)
&= \int q_{\phi}(z_t\mid h_t,c)\prod_{k=0}^{H-1}\left[T_{\theta}(z_{t+k+1}\mid z_{t+k},a_{t+k},c,\Delta t_k)O_{\omega_{\mathrm{obs}}}(o_{t+k+1}\mid z_{t+k+1},c)\right]\,dz_{t:t+H}, \tag*{(92)}
\end{aligned} p θ , ϕ , ω obs ( o t + 1 : t + H ∣ h t , A t seq , c ) = ∫ q ϕ ( z t ∣ h t , c ) k = 0 ∏ H − 1 [ T θ ( z t + k + 1 ∣ z t + k , a t + k , c , Δ t k ) O ω obs ( o t + k + 1 ∣ z t + k + 1 , c ) ] d z t : t + H , (92)
where h t h_t h t is the observed history, A t s e q = a t : t + H − 1 A_t^{\mathrm{seq}} = a_{t:t+H-1} A t seq = a t : t + H − 1 a supplied action sequence of H H H intervals, q ϕ q_{\phi} q ϕ the inferred latent-state posterior, T θ T_{\theta} T θ the learned transition, and O ω o b s O_{\omega_{\mathrm{obs}}} O ω obs the observation likelihood. The integration marginalizes the current and future latent states z t : t + H z_{t:t+H} z t : t + H . Δ t k \Delta t_k Δ t k specifies each physical interval. The symbols ϕ \phi ϕ , θ \theta θ , ω o b s \omega_{\mathrm{obs}} ω obs denote fixed fitted parameters in this expression. It is posterior prediction with respect to the current latent state, not necessarily a Bayesian average over uncertain network parameters. The Markov and observation assumptions are those introduced in § 4.3.1.2 . A model with additional dependencies must include them explicitly (Kaelbling et al., 1998; Hafner et al., 2019).
After real execution, the withheld observations can be used to check the forecast and then update the state. This retrospective validation of an earlier prediction is different from reconstructing a future frame after that frame has already entered an inference network. Likewise, smoothing a past state using later evidence can be useful for diagnosis but cannot be reported as an online forecast made with less information. Evaluation logs should retain the prediction, model version, conditioning evidence, and issue time before the target outcome is revealed.
Eq. (92) describes a query interface, not a requirement that every architecture evaluate an explicit density. Sample-based models can approximate the predictive distribution. Deterministic models return a restricted point prediction. A latent-only model can answer a physical or task query through a readout rather than an observation decoder. In all cases, a goal specifies what is desired and should not be treated as evidence that the goal will occur. Scenario assumptions, such as a proposed payload or a fixed external temperature, must remain distinguishable from measured conditions.
Interactive Correction and Information Acquisition Real feedback should update the inferred state before the next query. A prediction made before a grasp slips may no longer be a valid context for later actions even if its video remains visually coherent. Asynchronous systems should therefore expose the age and observation support of cached predictions, together with the conditions that trigger correction, regeneration, or rejection.
Predictions can also help choose what to observe next. If two action rankings differ mainly because contact is uncertain, an additional tactile measurement may be more useful than another distant camera frame. This is an information-acquisition decision within the partially observable control problem (Kaelbling et al., 1998). Its value depends on an observation model, the cost of sensing, and whether the proposed measurement can actually resolve the ambiguity. Querying the same model repeatedly does not create independent evidence about the physical state.
Imagination, Planning, and Decision Calls
Planning proposes candidate actions, predicts their consequences, and ranks them using task objectives and constraints. An imagined collection of branches can be written as
C c a n d = { [ ( a t + k + 1 ( b ) , z ^ t + k + 1 ( b ) ) ] k = 0 K b − 1 : b = 1 , … , N r o l l } , (93) \mathcal{C}_{\mathrm{cand}} = \left\{ \left[ \left(a_{t+k+1}^{(b)}, \hat{z}_{t+k+1}^{(b)}\right) \right]_{k=0}^{K_b-1} : b=1,\ldots,N_{\mathrm{roll}} \right\}, \tag*{(93)} C cand = { [ ( a t + k + 1 ( b ) , z ^ t + k + 1 ( b ) ) ] k = 0 K b − 1 : b = 1 , … , N roll } , (93)
where C c a n d \mathcal{C}_{\mathrm{cand}} C cand is a collection of ordered imagined paths, N r o l l N_{\mathrm{roll}} N roll is the number of candidate branches, b b b indexes a branch, and K b K_b K b is its number of intervals. The action a t + k ( b ) a_{t+k}^{(b)} a t + k ( b ) produces the imagined next state z ^ t + k + 1 ( b ) \hat{z}_{t+k+1}^{(b)} z ^ t + k + 1 ( b ) from the preceding state in that branch. Branches may also be repeated under different state hypotheses or stochastic outcomes. Increasing N r o l l N_{\mathrm{roll}} N roll explores alternatives. Increasing K b K_b K b reveals later consequences but also exposes more model error.
For candidates with a common horizon H H H , a useful illustrative objective is
U ( A t s e q ∣ b t , g , c ) = E m o d e l [ ∑ k = 0 H − 1 γ k ( r t + k − λ C t + k r u n ) − η p e n 1 { V t : t + H v i o l } ∣ b t , A t s e q , g , c ] . (94) U\left(A_t^{\mathrm{seq}} \mid b_t,g,c\right) = \mathbb{E}_{\mathrm{model}}\left[\sum_{k=0}^{H-1}\gamma^k\left(r_{t+k}-\lambda C_{t+k}^{\mathrm{run}}\right)-\eta_{\mathrm{pen}}\mathbf{1}\left\{V_{t:t+H}^{\mathrm{viol}}\right\}\mathrel{\Big|} b_t,A_t^{\mathrm{seq}},g,c\right]. \tag*{(94)} U ( A t seq ∣ b t , g , c ) = E model [ k = 0 ∑ H − 1 γ k ( r t + k − λ C t + k run ) − η pen 1 { V t : t + H viol } b t , A t seq , g , c ] . (94)
The utility U U U scores the action sequence A t s e q = a t : t + H − 1 A_t^{\mathrm{seq}} = a_{t:t+H-1} A t seq = a t : t + H − 1 starting from current belief b t b_t b t , goal g g g , and conditions c c c . The expectation averages the model’s predicted state and outcome uncertainty. The transition reward r t + k r_{t+k} r t + k measures task benefit, C t + k r u n ≥ 0 C_{t+k}^{\mathrm{run}} \ge0 C t + k run ≥ 0 a per-interval resource cost such as time or energy, and γ ∈ ( 0 , 1 ] \gamma\in(0,1] γ ∈ ( 0 , 1 ] the discount factor for equally spaced intervals. The coefficient λ ≥ 0 \lambda\ge0 λ ≥ 0 converts resource cost into utility units. The indicator 1 { V t : t + H v i o l } \mathbf{1}\{V_{t:t+H}^{\mathrm{viol}}\} 1 { V t : t + H viol } equals one when a specified violation occurs anywhere along the trajectory. η p e n ≥ 0 \eta_{\mathrm{pen}} \ge0 η pen ≥ 0 penalizes that trajectory-level event once. Both the reward and the per-step cost are inside the sum. For unequal durations, discounts and accumulated costs should instead follow physical time. This is a generic decision objective, not a world-model fitting loss or a safety certificate. Constrained MPC provides the broader control framework (Mayne et al., 2000).
A planner may optimize actions by sampling, tree expansion, or differentiating through a learned transition. PlaNet uses latent-space planning, while probabilistic ensemble methods such as PETS propagate alternative dynamics and state outcomes during action evaluation (Hafner et al., 2019; Chua et al., 2018). A separately trained actor may instead amortize this computation into direct action generation. The actor can be trained using imagined trajectories without running a planner at deployment, as in Dreamer (Hafner et al., 2020). Planning at inference and policy learning through imagination therefore have different runtime costs and failure modes.
Receding-horizon execution applies only an initial portion of the selected sequence and replans from new real evidence. Without this correction, action optimization may deliberately enter regions where prediction errors create unrealistically high reward. Longer imagined rollouts are not automatically better. They can change action ranking for the wrong reason. Model-based policy optimization addresses this issue by controlling the use and length of imagined experience (Janner et al., 2019). Uncertainty-sensitive ranking can compare candidate outcomes across hidden-state hypotheses, but agreement among several copies of a biased model is not independent confirmation.
Hierarchical imagination can compare coarse routes or process phases before refining a selected interval. Candidates should terminate at a common physical horizon or comparable completion event, with appropriate terminal-value treatment. Otherwise a shorter trajectory can appear preferable merely because its later costs are omitted. Efficient execution can also reuse observation features or invoke detailed prediction only near consequential events. These savings must be evaluated together with the error introduced by stale context, reduced branching, or omitted detail, rather than by model throughput alone.
Prediction Quality and Physical-Consistency Tests
Prediction quality asks whether a forecast agrees with the subsequently observed outcome or its conditional distribution. Physical consistency asks whether the predicted trajectory respects relevant identities, mechanisms, and constraints. These are separate axes. Several trajectories may be physically possible, while only one occurs per trial. A visually similar output may still violate contact or respond incorrectly to an action. Table 5.6 organizes the evidence needed for each claim.
Table 5.6. Validation objects, suitable evidence, and common overclaims. The evaluation protocol must preserve the information available at the forecast issue time
Prediction Quality at a Fixed Information Boundary Report one-step prediction from newly observed context, open-loop multi-step prediction without future measurements, and feedback-interleaved prediction with explicitly scheduled observations separately. Also specify whether future controls were fixed before the forecast or recorded from a feedback policy. Conditioning retrospectively on a policy’s later actions can reveal information about later states. It is not equivalent to forecasting an independently supplied intervention sequence.
Observation forecasts can be compared using pixel errors, perceptual feature distances such as learned perceptual image patch similarity (LPIPS), and distribution-level video measures such as Fréchet video distance (FVD) (Zhang et al., 2018; Unterthiner et al., 2018). These answer different questions. Pixel error is sensitive to small spatial misalignment. Perceptual metrics inherit the features of their evaluator. A good aggregate distribution score does not establish that each sample follows its supplied action. Multimodal futures further complicate paired image error. A legitimate but unobserved outcome can be penalized even when the predicted distribution is appropriate. Report the sample budget and avoid presenting best-of-many selection as the performance of a single unselected prediction.
State and event queries require measurements matched to their meaning. Object positions and velocities can be evaluated in physical units. Orientations need an appropriate rotational distance. Contact or phase-change events require detection and timing errors. For a scalar physical quantity, a horizon-specific summary is
RMSE ( k ) = 1 N e v a l ∑ i = 1 N e v a l ( y ^ t i + k ∣ t i ( i ) − y t i + k ( i ) ) 2 (95) \operatorname{RMSE}(k)=\sqrt{\frac{1}{N_{\mathrm{eval}}}\sum_{i=1}^{N_{\mathrm{eval}}}\left(\hat{y}^{(i)}_{t_i+k\mid t_i}-y^{(i)}_{t_i+k}\right)^2} \tag*{(95)} RMSE ( k ) = N eval 1 i = 1 ∑ N eval ( y ^ t i + k ∣ t i ( i ) − y t i + k ( i ) ) 2 (95)
where N e v a l N_{\mathrm{eval}} N eval is the number of independent evaluation trials, i i i indexes a trial, t i t_i t i is its forecast origin, k k k the forecast offset on a declared sampling grid, y y y the measured quantity, and y ^ t i + k ∣ t i \hat{y}_{t_i+k\mid t_i} y ^ t i + k ∣ t i the point forecast issued at t i t_i t i . Root mean squared error has the same physical unit as y y y . For multiple quantities, report errors separately or declare the normalization instead of adding meters, newtons, and temperatures without scaling. Plotting or tabulating the error against elapsed time exposes drift hidden by an average over horizons. A probabilistic forecast also needs a distributional score, not only error of its mean.
Physical Consistency and Intervention Response Evaluate persistence of object identity and hidden attributes through occlusion, compatibility of geometry across views, non-penetration within measurement tolerance, contact creation and release, and agreement between predicted motion and known control changes. When forces, boundary fluxes, and physical parameters are available, check momentum, energy, or material balances under the corresponding assumptions. Conservation of an isolated system must not be imposed on an open or externally actuated process. These tests should use the physical quantities underlying the constraints of § 4.3.3.3 , not merely whether an auxiliary loss is small during training.
Contact and other mechanism changes deserve event-centered reporting. Most recorded frames may show easy steady motion, so an aggregate average can conceal incorrect impact timing, slip onset, or release. Partition errors into free motion, contact formation, sustained contact, release, and relevant process transitions. Controlled changes in action direction, magnitude, duration, or timing test whether the model predicts the right change, rather than merely any change. Where possible, paired trials should hold the initial conditions and non-intervened factors fixed. Simulation supports precise resets. Physical repeats require reporting reset variability and measurement uncertainty.
Physics judged only from rendered images remains an indirect test. A perception model used to extract trajectories can introduce correlated errors, and a language-model judge can prefer plausible-looking motion. Such evaluators should be validated against independent labels or measurements for the claimed quantity. A state predictor without a visual decoder can instead be assessed through its native physical outputs or a readout fitted only on training data. Requiring every architecture to produce a video would conflate query availability with dynamics quality.
Benchmark Tasks and Information Parity Physics illustrates evaluation of a physical event by asking a model to predict, from an initial visible segment, whether specified objects will contact during the unseen continuation, rather than requiring every model to generate a video (Bear et al., 2021). The task permits comparisons among learned visual features, explicit states, and dynamical predictions, provided that their input privileges and readout training are reported. A model given simulator particle states has a different information budget from one given RGB observations. Their gap can help diagnose perception versus dynamics, but cannot be interpreted as a matched-input architectural ranking.
The same principle applies across model families. Spatial generators need held-out-view and revisit consistency tests with measured regions distinguished from completed regions. JEPA-style models need fixed, independently trained readouts or action-conditioned rollout tests, not only similarity to their own changing teacher. Joint world-action models need both policy evaluation and any separately claimed forecast evaluation. No single rendering metric, contact classifier, or robot success rate covers all these interfaces. A useful benchmark suite therefore combines common physical questions with native-interface tests and publishes what information each model receives.
Probability, Calibration, and Sharpness A forecast distribution should place probability on outcomes in a way that is both accurate and informative. Proper scoring rules reward the predictive distribution rather than a conveniently selected sample (Gneiting and Raftery (2007)). For a binary event, a scalar observation, and its predictive distribution, two representative scores are
B S = 1 N e v a l ∑ i = 1 N e v a l ( p i − e i o b s ) 2 , C R P S ( F C D F , y ) = E ∣ Y − y ∣ − 1 2 E ∣ Y − Y ′ ∣ (96) \mathrm{BS} = \frac{1}{N_{\mathrm{eval}}} \sum_{i=1}^{N_{\mathrm{eval}}} (p_i - e_i^{\mathrm{obs}})^2,\qquad\mathrm{CRPS}(F_{\mathrm{CDF}},y) = \mathbb{E}|Y-y| - \frac{1}{2}\mathbb{E}|Y-Y'| \tag*{(96)} BS = N eval 1 i = 1 ∑ N eval ( p i − e i obs ) 2 , CRPS ( F CDF , y ) = E ∣ Y − y ∣ − 2 1 E ∣ Y − Y ′ ∣ (96)
where BS is the Brier score, p i ∈ [ 0 , 1 ] p_i \in[0,1] p i ∈ [ 0 , 1 ] the predicted probability of event e i o b s ∈ { 0 , 1 } e_i^{\mathrm{obs}} \in\{0,1\} e i obs ∈ { 0 , 1 } , and N e v a l N_{\mathrm{eval}} N eval the number of trials. CRPS is the continuous ranked probability score for a scalar measurement y y y and predictive cumulative distribution F C D F F_{\mathrm{CDF}} F CDF . Y Y Y and Y ′ Y' Y ′ are independent draws from F C D F F_{\mathrm{CDF}} F CDF , assumed to have finite first moments. Lower values are better. CRPS can be estimated from samples without evaluating a density. A log score is appropriate when a normalized predictive density or probability mass is available. A diffusion training loss is not itself the log likelihood of a deployed forecast.
Calibration asks whether probabilities or intervals agree with empirical frequencies. For example, cases assigned a contact probability near a specified value should exhibit contact at approximately that frequency. A nominal prediction interval should be assessed by empirical coverage and width, since an excessively broad interval can cover almost every outcome while being unhelpful. Calibration curves and post-hoc calibration techniques are useful diagnostics, but calibration on one distribution need not persist after a shift (Guo et al., 2017). Marginal coverage alone does not establish correctness within each task, contact mode, horizon, or material group. Sample diversity and ensemble disagreement should therefore be tested against realized outcomes rather than interpreted as uncertainty quality by construction.
Splits, Aggregation, and Reproducibility. Separate model fitting, calibration or threshold selection, and final testing. Group related frames and derived samples by trajectory, scene, object combination, and collection session as appropriate to the generalization claim. Report results by physical horizon, event type, and change of conditions before aggregating them. Confidence intervals should account for trajectory-level dependence. Treating adjacent frames as independent trials substantially overstates the amount of evidence. Include failure cases and invalid predictions in a declared accounting scheme rather than silently removing them from the denominator.
The rows in Table 5.6 are complementary, not interchangeable levels of one score. A model may pass state-persistence tests while failing intervention tests, or yield useful decisions while offering no calibrated probability interface. The evaluation report should identify supported claims and missing evidence separately. Decision-level evaluation is developed next.
Decision Utility and Applicability Boundaries
The operational question is whether model calls improve real outcomes. Compare systems with and without the relevant world-model function while matching the policy proposal mechanism, observation history, action interface, training data, and inference budget as closely as possible. For a specified real-task score J r e a l J_{\mathrm{real}} J real , define
Δ J = J r e a l ( π w i t h m o d e l ) − J r e a l ( π r e f e r e n c e ) , (97) \Delta J = J_{\mathrm{real}}(\pi_{\mathrm{with\ model}}) - J_{\mathrm{real}}(\pi_{\mathrm{reference}}), \tag*{(97)} Δ J = J real ( π with model ) − J real ( π reference ) , (97)
where π w i t h m o d e l \pi_{\mathrm{with\ model}} π with model is the policy or complete decision procedure using the tested model function, π r e f e r e n c e \pi_{\mathrm{reference}} π reference the comparison procedure, and Δ J \Delta J Δ J their difference under the same outcome definition and evaluation distribution. The score may be success rate, measured task quality, or another explicitly specified objective. It is not the model’s own predicted reward. Report initial conditions, repetitions, uncertainty intervals, failures, interventions, and resource costs. A positive average gain can conceal systematic failure on the very candidates the model ranks most confidently.
Ablations should replace one function at a time. A persistence predictor tests the value of temporal evolution beyond current state. An action-shuffled predictor tests sensitivity to the supplied control. Removing future supervision tests its contribution to the learned representation. Matched history and parameter budgets help separate predictive learning from a larger encoder or additional context. These controls diagnose mechanisms but do not individually prove a causal explanation for an entire system’s improvement.
Efficiency has several boundaries, including observation acquisition and transfer, encoding, predictive prefill, action or video sampling, communication, and physical execution. Report model-side action-update time separately from sensor-to-command latency, full query latency, and successful task throughput. Asynchronous prediction moves work off a critical path but does not remove its computation or the risk of stale predictions. Hardware, precision, batch size, context length, action horizon, denoising steps, and update rates should accompany timings. Neither the inverse of average inference time nor a high low-level servo rate establishes closed-loop responsiveness under all conditions.
Applicability boundaries should cover objects, materials, actions, temporal horizons, modalities, and embodiments. A model may generalize to new appearance while failing under new friction, or predict free motion while failing after a contact switch. Test combinations of mechanism changes as well as isolated shifts. Distinguish recovery through fresh observation, belief correction, physical-parameter identification, and network retraining. These require different resources and support different transfer claims. Uncertainty, modality disagreement, and residuals can trigger shorter horizons, additional sensing, or fallback, but their thresholds need validation against actual errors. Independent execution constraints and safety mechanisms remain system responsibilities.
Deployment validation should establish whether a world model improves outcomes under matched comparisons, within stated boundaries, and at a cost the system can afford. Its query interfaces must specify the limits of those claims.
Current Challenges and Future Outlook
The preceding sections suggest that progress should be described through capabilities and their evidence rather than a single architecture label. Broad pretrained priors, explicit physical structure, and efficient action interfaces contribute different strengths. Their integration raises questions about what can be learned from existing observations, what requires new intervention, and how a model can remain useful while its environment and operating conditions change.
Acquiring Physical Knowledge from Observation to Intervention
Videos provide rich evidence about appearance and motion but usually omit commanded forces, contact states, and other variables that determine the response to an intervention. Different mechanisms can explain the same observed trajectory. Larger observational datasets can improve coverage without resolving this ambiguity when the distinguishing variable is never measured or excited. The relevant challenge is to connect reusable visual and semantic priors with evidence that identifies executable action consequences.
Action-free pretraining followed by grounded interaction learning offers one division of labor, as illustrated by the separate representation and action-conditioned stages of V-JEPA 2 (Assran et al., 2025). Other systems can jointly train on several evidence types or transfer a prior through distillation. The choice should follow the gap to be closed. Unfamiliar object semantics, an unobserved material property, a new control interface, and a missing deformation mode are different problems. Transferring a representation does not remove the need to calibrate units, timing, and embodiment-dependent dynamics.
Multimodal measurements and targeted probes can expose distinctions that passive video leaves unresolved. A controlled lift with load measurements constrains mass. A slide under measured force constrains friction within a contact model. A thermal observation distinguishes visually identical process states. Such experiments should be chosen for their ability to separate plausible explanations, not merely to maximize visual novelty. Their cost and risk must be included in learning efficiency. For instruments and infrastructure, the intervention may be a process-setting change rather than a robot motion, but the same requirement holds. Predicted effects must be checked against the measurements relevant to the mechanism.
A further challenge is preserving uncertainty where evidence remains insufficient. A model should represent several compatible explanations instead of inventing a unique physical parameter from appearance. Uncertainty reduction through new sensing, identification through repeated interaction, and correction of structural model error should remain distinct. This distinction gives the closed loop a scientific role. Action tests an explanation, and the resulting discrepancy determines what knowledge should be revised.
Reliable Consequence Prediction in Complex and Long-Horizon Processes
Contact switches, non-rigid deformation, and coupled physical processes can turn small local errors into qualitatively different futures. Long-horizon prediction therefore requires more than a longer context window. It needs persistent state, representations of consequential events, appropriate time resolution, and uncertainty that remains useful as the forecast extends. A model may need to predict a phase boundary accurately without reproducing every intermediate texture.
The architectural routes in Table 5.2 are likely to be combined in several ways, but no single combination is established as universally preferable. One design direction connects compact predictive states to detailed generative readouts on demand. Another combines object- or field-based physical structure with learned residual dynamics. A third coordinates slower semantic and process models with faster contact or motion models. Each requires an interface that preserves identity, units, physical time, and uncertainty. A hierarchy is not useful when its levels describe incompatible worlds.
Combining routes along any of these directions raises a representation question. A shared substrate can support understanding, prediction, and action, while specialized encoders and heads preserve the information each function needs. Shared parameters are only one implementation. Aligned representations, directed cross-expert communication, and training-only predictive supervision offer alternatives, as discussed in § 4.3.2.4 . The roadmap’s distinction between functional roles and architectural choices is useful here. A common physical description should support compatible queries without forcing all modalities into one update frequency or every task into one decoding objective (Chen et al., 2026b).
Future comparisons should therefore test composition rather than only larger monolithic models. Does adding structure improve held-out contact response? Does a generative head retain information needed by a new query? Does selective prediction save computation without making action ranking less reliable? Longer horizons and richer modalities should be assessed at matched resource budgets, with prediction errors decomposed by mechanism. These tests can reveal when an interface is missing information, when a transition is wrong, and when extra detail simply does not help the task.
A persistent challenge is deciding what must remain explicit across abstraction levels. A coarse state may encode that liquid will spill, while a fine field predicts where it flows. The two outputs should refer to the same container, contents, and boundary conditions. Learned refinement must recover detail compatible with the coarse state, not silently revise the initial condition until a preferred prediction becomes possible. The model may retain raw evidence or an external memory so that a new query can request information omitted from its current compact state. This makes memory retrieval and adaptive resolution part of world modeling, rather than equating longer token context with a sufficient physical state.
A second challenge is modular identification. If a prediction fails, the system should distinguish a wrong observation interpretation, an incorrect physical parameter, a missing interaction mechanism, and an inadequate decision objective. Composable models make these distinctions easier to test when their interfaces have clear semantics. A monolithic model can offer the same diagnostic access through controlled readouts and interventions. The long-term comparison is therefore not simply modular versus end-to-end. It is how reliably a system can localize error, acquire the evidence needed to correct it, and preserve previously valid knowledge at an acceptable cost.
Closing the Real-World Loop: Real-Time Operation, Transfer, and Continual Improvement
A deployed world model participates in a continuing loop among observation, understanding, prediction, action, and external feedback. It may help identify an uncertain state, propose informative experiments, screen candidate actions, or supply imagined experience for policy learning. The physical process then produces evidence that the model did not choose. This separation between internal imagination and external verification is essential. Repeated agreement between a generator and an evaluator sharing its assumptions does not establish improved knowledge of the world.
Real-time operation requires allocating computation while the environment continues to change. Cached context, asynchronous experts, selective decoding, and short action chunks can reduce particular costs, but each creates a responsibility for freshness and correction. Transfer adds another problem. A new body, tool, sensor, or process can change what an action means. Reusable physical knowledge should be separated from the local parameters and interfaces that require new evidence. Systems such as InternW0 and InternW0-Δ show concrete ways to separate training and runtime work, not a guarantee that one update schedule transfers unchanged to every physical system.
Continual improvement should use diagnosis to choose the scale of an update. Fresh evidence may be enough to correct the current belief. Repeated discrepancies may justify identifying a small set of physical parameters. A persistent missing mechanism may require new data and network retraining. These responses should be recorded separately, together with the amount of real interaction, human intervention, and computation required. Updating every model after every observation can be wasteful, while never updating parameters can leave systematic errors unresolved.
A practical improvement cycle retains real failures and corrections, selects data that target identified gaps, updates the relevant model or policy components, and evaluates the candidate version on both new conditions and a retained regression suite. Synthetic rollouts can broaden practice near a known weakness, but acceptance must include evidence not produced by the same model. Replay and parameter regularization can help retain previous skills. They must still be checked for interference and loss of adaptability. Chapter 4 treats the data-side loop, while the present chapter specifies the predictive interfaces whose validity must survive each update.
The long-term aim extends beyond more elaborate imagined worlds. It is a system in which better representations produce more informative forecasts, forecasts support better real interventions, and the resulting evidence produces measurable correction. Progress should be reported through predictive accuracy, physical consistency, calibrated uncertainty, and improved physical outcomes, together with the costs of training, adaptation, operation, and recovery. This closes the chapter’s organizing chain from state and transition to query and evidence.
These challenges converge on a single claim about priorities. Perception models tell an agent what is present. Policy models tell it what to do. A world model has the potential to help an agent understand what will happen, what would have happened instead, and why. In this sense the world model is one of the most important foundation models of Physical AI, providing a substrate on which perception, decision, and control can all stand. Its importance lies in the potential to connect testable predictions of the world with better decisions. More accurate predictions of task-relevant dynamics can support safer exploration, cheaper learning, and more reliable decisions across tasks and embodiments. For a world model to support decisions, its predictions need sufficient accuracy at the relevant resolution. Building machines that act in the world therefore depends, to a large extent, on building models of it and on making the limits of their evidence and predictions explicit.
Foundation Models for Robot Manipulation
Physical AI not only discusses how to perceive the world dynamics, but also instructs robots to actually interact with it. In robotics, manipulation is one of the important forms of physical action, which includes grasping, moving, assembling, and transforming objects through controlled contact, and beyond. This chapter examines foundation models for robot manipulation, which are the core of an embodied system that maps multimodal observations and task instructions to behavioral goals or low-level motor actions. Because open-ended environments present an unbounded variety of objects and tasks, engineering each manipulation skill individually is impractical. Instead, foundation models learn web-scale multimodal priors from physical robot trajectories, enabling a single pretrained model to be reused across tasks, environments and embodiments.
The chapter begins with the evolution of manipulation foundation models, focusing on the vision-language-action (VLA) architectures that dominate current practice. It then examines the pre-training and post-training that shape the model’s capabilities, the model’s adaptation across embodiments, and its deployment under real-time and resource constraints. It closes by applying these ideas to multi-fingered hands, where high-dimensional actuation, intricate contact transitions, and scarce demonstration data push every stage of the pipeline to its limits.
Emergence and Taxonomy
An embodied agent should transform an instruction into a sequence of physically meaningful decisions. Recognizing a bottle is only one part of opening it. The agent must identify the requested outcome, choose a grasp and an opening strategy, interpret resistance during contact, and determine whether the cap has actually been released. Foundation models for robot manipulation aim to make these capabilities reusable across tasks, objects, environments and sometimes even bodies. They bring together multimodal representation learning, generalist robot policies and models of action consequences. Figure 6.1 provides an overview of foundation models for robot manipulation. The key question is how broadly acquired knowledge can guide ongoing physical interactions.
Figure 6.1. Foundation models for robot manipulation
Conceptual Scope and Enabling Conditions
In this chapter, a foundation model for robot manipulation is a pretrained model that can adapt to new tasks. It draws on multimodal evidence and task context to make task-relevant decisions, set behavioral goals, or generate robot actions. The foundation model property concerns the reuse of learned structure. A single model should provide a useful starting point for many downstream tasks or operating conditions. Neither a large parameter count nor a natural-language interface establishes this property on its own.
Let o t o_t o t denote exteroceptive observations, q t \mathbf{q}_t q t denote proprioceptive measurements, a t \mathbf{a}_t a t denote an action at the model’s declared control interface, ℓ l a n g \ell_{\mathrm{lang}} ℓ lang denote a task instruction, and e e e describe the embodiment. The interaction history is defined as follows.
h t = ( o 0 : t , q 0 : t , a 0 : t − 1 ) , A t s e q = [ a t ⊤ ; … ; a t + H − 1 ⊤ ] . (98) h_t = (o_{0:t},\mathbf{q}_{0:t},\mathbf{a}_{0:t-1}), \qquad\mathbf{A}^{\mathrm{seq}}_t = [\mathbf{a}_t^\top;\ldots;\mathbf{a}_{t+H-1}^\top]. \tag*{(98)} h t = ( o 0 : t , q 0 : t , a 0 : t − 1 ) , A t seq = [ a t ⊤ ; … ; a t + H − 1 ⊤ ] . (98)
An action-producing model implements π θ ( A t s e q ∣ h t , ℓ l a n g , e ) \pi_\theta(\mathbf{A}^{\mathrm{seq}}_t \mid h_t,\ell_{\mathrm{lang}},e) π θ ( A t seq ∣ h t , ℓ lang , e ) . A higher-level model may instead output a subgoal g t g_t g t , a skill identifier, a program, or a constraint on the desired interaction. These outputs are different interfaces to physical behavior, and should not be treated as interchangeable. An instruction to “grasp the bottle” leaves substantially more work to downstream modules than a sequence of end-effector poses or joint targets.
Four developments have made this reuse practical. Vision-language pretraining supplies broad semantic representations. Increasingly diverse robot datasets provide action-grounded supervision. Sequence and generative models capture temporal and multimodal behavior. Training infrastructure and simulation make repeated optimization and controlled data variation feasible. These conditions are complementary. Additional computation cannot recover action semantics that were never recorded, and simulated diversity is useful only to the extent that learned behavior transfers to the target physical conditions.
The distinction from adjacent chapters follows these interfaces. The perception models of Chapter § 4 extract task-relevant evidence from observations, while Chapter § 4.2 addresses the data that support learning. The world models of Chapter § 4.3 represent conditional evolution and answer questions about possible consequences. Foundation models for robot manipulation use evidence and predictive knowledge to decide what behavior to pursue. The foundation models for whole-body motor control discussed in Chapter § 4.5 regulate the realization of that behavior under body dynamics and contact constraints. One network may implement several of these functions, and a VLA model may extend into motion generation. The distinction concerns the responsibility of an output, not the size, name, or location of a network. Chapter § 4.6 then considers how these capabilities are assembled into agents that manage memory, tools, and extended activities.
For example, during cap opening, task reasoning first identifies which bottle to open and what the desired open state is. Prediction then estimates what will happen if the agent grasps and rotates it. Action generation proposes a motion, and local control adjusts that motion based on contact feedback. The same tactile event may cause either a local correction, such as reducing grip force, or a task-level revision, such as regrasping. Effective coordination therefore requires feedback in both directions.
From Specialized Policies to Reusable Embodied Models
Figure 6.2 summarizes the transition from specialized visuomotor policies to reusable embodied models.
Figure 6.2. Algorithm development framework
These early learned visuomotor policies often acquire one skill on one setup. Their representations are optimized for a narrow demonstration distribution, so even a change in camera, object, instruction, or robot can require substantial retraining. Multitask policies change the unit of learning from an isolated skill to a task-conditioned behavioral repertoire. RT-1 demonstrates instruction-conditioned robot control at scale, while the Open X-Embodiment study investigates the transfer available from pooling trajectories across robot platforms (Brohan et al., 2023; Open X-Embodiment Collaboration, 2024). These developments make data diversity and interface compatibility central modeling issues.
A second development is the transfer of semantic knowledge from language and vision-language pretraining. In modular systems, a language model can select grounded skills or generate programs that invoke perception and control functions. SayCan and Code as Policies illustrate these two approaches (Ichter et al., 2023; Liang et al., 2023a). In direct action models, Zitkovich et al. (2023) incorporate robot action prediction into vision-language training with RT-2, and Kim et al. (2025b) release OpenVLA as a pretrained VLM-based policy available for adaptation. This kind of transfer can broaden object and instruction understanding, but it does not supply the missing dynamics or contact experience of an unfamiliar robot.
A third development focuses on temporal structure and continuous behavior. Diffusion Policy demonstrates multimodal action-sequence generation for visuomotor control, Octo combines a generalist policy with adaptable observation and action interfaces, and π 0 \pi_0 π 0 connects a pretrained VLM to a flow-based action expert (Chi et al., 2023; Ghosh et al., 2024; Black et al., 2025a). These designs make a useful distinction between the representation needed to understand a scene and the computation needed to generate a coherent trajectory. They also show that a foundation model for robotics need not be an autoregressive language model throughout.
Finally, broad pretraining is increasingly connected with heterogeneous supervision and deployment experience. π 0.5 \pi_{0.5} π 0.5 studies open-world generalization through heterogeneous co-training, while the RECAP approach underlying π 0.6 \pi_{0.6} π 0.6 uses experience and corrections to improve a pretrained policy (Physical Intelligence et al., 2025; Amin et al., 2026). The progression is consequently not a simple replacement of control by larger language models. It is the integration of semantic priors, physical action interfaces, predictive representations, and feedback-driven improvement. Each component addresses a different limitation of demonstration-only learning.
Major Model Lineages and Architectural Evolution
The main model lineages can be compared along the three axes of primary knowledge source, learning objective, and decision interface. Generalist policies emphasize reusable behavior learned from robot trajectories. VLAs introduce broad vision-language knowledge into action generation. And world-action models couple behavior with predictions of environmental change. Table 6.1 summarizes these emphases. The categories overlap. A generalist policy can be a VLA, and a VLA can contain a world model. Direct, hierarchical, and prediction-assisted execution are architectural choices that cut across all three lineages.
Table 6.1. Three model lineages compared by knowledge source, learning target, and decision interface. The categories are complementary rather than exclusive
Generalist Robot Policies These policies learn primarily from collections of robot trajectories, usually conditioned on language, goal images, or task identifiers. Shared training allows reaching, grasping, placing, and other recurring structures to contribute to multiple tasks. RT-X explores such sharing across embodiments, and Octo provides a policy initialization that can be adapted to new observation and action spaces (Open X-Embodiment Collaboration, 2024; Ghosh et al., 2024). Generality here comes from how broadly the behavior covers and transfers, not from conversational ability. Language may serve as a conditioning representation without making the policy itself a pretrained language model. The main limitation is coverage. Robot trajectories provide physically grounded actions but are costly to collect and can be concentrated in a few environments or control interfaces.
Vision-Language-Action Models These models connect visual observations and linguistic goals with a declared action space. A prominent route initializes the policy from a pretrained VLM so that the policy does not have to learn object knowledge and instruction semantics entirely from robot demonstrations. Action supervision then grounds that knowledge in the robot’s control interface. The phrase VLA specifies a multimodal policy interface more clearly than it specifies a single architecture. Discrete autoregression, deterministic regression, diffusion, and flow matching are alternative ways of producing actions within this broad class. Their differences concern precision, multimodality, learning signals, and execution cost, as developed in § 4.4.2 . Semantic transfer is especially useful for interpreting an unfamiliar instruction, but successful interpretation still requires a motor repertoire capable of realizing it.
Predictive and Joint World-Action Models A world model can choose actions in several ways, including evaluating proposed actions, generating subgoal observations, or sharing a representation with a policy. Joint video-action modeling, illustrated by Unified World Models, couples predictive and behavioral learning (Zhu et al., 2025). These couplings should be distinguished. A model that predicts a future image that appears to satisfy the task goal does not thereby show that the robot can reach that image. Likewise, predicting a future and an action together does not automatically provide a calibrated answer to every counterfactual action query. The benefit of prediction must be demonstrated through better decisions or more transferable representations.
One formulation models π θ ( A t s e q , O t + , h t , ℓ l a n g , e ) \pi_\theta(A_t^{\mathrm{seq}}, O_t^+, h_t, \ell_{\mathrm{lang}}, e) π θ ( A t seq , O t + , h t , ℓ lang , e ) , where O t + O_t^+ O t + denotes future observations over a declared horizon. With appropriate conditioning and training, the model can relate a proposed behavior to its expected outcome, or use a desired outcome to help infer behavior. Action-free video can supervise the predictive component while action-labeled robot data ground executable decisions. This is a potential advantage of joint learning, but missing robot actions in human video cannot be recovered merely by renaming visual motion as an action. Viewpoint, embodiment, and unobserved forces still constrain transfer.
Architectures for Organizing Decisions. A direct policy maps the current task context straight to actions. A hierarchical system exposes subgoals or skills between task reasoning and motion generation. A prediction-assisted system brings anticipated outcomes into learning or action selection. Language and program-mediated planners can compose existing behaviors, provided that their calls are grounded in perception, skill preconditions, and execution feedback. A higher-level process can also maintain context while a faster process updates motion using recent observations. GR00T N1 provides an example of tightly coupled vision-language and action-generation modules (NVIDIA et al., 2025c). Gemini Robotics 1.5 illustrates the coordination of embodied reasoning with action capabilities (Gemini Robotics Team et al., 2025). Architectural separation does not mean asynchronous execution. Whether modules run independently, share cached features, or wait at synchronization points is a deployment property that must be specified separately.
Connecting Policy, Prediction, and Evaluation. The relationships among these arrangements can be expressed with the following shared task representation and three possible output interfaces
z t = f θ ( h t , ℓ l a n g , e ) , A t s e q ∼ π ψ ( ⋅ ∣ z t , ℓ l a n g , e ) , z ^ t + 1 : t + H ∼ p ϕ ( ⋅ ∣ z t , A t s e q , e ) , v ^ t = V ω c r i t i c ( z t , ℓ l a n g , e ) . (99) \begin{aligned}
z_t &= f_\theta(h_t,\ell_{\mathrm{lang}},e),\\
A_t^{\mathrm{seq}} &\sim\pi_\psi(\cdot\mid z_t,\ell_{\mathrm{lang}},e),\\
\widehat{z}_{t+1:t+H} &\sim p_\phi(\cdot\mid z_t,A_t^{\mathrm{seq}},e),\\
\widehat{v}_t &= V_{\omega_{\mathrm{critic}}}(z_t,\ell_{\mathrm{lang}},e). \tag*{(99)}
\end{aligned} z t A t seq z t + 1 : t + H v t = f θ ( h t , ℓ lang , e ) , ∼ π ψ ( ⋅ ∣ z t , ℓ lang , e ) , ∼ p ϕ ( ⋅ ∣ z t , A t seq , e ) , = V ω critic ( z t , ℓ lang , e ) . (99)
Here z t z_t z t summarizes available evidence, the policy proposes behavior, the transition model predicts its consequences, and the evaluator estimates a task-related quantity. Not every system contains all three heads, and the equations do not require shared parameters. They distinguish functions that are often conflated in discussion of unified models.
There are several ways to connect them. A policy may use a predicted subgoal as conditioning, a planner may score sampled action chunks through a world model, or predictive training may improve an encoder that is used without online rollout. In a joint generative model, what the model samples (an action, a future observation, or both) depends on how it is conditioned and masked. Each choice changes which questions can be asked at inference time and which computational costs lie on the control path.
Evaluation also requires precise semantics. A progress score estimates how far an observed process has advanced. A success classifier estimates whether a terminal criterion holds. A value function estimates future return under a specified policy and reward. A model trained for one of these tasks is not automatically a substitute for the others. During cap opening, observing rotation may indicate motion without demonstrating release. Outcome feedback must therefore be grounded in the property the task actually requires.
Interpreting Generalization Claims. Embodied generalization has several independent dimensions. A model may transfer to new object appearances while still relying on the same workspace and robot. It might understand a new composition of familiar instructions while lacking the corresponding motor skill. Or it might adapt to a new embodiment only after target demonstrations. Claims should specify which factors change and which remain fixed. In particular, zero-shot execution, few-shot adaptation, and large-scale fine-tuning are distinct capabilities.
Closed-loop evaluation should test the decisions that make reuse valuable, including selecting the intended object among distractors, completing unfamiliar combinations of known stages, revising behavior after a disturbance, and transferring with a stated amount of new data. A useful experimental design varies task, environment, and embodiment separately before testing their combination. Retaining performance on previously supported conditions matters as much as improvement on the new condition. Offline action prediction error alone cannot establish these properties because it does not measure the states visited by the executing policy.
The remainder of this chapter follows the resulting development path. Section 6.2 examines action representations and multimodal architectures. Section 6.3 explains how different supervision sources shape capabilities. Section 6.4 addresses the physical meaning of transfer between bodies. Section 6.5 then asks how these capabilities can be delivered within the timing and resource constraints of an actual robot.
Vision-Language-Action Model
Many current VLA models start from a pretrained VLM and extend it to output actions, a modality its pretraining never covered. This section begins with how actions are represented and generated, then turns to how they are combined with visual and linguistic inputs in a single sequence model, and closes with how this model is extended to sensory inputs beyond images and language.
Action Representation and Generation
Within a VLA, action is treated as a third modality alongside images and language, although it behaves quite differently from both. Actions are continuous rather than symbolic, their dimensionality and control rate vary with the embodiment, and consecutive actions are sampled at high frequency and are strongly correlated. Since action is also the model’s output, how it is represented decides both how demonstrations are encoded during training and how commands are decoded at run time. Writing a t ∈ R d a_t \in\mathbb{R}^{d} a t ∈ R d for the action at step t t t and A t s e q = [ a t T , … , a t + H − 1 T ] A_t^{\mathrm{seq}} = [a_t^{\mathsf{T}}, \ldots, a_{t+H-1}^{\mathsf{T}}] A t seq = [ a t T , … , a t + H − 1 T ] for an action chunk of horizon H H H , modern VLAs predict a whole chunk at once instead of a single step (Zhao et al., 2023; Chi et al., 2023). Doing so limits the accumulation of errors over time, produces smoother motion, and spreads the cost of one forward pass over H H H control steps. Existing methods fall into two families according to how A t s e q A_t^{\mathrm{seq}} A t seq is fed into the sequence model and how it is generated. The discrete route converts A t s e q A_t^{\mathrm{seq}} A t seq into tokens that the language backbone predicts, whereas the continuous route lets a dedicated head generate real-valued chunks directly. The two routes trade off training efficiency, inference speed and the preservation of the pre-trained VLM in opposite ways, which is why recent hybrid schemes combine discrete training with continuous execution.
Discrete Action Representations Once a chunk is mapped to tokens z 1 : N a c t t o k a c t z_{1:N_{\mathrm{acttok}}}^{\mathrm{act}} z 1 : N acttok act , the VLA is trained with the ordinary next-token objective
L A R = − ∑ k = 1 N a c t t o k log p θ ( z k a c t ∣ z < k a c t , o t , ℓ l a n g ) . (100) \mathcal{L}_{\mathrm{AR}}=-\sum_{k=1}^{N_{\mathrm{acttok}}}\log p_{\theta}\left(z_{k}^{\mathrm{act}}\mid z_{<k}^{\mathrm{act}},o_t,\ell_{\mathrm{lang}}\right). \tag*{(100)} L AR = − k = 1 ∑ N acttok log p θ ( z k act ∣ z < k act , o t , ℓ lang ) . (100)
This requires no change to the VLM architecture, and since robot data and web data are trained with the same loss, the backbone remains a language model shaped by both. The methods differ mainly in the tokenizer that produces z 1 : N a c t t o k a c t z_{1:N_{\mathrm{acttok}}}^{\mathrm{act}} z 1 : N acttok act . The simplest, per-dimension binning , splits each action dimension into a fixed number of uniform bins (256 in RT-1 (Brohan et al., 2023), RT-2 (Zitkovich et al., 2023) and OpenVLA (Kim et al., 2025b)). RT-2 writes the bin indices as text, so the VLM outputs an action as a string of integers, while OpenVLA reassigns the least-used tokens of the Llama vocabulary to action bins. Binning is easy to implement but scales poorly, because a chunk becomes H ⋅ d H \cdot d H ⋅ d tokens that must be decoded one after another, neighboring tokens at high control rates are nearly identical and therefore carry little learning signal, and precision can never exceed the bin width. Compression-based tokenization turns this redundancy into an advantage. FAST (Persch et al., 2025) applies a discrete cosine transform to each action dimension, quantizes the coefficients so that most high-frequency ones become zero, and compresses the result with byte-pair encoding. The resulting sequences are much shorter than those produced by binning, the same tokenizer transfers across embodiments, and π 0 \pi_0 π 0 -FAST reaches the performance of the flow-matching π 0 \pi_0 π 0 with less training compute. Learned quantizers take a different approach and train a vector-quantized autoencoder (van den Oord et al., 2017) whose codebook entries act as short motion primitives. Residual vector quantization (RVQ) increases resolution by quantizing the remaining error over several stages, and VQ-VLA (Wang et al., 2025b) shows that training the tokenizer on more real and simulated trajectories improves both long-horizon success with and smoothness. The price is an embodiment-specific decoder that has to be deployed together with the policy. Sequential autoregressive decoding of long action-token chunks through a billion-parameter backbone can incur substantial inference latency. Parallel decoding in OpenVLA-OFT (Kim et al., 2025a) predicts all action tokens in a single pass and thus raises throughput, but it no longer models the joint distribution over tokens explicitly.
Continuous Action Representations On the continuous route, an output module produces A t s e q ∈ R H × d A_{t}^{\mathrm{seq}} \in\mathbb{R}^{H \times d} A t seq ∈ R H × d directly. A simple option is an L 1 L_{1} L 1 action-regression head, as used in OpenVLA-OFT (Kim et al., 2025a). For direct point regression, expected elementwise L 1 L_{1} L 1 loss is minimized by conditional coordinatewise medians. Action Chunking with Transformers (ACT) uses an L 1 L_{1} L 1 reconstruction term together with a weighted KL-divergence term within a conditional variational autoencoder (Zhao et al., 2023). Such methods can perform well on benchmarks, but a single point prediction need not capture distinct valid action modes. Other generative heads model the full, possibly multimodal, action distribution. Diffusion Policy (Chi et al., 2023) denoises action chunks conditioned on observations, and Octo (Ghosh et al., 2024), RDT-1B (Liu et al., 2025c) and GR00T N1 (NVIDIA et al., 2025c) scale the idea up with diffusion transformers. Within VLAs, the reference design is π 0 \pi_{0} π 0 (Black et al., 2025a), in which a PaliGemma backbone encodes images and language and a separate, smaller action expert attends to the backbone tokens and is trained with conditional flow matching. With an interpolant A t s e q , τ f l o w = τ f l o w A t s e q + ( 1 − τ f l o w ) ε A_{t}^{\mathrm{seq},\tau_{\mathrm{flow}}} = \tau_{\mathrm{flow}} A_{t}^{\mathrm{seq}} + (1-\tau_{\mathrm{flow}})\varepsilon A t seq , τ flow = τ flow A t seq + ( 1 − τ flow ) ε , ε ∈ R H × d \varepsilon\in\mathbb{R}^{H \times d} ε ∈ R H × d with independent entries ε i j ∼ N ( 0 , 1 ) \varepsilon_{ij} \sim\mathcal{N}(0,1) ε ij ∼ N ( 0 , 1 ) , the expert learns the velocity field
L F M = E τ f l o w , ε ∥ v θ f l o w ( A t s e q , τ f l o w , τ f l o w , o t , ℓ l a n g ) − ( A t s e q − ε ) ∥ F 2 (101) \mathcal{L}_{\mathrm{FM}} = \mathbb{E}_{\tau_{\mathrm{flow}},\varepsilon}\left\lVert v_{\theta}^{\mathrm{flow}}\left(A_{t}^{\mathrm{seq},\tau_{\mathrm{flow}}},\tau_{\mathrm{flow}},o_{t},\ell_{\mathrm{lang}}\right)-\left(A_{t}^{\mathrm{seq}}-\varepsilon\right)\right\rVert_{F}^{2} \tag*{(101)} L FM = E τ flow , ε v θ flow ( A t seq , τ flow , τ flow , o t , ℓ lang ) − ( A t seq − ε ) F 2 (101)
where ∥ ⋅ ∥ F 2 \lVert\cdot\rVert_{F}^{2} ∥ ⋅ ∥ F 2 sums squared entries over the H H H action steps and d d d action coordinates. At inference the velocity field is integrated with a few Euler steps, and because the backbone prefix is cached, each step requires a forward pass through the expert only. Diffusion and flow-matching action heads avoid action-bin quantization and can represent multimodal action distributions. Compact action expert modules and a small number of sampling steps can make inference efficient. However, in the cited VLA comparisons, training with a continuous action expert converges more slowly than autoregressive action-token training, and gradients from a randomly initialized expert can interfere with the pretrained backbone. Gradient control and co-training with VLM data mitigate this interference in the reported settings (Driess et al., 2025). Co-training with web data, or interleaving actions with language reasoning, also requires additional machinery. It is therefore natural to use tokens for learning and continuous generation for execution, and several recent systems combine the two in this way. π 0.5 \pi_{0.5} π 0.5 (Physical Intelligence et al., 2025) pre-trains the whole model autoregressively on FAST tokens and adds a flow-matching expert only during post-training, where it optimizes L = L A R + α m i x L F M \mathcal{L} = \mathcal{L}_{\mathrm{AR}} + \alpha_{\mathrm{mix}}\mathcal{L}_{\mathrm{FM}} L = L AR + α mix L FM with the two action representations masked from each other. At runtime the model first decodes text and then runs a few denoising steps of the expert. Knowledge insulation (Driess et al., 2025) merges the two stages into one. The backbone is trained on FAST tokens and vision-language data while a stop-gradient prevents the flow-matching loss from reaching it. The reported model trains faster, runs faster, and generalizes better than either pure route. These systems point toward a division of labor in which discrete tokens shape the backbone’s representation and a lightweight continuous generator handles control. Which tokenizer shapes the backbone best, and how the two representations should be scheduled across pre-training, post-training and continual learning, are still open questions.
Paradigm of Vision-Language-Action Models
The VLA paradigm starts from a simple observation. A policy π θ ( A t s e q ∣ o t , ℓ l a n g ) \pi_{\theta}(A_{t}^{\mathrm{seq}} \mid o_{t},\ell_{\mathrm{lang}}) π θ ( A t seq ∣ o t , ℓ lang ) that maps images o t o_{t} o t and an instruction ℓ l a n g \ell_{\mathrm{lang}} ℓ lang to an action chunk A t s e q A_{t}^{\mathrm{seq}} A t seq takes the same inputs as a vision-language model, so a policy initialized from a VLM and fine-tuned on robot demonstrations can inherit knowledge that the VLM has learned from billions of web image-text pairs. Almost every current VLA pairs the vision encoder and language backbone of a VLM with an action output module and couples the two in one of two mainstream ways (Figure 6.3 ). This section first describes this common template before tracing its development.
Figure 6.3. Two mainstream VLA structures. (a) In a mixture-of-transformers structure, the expert has its own weights but the same depth as the backbone, and in every layer its tokens attend to the backbone’s keys and values through a shared self-attention. The backbone can additionally generate reasoning text r t r e a s o n r_{t}^{\mathrm{reason}} r t reason or FAST action tokens through an optional language-model head. (b) In a cross-attention structure, a separate diffusion transformer reads backbone token-feature matrix H t V L M H_{t}^{\mathrm{VLM}} H t VLM through cross-attention, so its depth, size and rate are independent of the backbone.
Components Both structures in Figure 6.3 share three components. The first is a vision encoder , usually the SigLIP or DINOv2 vision transformer (ViT) inherited from the VLM, which maps each camera image to a few hundred patch tokens. When there are several views, each is encoded separately and the tokens are concatenated. The second is a vision-language backbone , typically a decoder-only transformer with 2 to 7 billion parameters in open models (Llama 2, Qwen-VL, PaliGemma) and a frontier-scale model in closed systems, which processes the image tokens together with the tokenized instruction and produces the representation from which actions are read out. The third is an action output module , one of the heads described in § 4.4.2.1 , which turns this representation into an action chunk. Discrete action tokens need nothing beyond the backbone’s own language-model head, as in RT-2 and OpenVLA, whereas current generalist VLAs mostly follow the continuous route and add a smaller action expert trained with flow matching or diffusion. Proprioceptive state q t q_t q t enters alongside them, either as discretized tokens in the prefix or through a small embodiment-specific multilayer perceptron (MLP), and other sensing modalities are deferred to § 4.4.2.3 .
Two Mainstream Structures With a continuous expert in place, the key architectural question becomes how the expert reads from the backbone, and current VLAs answer it in one of two ways (Figure 6.3 ). In a mixture-of-transformers (MoT) design (π 0 \pi_0 π 0 (Black et al., 2025a), π 0.5 \pi_{0.5} π 0.5 (Physical Intelligence et al., 2025), LingBot-VLA (Wu et al., 2026b), InternVLA-A1 (Cai et al., 2026a)), the expert is a narrower transformer with the same depth as the backbone. The two keep separate weights but share a single self-attention operation in every layer, so the action tokens simply form another block of the same sequence and read the backbone’s keys and values layer by layer (Figure 6.3 a). This gives the tightest possible coupling, since the expert can draw on every level of the backbone’s representation and the backbone’s language-model head remains available for reasoning text or FAST tokens in the same sequence. The downside is that the expert is bound to the backbone’s depth and clock, and its gradients reach every backbone layer, which is what knowledge insulation (Driess et al., 2025) is designed to stop. In a cross-attention design (GR00T N1 (NVIDIA et al., 2025c), SmolVLA (Shukor et al., 2025), InternVLA-M1 (Chen et al., 2025b)), the expert is a separate diffusion transformer (DiT) over state and action tokens that reads backbone token-feature matrix H t V L M H_t^{\mathrm{VLM}} H t VLM through cross-attention layers interleaved with self-attention (Figure 6.3b). The position and width of this interface are then free design choices, and published systems make them differently. GR00T N1 conditions its DiT on middle-layer rather than final-layer features of the VLM, and SmolVLA keeps only the lower half of a small VLM’s layers so that the whole model has just 0.45B parameters. InternVLA-M1 inserts a querying transformer whose learnable queries cross-attend to intermediate layers of a 3B VLM, passes the resulting fixed set of tokens to an 86M diffusion action expert, and attenuates the expert’s gradients before they reach the backbone. Decoupling allows the expert to be sized and clocked independently of the VLM, which dual-system layouts exploit by running a slow VLM above a fast expert, as GR00T N1 does. The price is a narrower channel, because the expert sees the backbone only through the features or queries it is given and does not take part in the backbone’s own attention. In practice, MoT is preferred when the expert and the backbone are trained jointly on one sequence, and cross-attention when the expert has to be small, fast or run at its own rate.
Sequence Organization Whatever the structure, the inputs of one control step are organized as one ordered sequence, canonically
[ img ( o t 1 ) , … , img ( o t N v i e w ) , txt ( ℓ l a n g ) ] [ txt ( r t r e a s o n ) ] ⏟ r e a s o n i n g [ emb ( q t ) , emb ( A t s e q , τ f l o w ) ] ⏟ s u f f i x (102) \left[
\operatorname{img}(o_t^1), \ldots, \operatorname{img}(o_t^{N_{\mathrm{view}}}), \operatorname{txt}(\ell_{\mathrm{lang}})
\right]
\underbrace{\left[
\operatorname{txt}(r_t^{\mathrm{reason}})
\right]}_{\mathrm{reasoning}}
\underbrace{\left[
\operatorname{emb}(q_t), \operatorname{emb}(A_t^{\mathrm{seq},\tau_{\mathrm{flow}}})
\right]}_{\mathrm{suffix}} \tag*{(102)} [ img ( o t 1 ) , … , img ( o t N view ) , txt ( ℓ lang ) ] reasoning [ txt ( r t reason ) ] suffix [ emb ( q t ) , emb ( A t seq , τ flow ) ] (102)
where N v i e w N_{\mathrm{view}} N view is the number of views, r t r e a s o n r_t^{\mathrm{reason}} r t reason is an optional intermediate text output (a subtask, plan or chain of thought), and A t s e q , τ f l o w A_t^{\mathrm{seq},\tau_{\mathrm{flow}}} A t seq , τ flow is the noised continuous action chunk at flow time τ f l o w \tau_{\mathrm{flow}} τ flow . Discrete action tokens instead use z 1 : N a c t t o k a c t z_{1:N_{\mathrm{acttok}}}^{\mathrm{act}} z 1 : N acttok act as defined above. In an MoT the whole sequence passes through shared self-attention, which follows a block mask rather than a plain causal one. Prefix tokens attend to each other bidirectionally, as in prefix-LM training of PaliGemma-style VLMs, while the reasoning block is causal because it is generated token by token. The suffix attends to everything before it and bidirectionally within itself, since all H H H actions are produced together, but no earlier block attends to the suffix. This keeps the prefix key-value cache independent of the actions, so that it can be reused across denoising steps. A cross-attention design arrives at the same structure by construction, because the backbone processes only the prefix and the reasoning block while the expert processes the suffix and reads the backbone through cross-attention. Here too the backbone features are computed once per observation and reused across denoising steps. When discrete and continuous representations coexist in training, as in π 0.5 \pi_{0.5} π 0.5 (Physical Intelligence et al., 2025) and knowledge insulation (Driess et al., 2025), the two suffixes are additionally masked from each other so that the flow expert cannot copy the FAST tokens.
Development The template described above takes shape over several years. RT-1 (Brohan et al., 2023) predates the use of VLMs but sets conventions that later work retains. A transformer with 35 million parameters, trained on about 130,000 teleoperated episodes from 13 robots, learns to follow several hundred instructions. Its actions are discretized into 256 bins per dimension and emitted as tokens. Its generalization grows with the breadth of tasks and robots rather than with model size. RT-2 (Zitkovich et al., 2023) then co-fine-tunes internet-scale VLMs (PaLI-X 55B, PaLM-E 12B (Driess et al., 2023)) on web data together with robot episodes whose actions are written as integer strings, and the resulting policy generalizes semantically in ways that no robot dataset could have taught it, for instance picking up the object “that could be used as a hammer”. RT-2, however, is neither open nor backed by shared data. Open X-Embodiment (Open X-Embodiment Collaboration, 2024) addresses the data gap by pooling 60 datasets from 22 embodiments into more than a million episodes and showing positive transfer across robots, and OpenVLA (Kim et al., 2025b) addresses openness by releasing a 7B open-weight policy trained on this corpus.
The current generation keeps this foundation but adopts continuous action experts and trains on data far beyond public collections, and its progress has come on three fronts. The first front is scale, starting with π 0 \pi_0 π 0 (Black et al., 2025a), which pairs a 3B PaliGemma backbone with a 300M flow-matching expert and trains it on roughly 10k hours of data from 7 robot configurations. π 0.5 \pi_{0.5} π 0.5 (Physical Intelligence et al., 2025) adds heterogeneous co-training and subtask prediction, which allows the same policy to work in homes that had not appeared in its training data, GR-3 (Cheang et al., 2025) reproduces the template on a Qwen2.5-VL backbone, and LingBot-VLA (Wu et al., 2026b) reports steady gains as its bimanual data grow from 3k to 20k hours, with no sign of saturation.
The second front is hierarchical control, motivated by whole-body and long-horizon tasks for which a single synchronous model is too slow. GR00T N1 (NVIDIA et al., 2025c) establishes the open dual-system template for humanoids, with a 2B VLM feeding a diffusion transformer that runs at 120 Hz, and the Gemini Robotics series (Gemini Robotics Team et al., 2025) pairs a frontier VLA with a separate embodied-reasoning model that plans in natural language and orchestrates the VLA.
On the third front, supervision has moved beyond imitation. π 0.6 \pi_{0.6} π 0.6 (Amin et al., 2026) learns from its own deployment experience through reinforcement learning, while π 0.7 \pi_{0.7} π 0.7 (Physical Intelligence et al., 2026) conditions on subgoal images generated by a world model and shows early signs of compositional generalization to tasks that have no demonstrations in its training data. InternVLA-A1 (Cai et al., 2026a) unifies understanding, future-frame generation and action in one mixture-of-transformers, and its successor InternVLA-A1.5 (Ma et al., 2026a) replaces explicit future-frame generation with a small set of learnable foresight tokens supervised by a frozen pre-trained video generator, so that the policy inherits the generator’s dynamics priors while the video branch is discarded at inference. X-VLA (Zheng et al., 2026a) shows that a 0.9B transformer with embodiment-specific soft prompts can match far larger models. Overall, the field has settled on the template and the two structures described above, and the main axis of scaling has moved from parameters, with open-weight VLAs still at 1 to 7B, to data, which now amounts to tens of thousands of hours supplemented by human video, synthetic trajectories and autonomous experience.
Extending Multimodal Inputs
Images and language are the default inputs of a VLA because they are the modalities used for VLM pretraining, but they leave out much of what manipulation depends on, such as events preceding the current frame, how far away objects are, and what happens at the moment of contact. An additional input can enter the sequence of § 4.4.2.2 in one of two places. It can be added to the prefix as extra tokens that the backbone attends to together with images and text, or it can be given to the suffix and the action module as a conditioning input that bypasses the backbone. Writing m t m u l t i m_t^{\mathrm{multi}} m t multi and m t m u l t i ′ m_t^{\mathrm{multi}'} m t multi ′ for inputs on the two routes, the canonical sequence becomes
[ img ( o t 1 ) , … , img ( o t N v i e w ) , enc ( m t m u l t i ) , txt ( ℓ l a n g ) ] ⏟ p r e f i x [ txt ( r t r e a s o n ) ⏟ r e a s o n i n g ] [ emb ( q t ) , emb ( m t m u l t i ′ ) , emb ( A t s e q , τ f l o w ) ⏟ s u f f i x ] . (103) \begin{aligned}
&\underbrace{[\operatorname{img}(o_t^1),\ldots,\operatorname{img}(o_t^{N_{\mathrm{view}}}),\operatorname{enc}(m_t^{\mathrm{multi}}),\operatorname{txt}(\ell_{\mathrm{lang}})]}_{\mathrm{prefix}} \\
&\qquad[\underbrace{\operatorname{txt}(r_t^{\mathrm{reason}})}_{\mathrm{reasoning}}]\ [\underbrace{\operatorname{emb}(q_t),\operatorname{emb}(m_t^{\mathrm{multi}'}),\operatorname{emb}(A_t^{\mathrm{seq},\tau_{\mathrm{flow}}})}_{\mathrm{suffix}}]. \tag*{(103)}
\end{aligned} prefix [ img ( o t 1 ) , … , img ( o t N view ) , enc ( m t multi ) , txt ( ℓ lang )] [ reasoning txt ( r t reason ) ] [ suffix emb ( q t ) , emb ( m t multi ′ ) , emb ( A t seq , τ flow ) ] . (103)
Multiple camera views, including the wrist camera, are already handled by the vision encoder as described in § 4.4.2.2 , and proprioceptive state q t q_t q t usually takes the second route, so the rest of this section reviews three further extensions, namely temporal history, 3D geometry and contact.
Temporal History and Memory Most VLAs condition only on the current frame, even though many tasks depend on the past, for example when the arm hides the target, when an object has been placed under a container, or when the robot must keep track of which stages of a task are already done. Concatenating past frames into the prefix, as Octo (Ghosh et al., 2024) does, brings sharply diminishing returns beyond one extra frame while adding hundreds of tokens per frame and view, and it also invites causal confusion (de Haan et al., 2019), in which the policy copies the behavior implied by past observations instead of reacting to the current one. Longer memory therefore comes down to compression, and two recent systems approach it in different ways.
MEM (Torne et al., 2026), which underlies π 0.6 \pi_{0.6} π 0.6 (Amin et al., 2026) and π 0.7 \pi_{0.7} π 0.7 (Physical Intelligence et al., 2026), keeps memory inside the sequence at two time scales. Over the short term, a video encoder compresses recent frames, packing six of them into the token budget of a single frame in π 0.7 \pi_{0.7} π 0.7 . Over the long term, a high-level policy rewrites a natural-language summary at every step and places it in the reasoning slot r r e a s o n r_{\mathrm{reason}} r reason , which supports tasks that require up to 15 minutes of memory. RoboTTT (Jiang et al., 2026) instead moves memory out of the sequence and into the weights. Its test-time training layers update a small fast-weight network with one gradient step per timestep, so history is stored in these weights and inference cost stays constant however long the context becomes. With this design the context reaches 8K timesteps, or about 5 minutes, and pre-training with an 8K-timestep context outperforms pre-training with 1K timesteps, which suggests that context length may be a scaling axis for robot policies just as it is for language models.
3D Information An RGB image projects the scene onto a plane, so grasp height, clearance and relative depth must be inferred, whereas depth sensors and point clouds supply this geometry directly. The most direct way to use this geometry is to feed it into the model. SpatialVLA (Qu et al., 2025) turns depth from a monocular estimator into 3D positional encodings for the image tokens, while PointVLA (Li et al., 2026a) converts point clouds into native 3D tokens that only the action module consumes. Explicit geometry improves precision on spatially demanding tasks, but the 3D encoder lacks web-scale pre-training, and commodity depth sensors fail on transparent and reflective objects. Spatial Forcing (Li et al., 2026b) takes a second route and uses geometry only as a training signal. Having found that the visual tokens of an RGB-trained VLA carry little recoverable depth structure, it aligns an intermediate layer of these tokens with the features that the geometry foundation model VGGT (Wang et al., 2025a) extracts from the same images. Since VGGT is needed only during training, inference is unchanged, and training nevertheless becomes faster and more data-efficient, which shows that an input can shape the backbone’s representation without ever entering its sequence.
Force and Tactile Sensing Contact-rich tasks such as insertion, screwing and handling fragile objects depend on forces that vision cannot observe, and the wrist camera is usually occluded at exactly the moment of contact. Contact information can enter a VLA in three ways. Images from vision-based tactile sensors such as GelSight (Yuan et al., 2017) can be fed to the vision encoder as an additional view, albeit across a domain gap. Force-torque readings (Cao et al., 2021) can be treated like proprioception and placed in the suffix. And dedicated tactile encoders that cover several sensor types, such as Sparsh (Higuera et al., 2025), can produce tokens for the backbone. Tactile-VLA (Huang et al., 2025a) follows the token route, fusing tactile tokens with vision and language inside the VLM and outputting target positions and forces for a hybrid position-force controller, whereas ForceVLA (Yu et al., 2025b) follows the conditioning route, fusing force-torque tokens with VLM features in a mixture-of-experts module on the action path. TA-VLA (Zhang et al., 2025d), a systematic study of torque inputs, comes out in favor of the conditioning route for such signals, finding that torque helps more in the action decoder than in the encoder and that a torque history summarized into a single token works best.
Pre-Training, Post-Training, and Capability Shaping
Figure 6.4 summarizes the overall training pipeline for embodied VLA models, which proceeds through three stages. Pre-training uses multi-source data to learn general representations and behavioral priors. Supervised post-training, including SFT, turns these priors into executable policies. Reinforcement learning-based post-training, including RFT, improves the policy through action outcomes. The remainder of this section discusses each stage in turn and then addresses continual learning, which converts deployment experience into lasting capabilities (Figure 6.5 ).
Figure 6.4. Overview of the embodied VLA training pipeline. Pre-training combines multi-source data under multi-task objectives to produce a VLA base model. Supervised fine-tuning (SFT) during supervised post-training behavior-clones demonstrations into an executable initial policy. And reinforcement fine-tuning (RFT) during reinforcement learning-based post-training refines the policy from rewards, safety costs, and vision-language evaluator feedback. The stages are discussed in Sections 6.3.1 to 6.3.3
Figure 6.5. The continual learning loop for embodied agents in long-term deployment. Deployment interactions are logged as experience records (success, failure, takeover, recovery), and each iteration updates the policy version v k v_k v k to v k + 1 v_{k+1} v k + 1 through gap identification, targeted collection, offline update, validation, and gated deployment. The process is detailed in Section 6.3.4
Pre-Training: Learning General Embodied Representations and Behavioral Priors
Vision-language models can recognize objects, interpret instructions, and reason using common-sense knowledge, but these capabilities do not automatically translate into reliable robotic manipulation. Embodied pretraining must integrate language, visual inputs, robot proprioceptive states, actions, and task outcomes within a common temporal framework, enabling the model to learn relationships among instructions, states, actions, and outcomes. Conditioned on observation histories, previous actions, task instructions, and embodiment characteristics, the model learns how to select actions in the current state. Observations may include not only RGB images but also depth, tactile measurements, force and torque readings, joint states, and equipment telemetry.
Embodiment characteristics include degrees of freedom, end-effector type, control frequency, workspace, and action limits. Explicitly incorporating these conditions helps distinguish shared task structure from embodiment-specific execution mechanisms, providing a basis for transfer across tasks and robot platforms.
Different data sources offer complementary supervision. Internet image-text data provide semantic knowledge about objects, scenes, and tasks. Videos of human activity reveal action sequences, tool use, and state transitions. Robot demonstrations supply action labels associated with specific control interfaces. And simulated interactions provide relatively inexpensive data on contact, forces, collisions, and failures that are difficult to collect at scale. Mixing these sources is intended to combine semantic, temporal, and physical information, rather than merely increase the number of training examples.
This complementarity also offers a way to address the scarcity of labeled robot actions. Video prediction, inverse dynamics, and latent action models can extract task-relevant behavioral representations from human videos, which an embodiment adaptation module can subsequently decode into executable actions. Studies such as UniVLA (Bu et al., 2025) show that task-centered latent action representations can exploit video data spanning different embodiments and viewpoints. Nevertheless, their physical executability still requires calibration through robot interaction. Acquiring behavioral knowledge from human video therefore also requires aligning that knowledge with robot control interfaces, sensor feedback, and physical outcomes.
To support this alignment, embodied pretraining commonly combines action prediction, language understanding, state recognition, task progress estimation, and outcome prediction. These objectives correspond to different forms of supervision available in embodied data. Consider a bottle-opening task as an example. Action supervision specifies the robot actions needed to approach, grasp, and rotate the cap, and is typically obtained from teleoperated or scripted demonstrations recorded in the robot’s own action space. State supervision describes the relevant object and contact conditions, such as the poses of the bottle and cap and whether the end effector is in contact with the cap. In simulation these labels come from ground-truth physics, while on real robots they are estimated by the perception stack or annotated offline. Progress supervision identifies the current stage of the task, such as approach, grasp, rotation, release, or completion. This supervision can be supplied by scripted stage detectors, human annotators, or a vision-language evaluator of the kind used in reinforcement learning-based post-training. Outcome supervision indicates whether the bottle has ultimately been opened, which can be determined from a terminal physical observation or task-specific success criterion. Language supervision associates the visual and behavioral sequence with the task instruction, such as “open the bottle”, and is available whenever trajectories are paired with instructions or narrations. These five objectives train distinct, complementary capabilities.
These objectives can be summarized by a weighted multi-task loss of the form
L p r e = λ a L a c t i o n + λ s L s t a t e + λ p L p r o g r e s s + λ o L o u t c o m e + λ ℓ L l a n g u a g e , (104) \mathcal{L}_{\mathrm{pre}} = \lambda_{\mathrm{a}}\mathcal{L}_{\mathrm{action}} + \lambda_{\mathrm{s}}\mathcal{L}_{\mathrm{state}} + \lambda_{\mathrm{p}}\mathcal{L}_{\mathrm{progress}} + \lambda_{\mathrm{o}}\mathcal{L}_{\mathrm{outcome}} + \lambda_{\ell}\mathcal{L}_{\mathrm{language}}, \tag*{(104)} L pre = λ a L action + λ s L state + λ p L progress + λ o L outcome + λ ℓ L language , (104)
where the coefficients balance action learning, state understanding, progress estimation, outcome prediction, and language supervision. This schematic loss combines objectives whose labels may be available on different samples. Each loss is evaluated only where its supervision is available, with missing labels handled by masking the corresponding objective.
Table 6.2 summarizes how this masking scheme applies to each data source, which objectives in Eq. (104) it can support, and which model components the resulting gradients primarily update. Because available supervision varies by data source, the same foundation model is trained by applying different subsets of the objectives to different data sources. The resulting training process aligns semantic, temporal, state, and action representations without requiring a homogeneous label space across the entire dataset.
Table 6.2. Correspondence between heterogeneous data sources, the supervision they provide, the objectives of Eq. (104) they support, and the model components primarily updated. Objectives whose labels a source does not provide are masked rather than assigned artificial targets. A dash means that missing labels are not specified
How such multi-task, multi-embodiment data are curated, balanced, and mixture-weighted is a data engineering question treated in Chapter 4. This section examines how the composition of the mixture enters optimization. On the training side, a curriculum may progress from short-horizon skills with limited contact to multistage tasks, perturbed states, and failure recovery, and it should specify success and failure boundaries so that the model learns when to continue execution, acquire new observations, or terminate safely. As action learning progresses, retaining existing multimodal knowledge becomes an additional concern. When an action expert is connected to a pretrained vision-language backbone, gradient updates from action learning may interfere with established semantic representations. Staged unfreezing, parameter-efficient fine-tuning, gradient isolation, and knowledge distillation can help preserve language understanding and visual knowledge while new action capabilities are acquired. The heterogeneous joint training used in π 0.5 \pi_{0.5} π 0.5 and the Knowledge Insulation approach illustrate this principle. Training across diverse data sources expands task and environmental coverage while limiting interference with existing multimodal knowledge.
Pretraining should consequently be evaluated using more than training loss or offline action prediction error. Evaluation should also examine closed-loop performance on unseen objects, novel combinations of instructions, and mildly perturbed conditions. These tests assess whether shared representations support perception, decision-making, and action under the new conditions. Pretraining supplies an initialization for the task- and embodiment-specific adaptation discussed next. Where the prior does not yet support the target task or embodiment, supervised post-training is one route to consistent execution. Outcome-based adaptation provides another, as developed below. Some pipelines also introduce an explicit alignment stage between broad pretraining and task adaptation. Section 6.6.2 examines these choices for dexterous hands through EgoScale on Sharpa Wave.
Supervised Post-Training: From General Priors to Executable Policies
Supervised post-training uses expert demonstrations, teleoperation trajectories, task procedures, and high-quality simulated data to adapt general behavioral priors to specific tasks, embodiments, and environments. Behavioral cloning increases the likelihood of expert actions conditioned on observations, task instructions, and embodiment characteristics, bringing the policy closer to the behavioral distribution represented in the demonstrations. Its effectiveness depends first on whether demonstrations cover the complete task. Training examples should include task initiation, critical contacts, transitions between stages, completion verification, and safe termination, rather than being restricted to locally standardized actions extracted from successful trajectories. For multistep tasks, stage labels, subgoals, and outcome criteria should also be recorded to support learning of temporal relationships among actions.
Adaptation to a new task or embodiment may then use full-parameter fine-tuning, updates to selected modules, or parameter-efficient methods such as low-rank adaptation (LoRA). Full-parameter fine-tuning offers greater scope for parameter adjustment but requires more data and computation. Parameter-efficient methods facilitate rapid iteration, although their effectiveness may be limited by discrepancies between the new task and existing representations. For a VLA initialized from a pretrained vision-language model, parameter-efficient adaptation has a further benefit. The backbone can be kept frozen so that the semantic priors built during pre-training are preserved, while a small number of action-side parameters are learned. Gradient isolation during pre-training addresses the same interference concern. Results reported for OpenVLA and Octo (Kim et al., 2025b; Ghosh et al., 2024) indicate that large-scale multitask pretraining can substantially reduce the data required for downstream adaptation. Performance after adaptation nevertheless depends on appropriate treatment of sensors, action spaces, and embodiment characteristics.
Even with high-quality demonstrations, behavioral cloning faces a discrepancy between training and deployment state distributions. Training typically uses states visited by an expert, whereas deployment states are determined by the model’s own actions. A small localization error can cause subsequent observations to depart from the demonstration distribution, allowing errors to compound over time. Interactive dataset aggregation addresses this problem by executing the current policy, requesting expert actions or corrections at the off-distribution states it encounters, and adding these examples to the training set. DAgger exemplifies this approach to distribution shift in sequential decision-making. For a fine-tuned VLA, the expert is typically a teleoperator who shares the policy’s action interface, so corrective labels can be appended to the training set without retargeting, and interactive aggregation becomes a natural extension of demonstration collection rather than a separate pipeline. Demonstration collection thus extends beyond recording ideal execution to include difficult states and recovery behaviors encountered by the model itself.
Human intervention data should be differentiated according to their training function. Valid actions preceding a takeover can serve as positive demonstrations. Human corrections can provide supervised labels for off-distribution states. And failure outcomes can support the training of success classifiers or value models. Erroneous actions, however, should not automatically become imitation targets. This treatment preserves both the conditions under which errors arise and the corresponding recovery strategies, enabling supervised post-training to learn normal execution as well as recovery to feasible states. Nevertheless, supervised post-training primarily learns conditional relationships between states and actions in demonstration data. It does not directly optimize completion time, energy consumption, precision, or long-term success rate. It is well suited to establishing a stable initial policy, particularly when operating procedures are clearly defined and expert demonstrations are of high quality, but reductions in training loss cannot substitute for closed-loop validation on the physical system.
Validation should therefore cover instruction following, action executability, critical state transitions, outcome assessment, and termination under abnormal conditions. For tasks such as liquid transfer and precision assembly, success criteria should also incorporate mass, flow rate, applied forces, leakage, and instrument readings, explicitly distinguishing the execution of action commands from the achievement of task objectives. When a model can reliably follow procedures but remains limited in efficiency, contact precision, or recovery from complex disturbances, feedback from action outcomes is needed to support policy improvement beyond imitation.
Reinforcement Learning-Based Post-Training: Improving Policies Through Action Outcomes
Behavioral cloning can reproduce demonstrator behavior, but its objective does not directly address efficiency gains subject to success-rate requirements, action adjustment under changing contact conditions, recovery from states outside the demonstration distribution, or improvements in action sequences discovered through autonomous interaction. Reinforcement learning evaluates the long-term consequences of actions through environmental feedback, enabling continued policy improvement toward task objectives. For Physical AI, it is particularly relevant to precise contact interactions, long-horizon tasks, disturbance recovery, and efficiency optimization. Reinforcement learning is not, however, necessary for every task. When procedures are stable, demonstrations provide sufficient coverage, and performance already meets requirements, supervised training and deterministic control may be more appropriate. The decision to introduce reinforcement learning-based post-training should depend on the limitations of the existing policy and whether environmental feedback provides an effective signal for addressing them.
Compared with virtual environments, reinforcement learning on physical robots involves slow interactions, costly resets, equipment wear, delayed rewards, and safety risks. States are often partially observable, contact and friction exhibit discontinuities, and outcomes may also depend on material batches, temperature, and tool condition. Large-scale random exploration in the physical world is therefore generally impractical. Under these constraints, policy optimization typically seeks to maximize expected cumulative return while accounting for task rewards, safety costs, and energy consumption, with discounting controlling the relative weight of returns over different time horizons. For physical robot tasks, this objective can be written as
J ( π θ ) = E τ ∼ π θ [ ∑ t = 0 T γ t ( λ g r t g o a l + λ p r t p r o g r e s s − λ s a f e c t s a f e t y − λ e c t e n e r g y ) ] , (105) J(\pi_\theta) = \mathbb{E}_{\tau\sim\pi_\theta}\left[\sum_{t=0}^{T}\gamma^t\left(\lambda_g r_t^{\mathrm{goal}}+\lambda_p r_t^{\mathrm{progress}}-\lambda_{\mathrm{safe}}c_t^{\mathrm{safety}}-\lambda_e c_t^{\mathrm{energy}}\right)\right], \tag*{(105)} J ( π θ ) = E τ ∼ π θ [ t = 0 ∑ T γ t ( λ g r t goal + λ p r t progress − λ safe c t safety − λ e c t energy ) ] , (105)
where the terms represent task achievement, progress, safety cost, and energy consumption, respectively. Task rewards, progress, safety constraints, and resource consumption should be recorded separately to determine whether apparent gains reflect improved task performance or exploitation of a particular metric. Safety penalties can help a policy learn risk boundaries, but they cannot replace independent limit enforcement, collision detection, emergency stops, or human takeover mechanisms. Reward design must likewise guide learning while remaining verifiable against physical outcomes. Terminal success signals are simple and reliable but too sparse for many long-horizon tasks. Intermediate rewards can capture distance to the goal, contact quality, trajectory error, completion time, and stage progress, yet may be exploited in ways that diverge from the actual objective. Reward design should therefore prioritize observable, independently verifiable physical quantities, such as changes in mass, position error, peak force, leakage status, and instrument readings, and validate them against independently assessed final outcomes.
Alongside rewards, value functions estimate how current states and actions contribute to future task outcomes, helping the policy identify behaviors with long-term benefits. Vision-language evaluators can infer progress, completion, and stagnation from successive observations, providing denser feedback for physical robots. Such evaluators may nevertheless misclassify outcomes, and policies may exploit evaluation biases through reward hacking. Calibration against physical outcomes is therefore necessary. VLAC (Zhai et al., 2025) illustrates an approach that uses vision-language models for progress estimation and asynchronous reinforcement learning on real robots. These methods broaden the sources of feedback while reinforcing the need to cross-check intermediate evaluations against final outcomes.
For a fine-tuned VLA, a practical pipeline begins offline. The demonstrations, successful and failed trajectories, and human corrections already accumulated during supervised post-training form the dataset from which values are estimated and a policy is derived, reducing the risks of physical exploration. A subsequent online stage can collect a limited amount of autonomous execution data, focusing on states associated with model uncertainty, repeated failures, or high informational value. Training should constrain the policy from deviating excessively from behaviors supported by the data, thereby limiting overly optimistic value estimates for actions absent from the dataset. Human intervention can also be adjusted as the policy improves. Takeovers can prevent hazardous exploration early in training, corrective actions can address difficult states at intermediate stages, and later interventions can be confined to infrequent anomalies. HIL-SERL (Luo et al., 2025) combines demonstrations, reward classifiers, and progressively reduced human intervention to improve the sample efficiency of reinforcement learning on physical robots, illustrating the complementary roles of demonstrations, autonomous interaction, and human correction.
For large VLA models, conventional online policy-gradient methods such as PPO (Schulman et al., 2017) often entail substantial sample requirements and challenges in training stability. An alternative is to collect experience in batches and update the policy between collection rounds. The RECAP method used in π 0.6 ∗ \pi^{*}_{0.6} π 0.6 ∗ (Amin et al., 2026) integrates autonomous execution outcomes, human corrections, and existing demonstrations within iterative offline reinforcement learning. It estimates advantages using a value function and then derives an improved policy through advantage conditioning. This approach illustrates how reinforcement learning on physical robots can alternate between batch data collection, offline policy updates, and validation on the robot, without modifying model parameters after every action. The same workflow supports independent validation between updates to determine whether policy improvements persist during physical execution.
To further reduce physical interaction costs, world models can compare the short-term consequences of candidate actions before execution, helping to screen out behaviors likely to cause collisions, slippage, leakage, or task failure. They can also generate supplementary experience in simulation or latent space. However, world models are subject to modeling errors, which a policy may exploit to obtain inflated estimates of return. They are therefore useful for candidate evaluation, risk prediction, and data augmentation, but cannot replace physical outcome measurements, low-level controllers, or independent safety mechanisms. Regardless of the training approach, evaluation should report success rate, completion time, precision, failure recovery rate, the number of physical interactions, human intervention rate, and the number of safety incidents. Improvements beyond demonstration performance can be established only when gains persist on independent test tasks and under physical disturbances. Retaining and extending those gains during long-term deployment additionally requires continual learning.
Continual Learning: Turning Deployment Experience into Lasting Capabilities
Long-term deployment exposes embodied agents to situations that cannot be fully anticipated during pretraining or post-training. The resulting need for continued adaptation can be understood in light of Sutton’s Big World Hypothesis. As Javed and Sutton (2024) articulate, many decision-making environments are far larger and more complex than an agent’s perceptual, representational, and computational resources can accommodate. An agent must therefore act on an incomplete understanding of its environment, learning and revising the knowledge most relevant to its current decisions rather than relying on an exhaustive representation of all possible states and optimal actions. For embodied systems, this perspective provides a rationale for continual learning. Capabilities acquired before deployment provide an initial basis for action, but must be evaluated and refined as interaction reveals unfamiliar states, changing task demands, and limitations of the current policy. Such refinement must also preserve previously acquired skills that remain relevant. Supporting this process requires experience records that retain the temporal, spatial, and embodiment context of each interaction, including the model version, task instruction, sensor state, commanded action, observed outcome, and any anomaly or human intervention. Distinguishing successful execution, failure, warnings, takeovers, and recovery within these records allows deployment experience to inform subsequent supervised training, value estimation, and policy improvement.
As experience accumulates, the central challenge in continual learning shifts from increasing data volume to identifying the learning value of individual experiences. Samples can be selected according to failure frequency, model confidence, state novelty, intervention points, and environmental changes, while balancing task value, information gain, collection cost, and risk. Recurrent grasp slippage, for example, calls for additional data on contact states and recovery actions. Occasional instrument anomalies require complete telemetry and procedural context, rather than a final failure label alone. Active sampling should also help identify capability boundaries, allowing the system to distinguish tasks already mastered under current conditions from changes addressable through context updates and changes requiring parameter updates or retraining. This distinction links newly collected data to specific capability gaps and prevents local adaptation from being conflated with improvements in general competence.
Clarifying the form of adaptation is also essential to managing the relationship between new and existing capabilities. Immediate adaptation through context or memory, and runtime calibration through updates to state estimates or embodiment parameters, do not necessarily modify the foundation model. Long-term learning that changes model parameters, by contrast, requires model version control and regression testing. As new tasks arrive and parameters are updated, catastrophic forgetting, interference across tasks, and policy drift may occur. Continual learning therefore needs to optimize new-task adaptation while retaining previously acquired capabilities (Kirkpatrick et al., 2017; Dohare et al., 2024), using an objective of the form
L C L = L n e w + λ r e t a i n L r e t a i n + λ r e g L r e g , (106) \mathcal{L}_{\mathrm{CL}} = \mathcal{L}_{\mathrm{new}} + \lambda_{\mathrm{retain}}\mathcal{L}_{\mathrm{retain}} + \lambda_{\mathrm{reg}}\mathcal{L}_{\mathrm{reg}}, \tag*{(106)} L CL = L new + λ retain L retain + λ reg L reg , (106)
where L n e w \mathcal{L}_{\mathrm{new}} L new measures adaptation to new tasks, L r e t a i n \mathcal{L}_{\mathrm{retain}} L retain preserves previous capabilities, and L r e g \mathcal{L}_{\mathrm{reg}} L reg limits undesirable parameter changes. Replay of representative experiences can preserve coverage of previous task distributions. Knowledge distillation can constrain the new model’s behavior on earlier tasks. Parameter regularization can limit changes to parameters important for retained knowledge. And modular architectures can isolate new skills within specific components. Methods such as elastic weight consolidation (Kirkpatrick et al., 2017) mitigate forgetting by restricting changes to important parameters, although their effectiveness in embodied tasks must still be validated through physical interaction. Continual learning should therefore be evaluated in terms of both gains on new tasks and retention of existing skills.
As illustrated in Figure 6.5 , continual learning should follow a controlled iterative process to make capability gains verifiable. The process should identify capability gaps, collect targeted experience, update the model offline, jointly validate performance on new and existing tasks together with compliance with safety constraints, and deploy only after predefined performance and safety requirements are met. Previous model versions should remain available for rollback. For high-risk tasks, validation should begin in simulation, hardware-in-the-loop settings, or restricted workspaces before the scope of physical operation is gradually expanded. Each update should establish whether performance on new tasks has improved, whether previous capabilities have been retained, how much data and human effort adaptation required, and whether failure recovery has become more reliable. Deployment experience can be regarded as a source of established system capabilities only when these results are reproduced across independent tasks, different batches of objects, and sustained operation. It can then provide a reliable basis for subsequent task adaptation and policy optimization.
As summarized in Figure 6.4 , capability development in foundation models for robot manipulation thus proceeds through a feedback loop of prior acquisition, task adaptation, outcome-based optimization, and experience accumulation, rather than a direct transition from large-scale pretraining to autonomous operation. Pretraining supports shared semantic and behavioral structure. Supervised post-training enables execution of procedures on specific embodiments. Reinforcement learning-based post-training uses physical outcomes to improve precision, efficiency, and recovery. And continual learning supports the long-term retention of these gains and their transfer to new tasks and environments. Each stage has a distinct training emphasis, while demonstrations, interaction feedback, and deployment experience connect them. Together, they support the progression from demonstration-driven behavioral learning toward continual policy optimization grounded in physical feedback.
Multi-Embodiment Modeling and Model Adaptation
The action interfaces in Section 6.2 specify how a model generates behavior, while the pre-training and post-training procedures in Section 6.3 establish reusable behavioral priors. Realizing these priors on a different physical system requires compatible observation and action interfaces, together with adaptation to its morphology and interaction dynamics. Here, an embodiment denotes the robot platform together with its end-effectors, sensing and actuation systems, and control interfaces. Replacing a parallel gripper with a dexterous hand therefore changes the embodiment even if the manipulator remains unchanged. The substitution alters the available contact modes, action dimensionality, sensing geometry, and feasible manipulation strategies. Multi-embodiment modeling seeks to transfer task-relevant knowledge across these configurations while preserving the physical distinctions that determine executable behavior. Cross-robot training in Open XEmbodiment provides empirical evidence that heterogeneous interaction data can support such transfer, although its reported evaluations do not establish generalization to arbitrary unseen robots (Open X-Embodiment Collaboration, 2024).
Following the partially observable formulation in Chapter 2 and the distinction between physical state and internal representation in Chapter 5, let e ∈ E e m b e \in\mathcal{E}_{\mathrm{emb}} e ∈ E emb index an embodiment and write
M e = ( S e , A e , P e t r , R ℓ l a n g , e , O e , O e , γ ) , (107) \mathcal{M}_{e} = (\mathcal{S}_{e}, \mathcal{A}_{e}, P_{e}^{\mathrm{tr}}, R_{\ell_{\mathrm{lang}},e}, \mathcal{O}_{e}, O_{e}, \gamma), \tag*{(107)} M e = ( S e , A e , P e tr , R ℓ lang , e , O e , O e , γ ) , (107)
where S e \mathcal{S}_{e} S e includes the physical state of the robot and its environment. A e \mathcal{A}_{e} A e is the action space at the declared control interface. P e t r P_{e}^{\mathrm{tr}} P e tr is the transition kernel. R ℓ l a n g , e R_{\ell_{\mathrm{lang}},e} R ℓ lang , e specifies the reward for instruction ℓ l a n g \ell_{\mathrm{lang}} ℓ lang . O e \mathcal{O}_{e} O e is the measurement space. O e O_{e} O e is the observation likelihood, and γ \gamma γ is the discount factor. The measurements comprise exteroceptive observations o t o_t o t and proprioceptive measurements q t q_t q t , retaining their separate notation from § 4.4.1 . The kernel P e t r P_{e}^{\mathrm{tr}} P e tr corresponds to the embodiment-conditioned transition kernel T T T in Chapter 5, with elapsed time included when required. The measurement pair ( o t , q t ) (o_t, q_t) ( o t , q t ) belongs to O e \mathcal{O}_{e} O e , whereas O e ( o t + 1 , q t + 1 ∣ s t + 1 , a t ) O_{e}(o_{t+1}, q_{t+1} \mid s_{t+1}, a_t) O e ( o t + 1 , q t + 1 ∣ s t + 1 , a t ) denotes its conditional observation likelihood. Actuator memory and other dynamic variables must be included in the physical state when needed for the Markov assumption. The subscript on S e \mathcal{S}_{e} S e allows robot configurations with different state dimensions. A shared task representation does not require identical physical state spaces.
Using the history h t = ( o 0 : t , q 0 : t , a 0 : t − 1 ) h_t = (o_{0:t}, q_{0:t}, a_{0:t-1}) h t = ( o 0 : t , q 0 : t , a 0 : t − 1 ) and action chunk A t s e q = [ a t T ; … ; a t + H − 1 T ] A_t^{\mathrm{seq}} = [a_t^{\mathsf{T}}; \ldots; a_{t+H-1}^{\mathsf{T}}] A t seq = [ a t T ; … ; a t + H − 1 T ] defined in Eq. (98) , the policy interface remains
A t s e q ∼ π Θ ( ⋅ ∣ h t , ℓ l a n g , e ) , (108) A_t^{\mathrm{seq}} \sim\pi_{\Theta}(\cdot\mid h_t, \ell_{\mathrm{lang}}, e), \tag*{(108)} A t seq ∼ π Θ ( ⋅ ∣ h t , ℓ lang , e ) , (108)
where Θ \Theta Θ denotes the complete set of policy parameters, while θ \theta θ and ψ \psi ψ below denote representation and action-generation parameters, respectively. The horizon H H H counts action steps. Its physical duration also depends on the command intervals. A current-observation policy is a restricted instance of this history-conditioned formulation. The modeling objective is to share information about task goals, object relations, and behavioral organization while retaining the embodiment information required for action feasibility and contact regulation.
Embodiment-Aware Data Representation and Alignment
Pooling trajectories across robots requires compatibility of physical meaning, not merely compatibility of tensor shapes. Let D e \mathcal{D}_{e} D e denote the collection of trajectories associated with embodiment e e e . Each trajectory retains its instruction, ordered observations and actions, outcome annotations, and acquisition metadata. Let m t m e t a m_t^{\mathrm{meta}} m t meta denote acquisition metadata. Metadata should identify the robot and end-effector configuration, sensor calibration, coordinate frames, units, control mode, timestamps, command duration, latency, and the data-collection policy or operator. These fields determine how a recorded command relates to an observed physical consequence.
Semantic, Geometric, and Dynamic Alignment Semantic alignment concerns task goals, object roles, and stages of behavior. Two robots can share the goal of opening a container while requiring different grasps and motion sequences. Geometric alignment concerns reference frames, pose conventions, kinematics, and correspondences between observation and action representations. A command expressed in a camera frame, tool frame, or joint space requires an explicit interpretation before it can be transferred. Dynamic alignment concerns the embodiment-dependent transition kernel P e t r P_{e}^{\mathrm{tr}} P e tr , including actuator response, payload, friction, compliance, and execution delay. Geometric correspondence alone does not establish equivalent contact behavior.
These distinctions also delimit what data standardization achieves. The RT-X experiments use a canonical camera view and a coarsely aligned end-effector action interface, with dataset-specific action normalization. The original control conventions are retained, and action coordinate frames are not fully aligned across datasets (Open X-Embodiment Collaboration, 2024). Thus, numerical normalization facilitates joint training without making identical action vectors physically interchangeable. UMI illustrates a complementary interface-level approach in which relative trajectories and inference-time latency matching support transfer of demonstrations collected with handheld grippers to compatible robot systems (Chi et al., 2024). Neither approach removes the need to verify reachability, tracking, and contact behavior on the receiving embodiment.
Heterogeneous Sensing and Action Interfaces
Observation interfaces may differ in camera count, viewpoint, and calibration. They may also differ in whether proprioceptive, force, or tactile measurements are available. Modality-specific tokenizers, sensor identity encodings, and validity masks can expose these differences to a shared model. Octo supports adding or removing observation tokenizers and adapting to new sensory inputs. HPT uses embodiment-specific input stems to map heterogeneous visual and proprioceptive inputs into a common token interface (Ghosh et al., 2024; Wang et al., 2024c). Missing measurements should remain distinguishable from valid zero-valued measurements. For high-rate contact signals, timestamps and observation windows must also preserve the temporal relationship between commands and measured interaction.
Action interfaces require comparable care. A Cartesian displacement, joint target, velocity command, and force target define different interventions even when their numerical dimensions coincide. Padding and normalization can accommodate dimensional heterogeneity, but do not resolve differences in units, control mode, or effective duration. The original π 0 \pi_0 π 0 implementation pads state and action vectors to a common dimensionality and masks unused image slots (Black et al., 2025a). Such implementation choices should be specified for the particular model rather than treated as universal conventions of cross-embodiment learning. Likewise, resampling a trajectory does not establish dynamic equivalence between robots operating at different control rates.
Complementary Supervision Sources
Human video provides evidence about task structure, object transformations, and behavioral stages, but usually lacks robot-executable action labels. Robot demonstrations and teleoperation provide action-grounded supervision under a specified interface. Simulation supports controlled variation of morphology and dynamics, whereas autonomous rollouts expose the state distribution induced by the executing policy. These sources therefore supervise different aspects of transfer, as discussed in § 4.4.3.1 and Chapter 4. HPT combines data from robot teleoperation, deployed robots, simulation, and human video through heterogeneous input and output interfaces (Wang et al., 2024c). For human video without robot action labels, it uses estimated poses and two-dimensional positions as surrogate supervision rather than treating visual motion as a robot command. Failures, interventions, corrections, and recovery segments should remain identifiable because they represent different supervision signals and operating conditions.
Embodiment-aware representation consequently establishes the conditions under which data can be combined or transformed. The desired internal representation z t z_t z t should suppress irrelevant variation while preserving information about physical differences that affect the next decision. It is a learned summary of available evidence, following Chapter 5, rather than a physical state or a calibrated belief distribution by definition.
Shared Representations, Execution Interfaces, and Adaptation
The decomposition introduced in Eq. (99) can be specialized to heterogeneous observation and action spaces. Let η e \eta_e η e describe the relevant morphology, sensing, actuation, and control properties of embodiment e e e . A modular policy may be written as
h ˉ t = E ρ e ( h t ) , z t = f θ ( h ˉ t , ℓ l a n g , η e ) , A t s e q ∼ π ψ e ( ⋅ ∣ z t , ℓ l a n g , η e ) , (109) \begin{aligned}
\bar{h}_t &= E_{\rho_e}(h_t), \\
z_t &= f_{\theta}(\bar{h}_t, \ell_{\mathrm{lang}}, \eta_e), \\
A_t^{\mathrm{seq}} &\sim\pi_{\psi_e}(\cdot\mid z_t, \ell_{\mathrm{lang}}, \eta_e), \tag*{(109)}
\end{aligned} h ˉ t z t A t seq = E ρ e ( h t ) , = f θ ( h ˉ t , ℓ lang , η e ) , ∼ π ψ e ( ⋅ ∣ z t , ℓ lang , η e ) , (109)
where E ρ e E_{\rho_e} E ρ e is an observation-interface encoder, f θ f_\theta f θ is a shared representation model, and π ψ e \pi_{\psi_e} π ψ e generates action chunks in A e H \mathcal{A}^{H}_e A e H . This notation retains θ \theta θ for representation parameters and ψ \psi ψ for policy parameters, as in Section 6.1. The subscripts identify the functional interfaces that may depend on embodiment. They do not require a separate network for every robot. Architectures may share some or all of ρ e \rho_e ρ e and ψ e \psi_e ψ e and condition their computation on η e \eta_e η e . A deterministic decoder A t s e q = g ψ e ( z t , q t ) A_t^{\mathrm{seq}} = g_{\psi_e}(z_t, q_t) A t seq = g ψ e ( z t , q t ) , as depicted in Figure 6.6 , is a special case. q t q_t q t is already contained in h t h_t h t but may also enter the decoder directly.
Figure 6.6. Shared modeling, embodiment-specific adaptation, and adaptation evaluation for manipulation. (a) Observation interfaces, shared task representations, and executable outputs illustrate complementary token, prompt, adapter, action-head, and latent-decoder mechanisms. (b) Changes in camera mounting pose (with camera count unchanged), end-effector degrees of freedom (DoF), and interaction dynamics motivate corresponding adaptation targets. (c) Independent closed-loop trials assess target success and budget-matched transfer gain, retention on previously supported embodiments, adaptation data efficiency, and physical execution. For compactness, panel (a) depicts current-observation inputs and deterministic execution mappings. Eq. (109) gives the general history-conditioned policy formulation
The descriptor η e \eta_e η e may comprise measured calibration quantities, a learned embedding, a structured prompt, or an estimate inferred from interaction history. Explicit identity conditioning and inferred physical parameters serve different purposes. An identity token can index a known configuration, whereas adaptation to unobserved payload or compliance requires evidence about the changed dynamics. Shared features need not be strictly embodiment-invariant. For example, a representation of a feasible grasp should depend on hand geometry even when the object and task are unchanged.
Embodiment Representations and Adaptation Mechanisms The descriptor and interface modules in Eq. (109) can be implemented through tokens, prompts, adapters, dedicated action heads, or latent action decoders. These mechanisms differ in where embodiment information enters the model and which components are adapted. They are complementary rather than mutually exclusive. A soft prompt can itself consist of tokens, and a dedicated action head can incorporate a latent decoder.
Embodiment information can be introduced as learned identity embeddings or structured tokens encoding morphology and control properties. Structured tokens expose joint attributes and kinematic relationships to the shared transformer, providing a representation of physical configuration beyond a categorical robot label. Suzuki et al. combine joint-wise kinematic action tokens with topology-aware attention and joint-attribute conditioning (Suzuki et al., 2026). Their kinematic tokens organize action trajectories, while topology and joint descriptors introduce morphological information. The latter instantiate embodiment context associated with η e \eta_e η e . The action tokens themselves should be distinguished from an identity descriptor. An identity embedding indexes a known configuration, whereas generalization to an unseen configuration requires a representation of its relevant physical properties.
An embodiment-specific prompt supplies contextual information that modulates shared computation. A structured textual prompt may describe available sensors or the action interface, while a soft prompt represents such context through trainable continuous embeddings. X-VLA introduces separate learnable soft prompts for heterogeneous data sources, together with domain-specific projections for action-related inputs and outputs (Zheng et al., 2026a). This illustrates how embodiment-dependent context can be incorporated without duplicating the shared backbone. Prompt conditioning should be distinguished from the task instruction ℓ l a n g \ell_{\mathrm{lang}} ℓ lang . The former describes the execution configuration, while the latter specifies the desired behavior.
Parameter-efficient adapters introduce a restricted set of trainable parameters within a pretrained model, allowing the shared computation to be adjusted for a target configuration. LoRA parameterizes weight updates through low-rank factors, and OpenVLA evaluates this approach for data-efficient robot-policy fine-tuning (Hu et al., 2022a; Kim et al., 2025b). In Eq. (110) , the adapter parameters can constitute Θ u p d \Theta_{\mathrm{upd}} Θ upd while the remaining pretrained weights are fixed. The resulting update changes the model’s internal computation. It does not by itself define a compatible observation or action interface.
An embodiment-specific head maps shared features to the dimensionality, units, and control semantics required by the target robot, implementing π ψ e \pi_{\psi_e} π ψ e or its deterministic counterpart g ψ e g_{\psi_e} g ψ e . HPT explicitly combines a shared transformer trunk with embodiment-specific input stems and policy heads, reinitializing the head for transfer to a new embodiment (Wang et al., 2024c). Octo similarly permits new observation tokenizers and action readouts when sensory inputs or action spaces change (Ghosh et al., 2024). Interface modularity does not prescribe a head-only update. Input modules, readouts, and shared features can be adapted jointly rather than restricting learning to the action head.
A shared latent action space permits policy learning over a common behavioral representation while an embodiment-specific decoder reconstructs executable actions. Unlike the context representation z t z_t z t , which summarizes evidence for decision-making, the latent action represents the behavior proposed by the policy. Latent Action Diffusion learns aligned end-effector action representations using contrastive encoders, trains a diffusion policy in that latent space, and selects the corresponding embodiment-specific decoder during execution (Bauer et al., 2026). The action-generation interface is thereby factorized into shared latent prediction and embodiment-dependent reconstruction. Its transfer capacity depends on the learned alignment and the target decoder’s ability to realize feasible actions.
These mechanisms instantiate different parts of the shared-execution decomposition. Tokens and prompts principally supply embodiment context, adapters modify selected internal computations, and action heads or latent decoders determine how shared information becomes an executable output. The appropriate combination depends on whether the mismatch concerns sensing, morphology, action semantics, or interaction dynamics.
Adaptation Targets and Learning Regimes For a target configuration e ⋆ e^\star e ⋆ , adaptation should address the source of mismatch. A change in camera mounting position or orientation, even with the same number of cameras, primarily affects observation encoding and calibration. A change in end-effector degrees of freedom, such as replacing a parallel gripper with a dexterous hand, affects action dimensionality, kinematic retargeting, feasible contact configurations, and action decoding. Changed payload, friction, or actuator response affects dynamics estimation and feedback-dependent execution. Several components may require joint adaptation, but the update scope should follow the identified mismatch rather than being determined solely by a generic fine-tuning recipe.
Zero-shot transfer uses the pretrained policy and a declared target interface without target-specific learning data. Any calibration or robot description available at inference should be reported separately. Few-shot adaptation uses a stated, limited target-data budget. Offline and online adaptation describe when the adaptation evidence is collected and used, and are independent of the number of demonstrations. Moreover, adaptation through context, state estimation, or calibration need not change model weights, whereas fine-tuning does. RoboCat explicitly studies adaptation to new tasks and embodiments using target demonstrations (Bousmalis et al., 2024).
Target Performance and Capability Retention The complete parameter set Θ \Theta Θ includes the representation parameters, relevant input and action-interface parameters, and any trainable embodiment descriptors. Let Θ 0 \Theta_0 Θ 0 denote their values before target adaptation, including the initialization of newly introduced interface modules, and let Θ u p d \Theta_{\mathrm{upd}} Θ upd denote the selected trainable subset. Following Eq. (106) , parameter adaptation can be formulated as
Θ u p d ⋆ ∈ arg min Θ u p d L a d a p t ( Θ ) , \Theta_{\mathrm{upd}}^\star\in\underset{\Theta_{\mathrm{upd}}}{\arg\min}\ \mathcal{L}_{\mathrm{adapt}}(\Theta), Θ upd ⋆ ∈ Θ upd arg min L adapt ( Θ ) ,
L a d a p t ( Θ ) = L n e w ( Θ ; D e ⋆ ) + λ r e t a i n L r e t a i n ( Θ ; D r e t ) + λ r e g L r e g ( Θ , Θ 0 ) . (110) \mathcal{L}_{\mathrm{adapt}}(\Theta) = \mathcal{L}_{\mathrm{new}}(\Theta;\mathcal{D}_{e^\star}) + \lambda_{\mathrm{retain}}\mathcal{L}_{\mathrm{retain}}(\Theta;\mathcal{D}_{\mathrm{ret}}) + \lambda_{\mathrm{reg}}\mathcal{L}_{\mathrm{reg}}(\Theta,\Theta_0). \tag*{(110)} L adapt ( Θ ) = L new ( Θ ; D e ⋆ ) + λ retain L retain ( Θ ; D ret ) + λ reg L reg ( Θ , Θ 0 ) . (110)
All parameters outside Θ u p d \Theta_{\mathrm{upd}} Θ upd remain fixed. The target loss L n e w \mathcal{L}_{\mathrm{new}} L new uses the action-generation objective appropriate to Section 6.2, such as token likelihood, regression, diffusion, or flow matching. The retention dataset D r e t \mathcal{D}_{\mathrm{ret}} D ret represents previously supported embodiments, and its loss can use replay supervision or behavioral distillation. The nonnegative coefficients control the relative weighting of these objectives. Consistent with Section 6.3, L r e g \mathcal{L}_{\mathrm{reg}} L reg constrains undesirable parameter changes. Data and computational budgets are reported separately rather than identified with this regularizer. Elastic weight consolidation exemplifies parameter-based protection of previously acquired knowledge (Kirkpatrick et al., 2017), but such a regularizer does not guarantee retained closed-loop manipulation performance.
Negative transfer can result from incompatible action semantics, an imbalanced training mixture, or shared features that omit information essential to one embodiment. Embodiment-aware sampling, modular interfaces, replay, and targeted regression evaluation can reduce these sources of interference. Physical feasibility and interaction limits must additionally be enforced and validated at the relevant execution interface. Minimizing Eq. (110) alone does not establish them.
Adaptation Validation and Deployment Handoff
Claims of successful embodiment adaptation require evaluation on independently collected target-embodiment trials. Offline action agreement does not measure the state distribution visited by the executing policy or its response to contact disturbances. Evaluation should distinguish supported embodiments from held-out embodiments and separately control changes in task, object, scene, operator, and acquisition period. Splits should be made at the trajectory or collection-session level, with paired or retargeted versions of one demonstration grouped together, to prevent correlated samples from inflating generalization estimates.
Target Performance and Transfer Gain Let E e m b t g t ⊆ E e m b \mathcal{E}_{\mathrm{emb}}^{\mathrm{tgt}} \subseteq\mathcal{E}_{\mathrm{emb}} E emb tgt ⊆ E emb be a finite, nonempty set of target embodiments, and let K e e v a l \mathcal{K}_{e}^{\mathrm{eval}} K e eval be the finite, nonempty evaluation task set for embodiment e e e . Write S R N d e m o ( e , k ) ∈ [ 0 , 1 ] \mathrm{SR}_{N_{\mathrm{demo}}}(e,k) \in[0,1] SR N demo ( e , k ) ∈ [ 0 , 1 ] for the success rate on task k k k after adaptation with N d e m o N_{\mathrm{demo}} N demo target demonstrations. Here, N d e m o N_{\mathrm{demo}} N demo is the adaptation-data budget, distinct from the number of evaluation trials. Task completion criteria, initial-state distributions, and aggregation weights must be fixed before comparison. Report absolute target success separately from improvement over a baseline. A budget-matched transfer-gain measure is
Δ f w d ( N d e m o ) = ∑ e ∈ E e m b t g t ∑ k ∈ K e e v a l w e , k [ S R N d e m o a d a p t ( e , k ) − S R N d e m o b a s e ( e , k ) ] , \Delta_{\mathrm{fwd}}(N_{\mathrm{demo}}) =
\sum_{e \in\mathcal{E}_{\mathrm{emb}}^{\mathrm{tgt}}}
\sum_{k \in\mathcal{K}_{e}^{\mathrm{eval}}}
w_{e,k}
\left[
\mathrm{SR}_{N_{\mathrm{demo}}}^{\mathrm{adapt}}(e,k)
-
\mathrm{SR}_{N_{\mathrm{demo}}}^{\mathrm{base}}(e,k)
\right], Δ fwd ( N demo ) = e ∈ E emb tgt ∑ k ∈ K e eval ∑ w e , k [ SR N demo adapt ( e , k ) − SR N demo base ( e , k ) ] ,
w e , k ≥ 0 , ∑ e ∈ E e m b t g t ∑ k ∈ K e e v a l w e , k = 1. (111) w_{e,k} \ge0,\qquad
\sum_{e \in\mathcal{E}_{\mathrm{emb}}^{\mathrm{tgt}}}
\sum_{k \in\mathcal{K}_{e}^{\mathrm{eval}}}
w_{e,k} = 1. \tag*{(111)} w e , k ≥ 0 , e ∈ E emb tgt ∑ k ∈ K e eval ∑ w e , k = 1. (111)
For example, the baseline may use the same architecture trained without cross-embodiment pre-training, under the same target-data and target-training budget. This comparison matches the adaptation budget. Pre-training data and computation must be reported separately. A positive difference then supports the benefit of the initialization under that protocol, rather than being inferred from target success alone. Zero-shot comparisons require a separately specified reference policy. This measure is inspired by transfer evaluation in continual learning (Lopez-Paz and Ranzato, 2017), but is defined here for embodiment adaptation and is not identical to the original sequential-task forward-transfer metric. Cross-robot specialist comparisons in Open X-Embodiment likewise motivate stating the reference system explicitly (Open X-Embodiment Collaboration, 2024).
Retention on Previously Supported Embodiments Let E r e t \mathcal{E}_{\mathrm{ret}} E ret be a finite, nonempty set of previously supported embodiments on which retention is assessed, excluding the adaptation target when appropriate. Use the same tasks, initial-state distributions, evaluation criteria, and task-aggregation weights before and after adaptation, and define
Δ r e t = 1 ∣ E r e t ∣ ∑ e ∈ E r e t [ S R a f t e r ( e ) − S R b e f o r e ( e ) ] . (112) \Delta_{\mathrm{ret}} =
\frac{1}{\lvert\mathcal{E}_{\mathrm{ret}} \rvert}
\sum_{e \in\mathcal{E}_{\mathrm{ret}}}
\left[
\mathrm{SR}_{\mathrm{after}}(e)
-
\mathrm{SR}_{\mathrm{before}}(e)
\right]. \tag*{(112)} Δ ret = ∣ E ret ∣ 1 e ∈ E ret ∑ [ SR after ( e ) − SR before ( e ) ] . (112)
Negative values indicate average degradation under the stated protocol. Retention testing should also report individual embodiment and task results, because an average gain can conceal a substantial loss on one configuration. Any acceptance tolerance should be chosen before adaptation and interpreted with trial counts and uncertainty. This operational measure is related to backward transfer (Lopez-Paz and Ranzato, 2017). It evaluates retained behavior rather than directly measuring the training loss L r e t a i n \mathcal{L}_{\mathrm{retain}} L retain .
Adaptation Data Efficiency For a target embodiment e ⋆ e^{\star} e ⋆ , a prespecified success threshold s min ∈ [ 0 , 1 ] s_{\min} \in[0,1] s m i n ∈ [ 0 , 1 ] , and a set of tested demonstration budgets N d e m o ⊆ N 0 \mathcal{N}_{\mathrm{demo}} \subseteq\mathbb{N}_0 N demo ⊆ N 0 , define
N d e m o ⋆ ( s min ) = min { N d e m o ∈ N d e m o : S R N d e m o ( e ⋆ ) ≥ s min } , min ∅ : = + ∞ . (113) N_{\mathrm{demo}}^{\star}(s_{\min}) =
\min\left\{
N_{\mathrm{demo}} \in\mathcal{N}_{\mathrm{demo}} :
\mathrm{SR}_{N_{\mathrm{demo}}}(e^{\star}) \ge s_{\min}
\right\},
\qquad
\min\varnothing:= +\infty. \tag*{(113)} N demo ⋆ ( s m i n ) = min { N demo ∈ N demo : SR N demo ( e ⋆ ) ≥ s m i n } , min ∅ := + ∞. (113)
where S R N d e m o ( e ⋆ ) \mathrm{SR}_{N_{\mathrm{demo}}}(e^{\star}) SR N demo ( e ⋆ ) denotes a prespecified weighted average of S R N d e m o ( e ⋆ , k ) \mathrm{SR}_{N_{\mathrm{demo}}}(e^{\star},k) SR N demo ( e ⋆ , k ) over the fixed target task set, with nonnegative weights summing to one. The condition N d e m o = 0 N_{\mathrm{demo}} = 0 N demo = 0 represents zero-shot evaluation when included. This is an empirical summary over tested budgets, not a guarantee of monotonic improvement with additional demonstrations. Report the full adaptation curve, uncertainty across trials and training runs, demonstration duration, and the amount of any additional calibration or interaction data. RoboCat’s evaluation across demonstration budgets illustrates why data requirements should accompany final success rates (Bousmalis et al., 2024). Adaptation time, computational resources, and the number of updated parameters provide complementary cost measures. These evaluation quantities assess distinct aspects of adaptation. They are not in one-to-one correspondence with the three optimization terms in Eq. (110) .
Physical Validation and Deployment Interface Target trials should include the failure modes that motivated adaptation, such as grasp loss after an end-effector change, tracking error after a control-interface change, or unstable contact under altered compliance. Alongside task success, relevant measurements include executable-command rate, trajectory deviation, contact stability, recovery success, and intervention frequency. Proposed model outputs and applied controller commands should be recorded separately, so that success obtained through controller corrections can be distinguished from intrinsic policy performance.
The deployment handoff comprises more than a neural checkpoint. It should specify the embodiment and controller configuration, observation and action contracts, normalization statistics, calibration and timing information, descriptor and adapter versions, validated operating conditions, and behavior when required inputs or model outputs are unavailable. Unsupported conditions should remain identifiable, and updates must preserve compatibility among these components. Multi-embodiment modeling thus connects reusable task representations with verified, embodiment-specific physical behavior.
Model Deployment and Efficiency Optimization
A trained policy becomes a useful embodied capability only when its decisions arrive in time to influence the physical process. Deployment therefore concerns more than fitting a checkpoint into accelerator memory. It connects sensor acquisition, preprocessing, model execution, action interpretation, and feedback control into an operating system with finite computation and variable delay. A policy with higher offline accuracy can perform worse on a robot if it acts on older observations, pauses between action chunks, or loses contact information during preprocessing. The objective is to improve task performance under a specified resource and timing budget.
Deployment Architectures and the Execution Pipeline
Where the Model Runs Onboard deployment keeps sensing and inference close to the robot and avoids dependence on a network for every policy update. Its limits are accelerator capacity, memory bandwidth, power, and heat dissipation. A nearby workstation or local server can support a larger model and several robots, but introduces transmission and scheduling delays. Cloud deployment provides elastic computation and centralized model management, while adding a wider-area communication path whose delay and availability may be difficult to bound. These are engineering trade-offs rather than a hierarchy in which a more remote or larger computer is necessarily better.
The computation can also be split. A remote process may interpret instructions or generate task context, while an onboard policy produces actions and a local controller regulates motion. The partition should follow decision time scales and communication dependencies. A task goal can remain useful for seconds, while contact feedback may lose value within a small fraction of that interval. Sending every force sample through a remote language model can consequently increase bandwidth and delay without improving the decision that requires the sample. Conversely, splitting a transformer across machines can create repeated inter-device dependencies and be slower than moving the whole policy to one machine.
Table 6.3 compares the deployment choices. The appropriate configuration depends on the task’s tolerance for delayed decisions, the expected concurrency, and the behavior available when an inference request is late. For a manipulation system, task reasoning and learning can often be remote even when action validation, control, and timeout handling must remain local.
Table 6.3. Deployment placement and its principal performance constraints
The Online Data Contract Every inference request needs a reference time, an instruction, an embodiment identifier, the observations it requires, and a clear record of what is missing or delayed.
The preprocessing pipeline must reproduce the training convention for image crops, color channels, camera ordering, state normalization, action scaling, and coordinate frames. A model trained on relative tool-frame displacement cannot be deployed by interpreting its output as an absolute base-frame pose. Likewise, reversing the sign of a gripper command or applying normalization statistics from another embodiment can invalidate an otherwise correct prediction.
To align modalities sampled at different times, retain each modality’s acquisition time and validity mask and construct the input history according to the model’s convention. Interpolation can work well for smoothly varying joint positions, but averaging across a contact onset may erase the very event the policy needs. Training augmentations such as random cropping should also be distinguished from the deterministic preprocessing used for evaluation. These details link deployment directly to the data representation of Section 6.4.
For a sequential execution path, a useful latency decomposition is
L e 2 e = L a c q + L p r e + L n e t + L q u e u e + L m o d e l + L d e c o d e + L d i s p a t c h , (114) L_{\mathrm{e2e}} = L_{\mathrm{acq}} + L_{\mathrm{pre}} + L_{\mathrm{net}} + L_{\mathrm{queue}} + L_{\mathrm{model}} + L_{\mathrm{decode}} + L_{\mathrm{dispatch}}, \tag*{(114)} L e2e = L acq + L pre + L net + L queue + L model + L decode + L dispatch , (114)
where the terms describe acquisition, preprocessing, communication, queueing, model execution, action conversion, and dispatch to the control interface. Overlapped implementations should instead measure the critical path without double counting concurrent work. The interval ends once a command is available to the controller. When measuring response to a disturbance, the physical actuator response adds further delay. Even with fast accelerator kernels, waiting for camera frames, host-device copies, and server queues can account for substantial delay.
The deployed controller should retain both the requested and the applied command. Saturation, rate limiting, inverse kinematics, or a lower-level safety filter can alter an action after model inference. Subsequent history and learned dynamics should reflect what actually took effect. Recording only the unmodified output makes later failures appear to be modeling errors even when their cause lies in the execution interface.
Model Compression and Inference Acceleration
Optimization begins with profiling the actual execution path. A large VLM backbone may be bottlenecked by weight movement and visual-token processing. An autoregressive policy may be slowed by repeated sequential decoding. A generative action expert may spend most of its time on repeated denoising evaluations. For a small policy, preprocessing, device transfers, and Python-level dispatch can become the dominant cost. The benefit of the same optimization therefore varies across architectures and hardware.
Compression of Parameters and Activations Quantization stores selected weights or activations at reduced numerical precision. It can lower memory use and data movement, but speed gains require supported kernels and favorable tensor shapes. OpenVLA studies quantized deployment as part of its efficiency analysis (Kim et al., 2025b). Calibration for a robot policy should include the states where precision matters, such as small displacements near contact, rare sensor values, and transitions between action modes. Keeping sensitive output projections or normalization operations at higher precision may be preferable to applying the same precision everywhere.
Structured pruning removes channels, heads, layers, or entire processing branches. Unstructured sparsity does not necessarily accelerate dense hardware kernels, and removing a rarely used feature can damage a rare but important recovery behavior. Knowledge distillation trains a smaller student to reproduce useful teacher behavior or representations (Hinton et al., 2015). The student can be trained on actions, subgoals, intermediate features, or generated trajectories. For closed-loop control, training should cover perturbed states and the teacher’s corrections, and recovery should be tested after the student’s own errors.
A lightweight action expert provides another form of computation allocation. The expensive backbone constructs semantic context, while a smaller module performs repeated action-generation steps. This division is exemplified by π 0 \pi_0 π 0 and studied through knowledge insulation (Black et al., 2025a; Driess et al., 2025). Parameter-efficient methods like LoRA mainly cut the cost of adapting a model. They do not, however, make the original backbone any cheaper to run. An adapter merged into supported weights can avoid extra adapter operations, but the main model still runs.
Reducing Work Per Decision For autoregressive policies, action tokenization determines the number of sequential backbone evaluations. FAST compresses temporal action structure and thereby changes this trade-off (Pertsch et al., 2025). Parallel prediction can remove token-by-token dependencies, but must be supported by the training objective and attention structure. OpenVLA-OFT combines parallel decoding, action chunking, and continuous regression (Kim et al., 2025a). Its result should not be described as merely running the original autoregressive policy faster.
For diffusion and flow-based policies, fewer sampling steps reduce the number of action-expert evaluations. An excessively coarse solver can change action quality, especially at sharp transitions or for narrow contact tolerances. Few-step distillation, combined with suitable training objectives, can improve this trade-off. Reducing the number of inference steps requires a new closed-loop evaluation. The number of steps generated, how many are actually executed, and how often new observations arrive should all be tuned together.
Visual token reduction can lower the cost of processing several camera views. Cropping, token pooling, selective view use, and compact history encoders are possible choices, but the retained information must match the task. A small contact region can occupy few pixels while determining success. Compression that works for reaching may therefore fail during insertion or when distinguishing two similar tools.
Execution-Level Optimization and Cache Validity Operator fusion, compilation, fixed-shape execution, preallocated buffers, and reduced host-device synchronization can remove overhead without intentionally changing the policy function. IO-aware attention implementations such as FlashAttention reduce attention memory traffic (Dao et al., 2022). Their end-to-end benefit still depends on whether attention dominates the deployment workload. Warm-up and compilation cost should be separated from steady-state inference, while occasional recompilation and shape changes should remain visible in tail-latency measurements.
Caching is useful only when the dependency being cached is unchanged. Within a flow or diffusion solve, the observation-language prefix can be reused if it cannot attend to changing action tokens. Across different robot observations, cached visual features generally become stale. Even an unchanged instruction does not imply that every text hidden state can be reused if the backbone mixes text and images bidirectionally. A deployment should distinguish reusable tokenization or independent encodings from context-dependent transformer states. This distinction prevents apparent speed from silently reducing responsiveness.
Efficiency should be reported at a consistent boundary. If the policy generates H H H actions in L m o d e l L_{\mathrm{model}} L model seconds, its nominal action-generation throughput is
R g e n = H L m o d e l . (115) R_{\mathrm{gen}} = \frac{H}{L_{\mathrm{model}}}. \tag*{(115)} R gen = L model H . (115)
This quantity describes generated commands. It does not count independent decisions made from fresh measurements. Comparisons must hold the action duration, prediction horizon, execution horizon, input views, sampling settings, and hardware conditions sufficiently explicit to interpret the number.
Asynchronous Inference and Real-Time Closed-Loop Control
Four Distinct Frequencies The sensor frequency determines how often measurements become available. The policy frequency determines how often a new observation-conditioned prediction is produced. The command frequency determines how often targets are delivered to the lower-level controller. The servo frequency determines how often that controller updates actuator inputs. These frequencies can differ by orders of magnitude. Interpolating a predicted trajectory or streaming a long action chunk raises the command frequency without raising the policy’s feedback frequency.
Let Δ t \Delta t Δ t be the interval between action targets, H H H the predicted chunk length, and N e x e c ≤ H N_{\mathrm{exec}} \le H N exec ≤ H the number of actions selected for execution before replacing the remaining plan. The prediction horizon is H Δ t H\Delta t H Δ t , whereas the nominal replanning interval is N e x e c Δ t N_{\mathrm{exec}}\Delta t N exec Δ t . Action chunking captures temporal correlations and amortizes inference. Receding-horizon execution retains only a prefix and uses new evidence to reconsider the rest. Longer N e x e c N_{\mathrm{exec}} N exec reduces inference demand but delays responses to unexpected changes. The appropriate value depends on the physical event, not only on available compute.
Observation age gives a more direct measure of responsiveness. If a command applied at physical time t a p p l y t_{\mathrm{apply}} t apply is based on a reference observation acquired at t o b s t_{\mathrm{obs}} t obs , define
Δ a g e = t a p p l y − t o b s . (116) \Delta_{\mathrm{age}} = t_{\mathrm{apply}} - t_{\mathrm{obs}}. \tag*{(116)} Δ age = t apply − t obs . (116)
For multimodal policies, ages may also be reported separately by modality. A small model runtime does not guarantee small observation age when old frames are queued or a long action prefix is committed. Dropping obsolete requests can improve feedback freshness even when it reduces the total number of processed frames.
Overlapping Prediction and Execution In synchronous execution, a robot may finish a chunk and wait for the next inference. Naively removing this pause creates a different problem. The next chunk was generated from a state that no longer coincides with the state at which it will begin. The remaining trajectory must account for commands executed during inference. Real-time chunking addresses this issue for flow and diffusion policies by conditioning the new chunk on a committed prefix while regenerating the uncommitted future (Black et al., 2025b).
If a request requires L r e q L_{\mathrm{req}} L req seconds from input availability to usable output, the approximate number of command intervals that elapse during the request is
d d e l a y = ⌈ L r e q Δ t ⌉ . (117) d_{\mathrm{delay}} = \left\lceil\frac{L_{\mathrm{req}}}{\Delta t} \right\rceil. \tag*{(117)} d delay = ⌈ Δ t L req ⌉ . (117)
The overlap procedure should preserve the commands that are already committed during those d d e l a y d_{\mathrm{delay}} d delay intervals and use current timing information to select the replacement suffix. For example, at a command rate of 50 Hz, a 100 ms request spans five action intervals. A 50-action chunk has a one-second prediction horizon, but neither that horizon nor the command rate implies 50 fresh policy decisions per second. This is an illustrative timing calculation, not a benchmark result.
A simple buffer feasibility condition is
N b u f Δ t ≥ L r e q ( p q u a n t ) + L m a r g i n , (118) N_{\mathrm{buf}}\Delta t \ge L_{\mathrm{req}}^{(p_{\mathrm{quant})}} + L_{\mathrm{margin}}, \tag*{(118)} N buf Δ t ≥ L req ( p quant ) + L margin , (118)
where N b u f N_{\mathrm{buf}} N buf is the number of validated buffered commands, L r e q ( p q u a n t ) L_{\mathrm{req}}^{(p_{\mathrm{quant})}} L req ( p quant ) is a selected latency percentile, and L m a r g i n L_{\mathrm{margin}} L margin accounts for dispatch uncertainty. This condition cuts down on buffer underruns under the measured latency distribution. It does not guarantee anything in the worst case. A deeper buffer also commits the robot further into an old plan. Responsiveness requires replacing the uncommitted portion when new evidence arrives and defining task-appropriate behavior when the buffer is exhausted.
Chunk transitions require semantic as well as numerical consistency. Averaging two trajectories may smooth a position jump while mixing incompatible modes, such as opening and closing a gripper or maintaining and releasing contact. Continuity should be checked for the commanded quantity and its physical role, including pose, velocity, force targets, and discrete events. A late result associated with an earlier instruction or aborted task should be rejected rather than appended to the current action stream.
Slow Context and Fast Correction A multi-rate system can update task context or predictive features less frequently than local action decisions through the following decomposition
c k c t x = F θ c t x ( h t k , ℓ l a n g , e ) , A t s e q = G ψ ( c k ( t ) c t x , o t r e c e n t , q t , e ) , (119) c_k^{\mathrm{ctx}} = F_\theta^{\mathrm{ctx}}(h_{t_k}, \ell_{\mathrm{lang}}, e), \qquad A_t^{\mathrm{seq}} = G_\psi(c_{k(t)}^{\mathrm{ctx}}, o_t^{\mathrm{recent}}, q_t, e), \tag*{(119)} c k ctx = F θ ctx ( h t k , ℓ lang , e ) , A t seq = G ψ ( c k ( t ) ctx , o t recent , q t , e ) , (119)
where k ( t ) k(t) k ( t ) selects the latest valid context. The fast module uses recent evidence, including contact history when available, while the slow module revises task interpretation or predicted futures. For this separation to work, the action module must be trained to operate in context of varying age and must receive enough current information to correct behavior. Merely caching an old full-policy output does not create such a capability.
Replanning can combine periodic updates with event triggers. Target motion, grasp loss, unexpected force, a completed subtask, or a change in instruction may invalidate the current context. Thresholds and hysteresis can prevent excessive switching around noisy events. The event path itself needs a delay bound. Also, a task-level replan should not interrupt a local stabilization response that is physically necessary. The control principles for this fast feedback layer are developed further in Chapter 7.
Deployment Evaluation and Operational Maintenance
Deployment evaluation should compare complete operating configurations. Alongside model weights, record numerical precision, input resolution and views, action horizon, execution horizon, sampling steps, device, concurrent workload, and communication conditions. Otherwise, a higher throughput may reflect a larger chunk or a less responsive execution schedule rather than an improvement in the same task interface.
The evaluation should connect computation to behavior. Table 6.4 links deployment measurements to their interpretations and test conditions. Relevant computational quantities include end-to-end latency, latency percentiles and variability, observation age, missed deadlines, peak memory, and power. Relevant physical quantities include task success, completion time, trajectory and contact accuracy, recovery after disturbances, and human intervention. Energy per completed task is often more informative than accelerator power alone. A faster inference configuration may consume more instantaneous power but finish the task sooner, while a slower configuration may increase robot holding time.
Table 6.4. Deployment measurements and the questions they answer
A staged evaluation can first compare numerical outputs on recorded observations. Next, test timing under replay or hardware-in-the-loop execution, and finally measure closed-loop behavior. Recorded-data agreement is a diagnostic rather than a substitute for robot trials. Dynamic-target tasks expose delayed feedback, contact tasks expose precision loss, and long-horizon tasks expose accumulation of small errors. Comparisons should use matched task conditions and report trial counts and uncertainty. A speedup measured on one accelerator does not establish a hardware-independent property.
Operational logs should connect each input snapshot to its model version, preprocessing version, inference timestamp, proposed action, applied command, and observed outcome. This makes it possible to distinguish recognition errors from stale observations, action conversion errors, or controller overrides. Model weights, tokenizer or action decoder, normalization statistics, embodiment adapters, and runtime configuration form one deployment version. Rolling back weights while retaining incompatible normalization or action decoding is not a complete rollback.
Timeout behavior must be appropriate to the task. Holding position may be reasonable in free space but undesirable during a forceful contact. Stopping a pouring motion can require a controlled change in orientation. Such responses should be implemented and validated at the execution layer, with a clear path to human takeover where needed. After compression, compiler changes, or hardware migration, a fixed regression suite should test both nominal skills and the disturbances that previously caused failures.
Deployment is where this chapter’s modeling loop closes. Training creates behavioral priors. Adaptation makes them an embodiment-specific interpretation. The execution system then decides when those priors can actually affect the world. Efficiency is established when reduced computation or communication produces timely, accurate behavior under the intended operating conditions. The resulting execution traces then supply the evidence needed for the next round of capability improvement.
Dexterous Manipulation Foundation Models
Most of the models discussed in this chapter act through a parallel gripper, whose action is a wrist pose and a single opening width. A multi-fingered hand breaks three assumptions behind that design. The action space grows to 20 or more finger joints, and whether an object stays under control depends on how those joints move together. Many decisive events, such as a finger beginning to slide or load shifting onto the palm, happen at contacts the cameras cannot see. Robot data are scarcer still. Teleoperating 20 joints is much harder than teleoperating one, and every hand defines its own action space. Human hands, meanwhile, manipulate objects constantly on camera, which makes human data the obvious place to look for scale.
The subsections examine how to represent finger actions (§ 4.4.6.1 ) and how to learn from human hands, with EgoScale as the worked example of the stages in § 4.4.3 (§ 4.4.6.2 ). They then examine how much of a policy can be shared across hands, extending § 4.4.4 (§ 4.4.6.3 ), where touch helps (§ 4.4.6.4 ), and what current results establish (§ 4.4.6.5 ). The hands themselves are described in Section 9.6, and the low-level hand controllers that sit beneath these models in § 4.5.4.4 and § 4.5.4.5 .
Action Representations for Multi-Fingered Hands
A dexterous policy has to fix the meaning of its action vector before data collection begins. Current systems use one of three options. Joint targets for a specific hand are directly executable but bind the model to that mechanism. Fingertip or keypoint targets are closer to what human data measure, but need a solver to turn them into joint commands. Functional coordinates give each entry a meaning shared across hands, such as index flexion or thumb opposition, and keep a separate map from those entries to each hand’s joints. Most systems also command the wrist separately, as a relative change in hand pose. The choice decides which data can supervise the model and how much of it can be shared between hands.
Human data enter through retargeting, the geometric alignment of § 4.4.4.1 , which for hands can be written as
min q , T ∑ i w i ∥ p i r o b o t ( q , T ) − p ^ i h u m a n ∥ 2 + λ ∥ q − q p r e v ∥ 2 , q min ≤ q ≤ q max (120) \min_{\mathbf{q},\mathbf{T}} \sum_i w_i \left\lVert\mathbf{p}_i^{\mathrm{robot}}(\mathbf{q},\mathbf{T})-\widehat{\mathbf{p}}_i^{\mathrm{human}} \right\rVert^2+\lambda\left\lVert\mathbf{q}-\mathbf{q}_{\mathrm{prev}}\right\rVert^2,\qquad\mathbf{q}_{\min}\leq\mathbf{q}\leq\mathbf{q}_{\max} \tag*{(120)} q , T min i ∑ w i p i robot ( q , T ) − p i human 2 + λ ∥ q − q prev ∥ 2 , q m i n ≤ q ≤ q m a x (120)
where q \mathbf{q} q is the robot hand configuration, T \mathbf{T} T aligns the wrist frames, p i \mathbf{p}_i p i is a fingertip position, and w i w_i w i weights its importance. The second term penalizes abrupt changes. The objective is illustrative, not the loss of a particular study, and practical versions add collision and contact constraints. As Figure 9.15 shows, a MANO pose vector and a robot joint vector do not correspond one to one. Retargeted human motion is useful supervision only insofar as the mapped action keeps the relevant interaction. More data widen coverage but do not remove a systematic geometric mismatch.
Learning from Human Hands: Pretraining, Alignment, and Post-Training
EgoScale is the clearest evaluated example of the training stages of Section 6.3 applied to a dexterous hand. It is evaluated on a Galaxea R1Pro with two 22-DoF Sharpa Wave hands and three RGB cameras ((Zheng et al., 2026b)). The hands are described in Section 9.6.3. Figure 6.7 lays out the stages.
Figure 6.7. The learning chain on Sharpa Wave. The upper path follows EgoScale’s training stages, with human and robot observations connected through wrist motion and hand-action representations (Zheng et al., 2026b; NVIDIA, 2026). The lower panels place separate studies of execution feedback and simulation-based adaptation, discussed in § 4.5.4.4 and § 4.5.4.5 . The grouping is conceptual. The studies share no weights or training with EgoScale
Pretraining: Learning Reusable Wrist-Finger Coordination EgoScale represents human-video motion as relative wrist displacement plus retargeted hand actions ((NVIDIA, 2026)). Predicting articulated actions pushes the model to encode how the wrist and fingers move together. Carrying a bottle without losing the grasp is a different coordination pattern from twisting its cap. Patterns like these recur across tasks and can be learned before any target-robot data are collected. The representation also commits early to an execution interface. Relative wrist motion transfers easily, but the finger component has to be realizable in the target hand’s joint space, so the retargeting of Eq. (120) is already present during pretraining.
Alignment: Connecting Human Observations to Robot Actions EgoScale’s aligned mid-training uses about 50 hours of human and 4 hours of robot play data. The human capture matches the robot’s camera viewpoints and intrinsics, with Vive wrist tracking and MANUS hand capture synchronized to video ((Zheng et al., 2026b)). The question at this stage is which differences in appearance and motion come from the embodiment and which signal a different task state. A human finger and a robot link may occupy different parts of the image while doing the same job of supporting a cup, and similar silhouettes may hide different reachable contact surfaces. In the terms of Section 6.4.1, matched viewpoints and retargeting reduce observation and geometric mismatch, while robot play exposes dynamic mismatch under load. The capture hardware and its calibration are described in Section 9.6.4.
Post-Training: Specializing the Prior to a Physical Task Task-specific robot data then tie the prior to the actual arm, hand, objects, and cameras. For a handle grasp, the prior may already organize approach, closure, and transport, but only the target setup determines how far the fingers must close to engage the handle and which wrist path leaves room for the next step. In EgoScale’s scaling experiment, direct post-training without aligned mid-training raises the average task-completion score from 0.30 to 0.71 as human pretraining grows from 1,000 to 20,000 hours ((Zheng et al., 2026b)). This experiment varies the amount of human data, unlike the comparison with and without pretraining summarized in Section 2.3. A separate one-shot protocol uses 1 robot demonstration plus 100 aligned human demonstrations per object, after the earlier stages ((NVIDIA, 2026)). The two experiments answer different questions concerning whether more prior experience helps, and how little robot data is then needed to select a behavior the model already supports. § 4.2.5 discusses what such scaling variables can and cannot establish.
Two other studies on Sharpa hands use human data in narrower roles. CAIP aligns images with hand-action proxies to pretrain a visual encoder and evaluates policies without tactile input (Sharma et al., 2026b). Do as I Do reconstructs and retargets human hand-object motion into robot trajectories on a dual-UR3e Sharpa system (Paliwal et al., 2026). Each improves one ingredient, the representation or the execution data. EgoScale shows how the ingredients fit into one training sequence.
Sharing Actions Across Hands
UniDex asks which finger-level action roles can be shared when joint structures differ. Its dataset spans eight hand types and is built by retargeting human demonstrations, with interactive correction and visual alignment. Its Function-Actuator-Aligned Space (FAAS) assigns joints with the same function to common coordinates, the functional-coordinate option of § 4.4.6.1 , and keeps a map to each hand. A policy conditioned on point clouds, language, and proprioception predicts action chunks (UniDex Team, 2026).
A spray bottle shows what such a mapping has to preserve. The thumb must reach the trigger while the other fingers resist its reaction force. Moving the wrist for better trigger access can weaken the
support or misaim the nozzle. And once the trigger moves, the fingers must let it return without dropping the bottle. Minimizing each joint error separately preserves none of these relations.
The Wuji experiments in UniDex use the 20-DoF hand on a Franka arm with RGB-D sensing, on tasks that include a spray bottle, scissors, and a computer mouse, with 50 robot demonstrations per task for adaptation (Zhang et al., 2026a). The robot demonstrations correct systematic differences in grasp placement, response, and observation that human data cannot reveal. Table 6.5 reports both outcome measures. Pretraining improves intermediate progress and final success, but because the aggregate pools Wuji and Inspire tasks, it does not isolate the contribution of the Wuji hardware.
Table 6.5. UniDex real-robot results across 5 tasks using Wuji and Inspire hands, with 20 trials per task and method. Task progress averages stage outcomes. Final success measures task completion. Aggregate means reproduced from Fig. 11 of Zhang et al. (2026a). Values are percentages
Without further training, an Inspire-trained policy transferred to Wuji reaches 40% average task progress over 10 trials (Zhang et al., 2026a). A shared flexion coordinate lets the parameters be shared, but the resulting fingertip motion still depends on link lengths, couplings, and joint ranges, so task structure transfers while contact execution is only partly preserved. SimToolReal (§ 4.5.4.4 ) takes the opposite approach. It places the shared interface at the object and leaves finger coordination to the controller.
Where Tactile Input Helps a Dexterous Policy
Section 6.2.3 describes three ways contact information can enter a VLA. For dexterous hands the narrower question is at which decision a tactile signal changes the outcome. Two XHAND studies give opposite answers.
DexUMI collects demonstrations with an exoskeleton fitted to the target hand and replaces the human hand in the images with the robot hand (Section 9.6.4). Its policy predicts wrist and finger actions from visual and tactile input (Xu et al., 2025c). In an XHAND kitchen task of turning a knob, moving a pan, and adding salt, touch matters in the salt step because the fingers are hidden from view, and closing the hand to a plausible posture does not show that they reached the salt.6 With relative actions and visual adaptation fixed, accumulated success through the salt stage is 75% with tactile input and 15% without, over 20 episodes per task (Xu et al., 2025c).
In the shared-autonomy system of Cui et al. (2025), DexGrasp-VLA controls the 12-DoF hand from vision and touch during data collection, and the resulting trajectories, supplemented by corrective demonstrations, train an arm-hand VLA with separate arm and hand feature branches. The full system reaches 88.7% pick-and-place success across 50 objects with 3 trials each. In an ablation, adding tactile features directly to the arm-hand policy lowers success from 95% to 82%, although the same features help the hand-only controller (Cui et al., 2025).
The difference lies in the decision the signal feeds. Touch helps where the next action depends on a contact that vision cannot resolve, and hurts where it becomes one more input to a policy that primarily selects where to reach and place. A third option keeps touch out of the foundation model and uses it in a faster refinement loop beneath it, as T-Rex does (§ 4.5.4.5 ).
Evaluating Dexterous Foundation Models
The studies above report different endpoints (task-completion score, stage-wise progress, final success, and accumulated success through a sequence) on different hands, arms, cameras, objects, and trial counts, and some pool results over several hands. They cannot be ranked against each other. Each supports a narrower claim. EgoScale shows that a larger human prior improves post-trained performance under a fixed protocol. UniDex, that a functional action space allows pretraining across hands and some zero-shot transfer. DexUMI and DexGrasp-VLA, that tactile input pays off only at decisions it can change.
Three questions remain open. Does human pretraining keep scaling once tasks require sustained force, not just reaching the right configuration? Can a shared action space carry contact strategies across hands, or only task structure? And how should a model with slow visual updates hand authority to faster contact-driven control, the interface studied in Chapter 7? Answering them requires the closed-loop protocols of Chapter 11, applied to whole tasks from grasping through recovery on declared hardware.
Foundation Models for Whole-Body Motor Control
Humanoid and other whole-body robots are an important class of physical embodiments. With improvements in hardware, more recent work focuses on controlling the entire body as a coordinated system. This chapter discusses how to extend current foundation-model algorithms to whole-body motor control. The whole-body control connects task-level decisions to coordinated physical action: it uses control interfaces to regulate motion and contact within the robot’s dynamic limits, while adjusting in real time to external forces, terrain changes, and contact transitions. Each of them is discussed in detail as follows.
Scope, Taxonomy, and Control Interfaces
Task-level objectives specify what a robot should accomplish, but generally leave open how its joints and contacts should be coordinated under the body’s dynamics and actuation limits. Motor control addresses these execution requirements through feedback from the body and its environment, as Figure 7.1 illustrates. This section defines the role of whole-body motor control in this process, traces the control principles underlying it, and identifies the interfaces needed to reuse motor capabilities across tasks. In humanoid tasks that combine locomotion and manipulation, body support must be coordinated with arm motion and hand-object contacts.
Figure 7.1. The whole-body motor controller in the robot stack. A task-level planning layer issues goals to a goal-conditioned sensorimotor closed loop, which reads proprioceptive and exteroceptive measurements and issues control commands through the actuator interface. Contacts couple the body to the environment, and measured execution returns to constrain planning. Section markers indicate where Sections 7.1 to 7.5 develop this loop
Functional Scope and Foundation Models
In this chapter, a whole-body motor controller is a goal-conditioned sensorimotor model that coordinates robot motion and physical interaction through closed-loop control. It uses available observations of the body, contacts, and task-relevant environment to select and revise actions at high frequency as forces and contact conditions change. Building on this feedback capability, a foundation model for whole-body motor control acquires reusable motor capabilities through broad pretraining and exposes them to multiple downstream objectives or control modes (Zeng et al., 2025; 2026).
This role complements task-level planning. Task-level models interpret instructions, select objectives, and organize activities. Motion or behavior generators express those objectives as body velocities, end-effector poses, contact requirements, or reference trajectories. The motor controller executes these targets using the available state information. A specified hand position, for instance, may admit different arm configurations, trunk postures, and support arrangements. Selecting a realization requires accounting for its effects on the rest of the body [1987 ] .
A motor objective remains subject to execution feedback after it is issued. Small disturbances may be corrected locally. Persistent tracking errors, unexpected contacts, or sustained actuator saturation from torque demands beyond hardware limits may require the upstream planner to revise the target or its timing. Information must therefore flow in both directions. Goals guide execution, while measured execution constrains subsequent planning. A planner must account for estimates of the state reached during execution, including deviations from the preceding reference.
Realizing this feedback loop also requires observation processing, state estimation, target interpretation, actuator interfaces, and mechanisms for enforcing execution limits. Some components may be learned jointly. Others remain explicit. A pretrained tracking policy can provide the core motor capability while relying on external estimation and low-level servos. Such architectures combine explicit control components with learned motor capabilities, drawing on complementary developments in model-based control and reinforcement learning.
From Control Principles to Reusable Motor Capabilities
For articulated robots, the main difficulty is that control objectives are coupled through mechanics. Operational-space control expresses motion and force objectives in task coordinates and relates them to joint actuation, making end-effector behavior an explicit object of control [1987 ] . Impedance control further regulates the dynamic relationship between motion and interaction force, rather than requiring exact position tracking in all circumstances (Hogan, 1985). Classical work on robot hands similarly analyzes grasping through fingertip geometry, force transmission, and frictional interaction [1985 ] . Together, these methods establish that an appropriate motor interface can specify a physical interaction rather than a complete sequence of joint configurations. In legged robots, the same mechanical coupling must be coordinated across repeated contact transitions. Raibert et al. (1984) decompose hopping into regulation of forward velocity, body attitude, and hopping height.
To account for future motion and support requirements, MPC makes the consequences of candidate actions explicit over a finite horizon. At each update, it optimizes a control sequence from the current state estimate, applies the initial input, and repeats the optimization after receiving new feedback. State and input constraints can be included directly, although feasibility and stability depend on the model, formulation, and assumptions (Mayne et al., 2000). In 2003, zero-moment-point preview control provides a related predictive formulation for biped walking, using future support references to shape the current motion through optimal linear feedback (Kajita et al., 2003). By 2018, the MIT Cheetah 3 controller uses convex MPC to optimize ground-reaction forces over a finite horizon, while a gait state machine and swing controller supply contact timing and swing-leg motion [2018 ] .
In the late 2010s, deep reinforcement learning (RL) expands the use of simulated interaction to acquire feedback policies. DeepMimic combines reference-motion imitation with task rewards to learn coordinated skills for physics-based characters (Peng et al., 2018a). Hwangbo et al. (2019) train policies for ANYmal using a simulator that combines rigid-body dynamics with an actuator model learned from robot data, then deploy those policies on the physical robot. Lee et al. (2020) extend locomotion to challenging terrain by training a privileged teacher and distilling its behavior into a student that uses proprioceptive history. History-conditioned adaptation further uses recent observations and actions to infer information about unobserved dynamics, including changes in load or ground interaction. Rapid Motor Adaptation (RMA) makes this inference a dedicated learned module that conditions a locomotion policy (Kumar et al., 2021). The estimation methods supporting such adjustment are developed in Section 7.2.
A parallel line develops motor knowledge that downstream tasks can reuse. Neural probabilistic motor primitives (NPMP) compress expert skills into a shared latent representation (Merel et al., 2019). An adversarial motion prior (AMP) learns a distributional motion prior that shapes policy optimization (Peng et al., 2021). Adversarial Skill Embeddings (ASE) learns a skill-conditioned policy whose latent space can serve as the action space of a downstream controller (Peng et al., 2022). A distributional prior shapes policy learning, while a skill-conditioned policy generates executable actions. Their shared contribution is to separate the acquisition of coordinated movement from the specification of a particular downstream task.
Modern systems develop both hybrid execution architectures and more reusable command interfaces. Deep Tracking Control combines an online trajectory-optimizing planner with a learned tracking policy that executes its references under model mismatch and disturbances (Jenelten et al., 2024). This combination retains explicit predictive structure while learning the feedback needed during execution. More recent humanoid controllers extend reuse to the control interface. HOVER distills motion-tracking capability into a policy supporting multiple command modes (He et al., 2025b). A behavior foundation model (BFM) uses motion imitation and masked online distillation to pretrain a shared behavioral repertoire, while ScaleBFM studies direct goal-conditioned RL pretraining with varied motion data and model capacity (Zeng et al., 2025; 2026). These humanoid approaches allow downstream applications to invoke learned movement through different target specifications, as developed in § 4.5.4 .
These approaches reflect two complementary design choices concerning the execution mechanism and how motor knowledge is acquired and reused . Table 7.1 shows representative combinations.
Table 7.1. Selected control approaches compared by execution mechanism and the acquisition and reuse of motor knowledge
Architecture and Interfaces
A motor-control architecture connects state representation, goal interpretation, and action generation, as Figure 7.2 illustrates. In a humanoid, moving the arms changes whole-body dynamics, while stepping changes the support configuration and the position from which the hands act. A requested behavior therefore has to be realized through coordinated body motion and corrected as the resulting motion and contacts evolve.
Figure 7.2. Closed-loop architecture and interfaces of a whole-body motor controller. Goal processing supplies g t g_t g t , observation processing supplies h t h_t h t and s ^ t \hat{s}_t s ^ t , and the control model outputs a t a_t a t , which the actuator interface realizes as joint torques τ t \tau_t τ t through actuator dynamics and low-level loops. Measurements close the loop. Operation at multiple update rates requires explicit temporal alignment
Figure’s Helix 02 provides a concrete example through its publicly described System 2-System 1-System 0 hierarchy.7 System 2 interprets scenes and language, sequences behaviors, and supplies latent goals to System 1. Conditioned on these latents, System 1 combines head-camera and palm-camera images, fingertip tactile sensing, and full-body proprioception to generate full-body joint targets at 200 Hz. System 0 is a learned whole-body controller that tracks these targets, using full-body joint state and base motion to produce joint-level actuator commands at 1 kHz. This division connects semantic goals to visuomotor targets and then to feedback execution that handles balance, contact, and whole-body coordination. The additional sensing also serves specific feedback needs. Palm cameras provide in-hand visual feedback when an object is occluded from the head camera, and fingertip tactile sensors detect contact forces.
Throughout this chapter, s t s_t s t denotes the physical state at control step t t t , including the robot and any environment variables needed to describe its evolution. The observation o t o_t o t contains information available during execution. An explicit state estimate is denoted by s ^ t \hat{s}_t s ^ t . Neither is assumed to equal the full state. A finite observation-action history is
h t = ( o t − L + 1 , a t − L + 1 , … , o t − 1 , a t − 1 , o t ) , a t ∼ π θ ( ⋅ ∣ h t , g t ) (121) h_t = (o_{t-L+1}, a_{t-L+1}, \ldots, o_{t-1}, a_{t-1}, o_t), \qquad a_t \sim\pi_\theta(\cdot\mid h_t, g_t) \tag*{(121)} h t = ( o t − L + 1 , a t − L + 1 , … , o t − 1 , a t − 1 , o t ) , a t ∼ π θ ( ⋅ ∣ h t , g t ) (121)
where L ≥ 1 L \ge1 L ≥ 1 is the history length, θ \theta θ denotes policy parameters, and g t g_t g t is the command representation. The policy π θ ( ⋅ ∣ h t , g t ) \pi_\theta(\cdot\mid h_t,g_t) π θ ( ⋅ ∣ h t , g t ) is a conditional action distribution, and ∼ \sim ∼ denotes sampling from it. For L = 1 L=1 L = 1 , h t = o t h_t=o_t h t = o t . A recurrent state or learned history encoding can summarize longer histories.
Privileged observations provide training-time access to variables that can be read directly in simulation but are difficult to obtain reliably from the robot’s sensors. HUGWBC uses base linear velocity, ground friction, and foot contact forces as such variables (Xue et al., 2025). In its asymmetric actor-critic training, the critic combines these quantities with proprioception and commands to predict returns. Its value estimates then enter the advantage estimates used to update the actor with PPO (Schulman et al., 2017; HugWBC Authors, 2025). This allows the simulator’s richer information to contribute to policy optimization through the critic. The actor’s execution inputs include recent proprioceptive history, commands, and estimates of selected hidden quantities obtained from that history (Xue et al., 2025; HugWBC Authors, 2025).
Command granularity determines how much of the movement the controller must choose. A desired body velocity leaves freedom in foothold placement and posture, as in the locomotion commands of § 4.5.3 . A full reference motion constrains the coordinated body trajectory more closely, while targets for only selected body links leave the remaining movement free to accommodate support and interaction constraints. Desired reference quantities are denoted by s t r e f s^{\mathrm{ref}}_{t} s t ref , with the hat reserved for estimates. The policy receives their command representation g t g_t g t , which can encode a velocity request, a reference horizon, or selected body targets. For partial targets, a mask identifies the specified components and distinguishes an unspecified target from a specified value of zero, as in the masked-target representation of § 4.5.4 .
Executing these goals requires translating the policy’s action a t a_t a t into physical joint actuation. When a t a_t a t contains joint-position targets, a low-level servo converts position error and joint feedback into torque commands. Actuator dynamics then determine the actual joint torque τ t \tau_t τ t , including the effects of saturation and delay (Hwangbo et al., 2019). Policies may instead output joint-velocity targets, direct torque commands, or a residual added to an existing controller, changing what the downstream control interface must realize. For a stochastic training policy, μ θ ( h t , g t ) \mu_\theta(h_t,g_t) μ θ ( h t , g t ) denotes its action mean, which can also be used for deterministic execution.
Consider a hand target fixed in the world while the humanoid turns or takes a step. The target stays fixed, but its pose relative to the body changes, so a body-frame encoding must be updated using the current body pose. An object-relative target instead follows the object’s motion. Timing matters for the same physical reason. A reference computed for one support configuration may need revision after touchdown or lift-off. When perception, goal generation, and actuation update at different rates, a controller can receive observations or references describing an earlier body or contact state. Feedback correction between target updates must therefore relate these inputs to the current motion. A measurement timestamp indicates the time of the observed state, and a reference’s validity interval indicates when it is intended to apply. Delayed information can increase tracking error, motivating the latency analysis in § 4.5.5 .
For a humanoid traversing uneven ground through a low passage, successful motion requires both placing the feet and keeping the torso clear of overhead obstacles. Proprioceptive history reflects body motion and the response to contact, supporting correction of ongoing execution. Exteroceptive observations supply the geometry ahead of the robot so that motion can be adapted before contact. Visual servoing uses the discrepancy between current and desired visual features to correct robot motion (Chaumette and Hutchinson, 2006). For perceptive locomotion, Miki et al. combine proprioception with terrain-height observations from a robot-centric elevation map, allowing the controller to adapt its motion before contact while retaining feedback from body motion (Miki et al., 2022). A ground-height map, however, does not preserve all geometry relevant to a humanoid’s whole body. Gallant instead uses LiDAR-derived voxel grids together with proprioception to represent lateral obstacles and overhead constraints as well as ground-level terrain (Ben et al., 2026). These examples illustrate control-oriented perception , in which the system retains the information needed to select a physical action and correct it as the body interacts with its surroundings.
Generality, Dexterity, and Evaluation
Generality concerns reuse under changes in objectives and physical conditions. Reproducing many training motions establishes behavioral coverage. A more demanding test is whether the controller can combine familiar capabilities to meet new task requirements. Goal flexibility allows an existing capability to be invoked through different target representations, while task transfer asks whether it remains useful in a new activity. A controller may track new references yet need substantial retraining for new interaction dynamics. Reuse therefore involves both executing new goal combinations and adapting coordinated behavior to changes in load, terrain, or contact.
These demands become tightly coupled when locomotion and manipulation share the same body. Maintaining an object pose during locomotion imposes constraints that are absent from either unconstrained walking or stationary manipulation (Fu et al., 2023). For a humanoid carrying an object with both hands, body acceleration changes the forces required to support the object, while arm configuration affects both reach and whole-body balance. Dexterous execution additionally requires finger configurations that maintain the grasp. An end-effector pose specifies a hand’s position and orientation but leaves its internal contact configuration unresolved. In bimanual manipulation, the two hands interact through the shared object. Their contact forces jointly determine object motion, but different force distributions can produce the same resultant wrench while imposing different grasping loads. Coordinated execution must therefore account for support, object motion, and contact maintenance together, especially during load transfer or changes in the grasp (Bicchi, 1994). The learned hand-control and force-adaptive balance examples in § 4.5.4.4 and § 4.5.4.5 provide concrete examples of contact execution and load-dependent body support.
Extending this reuse to another embodiment introduces changes in the body itself. Robots differ in topology, geometry, actuation, and sensing, so a shared controller must represent these differences or accommodate them through embodiment-specific components. Morphology-conditioned transformers provide one approach to sharing control representations across bodies (Gupta et al., 2022). Task-space and contact-based goals can reduce dependence on a particular joint layout, but the mapping from those goals to actions remains constrained by each robot’s capabilities. Transfer to a physical platform additionally depends on its actuator and sensor characteristics, beyond the morphological variation represented in simulation.
The carrying example makes these forms of generality directly testable. Changing walking speed and object-pose targets tests the composition of movement requirements. Varying the carried load tests adaptation. Using a robot with a different morphology tests embodiment transfer. Tracking error, object slip, and loss of balance assess target execution, grasp maintenance, and body support, respectively. For goals or conditions that require further learning, the benefit of pretraining can be measured by the data and optimization needed to reach a given task performance, compared with learning from scratch (Merel et al., 2019; Zeng et al., 2025).
Body Dynamics and State Estimation
The motor-execution layer is a high-frequency control loop around a physical system. Figure 7.3 depicts floating-base dynamics, contact constraints, and the actuation interface. It receives task commands from the planning layer, reads proprioceptive measurements (joint encoders and an inertial measurement unit, IMU) together with exteroceptive ones such as depth cameras and LiDAR, and issues control commands realized through the actuator interface. Three questions organize this loop, asking how the body moves, where it is now and what it touches, and what the model is getting wrong. This section develops the three answers in turn. Throughout, s t s_t s t denotes the actual state, s ^ t \hat{s}_t s ^ t its estimate, and s t r e f s_t^{\mathrm{ref}} s t ref a commanded reference.
Figure 7.3. Floating-base dynamics, contacts, and actuation of a legged robot. Joint torques act through the selection matrix on the joint rows only, so contact forces are central to movement. Contacts contribute forces subject to sticking, unilateral, and friction-cone constraints, and the delivered torque follows the commanded torque through a first-order lag with saturation
Motion-Control Foundations: Floating-Base Dynamics, Contacts, and Actuators
A legged robot is a floating-base system. Six base degrees of freedom carry no actuators, and only the joints are driven. Throughout this section, W \mathcal{W} W denotes the inertial world frame and B \mathcal{B} B the base frame, and a left superscript marks the frame in which a quantity is expressed. The world vertical is opposite the gravity direction, W R B {}^{\mathcal{W}}R_{\mathcal{B}} W R B maps base-frame vectors to world coordinates. With n n n actuated joints, the configuration combines the base pose with the joint angles, and the generalized velocity stacks the base spatial velocity (linear and angular), expressed in B \mathcal{B} B , with the joint rates, giving
q = ( W p B , W R B , q j ) ∈ S E ( 3 ) × R n , v B = [ B v B B ω B ] ∈ R 6 , v = [ v B q ˙ j ] ∈ R 6 + n . (122) \mathbf{q}=\left({}^{\mathcal{W}}\mathbf{p}_{\mathcal{B}},{}^{\mathcal{W}}R_{\mathcal{B}},\mathbf{q}_j\right)\in\mathrm{SE}(3)\times\mathbb{R}^{n},
\qquad
\mathbf{v}_{\mathcal{B}}=
\begin{bmatrix}
{}^{\mathcal{B}}\mathbf{v}_{\mathcal{B}}\\
{}^{\mathcal{B}}\boldsymbol{\omega}_{\mathcal{B}}
\end{bmatrix}\in\mathbb{R}^{6},
\qquad
\mathbf{v}=
\begin{bmatrix}
\mathbf{v}_{\mathcal{B}}\\
\dot{\mathbf{q}}_j
\end{bmatrix}\in\mathbb{R}^{6+n}. \tag*{(122)} q = ( W p B , W R B , q j ) ∈ SE ( 3 ) × R n , v B = [ B v B B ω B ] ∈ R 6 , v = [ v B q ˙ j ] ∈ R 6 + n . (122)
The base twist v B \mathbf{v}_{\mathcal{B}} v B contains the linear velocity of the base origin and its angular velocity, both expressed in B \mathcal{B} B . Using this velocity convention consistently is essential. Configuration derivatives are not simply q ˙ = v \dot{\mathbf{q}}=\mathbf{v} q ˙ = v . In particular, W p ˙ B = W R B B v B {}^{\mathcal{W}}\dot{\mathbf{p}}_{\mathcal{B}}={}^{\mathcal{W}}\mathbf{R}_{\mathcal{B}}{}^{\mathcal{B}}\mathbf{v}_{\mathcal{B}} W p ˙ B = W R B B v B , and rotation evolves through the base angular velocity. The equations of motion are
M ( q ) v ˙ + b ( q , v ) = S τ + ∑ i ∈ K c o n t a c t J i ( q ) T f i + J e x t ( q ) T w e x t , (123) \mathbf{M}(\mathbf{q})\dot{\mathbf{v}}+\mathbf{b}(\mathbf{q},\mathbf{v})=\mathbf{S}\boldsymbol{\tau}+\sum_{i\in\mathcal{K}_{\mathrm{contact}}}\mathbf{J}_{i}(\mathbf{q})^{\mathsf{T}}\mathbf{f}_{i}+\mathbf{J}_{\mathrm{ext}}(\mathbf{q})^{\mathsf{T}}\mathbf{w}_{\mathrm{ext}}, \tag*{(123)} M ( q ) v ˙ + b ( q , v ) = S τ + i ∈ K contact ∑ J i ( q ) T f i + J ext ( q ) T w ext , (123)
where M ( q ) ∈ R ( 6 + n ) × ( 6 + n ) \mathbf{M}(\mathbf{q})\in\mathbb{R}^{(6+n)\times(6+n)} M ( q ) ∈ R ( 6 + n ) × ( 6 + n ) is the symmetric positive definite mass matrix. The bias term b = C ( q , v ) v + g ( q ) \mathbf{b}=\mathbf{C}(\mathbf{q},\mathbf{v})\mathbf{v}+\mathbf{g}(\mathbf{q}) b = C ( q , v ) v + g ( q ) collects Coriolis, centripetal, and gravity forces. The vector τ ∈ R n \boldsymbol{\tau}\in\mathbb{R}^{n} τ ∈ R n contains the joint torques. The selection matrix
S = [ 0 6 × n I n ] ∈ R ( 6 + n ) × n (124) \mathbf{S}=\begin{bmatrix}\mathbf{0}_{6\times n}\\ \mathbf{I}_{n}\end{bmatrix}\in\mathbb{R}^{(6+n)\times n} \tag*{(124)} S = [ 0 6 × n I n ] ∈ R ( 6 + n ) × n (124)
places torques on the joint rows only. K c o n t a c t \mathcal{K}_{\mathrm{contact}} K contact is the set of active point contacts, with world-frame forces f i ∈ R 3 \mathbf{f}_{i}\in\mathbb{R}^{3} f i ∈ R 3 . J i ∈ R 3 × ( 6 + n ) \mathbf{J}_{i}\in\mathbb{R}^{3\times(6+n)} J i ∈ R 3 × ( 6 + n ) maps the generalized velocity to the world-frame velocity of contact point i i i . A contact patch can be represented by multiple such points. The six-dimensional external wrench w e x t \mathbf{w}_{\mathrm{ext}} w ext and its spatial Jacobian use matching world-aligned coordinates and the same moment reference point. Additional external interactions contribute analogous terms. Written blockwise, the dynamics are
\begin{bmatrix}
\mathbf{M}_{\mathcal{B}\mathcal{B}} & \mathbf{M}_{\mathcal{B}j}\\
\mathbf{M}_{j\mathcal{B}} & \mathbf{M}_{jj}
\end{bmatrix}
\begin{bmatrix}
\dot{\boldsymbol{\nu}}_{\mathcal{B}}\\
\ddot{\mathbf{q}}_{j}
\end{bmatrix}
+
\begin{bmatrix}
\mathbf{b}_{\mathcal{B}}\\
\mathbf{b}_{j}
\end{bmatrix}
=
\begin{bmatrix}
\mathbf{0}_{6}\\
\boldsymbol{\tau}
\end{bmatrix}
+\mathbf{J}_{\mathcal{K}_{\mathrm{contact}}}^{\mathsf{T}}\mathbf{f}_{\mathcal{K}_{\mathrm{contact}}}
+\mathbf{J}_{\mathrm{ext}}^{\mathsf{T}}\mathbf{w}_{\mathrm{ext}}, \tag*{(125)}\end{bmatrix}
where J K c o n t a c t \mathbf{J}_{\mathcal{K}_{\mathrm{contact}}} J K contact stacks the Jacobians of the active contacts and f K c o n t a c t \mathbf{f}_{\mathcal{K}_{\mathrm{contact}}} f K contact their forces. The equations expose the central structural fact of legged robotics. The first six rows contain no joint torque, so no actuator acts directly on the base. Joint torque moves the base through inertial coupling (an airborne robot can pitch its trunk by swinging its legs) and through contact with the environment. Internal joint forces cancel in the center-of-mass (CoM) balance, so changing limb or trunk posture cannot create horizontal CoM acceleration when the net external horizontal force is zero. Foot friction, hand contacts, and other external interactions supply such forces. This underactuation makes contact forces central to movement (Wensing et al., 2024).
Contacts enter the equations both as forces and as constraints on admissible motion. A foot in sticking contact with stationary ground satisfies J i ( q ) v = 0 J_i(\mathbf{q})\mathbf{v}=0 J i ( q ) v = 0 . Each contact is unilateral. The ground pushes but does not pull, and friction bounds the tangential force. In world coordinates, let n i \mathbf{n}_i n i be the unit surface normal and μ i \mu_i μ i the friction coefficient, and split f i \mathbf{f}_i f i into a normal part f i , n = f i ⋅ n i f_{i,n}=\mathbf{f}_i\cdot\mathbf{n}_i f i , n = f i ⋅ n i and a tangential part f i , t = f i − f i , n n i \mathbf{f}_{i,t}=\mathbf{f}_i-f_{i,n}\mathbf{n}_i f i , t = f i − f i , n n i . Unilateral contact and Coulomb friction require
f i , n ≥ 0 , ∥ f i , t ∥ 2 ≤ μ i f i , n . (126) f_{i,n}\ge0,\qquad\left\lVert\mathbf{f}_{i,t}\right\rVert_2\le\mu_i f_{i,n}. \tag*{(126)} f i , n ≥ 0 , ∥ f i , t ∥ 2 ≤ μ i f i , n . (126)
The pinned foot turns the stance leg into a reconfigurable strut that couples the base to the ground, and the same coupling is what lets the base state be inferred from joint encoders and an IMU, as the next subsection shows. Contact forces must also be compatible with the available joint torques. Contacts are ultimately hybrid. A contact is open, sticking, or sliding, and impact is discontinuous. Time-stepping complementarity formulations capture this without pre-specifying a mode sequence (Stewart and Trinkle, 1996; Posa et al., 2014), while deployed controllers often fix a contact sequence from a gait or footstep plan and optimize the force distribution within each mode (Di Carlo et al., [2018 ] ).
Two further properties of the dynamics recur throughout control and identification. The Coriolis matrix can be chosen with an energy property that underlies passivity-based control arguments, and the dynamics are linear in the inertial parameters, with ten parameters per rigid link. This linearity forms the basis of classical identification (Khalil and Dombre, 2004; Featherstone, 2008). Standard recursive algorithms evaluate inverse dynamics and unconstrained forward dynamics in time linear in the number of joints. Forming a dense mass matrix, resolving contacts, and solving control optimizations have additional costs (Featherstone, 2008). Any gap between the simulated body and the real one is a model error the deployed controller must absorb.
So far the joint torque is a free input. On hardware it is not. The actuator sits between the commanded torque and the torque that reaches the joint. Three common designs illustrate different trade-offs. Hydraulic actuation provides high force density, as on HyQ (Semini et al., 2011). Series elastic actuation introduces compliance that protects the drivetrain and makes torque measurable from spring deflection at the cost of bandwidth (Pratt and Williamson, 1995). And quasi-direct drive uses high-torque motors behind a low-ratio gearbox, as on the MIT Cheetah and Mini Cheetah (Seok et al., 2015; Katz et al., 2019). A simplified torque-interface model uses a first-order lag with saturation,
τ ˙ = 1 T τ [ sat τ max ( τ c m d ) − τ ] , T τ > 0 , (127) \dot{\tau}=\frac{1}{T_\tau}\left[\operatorname{sat}_{\tau^{\max}}\left(\tau^{\mathrm{cmd}}\right)-\tau\right],\qquad T_\tau>0, \tag*{(127)} τ ˙ = T τ 1 [ sat τ m a x ( τ cmd ) − τ ] , T τ > 0 , (127)
where saturation clips each commanded torque to its admissible interval, and the time constant T τ T_\tau T τ is measured in seconds. Initialized within those intervals, this model preserves the torque bounds. Position-target actions additionally require a model of the intervening servo. Some actuator physics is difficult to capture with a hand-written model. Hwangbo et al. train an actuator network on physical-robot data, mapping a history of joint position errors and velocities to delivered torque, and policies trained with this model transfer to hardware (Hwangbo et al., 2019).
Explicit State Estimation: Attitude, Velocity, Contact, and Local Terrain
In an explicit state-estimation architecture, the controller acts on physical quantities reconstructed from sensor measurements. Figure 7.4 contrasts explicit estimation with implicit estimation from observation history. On a legged robot the fused body state includes the base pose and velocity and the joint states, while the estimation pipeline additionally determines the contact set and, on perceptive platforms, maps the local terrain. Joint encoders observe joint configuration, with velocity obtained through sensor processing. An IMU provides angular velocity and specific force. Neither directly measures base position or translational velocity. The estimator must account for sensor orientation, lever arms, timestamps, and coordinate transforms.
Figure 7.4. Explicit and implicit state estimation on a legged robot. Explicit estimation fuses inertial and kinematic measurements, joint encoders, and an estimated contact set into a body state estimate through a propagate-correct loop. Implicit estimation maps recent observation-action history to a task-relevant latent. Deployed systems combine the two routes
A torso-mounted IMU, taken to sit at the base origin, provides two high-rate signals. The gyroscope measures angular velocity up to a slowly drifting bias. Integrating it gives short-term attitude that accumulates drift. The accelerometer measures specific force, physical acceleration minus gravity expressed in the sensor frame. At rest it reads not zero but a vector opposite gravity. Aligning the predicted gravity direction with the measured one corrects roll and pitch when other accelerations are modeled or sufficiently small, while yaw requires an external reference such as vision or a magnetometer. Complementary fusion trusts gyro integration at high frequency and the gravity reference at low frequency, implemented on the HRP-4 humanoid as an extended Kalman filter (EKF) (Caron, n.d). The EKF loop propagates the state and its covariance with the model and then corrects both with each measurement. On the rotation manifold, the error-state Kalman filter (ESKF) propagates a nominal orientation and estimates a small rotation-vector error (Solà, 2017). The contact-aided invariant extended Kalman filter (InEKF) has log-linear, estimate-independent error dynamics under its idealized deterministic model and improves convergence and consistency in the reported Cassie comparisons. IMU-bias augmentation weakens some theoretical guarantees, and covariance accuracy still depends on the model and noise assumptions (Hartley et al., 2020).
The contact set is itself an estimate. Simple detectors threshold contact-force estimates obtained from joint-torque measurements using the leg Jacobian and a dynamics model. Classification is particularly sensitive during touchdown and lift-off transients. Probabilistic estimators maintain a per-foot contact probability from proprioceptive signals, with explicit impact detection, on HyQ (Camurri et al., 2017), and filter-based estimators fold contact uncertainty into the measurement update (Bloesch et al., 2012). A false stance introduces an incorrect constraint, while a false swing discards a useful update. With the contact set decided, a foot in firm stance on stationary ground provides a velocity constraint. Its world-frame velocity is zero, so the base velocity follows from the gyroscope, the encoders, and the leg Jacobian. This inference is the legged analog of wheel odometry. Bloesch et al. carry the foothold positions and IMU biases in the filter state and fuse these measurements with IMU propagation in one EKF (Bloesch et al., 2012). Leg odometry is only as good as its premise. Slipping feet and misclassified swings bias the estimate. During flight phases, the estimator propagates inertially without contact corrections, and uncertainty grows according to sensor quality and the assumed dynamics.
Even perfect fusion leaves global translation and rotation about gravity unobservable when only inertial and relative kinematic measurements are available (Bloesch et al., 2012; Hartley et al., 2020). Anchor schemes reduce accumulated drift by assuming that a selected stance-foot point occupies its planned world location and combining this with orientation and encoder-based forward kinematics. In Caron’s reported HRP-4 stepping-in-place example , the maximum lateral base-position error relative to VICON is 0.8 cm. The anchor assumption can fail with sliding, misplaced footholds, or foot flexibility (Caron, n.d).
In addition to the body state, locomotion over unstructured ground needs a local terrain model, commonly an elevation map that fuses depth measurements under an uncertain robot pose and retains a height estimate and variance for each cell, as illustrated in Figure 7.5 (Fankhauser et al., 2018). Because the map is anchored to the estimated state, pose drift affects the geometry supplied to control. The perceptive internal model (PIM), for example, uses an elevation map produced from point clouds and odometry and sampled around the robot in a gravity-aligned frame (Long et al., 2025a). Miki et al. show on ANYmal that a policy trained over corrupted maps can learn to discount unreliable perception (Miki et al., 2022). Maps are computed in an estimated pose and updated at lower rates than the control loop, so they must be aligned to the current estimate before use. Occlusion and outdated geometry further motivate control that tolerates imperfect perception.
Figure 7.5. Local terrain estimation for perceptive locomotion. Depth measurements are fused, under an uncertain estimated pose, into a local elevation map in which each cell retains a height estimate and a variance. The map is anchored to the estimated state and updated below the control rate, so it must be aligned to the current estimate before use.
Implicit Estimation from Observation History
Explicit estimators rely on nominal dynamics, measurement models, and uncertainty assumptions. Real deployments introduce effects outside these models. Stere is slipperier than the simulated friction coefficient assumes, a carried payload changes the inertial parameters, actuators wear, and encoders are miscalibrated. Classical identification estimates such parameters offline from designed excitation, while a deployed robot can also infer its current response from recent observation-action history h t h_t h t . In implicit estimation , a learned encoder recovers a compact, task-relevant representation z t z_t z t without naming every hidden physical parameter. The history must be temporally aligned and sufficiently informative. Actuator saturation, for example, can make the requested action differ from the input actually experienced by the body.
Training-time randomization varies the physics (masses, friction, and actuation) so that deployment conditions appear as further variations (Tobin et al., 2017; Peng et al., 2018b). Randomization alone does not require a dedicated estimate of the current dynamics, although a history-conditioned policy may learn adaptation. A complementary line trains with a targeted adversary in which a learnable disturber selects destabilizing pushes, with an H-infinity-style constraint relating control cost to disturbance intensity (Long et al., 2025b). Privileged teacher-student distillation explicitly trains a student to reproduce a privileged teacher’s behavior from proprioceptive history (Lee et al., 2020). The history thereby supplies information about hidden conditions that the teacher observes directly.
RMA makes the estimator a dedicated module (Kumar et al., 2021). A base policy acts on the current observation and a latent vector, and an adaptation module produces the latent from 50 recent observation-action steps, corresponding to 0.5 s in the reported implementation. During training the latent is supervised to match a privileged encoder. At deployment the module updates it with no gradient computation. The latent encodes how behavior should change without requiring accurate recovery of friction or payload parameters. The hybrid internal model (HIM) combines an explicitly estimated velocity with an implicit response representation trained against successor observations (Long et al., 2024). Its humanoid extension, the PIM, adds terrain sampled from the robot-centered elevation map described above (Long et al., 2025a). Learned estimation can therefore expose physical state, latent response information, or both. The pattern spans platforms. A history-conditioned humanoid transformer combines sequence-model pretraining with reinforcement learning (Radosavovic et al., 2024). Deep whole-body control unifies manipulation and locomotion on a quadruped with an arm through regularized online adaptation (Fu et al., 2023). And Deep Tracking Control (DTC) pairs a trajectory-optimizing planner with a learned tracking controller (Jenelten et al., 2024).
Generalized momentum, the product of the mass matrix and velocity, provides a dynamics residual through a momentum observer (De Luca and Mattone, 2003). This residual can indicate unmodeled interaction, but also contains torque or model mismatch, so it cannot uniquely separate a push from a payload change. It complements learned response representations with a physics-derived diagnostic.
Several limits shape the division of labor. Distinct physical conditions can produce indistinguishable histories, and conditions outside the training distribution can invalidate a learned latent. A conventional latent vector carries no calibrated confidence measure. An EKF covariance also remains conditional on its model and noise assumptions. History can recover local motion and dynamic response, but inertial and relative kinematic inputs cannot supply a missing absolute position or yaw reference. Implicit representations cover model-resistant effects such as friction variation, actuator response, and soft-ground compliance, while explicit tools provide named physical estimates and external references. Deployed systems combine the two (Miki et al., 2022; Jenelten et al., 2024). A learned policy can consume the latent directly, while a model-based controller uses physical estimates, parameter corrections, or a momentum residual.
Table 7.2 summarizes sensor inputs, estimated quantities, controller uses, and characteristic failure modes. The control interface specifies the components supplying s ^ t \hat{s}_t s ^ t , h t h_t h t , and z t z_t z t , together with their frames and timestamps. Persistent estimation or tracking errors may require a slower command, a different contact plan, or upstream replanning, connecting local estimation to the task-level feedback in § 4.5.1 .
Table 7.2. Representative sensor-estimator-controller interfaces and their characteristic failure modes
Command-Conditioned Motor Control
A motion controller converts an abstract request such as “walk forward at a given speed” into a time sequence of coordinated joint actions. For a humanoid, this conversion is difficult because the request is multi-dimensional, the body is underactuated during foot contact, and the same joint motion simultaneously affects translation, turning, balance, foot clearance, and upper-body posture. A useful controller must therefore expose commands at a semantic level while learning (or solving) the coordination needed at the joint level. A velocity command leaves joint configurations and foot placement largely unspecified, while posture and phase commands specify body configuration and support timing. Reference-conditioned tracking, developed in § 4.5.4 , supplies more detailed time-varying motion targets.
Command Interfaces and Controller Families
Framework and Modules A model-based controller separates prediction over a future horizon from instantaneous enforcement of whole-body dynamics. A reference generator converts velocity, posture, and gait commands into trajectories and a contact schedule. Nonlinear model predictive control (NMPC) plans the motion and support wrenches. And a faster whole-body controller (WBC) realizes them through joint commands. State estimation combines IMU and encoder measurements with contact kinematics, while a robot-model module supplies the dynamics and Jacobians. Figure 7.6 adapts this organization to a humanoid robot.
Figure 7.6. Model-based humanoid motion control, illustrated with Unitree G1. Command paths connect reference generation, NMPC, WBC, and joint control. Feedback paths supply estimated state, robot-model quantities, and local joint measurements
NMPC: Anticipating Bipedal Support Use the configuration q \mathbf{q} q and generalized velocity v \mathbf{v} v of Section 7.2.1, with n n n actuated joints. A centroidal formulation (Sleiman et al. (2021)) uses the state x = ( h G , q ) \mathbf{x} = (\mathbf{h}_G,\mathbf{q}) x = ( h G , q ) and input u = ( w L , w R , q ˙ j ) \mathbf{u} = (\mathbf{w}_L,\mathbf{w}_R,\dot{\mathbf{q}}_j) u = ( w L , w R , q ˙ j ) , where h G = ( p G , k G ) \mathbf{h}_G = (\mathbf{p}_G,\mathbf{k}_G) h G = ( p G , k G ) contains linear and angular momentum about the center of mass, and w i = ( f i , μ i ) \mathbf{w}_i = (\mathbf{f}_i,\boldsymbol{\mu}_i) w i = ( f i , μ i ) is a six-dimensional foot wrench. Here p G \mathbf{p}_G p G is linear momentum in kg m/s, k G \mathbf{k}_G k G is angular momentum in kg m2 ^2 2 /s, and m r o b o t m_{\mathrm{robot}} m robot in the centroidal equations is robot mass in kg. Here momentum is unnormalized and each foot-wrench moment is taken about its foot-frame origin. With all terms expressed in world coordinates,
p ˙ G = m r o b o t g a c c + ∑ i ∈ { L , R } f i , k ˙ G = ∑ i ∈ { L , R } [ ( r i − c G ) × f i + μ i ] (128) \dot{\mathbf{p}}_G = m_{\mathrm{robot}}\mathbf{g}_{\mathrm{acc}} + \sum_{i \in\{L,R\}} \mathbf{f}_i,\qquad
\dot{\mathbf{k}}_G = \sum_{i \in\{L,R\}} \left[(\mathbf{r}_i-\mathbf{c}_G)\times\mathbf{f}_i+\boldsymbol{\mu}_i\right] \tag*{(128)} p ˙ G = m robot g acc + i ∈ { L , R } ∑ f i , k ˙ G = i ∈ { L , R } ∑ [ ( r i − c G ) × f i + μ i ] (128)
where c G \mathbf{c}_G c G is the CoM position and r i \mathbf{r}_i r i the foot origin. External loads are omitted here. The centroidal momentum matrix A G ( q ) \mathbf{A}_G(\mathbf{q}) A G ( q ) relates momentum to velocity by h G = A G v \mathbf{h}_G = \mathbf{A}_G\mathbf{v} h G = A G v . Together with joint rates and configuration kinematics, this determines the state flow x ˙ = F c o n t a c t ( x , u ) \dot{\mathbf{x}} = \mathbf{F}_{\mathrm{contact}}(\mathbf{x},\mathbf{u}) x ˙ = F contact ( x , u ) for a prescribed contact schedule σ c o n t a c t \sigma_{\mathrm{contact}} σ contact .
At each update, NMPC minimizes
min u ( ⋅ ) Φ t e r m ( x ( t + T ) ) + ∫ t t + T ℓ ( x ( τ ) , u ( τ ) , τ ) d τ , \min_{\mathbf{u}(\cdot)}\ \Phi_{\mathrm{term}}(\mathbf{x}(t+T))+\int_t^{t+T}\ell(\mathbf{x}(\tau),\mathbf{u}(\tau),\tau)\,\mathrm{d}\tau, u ( ⋅ ) min Φ term ( x ( t + T )) + ∫ t t + T ℓ ( x ( τ ) , u ( τ ) , τ ) d τ ,
ℓ = ∥ v G , x y − v x y c m d ∥ Q v 2 + ∥ ω B , z − ω z c m d ∥ Q ω 2 + ∥ e t o r s o ∥ Q R 2 + ∥ c G , z − c G , z r e f ∥ Q c 2 + ∥ q u p p e r − q u p p e r r e f ∥ Q a 2 + ∥ u − u r e f ∥ R u 2 . (129) \ell= \lVert\mathbf{v}_{G,xy}-\mathbf{v}^{\mathrm{cmd}}_{xy}\rVert_{\mathbf{Q}_v}^{2}+\lVert\boldsymbol{\omega}_{B,z}-\omega^{\mathrm{cmd}}_z\rVert_{\mathbf{Q}_\omega}^{2}+\lVert\mathbf{e}_{\mathrm{torso}}\rVert_{\mathbf{Q}_R}^{2}
+\lVert c_{G,z}-c^{\mathrm{ref}}_{G,z}\rVert_{\mathbf{Q}_c}^{2}+\lVert\mathbf{q}_{\mathrm{upper}}-\mathbf{q}^{\mathrm{ref}}_{\mathrm{upper}}\rVert_{\mathbf{Q}_a}^{2}+\lVert\mathbf{u}-\mathbf{u}^{\mathrm{ref}}\rVert_{\mathbf{R}_u}^{2}. \tag*{(129)} ℓ = ∥ v G , x y − v x y cmd ∥ Q v 2 + ∥ ω B , z − ω z cmd ∥ Q ω 2 + ∥ e torso ∥ Q R 2 + ∥ c G , z − c G , z ref ∥ Q c 2 + ∥ q upper − q upper ref ∥ Q a 2 + ∥ u − u ref ∥ R u 2 . (129)
subject to the estimated initial state, centroidal dynamics, joint limits, and mode-dependent contact constraints. Here ∥ e ∥ Q 2 = e T Q e \lVert e\rVert_{Q}^{2}=e^{\mathsf{T}}Qe ∥ e ∥ Q 2 = e T Q e , Φ t e r m \Phi_{\mathrm{term}} Φ term is a terminal tracking cost, v G = p G / m r o b o t v_{\mathrm{G}}=p_{\mathrm{G}}/m_{\mathrm{robot}} v G = p G / m robot , and e t o r s o e_{\mathrm{torso}} e torso is a torso-orientation error. The nonnegative scalars Q ω Q_{\omega} Q ω and Q c Q_{c} Q c weight the angular-velocity and CoM-height errors, respectively. Their weighted squares are ∥ e ∥ Q ω 2 = Q ω e 2 \lVert e\rVert_{Q_{\omega}}^{2}=Q_{\omega}e^{2} ∥ e ∥ Q ω 2 = Q ω e 2 and ∥ e ∥ Q c 2 = Q c e 2 \lVert e\rVert_{Q_{c}}^{2}=Q_{c}e^{2} ∥ e ∥ Q c 2 = Q c e 2 for a scalar error e e e . Velocity commands are transformed into the same frames as the predicted velocities before comparison. The upper-body target specifies waist and arm posture. Desired support wrenches and joint rates define u r e f u^{\mathrm{ref}} u ref . The humanoid objective therefore couples commanded travel to upright posture, CoM height, and upper-body motion.
A stance sole remains stationary. A swing foot carries zero wrench and follows a clearance trajectory. Each supporting foot must satisfy unilateral contact, friction, center-of-pressure bounds inside its sole, and admissible yaw moment. These surface-wrench constraints are essential when transferring load between one and two supporting feet. A prescribed schedule fixes contact order and timing. Optimizing those discrete choices requires an additional planner. Multiple shooting and sequential quadratic programming provide one implementation route. Only the current portion of the optimized trajectory is passed to WBC before replanning.
WBC: Realizing the Plan on the Full Body Between contact switches, WBC solves at the current estimated configuration for z W B C = ( v ˙ , w L , w R , τ ) z_{\mathrm{WBC}}=(\dot v,w_{\mathrm{L}},w_{\mathrm{R}},\tau) z WBC = ( v ˙ , w L , w R , τ ) . A representative task objective is
min z W B C ∑ k ∈ T W B C ∥ J k v ˙ + J ˙ k v − a k d e s ∥ W k 2 + ∥ w − w N M P C ⋆ ∥ W f 2 + ∥ τ ∥ W τ 2 (130) \min_{z_{\mathrm{WBC}}}\ \sum_{k\in\mathcal{T}_{\mathrm{WBC}}}\left\lVert J_k\dot v+\dot J_kv-a_k^{\mathrm{des}}\right\rVert_{W_k}^{2}+\left\lVert w-w_{\mathrm{NMPC}}^{\star}\right\rVert_{W_f}^{2}+\left\lVert\tau\right\rVert_{W_\tau}^{2} \tag*{(130)} z WBC min k ∈ T WBC ∑ J k v ˙ + J ˙ k v − a k des W k 2 + ∥ w − w NMPC ⋆ ∥ W f 2 + ∥ τ ∥ W τ 2 (130)
where W k ∈ R d t a s k , k × d t a s k , k W_k\in\mathbb{R}^{d_{\mathrm{task},k}\times d_{\mathrm{task},k}} W k ∈ R d task , k × d task , k , W f ∈ R 12 × 12 W_f\in\mathbb{R}^{12\times12} W f ∈ R 12 × 12 , and W τ ∈ R n × n W_\tau\in\mathbb{R}^{n\times n} W τ ∈ R n × n are symmetric positive-semidefinite weight matrices, with ∥ e ∥ W 2 = e T W e \lVert e\rVert_{W}^{2}=e^{\mathsf{T}}We ∥ e ∥ W 2 = e T W e . The positive integer d t a s k , k d_{\mathrm{task},k} d task , k is the dimension of task k k k ’s acceleration residual. The vector w = ( w L , w R ) ∈ R 12 w=(w_{\mathrm{L}},w_{\mathrm{R}})\in\mathbb{R}^{12} w = ( w L , w R ) ∈ R 12 stacks the two six-dimensional foot wrenches, and τ ∈ R n \tau\in\mathbb{R}^{n} τ ∈ R n contains the torques of the n n n actuated joints. The optimization is subject to the hard constraints
M v ˙ + b = S τ + ∑ i J w , i T w i , J w , i v ˙ + J ˙ w , i v = 0 ( i in stance ) , w i ∈ W i w r e n c h ( σ c o n t a c t ) , τ min ≤ τ ≤ τ max . (131) \begin{aligned}
M\dot v+b&=S\tau+\sum_i J_{w,i}^{\mathsf{T}}w_i,\\
J_{w,i}\dot v+\dot J_{w,i}v&=0 &&(i\text{ in stance}),\\
w_i&\in\mathcal{W}_{i}^{\mathrm{wrench}}(\sigma_{\mathrm{contact}}),\qquad\tau_{\min}\leq\tau\leq\tau_{\max}. \tag*{(131)}
\end{aligned} M v ˙ + b J w , i v ˙ + J ˙ w , i v w i = S τ + i ∑ J w , i T w i , = 0 ∈ W i wrench ( σ contact ) , τ m i n ≤ τ ≤ τ m a x . ( i in stance ) , (131)
The six-row Jacobian J w , i J_{w,i} J w , i maps generalized velocity to foot twist, extending the point-contact model of Section 7.2.1. W i w r e n c h \mathcal{W}_{i}^{\mathrm{wrench}} W i wrench is the admissible wrench set, reduced to { 0 } \{0\} { 0 } in swing. The torque bounds in Eq. (131) apply componentwise. Tasks T W B C T_{\mathrm{WBC}} T WBC track CoM motion, torso orientation, swing-foot pose, and waist/arm posture, with feedback embedded in a k d e s \mathbf{a}^{\mathrm{des}}_k a k des . Linearized friction bounds give a quadratic program. Weighted tasks express trade-offs. Strict priorities instead require hierarchical quadratic programs (QPs) that preserve higher-priority optima (Bellicoso et al., 2016). Joint position and velocity limits can be enforced through bounds on predicted motion over the control step.
The resulting torque is combined with local joint feedback,
τ c m d = τ f f + K p ( q j d − q j ) + K d ( q ˙ j d − q ˙ j ) . (132) \tau^{\mathrm{cmd}}=\tau^{\mathrm{ff}}+K_{\mathrm{p}}(q^{\mathrm{d}}_j-q_j)+K_{\mathrm{d}}(\dot{q}^{\mathrm{d}}_j-\dot{q}_j). \tag*{(132)} τ cmd = τ ff + K p ( q j d − q j ) + K d ( q ˙ j d − q ˙ j ) . (132)
Desired joint motion is obtained from the whole-body tracking solution, with the feedforward and feedback terms sharing the actuator torque budget. Predictive planning anticipates support changes. WBC enforces instantaneous feasibility. Their performance remains dependent on state estimates, contact assumptions, and timely optimization. A learned controller moves much of this coordination into training, while retaining a comparable command interface.
A Unified Command Space
The HUGWBC controller provides a compact example (Xue et al., 2025). Its policy receives task commands, behavior commands, proprioceptive history, and an intervention indicator, and emits the whole-body action at 50 Hz. Its design brings command following, disturbance rejection, and motion quality into a common training framework. In the released implementation, the task command contains desired base-frame longitudinal and lateral linear velocity and the base-frame angular-velocity z z z component, which need not equal the Euler yaw-angle derivative,
v t c m d = [ v x , t c m d , v y , t c m d , ω z , t c m d ] T . (133) \mathbf{v}^{\mathrm{cmd}}_t=\left[v^{\mathrm{cmd}}_{x,t},v^{\mathrm{cmd}}_{y,t},\omega^{\mathrm{cmd}}_{z,t}\right]^{\mathsf{T}}. \tag*{(133)} v t cmd = [ v x , t cmd , v y , t cmd , ω z , t cmd ] T . (133)
This representation allows the policy to select footholds and body motion while being judged by the achieved velocity. The command is augmented with behavior variables including gait frequency f t g a i t f^{\mathrm{gait}}_t f t gait , maximum foot clearance ℓ t c l e a r \ell^{\mathrm{clear}}_t ℓ t clear , body-height command z t c m d z^{\mathrm{cmd}}_t z t cmd , body pitch β t p i t c h \beta^{\mathrm{pitch}}_t β t pitch , waist yaw χ t \chi_t χ t , phase offset ψ t p h a s e \psi^{\mathrm{phase}}_t ψ t phase , leg phases ϕ i , t \phi_{i,t} ϕ i , t , and stance duty factor d t s t a n c e d^{\mathrm{stance}}_t d t stance , forming
c t b e h = [ f t g a i t , ℓ t c l e a r , z t c m d , β t p i t c h , χ t , ψ t p h a s e , ϕ 1 , t , ϕ 2 , t , d t s t a n c e ] T . (134) \mathbf{c}^{\mathrm{beh}}_t=\left[f^{\mathrm{gait}}_t,\ell^{\mathrm{clear}}_t,z^{\mathrm{cmd}}_t,\beta^{\mathrm{pitch}}_t,\chi_t,\psi^{\mathrm{phase}}_t,\phi_{1,t},\phi_{2,t},d^{\mathrm{stance}}_t\right]^{\mathsf{T}}. \tag*{(134)} c t beh = [ f t gait , ℓ t clear , z t cmd , β t pitch , χ t , ψ t phase , ϕ 1 , t , ϕ 2 , t , d t stance ] T . (134)
The clearance command is measured relative to a contact-height reference, and the duty factor specifies the fraction of a periodic cycle allocated to stance. The phase variables provide a low-dimensional clock shared by the legs and the reward terms. They are internal clocks advanced from frequency and phase offset, rather than independent operator inputs. The periodic mapping below uses 0 < d t s t a n c e < 1 0<d^{\mathrm{stance}}_t<1 0 < d t stance < 1 . Standing instead fixes the phases. For a control interval Δ t \Delta t Δ t ,
ϕ 1 , t + 1 = ( ϕ 1 , t + f t g a i t Δ t ) m o d 1 , ϕ 2 , t + 1 = ( ϕ 1 , t + 1 + ψ t p h a s e ) m o d 1. (135) \phi_{1,t+1}=\left(\phi_{1,t}+f^{\mathrm{gait}}_t\Delta t\right)\bmod1,\qquad
\phi_{2,t+1}=\left(\phi_{1,t+1}+\psi^{\mathrm{phase}}_t\right)\bmod1. \tag*{(135)} ϕ 1 , t + 1 = ( ϕ 1 , t + f t gait Δ t ) mod 1 , ϕ 2 , t + 1 = ( ϕ 1 , t + 1 + ψ t phase ) mod 1. (135)
A walking gait uses half-cycle phase separation, whereas a jumping gait synchronizes both legs. In the paper’s nominal definitions, standing fixes the phases at 0.25 0.25 0.25 , and hopping fixes the airborne leg at 0.75 0.75 0.75 while the other leg cycles. HUGWBC uses one policy for standing, walking, and jumping, and a separate policy for hopping. Both the reported settings and the public default configuration fix d t s t a n c e = 0.5 d^{\mathrm{stance}}_t=0.5 d t stance = 0.5 .
The raw phase is normalized so that stance and swing occupy equal phase intervals according to
ϕ ˉ i , t = { ϕ i , t 2 d t s t a n c e , 0 ≤ ϕ i , t < d t s t a n c e , 1 2 + ϕ i , t − d t s t a n c e 2 ( 1 − d t s t a n c e ) , d t s t a n c e ≤ ϕ i , t < 1. (136) \bar{\phi}_{i,t}=
\begin{cases}
\frac{\phi_{i,t}}{2d^{\mathrm{stance}}_t}, & 0\leq\phi_{i,t}<d^{\mathrm{stance}}_t,\\[6pt]
\frac{1}{2}+\frac{\phi_{i,t}-d^{\mathrm{stance}}_t}{2(1-d^{\mathrm{stance}}_t)}, & d^{\mathrm{stance}}_t\leq\phi_{i,t}<1.
\end{cases} \tag*{(136)} ϕ ˉ i , t = ⎩ ⎨ ⎧ 2 d t stance ϕ i , t , 2 1 + 2 ( 1 − d t stance ) ϕ i , t − d t stance , 0 ≤ ϕ i , t < d t stance , d t stance ≤ ϕ i , t < 1. (136)
Thus stance maps to [ 0 , 1 2 ) \left[0,\frac{1}{2}\right) [ 0 , 2 1 ) and swing to [ 1 2 , 1 ) \left[\frac{1}{2},1\right) [ 2 1 , 1 ) . The actor receives an encoded command c t = [ v t c m d ; c t b e h ] \mathbf{c}_t=\left[\mathbf{v}^{\mathrm{cmd}}_t;\mathbf{c}^{\mathrm{beh}}_t\right] c t = [ v t cmd ; c t beh ] , where c t b e h \mathbf{c}^{\mathrm{beh}}_t c t beh replaces the two phase entries by sin ( 2 π ϕ ˉ i , t ) \sin(2\pi\bar{\phi}_{i,t}) sin ( 2 π ϕ ˉ i , t ) . The complete command separates what the robot should accomplish from how the motion should look, while leaving the policy free to discover the joint-level realization.
From Commands to Coordinated Actions
The policy observes a history of joint positions and velocities, base angular velocity and gravity direction, and its previous action, using h t h_t h t defined in Eq. (121) . Write g t = ( c t , I t e x t ) g_t = (c_t, I_t^{\mathrm{ext}}) g t = ( c t , I t ext ) for the command input, where I t e x t I_t^{\mathrm{ext}} I t ext indicates whether an external upper-body controller is active. The deployed action mean is
a t = μ θ ( h t , g t ) . (137) a_t = \mu_\theta(h_t, g_t). \tag*{(137)} a t = μ θ ( h t , g t ) . (137)
During training, exploration uses a stochastic policy around this mean. A history encoder and state estimator supply estimated translational velocity, body height, and foot clearance. The privileged critic additionally sees linear velocity, body-height error, foot clearance, contact forces, friction, terrain samples, and collision indicators during training. The history allows the policy to infer quantities that are not directly measured or are delayed, a practical form of implicit state estimation.
The action is interpreted as a joint target (or a residual around a nominal posture) and passed through the robot’s low-level actuator loop. Consequently, a velocity command is not converted to a fixed stride table. The policy coordinates stance-leg actuation, swing-leg trajectories, trunk inclination, and arm motion to reduce the velocity error. Contact forces are controlled indirectly through body motion and joint actuation.
To describe a smooth contact target, let Φ \Phi Φ be the standard normal cumulative distribution function and σ φ > 0 \sigma_\varphi> 0 σ φ > 0 a dimensionless smoothing width. For normalized phase z ∈ [ 0 , 1 ) z \in[0,1) z ∈ [ 0 , 1 ) , define
C c o n t a c t ( z ) = Φ ( z / σ φ ) [ 1 − Φ ( ( z − 1 2 ) / σ φ ) ] + Φ ( ( z − 1 ) / σ φ ) [ 1 − Φ ( ( z − 3 2 ) / σ φ ) ] , C i , t c o n t a c t = C c o n t a c t ( ϕ ˉ i , t ) . (138) \begin{aligned}
C_{\mathrm{contact}}(z) ={}& \Phi(z/\sigma_\varphi)\left[1-\Phi\left((z-\tfrac{1}{2})/\sigma_\varphi\right)\right] \\
&+ \Phi((z-1)/\sigma_\varphi)\left[1-\Phi\left((z-\tfrac{3}{2})/\sigma_\varphi\right)\right],
\qquad C_{i,t}^{\mathrm{contact}} = C_{\mathrm{contact}}(\bar{\phi}_{i,t}). \tag*{(138)}
\end{aligned} C contact ( z ) = Φ ( z / σ φ ) [ 1 − Φ ( ( z − 2 1 ) / σ φ ) ] + Φ (( z − 1 ) / σ φ ) [ 1 − Φ ( ( z − 2 3 ) / σ φ ) ] , C i , t contact = C contact ( ϕ ˉ i , t ) . (138)
C i , t c o n t a c t C_{i,t}^{\mathrm{contact}} C i , t contact is high in the intended stance interval and low in swing, with smooth transitions near phase boundaries. This command-derived expected contact weight is distinct from the sensor-based contact estimates of § 4.5.2 . The smooth weighting gives the contact objective a finite transition interval between stance and swing.
Contact Penalties and Swing Targets
Command following alone can admit motions that track velocity on average while making unnecessary contacts or moving the support foot. HUGWBC adds a periodic contact-swing objective. The public implementation uses nonnegative saturating functions (HugWBC Authors, 2025) given by
g F ( x ) = 1 − exp ( − x 2 / s F ) , g V ( x ) = 1 − exp ( − x 2 / s V ) , s F , s V > 0. (139) g_F(x) = 1-\exp(-x^2/s_F), \qquad g_V(x) = 1-\exp(-x^2/s_V), \qquad s_F,s_V > 0. \tag*{(139)} g F ( x ) = 1 − exp ( − x 2 / s F ) , g V ( x ) = 1 − exp ( − x 2 / s V ) , s F , s V > 0. (139)
The denominators have units compatible with squared force and squared speed. With positive effective weights w F , w V w_F,w_V w F , w V that absorb control-interval scaling by Δ t \Delta t Δ t , the combined penalty can be written as
r t c o n t a c t = − 1 2 ∑ i = 1 2 [ w F ( 1 − C i , t c o n t a c t ) g F ( ∥ f i , t f o o t ∥ 2 ) + w V C i , t c o n t a c t g V ( ∥ v i , t f o o t ∥ 2 ) ] . (140) r_t^{\mathrm{contact}} = -\frac{1}{2}\sum_{i=1}^{2}\left[w_F(1-C_{i,t}^{\mathrm{contact}})g_F(\lVert f_{i,t}^{\mathrm{foot}}\rVert_2) + w_V C_{i,t}^{\mathrm{contact}}g_V(\lVert v_{i,t}^{\mathrm{foot}}\rVert_2)\right]. \tag*{(140)} r t contact = − 2 1 i = 1 ∑ 2 [ w F ( 1 − C i , t contact ) g F (∥ f i , t foot ∥ 2 ) + w V C i , t contact g V (∥ v i , t foot ∥ 2 ) ] . (140)
where f i , t f o o t f_{i,t}^{\mathrm{foot}} f i , t foot is the three-dimensional contact force and v i , t f o o t v_{i,t}^{\mathrm{foot}} v i , t foot the three-dimensional world-frame foot velocity. This follows the released implementation. The paper expresses its velocity term using horizontal components. The code defaults are s F = 50 s_F = 50 s F = 50 , s V = 5 s_V = 5 s V = 5 , and reward weights 2 and 4, respectively, before control-interval scaling. During stance the penalty encourages a planted support foot. During swing it discourages premature contact. The phase-dependent weight smooths the transition between these soft objectives.
In the paper, the vertical swing target is generated with a piecewise quintic polynomial whose coefficients satisfy position, velocity, and acceleration boundary conditions. A convenient mathematical expression uses
q i n t e r p ( u i n t e r p ) = 10 u i n t e r p 3 − 15 u i n t e r p 4 + 6 u i n t e r p 5 , 0 ≤ u i n t e r p ≤ 1. (141) q_{\mathrm{interp}}(u_{\mathrm{interp}}) = 10u_{\mathrm{interp}}^3 - 15u_{\mathrm{interp}}^4 + 6u_{\mathrm{interp}}^5, \qquad0 \leq u_{\mathrm{interp}} \leq1. \tag*{(141)} q interp ( u interp ) = 10 u interp 3 − 15 u interp 4 + 6 u interp 5 , 0 ≤ u interp ≤ 1. (141)
which satisfies q i n t e r p ( 0 ) = 0 q_{\mathrm{interp}}(0)=0 q interp ( 0 ) = 0 , q i n t e r p ( 1 ) = 1 q_{\mathrm{interp}}(1)=1 q interp ( 1 ) = 1 , and zero first and second derivatives at both endpoints. For equal starting and ending contact heights, the relative clearance is
ℓ i , t t a r g e t = ℓ t c l e a r { 0 , 0 ≤ ϕ ˉ i , t < 1 2 , q i n t e r p ( 4 ϕ ˉ i , t − 2 ) , 1 2 ≤ ϕ ˉ i , t < 3 4 , q i n t e r p ( 4 − 4 ϕ ˉ i , t ) , 3 4 ≤ ϕ ˉ i , t < 1. (142) \ell^{\mathrm{target}}_{i,t}=\ell^{\mathrm{clear}}_t
\begin{cases}
0, & 0\leq\bar{\phi}_{i,t}<\frac{1}{2},\\
q_{\mathrm{interp}}(4\bar{\phi}_{i,t}-2), & \frac{1}{2}\leq\bar{\phi}_{i,t}<\frac{3}{4},\\
q_{\mathrm{interp}}(4-4\bar{\phi}_{i,t}), & \frac{3}{4}\leq\bar{\phi}_{i,t}<1.
\end{cases} \tag*{(142)} ℓ i , t target = ℓ t clear ⎩ ⎨ ⎧ 0 , q interp ( 4 ϕ ˉ i , t − 2 ) , q interp ( 4 − 4 ϕ ˉ i , t ) , 0 ≤ ϕ ˉ i , t < 2 1 , 2 1 ≤ ϕ ˉ i , t < 4 3 , 4 3 ≤ ϕ ˉ i , t < 1. (142)
The target is zero in stance, reaches the commanded height ℓ t c l e a r \ell^{\mathrm{clear}}_t ℓ t clear in mid-swing, and returns to the contact reference before touchdown. With fixed clearance and duty commands and constant phase rate during a cycle, height, velocity, and acceleration match at lift-off, the apex, and touchdown. For different endpoint heights, each half is written as p 0 + ( p 1 − p 0 ) q i n t e r p ( u i n t e r p ) p_0+(p_1-p_0)q_{\mathrm{interp}}(u_{\mathrm{interp}}) p 0 + ( p 1 − p 0 ) q interp ( u interp ) using its time-ordered endpoints and a local coordinate u i n t e r p u_{\mathrm{interp}} u interp increasing from zero to one.
The paper’s folded variable u f o l d = 1 4 − ∣ ϕ ˉ i , t − 3 4 ∣ u_{\mathrm{fold}}=\frac{1}{4}-\left|\bar{\phi}_{i,t}-\frac{3}{4}\right| u fold = 4 1 − ϕ ˉ i , t − 4 3 gives the equivalent swing expression ℓ t c l e a r ∑ k = 0 5 a k s w i n g u f o l d k = ℓ t c l e a r q i n t e r p ( 4 u f o l d ) \ell^{\mathrm{clear}}_t\sum_{k=0}^{5}a_k^{\mathrm{swing}}u_{\mathrm{fold}}^k=\ell^{\mathrm{clear}}_tq_{\mathrm{interp}}(4u_{\mathrm{fold}}) ℓ t clear ∑ k = 0 5 a k swing u fold k = ℓ t clear q interp ( 4 u fold ) , with ( a 0 s w i n g , … , a 5 s w i n g ) = ( 0 , 0 , 0 , 640 , − 3840 , 6144 ) (a_0^{\mathrm{swing}},\ldots,a_5^{\mathrm{swing}})=(0,0,0,640,-3840,6144) ( a 0 swing , … , a 5 swing ) = ( 0 , 0 , 0 , 640 , − 3840 , 6144 ) . This form makes the boundary conditions explicit. A swing penalty is
r t s w i n g = − w ℓ ∑ i = 1 2 ( 1 − C i , t c o n t a c t ) ( ℓ i , t t a r g e t − ℓ i , t f o o t ) 2 , w ℓ > 0 , (143) r_t^{\mathrm{swing}}=-w_{\ell}\sum_{i=1}^{2}(1-C_{i,t}^{\mathrm{contact}})\left(\ell_{i,t}^{\mathrm{target}}-\ell_{i,t}^{\mathrm{foot}}\right)^2,\qquad w_{\ell}>0, \tag*{(143)} r t swing = − w ℓ i = 1 ∑ 2 ( 1 − C i , t contact ) ( ℓ i , t target − ℓ i , t foot ) 2 , w ℓ > 0 , (143)
where ℓ i , t f o o t \ell_{i,t}^{\mathrm{foot}} ℓ i , t foot is actual clearance in the same convention. The polynomial supplies a smooth vertical reference, while the policy learns the coordinated foothold and body motion. The released implementation includes both linear and polynomial clearance rewards, with the default configuration enabling the linear term and assigning zero weight to the polynomial term (HugWBC Authors, 2025).
Environment Rewards and Mirror Regularization
The environment reward contains task tracking, behavior tracking, and regularization terms, combined as
r t = r t t a s k + r t b e h a v i o r + r t r e g . (144) r_t=r_t^{\mathrm{task}}+r_t^{\mathrm{behavior}}+r_t^{\mathrm{reg}}. \tag*{(144)} r t = r t task + r t behavior + r t reg . (144)
Task terms track the three velocity components with dense exponential errors. Behavior terms track height, pitch, and waist yaw, and include the contact and swing terms above. Regularization penalizes torque, joint-speed limit violations, joint acceleration, and action increments. Collision-based termination discourages failed execution. In particular, an action-rate term − ∥ a t − a t − 1 ∥ 2 -\lVert a_t-a_{t-1}\rVert^2 − ∥ a t − a t − 1 ∥ 2 discourages frame-to-frame jitter. These rewards define the rollout return and advantages used by PPO.
Mirror consistency is a separate training loss. Let F h \mathcal{F}_h F h mirror body observations and past actions at each history step, F g \mathcal{F}_g F g mirror the associated commands, and F a \mathcal{F}_a F a mirror actions across the robot’s sagittal plane. The intervention indicator is unchanged. For rollout minibatches D r o l l \mathcal{D}_{\mathrm{roll}} D roll , the released implementation uses
L s y m = λ s y m E ( h t , g t ) ∼ D r o l l [ 1 n a ∥ sg [ μ θ ( h t , g t ) ] − F a ( μ θ ( F h ( h t ) , F g ( g t ) ) ) ∥ 2 2 ] , (145) \mathcal{L}_{\mathrm{sym}}=\lambda_{\mathrm{sym}}\mathbb{E}_{(h_t,g_t)\sim\mathcal{D}_{\mathrm{roll}}}\left[\frac{1}{n_a}\left\lVert\operatorname{sg}\left[\mu_{\theta}(h_t,g_t)\right]-\mathcal{F}_a\left(\mu_{\theta}\left(\mathcal{F}_h(h_t),\mathcal{F}_g(g_t)\right)\right)\right\rVert_2^2\right], \tag*{(145)} L sym = λ sym E ( h t , g t ) ∼ D roll [ n a 1 ∥ sg [ μ θ ( h t , g t ) ] − F a ( μ θ ( F h ( h t ) , F g ( g t ) ) ) ∥ 2 2 ] , (145)
where n a n_a n a is the action dimension and sg \operatorname{sg} sg denotes stop-gradient. The default λ s y m = 0.5 \lambda_{\mathrm{sym}}=0.5 λ sym = 0.5 . Symmetry is applied to observations, past actions, and commands as well as the action output, so it remains useful when the same policy is asked to produce left-right variants of an otherwise identical behavior (Yu et al., 2018).
The optimizer minimizes the PPO actor and value losses minus the entropy bonus, plus L s y m \mathcal{L}_{\mathrm{sym}} L sym and the state-estimation loss when jointly trained. The mirror loss does not enter each-step reward, discounted return, or advantage. An independent foot-position asymmetry reward used for non-walking gaits can enter the environment return. It is distinct from policy mirror consistency (HugWBC Authors, 2025).
Couplings Between Commands
The learned controller exposes several useful couplings. At approximately steady forward speed, the pair ( v x , f g a i t ) (v_x, f^{\mathrm{gait}}) ( v x , f gait ) controls displacement per cycle. At fixed speed, raising frequency shortens each cycle’s displacement. At fixed frequency, raising speed requires greater displacement. The pair ( f g a i t , ℓ c l e a r ) (f^{\mathrm{gait}}, \ell^{\mathrm{clear}}) ( f gait , ℓ clear ) trades clearance against swing speed and work. Lateral velocity and turning interact with foot placement, phase offset, and waist orientation. Body height z c m d z^{\mathrm{cmd}} z cmd changes leg configuration and effective workspace, while pitch β p i t c h \beta^{\mathrm{pitch}} β pitch changes body geometry and the relation between base-frame and world-frame velocity. Finally, phase offset ψ p h a s e \psi^{\mathrm{phase}} ψ phase and duty factor d s t a n c e d^{\mathrm{stance}} d stance specify the intended contact rhythm. A unified policy can learn these trade-offs from the return, while coordinated actuation and contact still limit the command combinations it can realize.
The reward weights also interact with these commands. For example, a high-frequency, high-clearance target increases the acceleration required by the swing trajectory, so an action-rate penalty suitable for walking may over-damp hopping. Curriculum sampling gradually expands command ranges and intervention magnitude. Massive parallel simulation makes such coverage practical (Rudin et al., 2022). Periodic reward composition and multiplicity of behavior provide related examples of diverse gait learning through explicit command spaces (Siekmann et al., 2021; Margolis and Agrawal, 2023).
A useful diagnostic is therefore a command-interaction map rather than a list of single-command errors. Evaluate tracking error and smoothness on a grid of ( v x , v y , ω z , f g a i t , ℓ c l e a r , z c m d , β p i t c h , χ ) (v_x, v_y, \omega_z, f^{\mathrm{gait}}, \ell^{\mathrm{clear}}, z^{\mathrm{cmd}}, \beta^{\mathrm{pitch}}, \chi) ( v x , v y , ω z , f gait , ℓ clear , z cmd , β pitch , χ ) , then inspect where one command degrades another. Such tests assess behavior between command combinations as well as at isolated settings. They also expose saturation. If increasing f g a i t f^{\mathrm{gait}} f gait no longer changes measured cadence, actuator or contact limits may be responsible, but further tests are needed to distinguish these limits from inadequate command conditioning.
Disturbance Rejection and External Control
Robustness is trained as part of motion generation. Upper-body intervention replaces the policy’s arm actions with sampled joint targets or bounded noise, while the lower-body command remains active. The intervention indicator tells the policy which control mode is present, and the intervention is interpolated over a finite interval rather than switched instantaneously. Regularization rewards for the intervened joints are masked, while velocity tracking, contact objectives, collision-based termination, and lower-body regularization remain active. A curriculum gradually increases the contribution of external actions once baseline velocity tracking is reliable. This trains trunk and leg compensation for arm motion while preserving the commanded gait, supporting loco-manipulation.
The resulting architecture closes the feedback loop at each control step. A semantic command is encoded as velocity, posture, and phase variables. Temporal proprioception supports state estimation. A command-conditioned policy maps the combined input to joint targets. And contact and motion-quality objectives shape the solution. Low-level torque limits and deployment checks complement this learned control. For deployment, the most important tests jointly assess command tracking under phase changes, recovery after external impulses, action-rate and contact behavior, and retention of lower-body stability during upper-body intervention. Maintaining this coordination on hardware also depends on the delays and actuator limitations examined in Section 7.5.
Motor Pretraining and Dexterous Whole-Body Control
Command-conditioned control exposes a specified behavior domain. Motor pretraining seeks capabilities that can be reused across downstream objectives. Three approaches serve different roles. Reference tracking learns to execute supplied motions. Learned priors and skill representations support downstream policy learning. And multi-mode pretraining or distillation exposes a shared repertoire through varied commands (Peng et al., 2018a; 2021; He et al., 2025b; Zeng et al., 2025). These approaches can be combined. This section first develops tracking as a common learning objective, then examines behavior foundation models, and finally shows that the same dynamics, estimation, tracking objectives, and command interfaces carry over to the multi-fingered hand, where the held object rather than the robot’s base is the unactuated body.
Motion Tracking
Motion tracking formulates humanoid whole-body control as the reproduction of a reference motion under the robot’s dynamics. Reference trajectories provide a time-varying description of the desired behavior, capturing the coordinated movement of the body across different skills. DeepMimic (Peng et al., 2018a) establishes a reinforcement-learning formulation of this approach in physics-based character animation. Recent humanoid systems, including BeyondMimic (Liao et al., 2026) and SONIC (Luo et al., 2026), build on this principle to acquire physically executable skills and broad behavior repertoires. The reference specifies how the robot should move, while reinforcement learning discovers the feedback control needed to reproduce that movement under physical dynamics.
Formally, consider a reference motion sequence
M m o t i o n = ( s 0 r e f , s 1 r e f , … , s T r e f ) , (146) \mathcal{M}_{\mathrm{motion}} = (s^{\mathrm{ref}}_0, s^{\mathrm{ref}}_1, \ldots, s^{\mathrm{ref}}_T), \tag*{(146)} M motion = ( s 0 ref , s 1 ref , … , s T ref ) , (146)
where s t r e f s^{\mathrm{ref}}_t s t ref specifies the target kinematic quantities at timestep t t t , such as joint configurations, body poses, and velocities. At each timestep, the policy selects an action conditioned on the available history and reference command, and the system evolves according to
a t ∼ π θ ( ⋅ ∣ h t , g t ) , s t + 1 ∼ P ( ⋅ ∣ s t , a t ) , (147) a_t \sim\pi_\theta(\cdot\mid h_t, g_t), \qquad s_{t+1} \sim P(\cdot\mid s_t, a_t), \tag*{(147)} a t ∼ π θ ( ⋅ ∣ h t , g t ) , s t + 1 ∼ P ( ⋅ ∣ s t , a t ) , (147)
where π θ \pi_\theta π θ is the policy parameterized by θ \theta θ , a t a_t a t is the action, h t h_t h t is the observation-action history defined in Eq. (121) , g t g_t g t is the reference-derived command, and P P P denotes the transition dynamics. The full physical state s t s_t s t may include privileged information accessible in simulation but unavailable to the deployed policy.
The discrepancy between the executed and reference motions provides a dense learning signal. A generic tracking reward takes the form
r t t r a c k = ∑ k ∈ I t r a c k w k exp [ − d k ( s t + 1 , s t + 1 r e f ) σ k t r a c k ] , w k ≥ 0 , (148) r^{\mathrm{track}}_t = \sum_{k \in\mathcal{I}_{\mathrm{track}}} w_k \exp\left[-\frac{d_k(s_{t+1},s^{\mathrm{ref}}_{t+1})}{\sigma^{\mathrm{track}}_k}\right], \qquad w_k \ge0, \tag*{(148)} r t track = k ∈ I track ∑ w k exp [ − σ k track d k ( s t + 1 , s t + 1 ref ) ] , w k ≥ 0 , (148)
where I t r a c k \mathcal{I}_{\mathrm{track}} I track indexes the tracked quantities, d k d_k d k measures the corresponding squared discrepancy, w k w_k w k determines its relative contribution, and σ k t r a c k > 0 \sigma^{\mathrm{track}}_k > 0 σ k track > 0 controls the sensitivity to tracking errors. Additional costs can regularize physical execution through a reward of the form
r t = r t t r a c k − ∑ j λ j c j ( s t , a t − 1 , a t , s t + 1 ) , λ j ≥ 0 , (149) r_t = r^{\mathrm{track}}_t - \sum_j \lambda_j c_j(s_t, a_{t-1}, a_t, s_{t+1}), \qquad\lambda_j \ge0, \tag*{(149)} r t = r t track − j ∑ λ j c j ( s t , a t − 1 , a t , s t + 1 ) , λ j ≥ 0 , (149)
where c j c_j c j denotes a nonnegative regularization cost and λ j \lambda_j λ j its weight. The preceding action is included to allow action-rate penalties. Such costs can penalize undesirable behavior, including abrupt action changes or joint-limit violations. Motion tracking therefore provides a shared behavioral objective while retaining regularization appropriate for physical execution.
The policy is trained to maximize the expected discounted return according to the objective
max θ E M m o t i o n ∼ D , ζ t r a j ∼ p θ ( ζ t r a j ∣ M m o t i o n ) [ ∑ t = 0 T − 1 γ t r t ] , (150) \max_\theta\ \mathbb{E}_{\mathcal{M}_{\mathrm{motion}} \sim\mathcal{D},\,\zeta_{\mathrm{traj}} \sim p_\theta(\zeta_{\mathrm{traj}} \mid\mathcal{M}_{\mathrm{motion}})} \left[\sum_{t=0}^{T-1} \gamma^t r_t\right], \tag*{(150)} θ max E M motion ∼ D , ζ traj ∼ p θ ( ζ traj ∣ M motion ) [ t = 0 ∑ T − 1 γ t r t ] , (150)
where γ ∈ [ 0 , 1 ) \gamma\in[0,1) γ ∈ [ 0 , 1 ) is the discount factor, D \mathcal{D} D is the reference-motion distribution, and ζ t r a j \zeta_{\mathrm{traj}} ζ traj is an executed state-action trajectory. The trajectory distribution p θ p_\theta p θ is induced by the policy, transition dynamics, and initialization distribution. For a single-clip policy, D \mathcal{D} D concentrates on one reference motion. For a controller trained on a motion corpus, it samples across multiple clips. In both settings, reference motions specify the desired outcomes, while interaction with the environment supplies the experience used for policy optimization. PPO Schulman et al., 2017 is commonly used to optimize this objective, as exemplified by SONIC Luo et al., 2026.
Several practical strategies support effective learning. Reference state initialization starts episodes from sampled reference configurations and velocities, exposing the policy to later phases of a motion before it can reliably reach them from the beginning. Early termination ends episodes when predefined failure conditions are met, such as excessive tracking errors, avoiding prolonged rollouts in unsuccessful states. Adaptive sampling further directs training effort toward challenging motions or segments. For example, BeyondMimic Liao et al., 2026 prioritizes temporal regions with high estimated failure rates while retaining a uniform sampling component to preserve coverage. Together, these strategies determine where rollouts begin, when they end, and how experience is distributed across the reference corpus.
Behavior Foundation Model
Motion tracking provides a shared learning objective, but a general-purpose controller must also accommodate the diverse commands used in downstream applications. A complete reference sequence may be suitable for motion replay, whereas interactive control may specify targets for only a few body links. This motivates behavior foundation models, humanoid controllers pretrained on large-scale motion data to acquire a broad repertoire of reusable whole-body behaviors and execute them in response to diverse behavioral specifications (Zeng et al., 2025; 2026). By combining broad behavioral coverage with a versatile control interface, BFMs enable learned motor capabilities to be shared across multiple control modes and downstream tasks.
In this formulation, a behavior is defined as a trajectory of body states and actions, where s t p s_t^p s t p denotes the proprioceptive body variables selected from s t s_t s t . The trajectory is written as
B s e q ≜ ( s 0 p , a 0 , s 1 p , a 1 , … , s T − 1 p , a T − 1 , s T p ) . (151) \mathbf{B}^{\mathrm{seq}} \triangleq(s_0^p, a_0, s_1^p, a_1, \ldots, s_{T-1}^p, a_{T-1}, s_T^p). \tag*{(151)} B seq ≜ ( s 0 p , a 0 , s 1 p , a 1 , … , s T − 1 p , a T − 1 , s T p ) . (151)
Goal specifications are treated as external conditions that guide or constrain the execution of a behavior. A single behavior may satisfy different specifications, while a given specification may admit multiple physically valid behaviors. For example, specifying a hand target leaves considerable freedom in the robot’s stance and the movement of its other arm. Separating goals from the definition of B s e q \mathbf{B}^{\mathrm{seq}} B seq therefore distinguishes the executed behavior from the conditions used to specify it.
From this perspective, BFM pretraining requires both a shared objective for acquiring diverse behaviors and a versatile interface for specifying their execution. Motion tracking provides the former through coordinated demonstrations and dense tracking rewards. The control interface provides the latter by allowing downstream applications to specify only the aspects of movement relevant to their objectives. Motion tracking thus serves as a proxy task for learning reusable motor capabilities, which can subsequently be invoked through commands that need not describe a complete whole-body trajectory.
One practical realization of this interface uses masked Cartesian body targets. Let x t t a r g e t x_t^{\mathrm{target}} x t target contain target poses and tracking errors expressed in the robot’s current root frame, and let m t \mathbf{m}_t m t be a binary mask selecting the commanded body links. The command and policy are then
g t = ( m t ⊙ x t t a r g e t , m t ) , a t ∼ π θ ( ⋅ ∣ h t , g t ) , (152) g_t = (\mathbf{m}_t \odot x_t^{\mathrm{target}}, \mathbf{m}_t), \qquad\mathbf{a}_t \sim\pi_\theta(\cdot\mid h_t, g_t), \tag*{(152)} g t = ( m t ⊙ x t target , m t ) , a t ∼ π θ ( ⋅ ∣ h t , g t ) , (152)
where h t h_t h t retains the history definition in § 4.5.1.3 , and the mask is applied to the features associated with each link. An entry m t ℓ = 1 m_t^\ell= 1 m t ℓ = 1 indicates that link ℓ \ell ℓ is specified. An all-one mask requests full-body tracking, while a sparse mask specifies selected links and allows the controller to coordinate the remaining body movements. Including the mask explicitly distinguishes an unspecified target from a valid target whose encoded value is zero. Sampling different masks during pretraining enables a single controller to learn from multiple forms of behavior specification. For globally specified targets, root-relative encoding uses the robot pose relative to the target.
The original BFM implementation trains a motion-imitation policy and transfers its behavior through masked online distillation. It also evaluates learning new behaviors through a residual decoder with the BFM frozen (Zeng et al., 2025). ScaleBFM studies direct goal-conditioned reinforcement-learning pretraining, examining the joint effects of training data and model capacity (Zeng et al., 2026). Its findings highlight the complementary roles of reference-motion diversity and on-policy experience. Diverse references expand the range of behaviors available for learning, while rollouts supply the interaction experience needed to acquire them. Effective scaling therefore calls for coordinating these two resources with an architecture capable of translating diverse behavioral specifications into coordinated actions.
As its model backbone, ScaleBFM introduces the Humanoid Transformer , which combines temporal context with goal-conditioned control, as illustrated in Figure 7.7 . Proprioceptive states and past actions are encoded as interleaved tokens and processed through self-attention to capture the recent execution history. A learnable query token aggregates this information for action or value prediction. Future goal states, together with their temporal offsets, are encoded into goal tokens and incorporated through cross-attention. This design allows the controller to interpret the requested movement in the context of its ongoing behavior, directly accommodating the history and commands in Eq. (152) .
Figure 7.7. Visualization of the Humanoid Transformer architecture applied in ScaleBFM (Zeng et al., 2026)
ScaleBFM also studies the representations learned through goal conditioning. It applies root mean square normalization (RMSNorm) (Zhang and Sennrich, 2019) to goal embeddings and analyzes their normalized directions. For the selected motion sequences, neighboring targets yield nearby representations, while behaviors such as forward and backward walking occupy distinguishable regions. Perturbation experiments test how changes in embedding direction affect control performance. These findings provide evidence of local organization and robustness in the learned goal representation.
Together, these components illustrate how the general BFM framework can be instantiated in practice. Motion tracking supplies a shared learning objective, masked targets provide a versatile control interface, and the Humanoid Transformer relates behavioral specifications to the robot’s execution history. ScaleBFM thus offers a concrete example of learning coordinated motor skills and structured goal representations within a single pretrained controller, supporting the reuse of its behavioral repertoire across multiple control modes.
Evaluation Metrics
Evaluating a BFM requires measuring how reliably and accurately it realizes the behavioral specifications supplied through its control interface. Motion tracking provides a direct setting for this assessment because the executed behavior can be compared with a time-aligned reference. Using the tracking metrics reported by ScaleBFM (Zeng et al., 2026), this chapter considers sequence-level success rate together with mean per-keypoint position and rotation errors in global and local coordinates. These metrics describe complementary aspects of control, including persistent compliance with the command, accuracy in the world frame, and fidelity of the body configuration after horizontal root displacement and heading differences are removed.
Consider a reference motion M m o t i o n \mathcal{M}_{\mathrm{motion}} M motion and the corresponding rollout of π θ ( ⋅ ∣ h t , g t ) \pi_{\theta}(\cdot\mid h_t,g_t) π θ ( ⋅ ∣ h t , g t ) . With the initial state indexed by 0 0 0 as above, let t = 1 , … , T t=1,\ldots,T t = 1 , … , T index the frames actually executed and evaluated. For a fixed control mode, the command mask satisfies m t = m \mathbf{m}_t=\mathbf{m} m t = m , and the set of evaluated links is
L m l i n k s = { ℓ ∣ m ℓ = 1 } . (153) \mathcal{L}_{\mathbf{m}}^{\mathrm{links}}=\{\ell\mid m^{\ell}=1\}. \tag*{(153)} L m links = { ℓ ∣ m ℓ = 1 } . (153)
Let p t , ℓ ∈ R 3 \mathbf{p}_{t,\ell}\in\mathbb{R}^{3} p t , ℓ ∈ R 3 and R t , ℓ ∈ S O ( 3 ) \mathbf{R}_{t,\ell}\in\mathrm{SO}(3) R t , ℓ ∈ SO ( 3 ) denote the world-frame position and orientation of link ℓ \ell ℓ , extracted from s t s_t s t , and let p t , ℓ r e f \mathbf{p}_{t,\ell}^{\mathrm{ref}} p t , ℓ ref and R t , ℓ r e f \mathbf{R}_{t,\ell}^{\mathrm{ref}} R t , ℓ ref denote their counterparts in s t r e f s_t^{\mathrm{ref}} s t ref . In SI units, these position quantities are measured in m. Each rotation matrix maps vectors from the corresponding link frame to the world frame. The reference and executed states refer to the same robot embodiment and the same timestep. Only links in L m l i n k s \mathcal{L}_{\mathbf{m}}^{\mathrm{links}} L m links contribute to the tracking metrics. Sequences with an all-zero command mask are excluded from the tracking-error means below, and the number excluded is reported. An unspecified link may move differently from the reference while helping the robot satisfy the commanded targets.
Success Rate For an evaluation set containing N e v a l > 0 N_{\mathrm{eval}}>0 N eval > 0 reference sequences, let T i T_i T i denote the full reference length of sequence i i i in frames, with T i > 0 T_i>0 T i > 0 and a nonempty selected-link set. Given a positional tolerance δ > 0 \delta>0 δ > 0 , the success rate is
Succ ( δ ) = 1 N e v a l ∑ i = 1 N e v a l 1 [ max 1 ≤ t ≤ T i ℓ ∈ L m l i n k s ∥ p t , ℓ ( i ) − p t , ℓ r e f , ( i ) ∥ 2 ≤ δ ] , (154) \operatorname{Succ}(\delta)=\frac{1}{N_{\mathrm{eval}}}\sum_{i=1}^{N_{\mathrm{eval}}}\mathbf{1}\left[\max_{\substack{1\leq t\leq T_i\\ \ell\in\mathcal{L}_{\mathbf{m}}^{\mathrm{links}}}}\left\|\mathbf{p}_{t,\ell}^{(i)}-\mathbf{p}_{t,\ell}^{\mathrm{ref},(i)}\right\|_2\leq\delta\right], \tag*{(154)} Succ ( δ ) = N eval 1 i = 1 ∑ N eval 1 1 ≤ t ≤ T i ℓ ∈ L m links max p t , ℓ ( i ) − p t , ℓ ref , ( i ) 2 ≤ δ , (154)
where 1 [ ⋅ ] \mathbf{1}[\cdot] 1 [ ⋅ ] is the indicator function. A sequence succeeds only if every selected link remains within the tolerance throughout its execution. A rollout terminated by failure before completing the reference is counted as unsuccessful. ScaleBFM uses δ = 0.5 m \delta=0.5\,\mathrm{m} δ = 0.5 m . The maximum over links and time makes this criterion sensitive to even a single large deviation. Success rate therefore complements average tracking errors, which can conceal brief failures. Since the criterion constrains position alone, orientation accuracy must be assessed separately. The score lies in [ 0 , 1 ] [0,1] [ 0 , 1 ] and may be multiplied by 100 when reported as a percentage.
Global Tracking Errors For T > 0 T>0 T > 0 and a nonempty selected-link set, the global mean per-keypoint position error averages the Euclidean distance between corresponding link positions. error is computed as
G - M P K P E = 1 T ∣ L m l i n k s ∣ ∑ t = 1 T ∑ ℓ ∈ L m l i n k s ∥ p t , ℓ − p t , ℓ r e f ∥ 2 . (155) \mathrm{G\text{-}MPKPE} = \frac{1}{T|\mathcal{L}_{m}^{\mathrm{links}}|} \sum_{t=1}^{T} \sum_{\ell\in\mathcal{L}_{m}^{\mathrm{links}}} \left\| \mathbf{p}_{t,\ell} - \mathbf{p}_{t,\ell}^{\mathrm{ref}} \right\|_{2}. \tag*{(155)} G - MPKPE = T ∣ L m links ∣ 1 t = 1 ∑ T ℓ ∈ L m links ∑ p t , ℓ − p t , ℓ ref 2 . (155)
This error measures positional agreement in the world frame and is affected by both root motion and body articulation. For example, a controller may reproduce the reference limb configuration while gradually drifting away from the intended path, resulting in a large global position error.
For orientations, define the angular distance between two rotation matrices as
d R ( R 1 , R 2 ) = arccos ( clip ( tr ( R 1 T R 2 ) − 1 2 , − 1 , 1 ) ) , (156) d_{R}(\mathbf{R}_{1},\mathbf{R}_{2}) = \arccos\left(\operatorname{clip}\left(\frac{\operatorname{tr}(\mathbf{R}_{1}^{\mathsf{T}}\mathbf{R}_{2}) - 1}{2}, -1, 1\right)\right), \tag*{(156)} d R ( R 1 , R 2 ) = arccos ( clip ( 2 tr ( R 1 T R 2 ) − 1 , − 1 , 1 ) ) , (156)
where tr \operatorname{tr} tr denotes the matrix trace and clipping accommodates numerical roundoff. This distance is the magnitude of the shortest relative rotation, taking values in [ 0 , π ] [0,\pi] [ 0 , π ] . It gives a geometric orientation error without depending on the choice or wrapping of Euler angles. The global mean per-keypoint rotation error is then
G - M P K R E = 1 T ∣ L m l i n k s ∣ ∑ t = 1 T ∑ ℓ ∈ L m l i n k s d R ( R t , ℓ , R t , ℓ r e f ) . (157) \mathrm{G\text{-}MPKRE} = \frac{1}{T|\mathcal{L}_{m}^{\mathrm{links}}|} \sum_{t=1}^{T} \sum_{\ell\in\mathcal{L}_{m}^{\mathrm{links}}} d_{R}\left(\mathbf{R}_{t,\ell},\mathbf{R}_{t,\ell}^{\mathrm{ref}}\right). \tag*{(157)} G - MPKRE = T ∣ L m links ∣ 1 t = 1 ∑ T ℓ ∈ L m links ∑ d R ( R t , ℓ , R t , ℓ ref ) . (157)
Position errors are measured in meters and rotation errors in radians. Both are means of per-link distances, without squaring the errors.
Local Tracking Errors Local evaluation removes the horizontal root position and heading of each trajectory at each timestep. To make this convention explicit, let
c t r o o t = [ p t , x r o o t p t , y r o o t 0 ] T , H t = R z ( ψ t h e a d ) , (158) \mathbf{c}_{t}^{\mathrm{root}} = \begin{bmatrix} p_{t,x}^{\mathrm{root}} & p_{t,y}^{\mathrm{root}} & 0 \end{bmatrix}^{\mathsf{T}}, \qquad\mathbf{H}_{t} = \mathbf{R}_{z}\left(\psi_{t}^{\mathrm{head}}\right), \tag*{(158)} c t root = [ p t , x root p t , y root 0 ] T , H t = R z ( ψ t head ) , (158)
where p t r o o t \mathbf{p}_{t}^{\mathrm{root}} p t root is the robot root position, ψ t h e a d \psi_{t}^{\mathrm{head}} ψ t head is its heading angle, and R z ( ψ t h e a d ) \mathbf{R}_{z}(\psi_{t}^{\mathrm{head}}) R z ( ψ t head ) is a rotation about the vertical axis. Define c t r o o t , r e f \mathbf{c}_{t}^{\mathrm{root,ref}} c t root , ref and H t r e f \mathbf{H}_{t}^{\mathrm{ref}} H t ref analogously from the reference root state. The aligned link poses are
p ˉ t , ℓ = H t T ( p t , ℓ − c t r o o t ) , R ˉ t , ℓ = H t T R t , ℓ , \bar{\mathbf{p}}_{t,\ell} = \mathbf{H}_{t}^{\mathsf{T}}\left(\mathbf{p}_{t,\ell} - \mathbf{c}_{t}^{\mathrm{root}}\right), \qquad\bar{\mathbf{R}}_{t,\ell} = \mathbf{H}_{t}^{\mathsf{T}}\mathbf{R}_{t,\ell}, p ˉ t , ℓ = H t T ( p t , ℓ − c t root ) , R ˉ t , ℓ = H t T R t , ℓ ,
p ˉ t , ℓ r e f = ( H t r e f ) T ( p t , ℓ r e f − c t r o o t , r e f ) , R ˉ t , ℓ r e f = ( H t r e f ) T R t , ℓ r e f . (159) \bar{\mathbf{p}}_{t,\ell}^{\mathrm{ref}} = \left(\mathbf{H}_{t}^{\mathrm{ref}}\right)^{\mathsf{T}}\left(\mathbf{p}_{t,\ell}^{\mathrm{ref}} - \mathbf{c}_{t}^{\mathrm{root,ref}}\right), \qquad\bar{\mathbf{R}}_{t,\ell}^{\mathrm{ref}} = \left(\mathbf{H}_{t}^{\mathrm{ref}}\right)^{\mathsf{T}}\mathbf{R}_{t,\ell}^{\mathrm{ref}}. \tag*{(159)} p ˉ t , ℓ ref = ( H t ref ) T ( p t , ℓ ref − c t root , ref ) , R ˉ t , ℓ ref = ( H t ref ) T R t , ℓ ref . (159)
The executed and reference poses are thus expressed in their respective heading frames, with each frame origin placed at the root’s horizontal projection onto the ground plane. Because this transformation removes only horizontal translation and yaw, discrepancies in height, roll, and pitch remain measurable. Applying the same position and rotation distances to these aligned quantities yields
L - M P K P E = 1 T ∣ L m l i n k s ∣ ∑ t = 1 T ∑ ℓ ∈ L m l i n k s ∥ p ˉ t , ℓ − p ˉ t , ℓ r e f ∥ 2 , (160) \mathrm{L\text{-}MPKPE} = \frac{1}{T|\mathcal{L}_{m}^{\mathrm{links}}|} \sum_{t=1}^{T} \sum_{\ell\in\mathcal{L}_{m}^{\mathrm{links}}} \left\| \bar{\mathbf{p}}_{t,\ell} - \bar{\mathbf{p}}_{t,\ell}^{\mathrm{ref}} \right\|_{2}, \tag*{(160)} L - MPKPE = T ∣ L m links ∣ 1 t = 1 ∑ T ℓ ∈ L m links ∑ p ˉ t , ℓ − p ˉ t , ℓ ref 2 , (160)
L - M P K R E = 1 T ∣ L m l i n k s ∣ ∑ t = 1 T ∑ ℓ ∈ L m l i n k s d R ( R ˉ t , ℓ , R ˉ t , ℓ r e f ) . \mathrm{L\text{-}MPKRE} = \frac{1}{T|\mathcal{L}_{m}^{\mathrm{links}}|} \sum_{t=1}^{T} \sum_{\ell\in\mathcal{L}_{m}^{\mathrm{links}}} d_{R}\left(\bar{\mathbf{R}}_{t,\ell},\bar{\mathbf{R}}_{t,\ell}^{\mathrm{ref}}\right). L - MPKRE = T ∣ L m links ∣ 1 t = 1 ∑ T ℓ ∈ L m links ∑ d R ( R ˉ t , ℓ , R ˉ t , ℓ ref ) .
A low local error indicates accurate reconstruction of the commanded body configuration after this alignment. A substantial global position error together with a small local position error can therefore indicate difficulty following the desired root trajectory despite accurate local pose reproduction. Global and local scores should consequently be interpreted together. Their coordinate conventions describe how a rollout is scored and are separate from the coordinate encoding used to provide g t g_t g t to the policy.
For meaningful comparisons, results should be reported separately for each control mode using matched reference motions, selected links, initialization, and sampling frequency. The formulas above define errors for one sequence. The reported mean is the arithmetic mean of the per-sequence errors, with each included sequence receiving equal weight. The error statistics retain the evaluated frames from failed and truncated rollouts. Because early termination can omit harder parts of a reference, mean errors should be interpreted together with success rate and rollout duration. Applying the same protocol to held-out motions from familiar sources and motions from unseen sources further distinguishes tracking accuracy from cross-source generalization. These measures characterize the realization of behavioral specifications. Downstream scene-interaction tasks additionally require evaluation of their own task outcomes.
Dexterous Hands: Motor Control at the Finger Level
A Cartesian hand target in a body controller specifies where the hand should move, but leaves its finger configuration and object contacts unresolved. Extending motor pretraining to dexterity therefore requires examples of contact transitions, together with an interface that can request useful movement without prescribing every contact.
The Held Object as a Floating Base A multi-fingered hand needs the same layers of low-level control as the humanoid body, because its control problem has the same structure. Recall from Eq. (125) that the first six rows of a legged robot’s dynamics contain no joint torque. The base moves only through inertial coupling and contact. In in-hand manipulation the unactuated body is the held object. With the wrist pose given by the arm, the object twist ν o ∈ R 6 \nu_o \in\mathbb{R}^{6} ν o ∈ R 6 and the finger joints q h \mathbf{q}_h q h evolve as
M o ν ˙ o + b o = G ( q h , x o ) f K h a n d + w e x t , M h ( q h ) q ¨ h + b h = τ − J h , K h a n d T f K h a n d , (161) \mathbf{M}_o\dot{\nu}_o+\mathbf{b}_o=\mathbf{G}(\mathbf{q}_h,\mathbf{x}_o)\mathbf{f}_{\mathcal{K}_{\mathrm{hand}}}+\mathbf{w}_{\mathrm{ext}}, \qquad\mathbf{M}_h(\mathbf{q}_h)\ddot{\mathbf{q}}_h+\mathbf{b}_h=\boldsymbol{\tau}-\mathbf{J}_{h,\mathcal{K}_{\mathrm{hand}}}^{\mathsf{T}}\mathbf{f}_{\mathcal{K}_{\mathrm{hand}}}, \tag*{(161)} M o ν ˙ o + b o = G ( q h , x o ) f K hand + w ext , M h ( q h ) q ¨ h + b h = τ − J h , K hand T f K hand , (161)
where K h a n d \mathcal{K}_{\mathrm{hand}} K hand is the set of active finger-object contacts, x o \mathbf{x}_o x o is the object pose, M o \mathbf{M}_o M o and b o \mathbf{b}_o b o its spatial inertia and bias wrench, f K h a n d \mathbf{f}_{\mathcal{K}_{\mathrm{hand}}} f K hand stacks the forces that the fingers apply at the active contacts, and the grasp matrix G \mathbf{G} G maps them to the resultant wrench on the object (Lynch and Park, 2017). Each contact force must lie in the friction cone of Eq. (126) . As for the floating base, no actuator acts on the object directly. Joint torque τ \boldsymbol{\tau} τ reaches it only through J h , K h a n d \mathbf{J}_{h,\mathcal{K}_{\mathrm{hand}}} J h , K hand and G \mathbf{G} G , and only while the corresponding contacts are closed. Contact forces in the null space of G \mathbf{G} G squeeze the object without moving it. They set the friction margins that keep the grasp stable (Bicchi, 1994).
Table 7.3 extends the correspondence to the rest of the chapter. Two points go beyond the table. First, rolling or sliding fingertips change G \mathbf{G} G and J h , K h a n d \mathbf{J}_{h,\mathcal{K}_{\mathrm{hand}}} J h , K hand during a manipulation, much as foot place-
Table 7.3 Correspondence between humanoid whole-body control and dexterous in-hand control. References in the humanoid-body column point to the relevant formulations and sections of this chapter. The dexterous-hand column shows analogous quantities for a multi-fingered hand holding an object
ment changes the stance Jacobian, so the contact mode is part of the state to be estimated. Second, the hand differs in scale and instrumentation. Finger actuators are small, often heavily geared, and work close to their force limits, so the gap between commanded and realized torque in Eq. (127) matters more than it does for a leg. Available sensing ranges from motor current to fingertip tactile images (Section 9.6.3). And the hand’s “floating base” has a different mass and shape in every task.
The three routes to reusable motor skills named at the start of this section, namely reference tracking, learned priors, and goal-conditioned interfaces, carry over to the hand with the object in place of the base.
Tracking Human Hand References TeleDexter makes the desired object motion explicit (Li et al., 2026c). The operator specifies fingertip positions and object pose in the wrist frame. A recurrent hand policy maps these goals and the observed hand-object state to residual joint-position commands, while independent inverse kinematics tracks the operator’s wrist with a fixed-base Franka FR3 arm. Training uses consecutive hand-object subgoals, with sparse goal-reaching rewards supplemented by dense tracking rewards. The hand can discover contact strategies between subgoals rather than reproduce every reference frame. Deployment runs at 30 Hz. Reaching and initial grasping use kinematic retargeting before the operator switches to the learned in-hand controller. Its training signal follows Eq. (148) , but the reference covers the object and fingertips instead of every joint, much like the sparse masked targets of Eq. (152) .
On a SharpaWave hand, TeleDexter achieves 75.2% mean success over seven reorientation and tool-use tasks, with 15 trials per task. Reusing the human reference data after retargeting and training a separate LeapHand controller yields 60% and 73.3% success on two reorientation tasks. This is reuse of data and a training procedure across hand morphologies. The current controller remains object-specific. A new object requires reference collection and policy training.
A Learned Motion Prior for Fingers DexterityGen gives a concrete pretraining implementation (Yin et al., 2025). Simulation reinforcement learning generates transitions between nearby sampled grasps, supplemented by free-finger and precision-manipulation behaviors. Varying object geometry, wrist motion, and physical parameters broadens the resulting dataset. A diffusion model then learns a distribution of future finger-keypoint motion conditioned on proprioceptive history and a mode indicator. An inverse dynamics model maps sampled motion to joint-position targets. At deployment, an external motion command guides diffusion sampling toward the requested finger movement while the learned prior favors motions represented in the training data. Thus, the command enters through sampling guidance. It is not simply copied to the joints. As in a behavior foundation model, a prior learned from broad simulated experience supplies coordinated motion, and a sparse command selects among behaviors it already supports.
The experiments demonstrate reuse on an Allegro hand attached to a separately controlled Franka Panda arm, with human teleoperation supplying motion commands. Test objects are absent from the pretraining dataset. Assisted teleoperation improves object retention and completes reorientation and regrasping tasks, but complete screwdriver and syringe tasks succeed in only 3/20 and 4/20 trials, respectively. These results support a reusable hand-motion prior while identifying the difficulty of composing skills into long tasks. The low-level controller uses proprioception rather than visual or tactile input. Control errors provide only an indirect contact cue.
Object-Goal Control Learned in Simulation SimToolReal asks whether simulated experience can produce a controller that follows object goals taken from a human demonstration. It uses a 22-DoF Sharpa hand on a KUKA iiwa arm and trains a recurrent goal-reaching policy on procedurally generated tool-like objects. At deployment, a human RGB-D demonstration supplies a sequence of object poses. The policy observes proprioception, the current object pose, a grasp-region bounding box, and the current goal, and commands arm and hand joint targets (Kedia et al., 2026). A demonstration can thus specify how a brush should be oriented without saying which finger releases first, and the controller is free to rotate the brush in the hand when moving the whole arm would hit the table. This is the object-centered goal representation of Section 8.3.1. The study evaluates 120 real rollouts over 24 trajectories, 12 tool instances, and six categories. Its Task Progress metric counts the fraction of demonstrated poses reached within a distance threshold and does not measure each tool’s effect (Kedia et al., 2026). Reaching the intended hammer trajectory is not the same as driving a nail to depth. In the terms of Table 7.3 , SimToolReal tracks a reference for the unactuated body itself and leaves the contact schedule to the policy, as a velocity command leaves footstep placement to a locomotion controller.
Table 7.3.
Adapting a Prior to Tight Contact Play2Perfect, also on a Sharpa hand and KUKA arm, pretrains object manipulation in free space and then fine-tunes in CAD-derived assembly environments with sparse goal rewards. In 10 real trials at 0.5 mm insertion clearance, the fine-tuned policy succeeds 6 times and the play-only policy never (Lum et al., 2026). The deployment is zero-shot sim-to-real, but the policy for the assembly task itself was trained in simulation. Free-space reorientation can reach the right pose through many contact arrangements. Insertion cannot, since a small angular error produces an edge contact that jams the part, and the grasp must still allow corrective motion.
This is the hand counterpart of adapting a pretrained body controller to a new behavior, as the residual decoder of the original BFM does. The prior makes the approach reachable, and task-specific training concentrates on the final contact.
The interfaces exposed by the four controllers to the layer above are fingertip and object goals (TeleDexter), guided finger-keypoint motion (DexterityGen), object-pose sequences (SimToolReal), and a task reward in simulation (Play2Perfect). Any of them could be where a manipulation foundation model (§ 4.4.6 ) hands a goal to a hand controller, as a semantic planner hands targets to a humanoid controller (§ 4.5.1.3 ). None yet combines broad object coverage with contact sensing, the subject of the next subsection.
Contact Feedback and Force-Adaptive Body-Hand Coordination
Contact execution requires feedback that distinguishes mechanically different states. Similar finger positions can occur during pressing, sliding, or a failed regrasp. TeleDexter excludes contact-force and tactile observations. Its failure analysis links tracking stalls to the inability to distinguish pressing against an object from sliding past it. Tool impacts also perturb grasps beyond its free-space hand-object training distribution. Motion targets specify intended interaction, while contact feedback helps determine whether it is being realized.
One response is to give the controller a state that keeps evidence the current image has lost. WM-Craftnet combines wrist depth, binary tactile contact, proprioception, and previous actions in a recurrent World Synesthesia Model, whose state conditions a PPO policy that outputs relative targets for the 22 joints of a Sharpa Wave hand. Simulation supplies clean-depth reconstruction targets during training. At deployment the state is updated from noisy sensor data (Yin et al., 2026a). The model gives the policy context and does not generate imagined rollouts, so it is a history-based state estimator in the sense of § 4.3.1.2 , serving as the hand counterpart of the RMA-style estimators of § 4.5.2.3 , with the object and its contacts as the hidden state. On an unseen double-notched block, WM-Craftnet meets the rotation criterion (more than half a revolution within 20 seconds) in 8 of 10 real trials, while a policy using WSM-denoised depth succeeds in none (Yin et al., 2026a). This favors recurrent interaction context over image denoising alone, although matched comparisons of history, capacity, and objectives would be needed to pin down the source of the gain.
Touch can also correct execution between visual updates. T-Rex, evaluated on a fixed-base dual-arm system with two Sharpa Wave hands, refines actions asynchronously from recent fingertip deformation and force history, reusing the visual-language context instead of recomputing it for every refinement (Niu et al., 2026a). A separate 300 Hz thread tracks the updated targets. Recent contact evidence can therefore change finger motion while the action chunk remains valid at the task level, the multirate interface of § 4.5.1.3 . In a six-task ablation, the average score is 65 for the full system, 42 without touch, and 60 without asynchronous refinement, under the paper’s task-specific scoring (Niu et al., 2026a). Both the tactile signal and the way it is integrated contribute. The split between slow refinement and a fast servo is the hand version of the latency budget of § 4.5.5 . The tactile rates that make it necessary are given in Section 9.6.3.
Body-hand coordination introduces a further mechanical constraint. When a held object accelerates with the body, its required net contact force changes. Arm configuration can also change the moment transmitted to the base. With both hands on one object, their forces jointly determine its resultant wrench. Force components that cancel at the object can still change internal grasp loading and friction margins (Bicchi, 1994). Coordinating a feasible object trajectory therefore also requires maintaining contacts and body support.
FAME provides direct evidence for force-adaptive standing (Pudasaini et al., 2026). An encoder jointly maps 15 torso-and-arm joint positions and the two three-dimensional hand forces to an eight-dimensional latent, which conditions a lower-body policy. Training combines an upper-body pose curriculum with sampled hand loads. Deployment estimates each hand force from measured joint torques τ t \tau_t τ t , rigid-body inverse dynamics, and the hand Jacobian, without wrist force/torque sensors. The policy outputs 12 leg-joint position offsets at 50 Hz. Upper-body motion remains externally specified. This force estimate describes the load transmitted through an arm.
In simulation, FAME is evaluated on 100 upper-body configurations sampled from the training pose distribution, with 25 load draws per configuration. Success requires remaining upright, preserving the stance, and limiting force-induced hand displacement. At a 150 mm tolerance, success is 38.9%, compared with 16.6% when the same force information is supplied without jointly encoding force and upper-body configuration. On a Unitree H1-2, FAME maintains stance in all three asymmetric single-arm and all three symmetric bimanual loading trials. The pose-only baseline falls in all corresponding trials. These limited hardware tests establish load-dependent leg compensation. Together, the cases identify complementary interfaces. Object-and-finger goals request contact execution, tactile observations refine local actions, and hand-load estimates inform body support. An integrated system would need to be evaluated on simultaneous grasp maintenance, object motion, and balance.
Real-Time Execution, Recovery, and Safety Control
Deploying learned control policies from simulation to real humanoid robots involves challenges that extend beyond the performance of the policy itself. In practice, the system must operate under limited computational resources, perception and communication delays, actuator dynamics, and unexpected external disturbances while maintaining stable, continuous, and safe control. This is particularly challenging for humanoid robots due to their high-dimensional, strongly coupled, and partially underactuated dynamics, where local errors can propagate into whole-body deviations or even loss of balance. Therefore, real-world deployment requires jointly addressing real-time inference, motion smoothing, sim-to-real adaptation, anomaly monitoring, disturbance rejection, and recovery, ultimately forming a closed-loop safety framework from normal execution to failure handling and task recovery. Standing up from a fallen, seated, or leaning posture brings several of these requirements together. The robot must reorganize its contacts, control the resulting motion, and settle into stable support. HoST, introduced in Learning Humanoid Standing-up Control across Diverse Postures , provides a concrete example of learning this recovery capability (Huang et al., 2025b).
Real-Time Execution and the Sim-to-Real Gap
Deploying learned control policies on physical humanoid robots requires bridging a substantial gap between simulation and the real world. This gap arises from multiple mismatches between the simulated and physical systems across dynamics, actuation, sensing, computation, and environmental interaction. An implementation with explicit state estimation can be summarized as
o t ⟶ s ^ t ⟶ π θ ( ⋅ ∣ s ^ t , g t ) ⟶ a t ⟶ actuator and physical system ⟶ o t + 1 , (162) o_t \longrightarrow\hat{s}_t \longrightarrow\pi_\theta(\cdot\mid\hat{s}_t, g_t) \longrightarrow\mathbf{a}_t \longrightarrow\text{actuator and physical system} \longrightarrow o_{t+1}, \tag*{(162)} o t ⟶ s ^ t ⟶ π θ ( ⋅ ∣ s ^ t , g t ) ⟶ a t ⟶ actuator and physical system ⟶ o t + 1 , (162)
where o t o_t o t denotes the observation at time t t t , s ^ t \hat{s}_t s ^ t is the estimated robot state, π θ \pi_\theta π θ is the learned policy, g t g_t g t is the command, and a t \mathbf{a}_t a t is the resulting action. The schematic suppresses the estimator’s memory and any additional policy history. A history-conditioned policy can instead use h t h_t h t directly or combine it with explicit estimates. In practice, the discrepancy between the simulated and real execution of this loop can progressively degrade motion tracking, stability, and task performance. The major sources of the sim-to-real gap are discussed below.
Dynamics and Physical Parameter Mismatch The physical dynamics of a humanoid robot are difficult to reproduce exactly in simulation. Differences in mass distribution, center of mass, inertia, joint friction, damping, actuator strength, gear transmission, and joint limits can cause the simulated robot to respond differently from its physical counterpart under the same control command. Contact-related parameters, such as ground friction, restitution, and collision geometry, further introduce discrepancies during locomotion, jumping, and other highly dynamic motions. Although system identification and domain randomization can reduce these differences, the real robot inevitably exhibits unmodeled dynamics and parameter variations that are difficult to capture completely during training.
Actuation and Low-Level Control Mismatch The action produced by a learned policy is not directly realized as an idealized control input on a physical robot. Instead, it is typically converted through a low-level controller, actuator dynamics, communication interfaces, and hardware-specific constraints. Differences between simulated and real actuator response, including torque tracking errors, motor bandwidth, saturation, dead zones, and control frequency, can therefore introduce discrepancies between the commanded and realized motion. These errors become particularly significant for fast motions, where accurate timing and high-frequency torque responses are essential.
Perception and State-Estimation Errors In simulation, the policy can often access accurate robot states, object positions, or environment information, whereas real systems must estimate these quantities from noisy and delayed sensor measurements. Camera noise, depth errors, occlusions, motion blur, imperfect calibration, and tracking failures can lead to discrepancies between the true physical state and the state provided to the policy. Such errors can alter both the magnitude and timing of the resulting control actions, especially for tasks involving fast-moving objects or rapidly changing contacts.
Control Latency and Asynchronous Execution Real-time execution also introduces computational and communication delays across perception, state estimation, policy inference, communication, and actuation. For a sequential processing path, the total latency can be approximated as
d t o t a l = d p e r c e p t i o n + d e s t i m a t i o n + d p o l i c y + d c o m m u n i c a t i o n + d a c t u a t i o n , (163) d_{\mathrm{total}} = d_{\mathrm{perception}} + d_{\mathrm{estimation}} + d_{\mathrm{policy}} + d_{\mathrm{communication}} + d_{\mathrm{actuation}}, \tag*{(163)} d total = d perception + d estimation + d policy + d communication + d actuation , (163)
where each d d d is a time duration. In asynchronous or overlapping pipelines, the observation timestamp and actual execution time determine information age. The sum alone is insufficient. Given a control period Δ t \Delta t Δ t , a large d t o t a l d_{\mathrm{total}} d total means that the action is effectively computed from an outdated state, introducing a phase lag into the control loop. This effect is particularly detrimental to fast dynamic motions and balance control, where even a small temporal mismatch can result in noticeable tracking errors. In addition, asynchronous execution between perception, policy inference, and low-level control can introduce variable delays, making the effective control dynamics different from those assumed during simulation.
HoST illustrates how policy updates and joint feedback operate at different rates. On the 23-DoF Unitree G1, a three-layer MLP uses a short proprioceptive history, including body roll and pitch, angular velocity, and joint states, together with the previous action and action scale. The policy updates joint-position targets at 50 Hz, while the physical robot’s proportional-derivative (PD) servos run at 500 Hz (Huang et al., 2025b). Joint feedback thus continues between policy updates. The simulation uses a 200 Hz PD loop, illustrating why transfer depends on the response of the complete policy-servo system as well as the policy update rate.
Contact and Environmental Mismatch Physical interaction with the environment is another important source of discrepancy. Contact locations, collision geometry, ground compliance, friction conditions, and external disturbances are often simplified in simulation but can vary substantially in the real world. For humanoid robots, small differences in foot-ground contact or object interaction can change the resulting contact forces and consequently alter the entire-body motion. Such discrepancies are particularly challenging for behaviors involving impacts, rapid changes of support, or interaction with non-rigid or unstructured environments.
Reference-Tracking Error For systems that generate reference motions and subsequently track them with a learned controller, the sim-to-real gap can be further amplified by tracking errors. Even if a kinematic trajectory generated by a planner is physically plausible, the real robot may not reproduce it exactly due to actuator limitations, modeling errors, latency, and state-estimation noise. The resulting deviation between the reference trajectory and the executed motion can accumulate over time, causing the robot to gradually drift away from the intended state. This issue is especially important in hierarchical architectures, where the output of one module becomes the input or conditioning signal of another.
Error Accumulation in Hierarchical and Autoregressive Systems The effect becomes more pronounced when motion generation and control are coupled through multiple sequential modules. Consider a hierarchical system consisting of a high-level motion planner and a low-level tracking controller. If the planner generates a reference trajectory q t : t + H r e f q_{t:t+H}^{\mathrm{ref}} q t : t + H ref spanning the current step and H H H future control steps and the tracker executes it with tracking error, the actual state can deviate from the planned trajectory. When subsequent planning decisions use execution feedback, this deviation can propagate to future references. Errors in previously generated references can also propagate through the history used by an autoregressive planner.
This problem is particularly evident in autoregressive kinematic planners. Instead of generating an entire trajectory independently, an autoregressive planner predicts future motion conditioned on previously generated reference states and a planning condition c t p l a n c_t^{\mathrm{plan}} c t plan according to
q t + 1 r e f = F p l a n ( q 0 : t r e f , c t p l a n ) , (164) q_{t+1}^{\mathrm{ref}} = F_{\mathrm{plan}}\left(q_{0:t}^{\mathrm{ref}}, c_t^{\mathrm{plan}}\right), \tag*{(164)} q t + 1 ref = F plan ( q 0 : t ref , c t plan ) , (164)
where F p l a n F_{\mathrm{plan}} F plan is the motion generator. Consequently, an error in an earlier prediction can become part of the input to subsequent predictions, resulting in accumulated prediction error over a long horizon. In a hierarchical planner-tracker architecture, tracking errors introduce another source of deviation between the planned and physically executed states. When execution feedback enters c t p l a n c_t^{\mathrm{plan}} c t plan or another planning input, these state deviations can change future references. This coupling is particularly important for long-horizon and highly dynamic behaviors, where small local discrepancies can progressively amplify over time. Deep Tracking Control combines an optimization-based planner with a learned tracker (Jenelten et al., 2024). AdaPT conditions a tennis planer on robot and ball information and adapts the reference execution speed (Huang et al., 2026a). These examples illustrate how planner-tracker interfaces connect motion generation with physical execution. Figure 7.8 summarizes sources of sim-to-real mismatch and their propagation through a planner-tracker system.
Figure 7.8. Sources of sim-to-real mismatch and their propagation through a planner-tracker system. The latency sum depicts a sequential processing path. The dashed state-to-planning connection applies when execution feedback conditions the planner.
Motion Smoothing and Continuous Execution
In addition to inference speed, the temporal continuity of policy outputs is critical for stable real-world execution. Directly executing the actions produced by a learned policy at each timestep may result in high-frequency oscillations, particularly under observation noise, out-of-distribution states, or discrepancies between simulated and real dynamics. Such oscillations can introduce unnecessary joint acceleration, actuator load, and mechanical wear.
Locally Lipschitz Continuous Constraint (L2C2) regularization encourages local smoothness of policy and value functions during training (Kobayashi, 2022). It penalizes changes under nearby input perturbations, helping reduce sensitivity to small observation changes. For highly dynamic behaviors, the resulting action continuity must be considered together with the responsiveness needed to preserve task-relevant motion components.
HoST applies L2C2 to the actor and each critic, constructing nearby inputs from differences between successive observed states. This training objective encourages smoother actor and value outputs. In hardware experiments with 5 trials in each of 4 settings (ground, platform, wall, and slope), HoST succeeds in 20/20 trials, compared with 11/20 after removing L2C2 (Huang et al., 2025b). These results connect local function smoothness to the reliability of physical execution under the tested conditions.
Motion amplitude introduces a complementary trade-off. Large actions aid exploration but can produce violent transitions. HoST bounds the policy output and constructs each joint target relative to the current joint position according to
q j , t d = q j , t + α a c t a t , a t ∈ [ − 1 , 1 ] n , (165) q^{\mathrm{d}}_{j,t} = q_{j,t} + \alpha_{\mathrm{act}} a_t, \qquad a_t \in[-1,1]^n, \tag*{(165)} q j , t d = q j , t + α act a t , a t ∈ [ − 1 , 1 ] n , (165)
where q j , t \mathbf{q}_{j,t} q j , t and q j , t d \mathbf{q}^{\mathrm{d}}_{j,t} q j , t d are the measured and desired positions of the n n n actuated joints, and α a c t \alpha_{\mathrm{act}} α act scales the target increment in radians. Meeting an episode-end head-height criterion advances an action-scale curriculum that reduces α a c t \alpha_{\mathrm{act}} α act from 1 toward 0.25 (Huang et al., 2025b). This bounds the requested displacement at each update and indirectly moderates motion through the PD response. Gradual tightening retains early exploration while encouraging less abrupt execution as the skill develops.
For tracking a reference motion with specified timing, smoothing must also preserve the required movement speed. The objective is to suppress high-frequency noise while preserving the temporal structure and key dynamic characteristics of the original motion. Excessive smoothing may, for example, reduce the speed of a tennis swing or alter the timing of a dynamic motion. Therefore, motion smoothing should be designed jointly with motion phase, robot dynamic capabilities, and task constraints. The planner-tracker decomposition in AdaPT converts generated motions into executable commands through a dedicated tracking controller.
Sim-to-Real Adaptation
The deployment mismatches described above motivate training and adaptation across variations in dynamics, sensing, and latency.
A widely used approach is domain randomization, where physical and environmental parameters are randomized during training by sampling from a distribution
ξ s i m ∼ p ( ξ s i m ) , (166) \boldsymbol{\xi}_{\mathrm{sim}} \sim p(\boldsymbol{\xi}_{\mathrm{sim}}), \tag*{(166)} ξ sim ∼ p ( ξ sim ) , (166)
where ξ s i m \boldsymbol{\xi}_{\mathrm{sim}} ξ sim may include robot mass, friction coefficients, joint damping, actuator strength, observation noise, control latency, and external disturbances. By exposing the policy to a distribution of possible environments, the learned controller can become less sensitive to modeling errors.
Another approach is to calibrate the simulation using real-robot data through system identification, thereby reducing the discrepancy between simulated and physical dynamics. In practice, these approaches can be combined. Real-robot data are first used to estimate the dominant physical parameters, while domain randomization is then applied to cover the remaining uncertainty.
HoST combines coverage of initial support conditions with randomization of physical parameters. Ground, platform, wall, and slope settings expose training to different starting postures and contacts. Within these settings, randomization includes base center-of-mass offsets of up to ± 3 \pm3 ± 3 cm and control delays from 0 to 100 ms, alongside friction, actuator strength, and PD gains (Huang et al., 2025b). Hardware deployment also adjusts hip and knee PD stiffness to compensate for differences in torque response. The example shows how broad simulation coverage and servo-gain adjustment contribute jointly to transfer.
For humanoid motion control, an important observation is that a motion that is kinematically feasible in simulation is not necessarily dynamically executable on the real robot. Consequently, the training pipeline should account not only for task-level objectives but also for the actual controller, state estimation process, and execution constraints used during deployment. For systems that generate high-level motion references, the generated motion must ultimately be converted into executable behavior by a tracking controller that accounts for these constraints.
Balance Protection and Fall Recovery
For humanoid robots, a particularly important aspect of safety control is the possibility of losing balance and falling. A complete safety framework should therefore not assume that the robot never falls, but should also provide mechanisms for controlled falling, post-fall recovery, and subsequent task resumption.
Balance protection can be organized into several stages according to the severity of the instability. The first stage is rapid disturbance rejection, such as adjusting foot placement, torso orientation, and motion speed. If the robot can no longer recover its standing state and a validated protective controller is available, the system can enter a controlled fall mode and modify the body configuration. tion to reduce impact. After falling, a dedicated, trained and validated get-up controller can bring the robot back to a stable standing configuration.
Learning such a controller requires objectives that guide the robot through changing support configurations. HoST learns standing-up motion without reference trajectories, using height-dependent reward activation to organize righting, rising, and stable standing (Huang et al., 2025b). Its four reward groups (task, style, regularization, and post-task) describe progress, motion quality, and the stability of the achieved posture. Each group has a separate critic. Its generalized advantage estimates are normalized within the training batch, then combined in a weighted sum to update a shared actor with PPO. This separates return estimation for signals with different scales and temporal structure while learning a policy that coordinates their requirements.
Exploration is especially difficult before the robot discovers how to raise its body into a supported posture. HoST therefore applies an upward force to the base during training when the trunk is nearly vertical. As the episode-end head-height criterion is met, the assistance decreases from 200 N in 20 N steps until it reaches zero. Together with the action-scale curriculum, this lets training first discover the recovery motion and then refine its execution with reduced assistance and smaller target increments. Post-task rewards favor low base linear and angular velocities and the maintenance of body height and posture. Consistently, simulation success requires the base to reach the target height and remain above it for the rest of the episode (Huang et al., 2025b). Recovery thus includes stabilizing the terminal posture.
Executing a learned recovery skill also depends on the available space around the body. HoST reports collisions with the surroundings in some seated-start trials using proprioception alone (Huang et al., 2025b). Such cases motivate environmental checks when selecting and initiating a recovery motion. Incorporating the skill into an autonomous system further requires fall detection, controller handover, and task resumption. The HoST study leaves this integration for future work.
Task recovery should go beyond simply returning the robot to a standing posture. The system should also restore the task context. For example, if the robot loses balance during a long-horizon motion imitation task, the recovery module should determine the current task phase and decide whether to restart the current motion, resume from an intermediate state, or replan a new executable trajectory. Integrating these decisions with balance protection makes recovery part of the task-level control process.
Future humanoid control systems should account for dynamic feasibility while integrating motion generation, real-time control, failure detection, risk mitigation, recovery, and task resumption. These functions need validation within the intended operating conditions.
Physical Agents
For a long time, research on the interaction between AI and the physical world has focused primarily on short-term actions and isolated skills, such as executing a single grasp or traversing a short stretch of terrain. Yet a true embodied agent must be able to operate continuously in real environments over extended periods of time. Achieving this requires more than low-level perception, motor skills, and future prediction. Instead, it demands a capable cognitive core that can perform long-horizon planning and adapt as conditions change.
This chapter discusses how to build such an integrated system, which is a physical agent, that can interact with the physical world continuously in a closed loop. To this end, the chapter first defines the scope of physical agents and clarifies how they differ from purely digital agents and conventional robots. It then discusses how physical agents scale to adapt to entity-level, composite, and system-level constraints. Building on this foundation, it explains how physical goals become assessable task specifications, how available skills are organized into feasible behavior, and how execution feedback supports verification and recovery. Finally, it examines collaboration among heterogeneous agents and the emergence of distributed capabilities.
Definition of Physical Agent
As artificial intelligence extends from digital information spaces into the physical world, the notion of an intelligent agent acquires additional requirements. A digital agent may pursue goals, maintain memory, reason over observations, and invoke software tools, while its actions primarily alter informational states. A physical agent must additionally operate through an embodied system whose actions are constrained by geometry, dynamics, contact, sensing limitations, actuation uncertainty, time, energy, and safety (Russell and Norvig, 2020; Pfeifer and Bongard, 2006; Siciliano and Khatib, 2016). Its decisions can change not only the state of the task, but also its own physical configuration, the surrounding environment, and the observations and actions that become available afterward.
A physical agent should therefore not be understood simply as a robot equipped with an artificial intelligence model. The relevant distinction lies in how the system organizes perception and action around an objective under physical constraints. In this chapter, the term refers to systems that are physically situated, possess some degree of autonomy in selecting their behavior, and continuously use the consequences of physical interaction to guide subsequent decisions. This perspective provides a common basis for discussing agents implemented as mobile robots, manipulators, legged systems, aerial vehicles, autonomous machines, or more distributed physical systems (Brooks, 1991; Liu et al., 2025d).
Concept and Boundary of Physical Agent
A Working Definition In this chapter, a physical agent is defined as a goal-directed, relatively autonomous unit that perceives physical conditions, selects and executes feasible actions through its embodiment, and uses feedback from their physical effects to adjust subsequent behavior. Its embodiment determines what it can sense and how it can act, while environmental conditions, resource limits, and assigned authority constrain admissible behavior. Feedback connects intended outcomes to observed changes in the agent and its surroundings, enabling it to continue execution, correct its actions, or revise its plan.
This definition treats physical agency as a relationship among objective, embodiment, environment, action, and feedback. The agent is situated because its behavior takes place in an environment governed by spatial and physical relationships rather than solely by symbolic or computational rules. It is goal-directed because its behavior is organized around a desired outcome rather than a fully prescribed sequence of actions. It is autonomous or semi-autonomous because at least part of the mapping from a task objective to concrete actions is determined during operation rather than completely specified in advance.
Physical embodiment is essential to this definition. The embodiment includes the system’s mechanical structure together with its sensors, actuators, onboard computation, and the interfaces through which it exchanges information and physical influence with the environment. It determines what the agent can observe, which actions are feasible, and what physical consequences those actions may produce. The embodiment is therefore not merely a carrier on which an intelligent algorithm is deployed. It constitutes part of the agent’s sensing and action capabilities and thereby defines part of its operational boundary (Pfeifer and Bongard, 2006; Siciliano and Khatib, 2016).
The definition also requires closed-loop interaction (Brooks, 1991; Åström and Murray, 2008). An action produces a physical consequence, that consequence gives rise to new observations, and those observations may alter subsequent behavior. This interaction is illustrated in Figure 8.1 .
Figure 8.1. Closed-loop interaction between a physical agent and the physical world. Perception and task-relevant representations inform decision-making, which may include optional prediction and scenario simulation. Decisions are realized through embodied physical actions, and these actions change the physical state of the agent and/or environment. The resulting state gives rise to new observations that inform subsequent decisions. Here x t x_t x t is the joint physical state at step t t t , x t + 1 x_{t+1} x t + 1 its next state, and o t + 1 o_{t+1} o t + 1 the resulting observation
Perception and action are coupled in this loop. Actions change the world from which future observations are obtained, and new observations change which actions are subsequently selected.
Physical Agents and Digital Agents A physical agent and a digital agent share several fundamental properties. Both may be goal-directed, maintain internal state, use memory, reason over uncertain information, invoke tools, and revise their behavior according to feedback. The distinction therefore does not lie in whether the system performs reasoning or planning.
The more consequential difference concerns the domain in which actions take effect. A digital agent primarily changes informational states, for example by generating text, editing files, querying a database, executing code, or invoking a software service. These actions may indirectly lead to physical consequences when mediated by an external system, but the agent’s immediate action space is digital.
A physical agent acts through a physical embodiment. Its actions may change its position, orientation, velocity, configuration, contact state, or energy state, as well as the location, configuration, or physical condition of external objects. Such actions are subject to feasibility constraints and may produce delayed, uncertain, or irreversible consequences. A manipulator cannot instantaneously move its end effector to an arbitrary pose. An aerial vehicle cannot change velocity without satisfying its dynamics. A mobile robot cannot traverse an occupied region merely because a planner identifies it as geometrically desirable.
The distinction can therefore be expressed in terms of the state directly affected by action. Digital agents act primarily on informational states, whereas a physical agent directly participates in the evolution of physical states. This difference introduces requirements that are less prominent in purely digital settings, including dynamic feasibility, physical safety, execution uncertainty, limited sensing, resource constraints, and the need to verify the actual outcome of an action rather than only whether a command was issued.
Physical Agents and Robots The terms robot and physical agent also overlap without being synonymous. A robot primarily identifies a class of embodied machines capable of sensing, computation, and actuation. The concept of a physical agent places greater emphasis on how such capabilities are organized around an objective and how much of the resulting behavior is selected during interaction with the environment.
Consider an industrial manipulator that repeatedly follows a predetermined welding trajectory. The system is clearly a robot, and it may employ sophisticated feedback control to achieve high precision. Nevertheless, if the task, sequence, and responses to relevant situations are almost entirely specified in advance, its behavior exhibits relatively little agent-level autonomy. By contrast, a manipulation system that is given a desired outcome, selects an appropriate grasp and motion strategy from the observed scene, detects unsuccessful execution, and chooses an alternative course of action has stronger agentic properties even if the underlying physical platform is similar.
The distinction is therefore one of emphasis rather than a strict separation of system categories. A robot characterizes the physical means through which sensing and action are realized, whereas a physical agent characterizes a mode of operation in which perception, decision-making, physical action, and feedback are organized in pursuit of a goal. Many modern robotic systems satisfy both descriptions, while some robots remain primarily automated machines with narrowly prescribed behavior.
Functional Organization and Interaction Loop
Building on the four elements in Chapter 1 (Section 1.3), this section distinguishes five functional roles by discussing world representation and physical prediction separately. These roles comprise physical state perception and estimation; physical representation and world models; physical prediction and simulation; physical decision-making, planning, control, and execution; and closed-loop feedback and multiscale adaptation. A physical agent realizes this same loop within an identifiable operational boundary. The following account applies those elements to agent-level behavior, without prescribing separate software modules. Their functions may be explicitly implemented, learned jointly, or distributed across computational and physical subsystems (Siciliano and Khatib, 2016; Liu et al., 2025d).
Embodiment, objectives, and operating constraints provide the conditions under which all five functional roles function. The embodiment includes mechanical structure, sensors, actuators, computation, and environment interfaces. It determines which observations and physical actions are available. A wheeled platform, manipulator, and aerial robot may therefore use different strategies for the same objective. Goals specify desired outcomes, while kinematic and dynamic limits, collision avoidance, energy, time, permissions, and safety requirements delimit acceptable behavior. These conditions guide the entire loop. Memory supports continuity across its elements, and safety mechanisms constrain and monitor their operation.
Physical State Perception and Estimation A physical agent generally lacks direct access to the complete state of the world. Cameras, depth sensors, LiDAR, tactile and force sensors, inertial units, encoders, and other instruments provide incomplete measurements affected by noise, occlusion, calibration errors, and latency (Siciliano and Khatib, 2016). Perception and estimation construct task-relevant descriptions of the body’s state and surroundings, including pose, motion, object configurations, contact, free space, or process quantities such as temperature. The required information and its accuracy depend on the decisions and control actions that follow.
Physical Representation and World Models Representations organize estimated information into spatial, semantic, relational, or physical descriptions that support action. Memory retains earlier observations, explored regions, attempted actions, and outcomes, enabling the physical agent to reason beyond its current view. A world model may encode object relationships, affordances, and transition regularities. Such information can be explicit, implicit in a learned policy, or distributed across components. A comprehensive internal simulator is therefore unnecessary. The relevant requirement is a representation adequate for the task and operating conditions.
Physical Prediction and Simulation Prediction uses available representations to anticipate how candidate actions, disturbances, or other participants may change physical conditions. Scenario simulation can compare alternative sequences before committing to execution, using analytical dynamics, learned models, or other approximations. Its usefulness depends on the prediction horizon, uncertainty, and computational cost. This element need not be a separate predictive module. A reactive controller or learned policy may incorporate local expectations implicitly, while explicit prediction supports longer horizons and more complex dependencies. Forecasts remain conditional on their assumptions and must be checked against interaction outcomes.
Physical Decision-Making, Planning, Control, and Execution This element connects estimated conditions and the objective to feasible physical intervention (Russell and Norvig, 2020; Kober et al., 2013). A complex objective can be decomposed into intermediate goals and realized through reusable skills, such as approaching, grasping, transporting, or inspecting. Planning coordinates these skills and their dependencies. Control converts the selected behavior into trajectories, velocities, forces, torques, or actuator commands compatible with the embodiment. An instruction to grasp a container may thus require approach motion, alignment, contact establishment, closure, and force regulation. Modular architectures may expose these stages individually, while learned policies may combine them. In either case, action selection remains conditioned on the task, current information, and admissible operating conditions.
Closed-Loop Feedback and Multiscale Adaptation Execution changes the physical state and produces new evidence. Feedback compares intended and observed outcomes and informs corrections at different scales (Åström and Murray, 2008). A controller can regulate contact force, a skill can adjust its motion, and a task planner can replace an unsuccessful operation. Over repeated operation, calibration and retained experience can support adaptation to equipment drift or changing conditions. Adaptation may update estimates, representations, predictions, or behavior without necessarily changing learned parameters online. Safety mechanisms operate throughout the loop by restricting candidate actions, monitoring execution, and triggering recovery, fallback, or intervention when limits are approached. Feedback therefore connects local regulation, task-level revision, and longer-term adaptation, sustaining the closed-loop organization described in Chapter 1 and its application loop (Section 1.5.1).
A Formal View of Physical Interaction The interaction of a physical agent with its environment can be represented as a partially observable closed-loop decision process (Kaelbling et al., 1998). Let t t t be a nonnegative integer indexing interaction steps, B e m b B_{\mathrm{emb}} B emb describe the embodiment and its sensing and actuation capabilities, and X \mathcal{X} X be the space of joint physical states of the body and environment. Then
x t ∈ X (167) x_t \in\mathcal{X} \tag*{(167)} x t ∈ X (167)
denotes the physical state at step t t t . The physical agent receives an observation o t o_t o t in an observation space O \mathcal{O} O according to
o t ∼ p ( o t ∣ x t , B e m b ) , (168) o_t \sim p(o_t \mid x_t, B_{\mathrm{emb}}), \tag*{(168)} o t ∼ p ( o t ∣ x t , B emb ) , (168)
where p ( o t ∣ x t , B e m b ) p(o_t \mid x_t, B_{\mathrm{emb}}) p ( o t ∣ x t , B emb ) is the conditional observation distribution and ∼ \sim ∼ denotes sampling from that distribution. It accounts for the sensing capabilities of the embodiment and measurement uncertainty.
Let m t m e m m_t^{\mathrm{mem}} m t mem denote retained information from earlier interactions, g g g the task objective, c t c o n s t r c_t^{\mathrm{constr}} c t constr the currently relevant constraints, and o ≤ t = ( o 0 , … , o t ) o_{\leq t} = (o_0, \ldots, o_t) o ≤ t = ( o 0 , … , o t ) the observation history through step t t t . The policy π \pi π is a conditional action distribution that selects an action a t a_t a t from the embodiment’s action space A B e m b \mathcal{A}_{B_{\mathrm{emb}}} A B emb , subject to c t c o n s t r c_t^{\mathrm{constr}} c t constr :
a t ∼ π ( a t ∣ o ≤ t , m t m e m , g , c t c o n s t r , B e m b ) . (169) a_t \sim\pi\left(a_t \mid o_{\leq t}, m_t^{\mathrm{mem}}, g, c_t^{\mathrm{constr}}, B_{\mathrm{emb}}\right). \tag*{(169)} a t ∼ π ( a t ∣ o ≤ t , m t mem , g , c t constr , B emb ) . (169)
The physical state then evolves according to
x t + 1 ∼ p ( x t + 1 ∣ x t , a t , B e m b ) , (170) x_{t+1} \sim p(x_{t+1} \mid x_t, a_t, B_{\mathrm{emb}}), \tag*{(170)} x t + 1 ∼ p ( x t + 1 ∣ x t , a t , B emb ) , (170)
where p ( x t + 1 ∣ x t , a t , B e m b ) p(x_{t+1} \mid x_t, a_t, B_{\mathrm{emb}}) p ( x t + 1 ∣ x t , a t , B emb ) is the conditional state-transition distribution, including environmental uncertainty and the effects of embodied actuation. The notation p p p denotes the appropriate conditional distribution in each equation. Deterministic sensing, policies, or dynamics are special cases of these distributions.
Eqs. (8.2) to (8.4) specify the observation, action-selection, and physical-transition relationships, rather than a particular control or learning architecture. Estimation, representation, and any explicit prediction support the policy. Feedback supplies subsequent observations and updates. The resulting interaction is
x t → o t → a t → x t + 1 → o t + 1 , (171) x_t \to o_t \to a_t \to x_{t+1} \to o_{t+1}, \tag*{(171)} x t → o t → a t → x t + 1 → o t + 1 , (171)
where arrows indicate the causal and informational progression of one cycle. Actions affect both the physical state and the evidence available for later decisions, coupling sensing and acting throughout the loop.
Autonomy and the Transition from Automation to Agency
Autonomy as a Continuum The distinction between a physical agent and a conventional automated system is not binary. Physical systems exhibit different degrees of autonomy, and many useful machines occupy intermediate positions between fixed automation and general goal-directed agency (Parasuraman et al., 2000).
In fixed automation, task structure and action sequences are largely specified before deployment. A production system may repeatedly execute the same sequence with high precision, while conventional feedback control compensates for deviations in variables such as position, velocity, force, or temperature. Such feedback is essential to reliable physical operation, but local error correction alone does not imply that the system selects its behavior at the task level.
As sensing, computation, and adaptive control become more capable, physical systems can respond to a wider range of environmental variations. A mobile robot may choose a different route when an aisle is blocked, and a manipulator may adjust its motion when an object is displaced. In such cases, some aspects of behavior are determined online, although the range of possible tasks and responses may remain strongly bounded by predefined representations and skills.
A more agentic system shifts the specification from actions toward outcomes. Rather than being provided with a complete trajectory or procedure, it may receive a target state or higher-level objective and determine an appropriate sequence of actions from the current situation. The progression can be represented schematically as
Fixed Automation → Feedback Control → Adaptive Robotics → Goal-Directed Agency . (172) \text{Fixed Automation} \to\text{Feedback Control} \to\text{Adaptive Robotics} \to\text{Goal-Directed Agency}. \tag*{(172)} Fixed Automation → Feedback Control → Adaptive Robotics → Goal-Directed Agency . (172)
This sequence should be interpreted as an organizing continuum rather than a strict taxonomy. Real systems may combine characteristics from several stages and may exhibit different levels of autonomy in different parts of the same task.
Goal-Conditioned Action Selection A central feature of agency is that the same objective can lead to different actions depending on the current physical situation. If a direct route becomes obstructed, a mobile agent may select an alternative path. If an intended grasp is infeasible, a manipulation system may choose another grasp configuration or reposition itself before trying again. The objective remains unchanged while the means of achieving it are revised.
This distinguishes goal-conditioned action selection from a fixed input-output response. The agent’s action depends jointly on the current state, the desired outcome, the available capabilities, and the constraints under which it operates.
Adaptation Under Uncertainty Physical environments are only partially observable and are rarely perfectly predictable. Objects may move, materials may behave differently from expected models, sensing may degrade, and the effect of an action may differ from its nominal prediction. A physical agent must therefore operate despite uncertainty about both the current state and the consequences of its own actions (Kober et al., 2013; Brunke et al., 2022).
Adaptation in this context does not necessarily imply online learning of model parameters. It more generally refers to the ability to revise behavior as new evidence becomes available. The agent may update a state estimate, change a planned path, select another skill, reduce speed, request additional observations, or transfer control to a human operator. These mechanisms differ in implementation but serve the same role by preventing execution from being tied irreversibly to assumptions made before interaction.
Outcome-Driven Correction and Recovery An important consequence of closed-loop autonomy is that issuing an action is not equivalent to completing it. Physical execution must be assessed in terms of outcomes. A command to close a door is not successful merely because the corresponding motor command was sent. The agent must establish, to the extent required by the task, that the resulting physical state satisfies the intended condition.
When execution does not produce the intended outcome, an agent may need to distinguish among transient error, action failure, environmental change, or an infeasible objective. Recovery can then involve repeating the action, selecting an alternative action, revising the plan, modifying the objective within permitted limits, or requesting external intervention. The ability to make such distinctions becomes increasingly important as tasks extend over longer horizons and involve larger numbers of dependent actions.
Autonomy Does Not Imply Unrestricted Operation Autonomy should not be equated with the absence of human control. In practical physical systems, autonomous behavior is typically bounded by authority, safety, and operational constraints. A robot may plan its own route while requiring authorization for a safety-critical manipulation, or it may execute a task independently while requesting human assistance when uncertainty exceeds an acceptable threshold.
For this reason, a physical agent is more appropriately described as an autonomous or semi-autonomous system than as a necessarily fully autonomous machine. Its autonomy concerns the degree to which action selection and adaptation are delegated to the system within a specified operating envelope.
Autonomy should also not be treated as synonymous with intelligence. A narrowly specialized machine may operate with little human intervention while possessing limited ability to generalize beyond a predefined task. Conversely, a system with sophisticated perception, reasoning, or learning capabilities may intentionally operate under substantial human supervision. The development of Physical AI should therefore be considered along multiple dimensions, including autonomy, task diversity, environmental openness, uncertainty, temporal horizon, and the complexity of adaptive behavior.
From this perspective, the transition from automation to physical agency is characterized less by the addition of any single algorithm than by a change in how behavior is organized. The system moves from executing actions specified in advance toward selecting and revising actions in response to goals, physical constraints, and interaction outcomes. This concept provides the foundation for the subsequent discussion of goal representation, perception, world modeling, planning, learning, control, and other capabilities required for a physical agent.
Physical Forms of Physical Agent
A physical agent can take different forms, distinguished by how its body provides access to the world. A manipulator changes an object’s pose through contact, a mobile robot changes position and viewpoint, and a laboratory installation transforms and measures samples. These differences arise from both bodily morphology and the arrangement of sensing, actuation, computation, and resources. Accordingly, physical form denotes the organization through which an agent acts, including systems whose action interfaces are distributed across several devices. Situated robotics and embodied intelligence provide the conceptual foundations for relating behavior to the coupling of controller, body, and environment (Brooks, 1991; Pfeifer et al., 2007).
Under the working definition adopted in this chapter, a physical agent is a relatively autonomous, goal-directed unit that perceives physical conditions, selects feasible actions, changes those conditions, and adapts through feedback. A robot is one possible realization of its body. Agency is a property of the complete operational loop, including the executive and its authority over physical interfaces. Software that recommends an action remains a digital agent at that boundary. Attributing physical agency to a software-equipment installation requires including the equipment that executes the action and the measurements used to evaluate it.
Figure 8.2 introduces three complementary views. An entity-level view treats a coherent acting body as one unit. A composite view resolves functionally separable action subsystems that fulfill a joint mission. A system-level view encompasses distributed resources coordinated across an operational domain. This is the chapter’s analytical framework, rather than a standardized taxonomy or an autonomy ranking. For example, a mobile manipulator can be one entity in a transport study, a
Figure 8.2. Physical forms distinguished by the boundary of attribution, the organization of action, and the scope of the task. Dashed outlines delimit the selected agent. Solid dark arrows denote physical action or flow, green arrows commands, and dashed blue arrows information. The three views can be nested. Original analytical synthesis informed by Pfeifer et al. (2007); Yim et al. (2007); Monostori et al. (2016)
base-arm composite in a manipulation study, and a resource within an autonomous laboratory. The chosen view should follow the capability being explained.
Three criteria make that choice explicit, namely command authority, observable outcomes, and the allocation of responsibility to people or other systems. They distinguish an operational boundary from a building perimeter or a network membership list. Task objects usually remain part of the environment, even while grasped. Materials and mechanisms can themselves support adaptive behavior, as emphasized in physical intelligence research (Sitti, 2021). The working definition here additionally requires a goal-directed action loop. With this boundary established, physical forms can be examined through the interfaces and constraints that make particular actions possible.
Entity-Level and Composite Forms of Physical Agent
Entity-Level Forms and Their Action Interfaces An entity-level physical agent has a coherent body and an identifiable action interface. Mobility, contact geometry, compliance, workspace, payload, and sensing arrangement describe how that body interacts with its surroundings. Figure 8.3 pairs representative morphologies with the physical variables through which they act.
Figure 8.3. Morphology, action interface, and limiting conditions for six representative forms. Shaded reach and sensing regions are qualitative. Arrows indicate motion or interaction directions. The compliant gripper contrasts nominal straight fingers with deformed contact. These original schematics describe physical affordances, not the autonomy of a particular product
Fixed Manipulators An arm controls end-effector pose and interaction forces within a bounded workspace. Operational-space control formalizes the relationship between joint actuation and end-effector motion or force [1987 ] . Geometric reach is only one requirement. Tool shape, friction, collision clearance, and admissible contact loads also determine whether an operation is feasible. Pairing two arms adds complementary contact roles, such as stabilizing and inserting. ALOHA demonstrates learned fine manipulation using such a bimanual arrangement and human demonstrations (Zhao et al., 2023). At the installation scale the pair can be treated as one manipulation unit. A composite view makes its coordination requirements explicit.
Ground-Mobile Robots Wheeled bodies provide efficient transport where supporting surfaces are traversable. Legged bodies can select footholds across uneven terrain, with balance and contact transitions forming part of the action problem. Miki et al. (2022) integrate terrain information with proprioception for quadrupedal locomotion under unreliable perception. Terrain estimates support action through the footholds and dynamics available to the body. Humanoids extend this family