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MotionPyramid: Hierarchical Motion Representation and Residual Interfaces

arXiv 2606.20705 ↗First posted 15 Jun 2026cs.CV cs.AI cs.ROcited by 0

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Abstract (arXiv)

We ask whether the representational hierarchy seen in perception, from local primitives such as edges to higher level structures such as parts and objects, can be established for motion. In humanoid control, low level actions specify immediate motor commands, while meaningful behavior is organized over longer temporal scales, including contacts, gait fragments, balance recovery, reaching, and whole body skills. We introduce MotionPyramid, a hierarchical action representation that learns such structure from motion data. Starting from a motion tracking teacher, it trains a recursive stack of latent decoders: low level latents decode to immediate full body motor commands, while higher level latents unfold through lower levels into temporally extended motion programs. After pretraining, the hierarchy is frozen and reused by downstream reinforcement learning policies as a family of action interfaces at different control resolutions. Experiments show the learned levels form a motion hierarchy: coarser interfaces improve early learning and motion regularity by constraining exploration to structured segments, while finer interfaces preserve feedback control and final task precision. Representation probes show the hierarchy supports traversal, interpolation, transition, and qualitative composition, exposing editable control handles across temporal scales. Finally, we introduce Residual Interfaces, letting a downstream policy maintain coarse, segment level, and frame level residual commands through the frozen hierarchy. Analogous to residual or skip connections in deep networks, this allows coarse motion programs and fine residual corrections to coexist within one controller. MotionPyramid shows that motion, like perception, can be organized into a reusable multi level representation, providing structured abstraction without sacrificing controllability.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 31 of its 48 references that are in the map. First posted on arXiv 15 Jun 2026.

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31 of 48 references.

References · 31

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19 more
  1. 2021HuMoR: 3D Human Motion Model for Robust Pose Estimationcited by 319
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  3. 2023Perpetual Humanoid Control for Real-time Simulated Avatarscited by 198
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  18. 2025Neural Motion Simulator: Pushing the Limit of World Models in Reinforcement Learningcited by 11
  19. 2022Simple Emergent Action Representations from Multi-Task Policy Trainingcited by 6

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