Haoyang Weng
Research notes
中EN
Robotics · S0 · Physical Interaction

Beyond Motion Tracking:Steerable Physical
Interaction Competence

As LLMs and VLMs gain stronger spatial grounding, we need dynamics-grounded S0 controllers that turn interaction intent into physical effects, with expressive interfaces that let S1 steer them precisely.

In this article, S1 is the upper-level policy that generates interaction intent; S0 is the low-level controller that receives that intent and executes actions.

01From interaction intent to physical execution

Will Astra solve robotics directly? I see Astra as a powerful upper-level policy. My disagreement is with the idea that Astra alone is enough to directly control a robot. I believe it still needs a dynamics-grounded controller underneath, connected through an expressive interface that lets Astra steer physical interaction.

The need for this controller goes beyond inference speed: generating commands faster does not, by itself, provide closed-loop control capability. Astra has spatial grounding, but lacks the dynamics grounding needed for closed-loop control. It understands largely quasi-static spatial and interaction relationships over longer timescales, around 1 Hz. But faster inference alone will not turn spatial grounding into dynamics grounding. Producing control signals at 50 Hz does not mean it has learned to adjust its behavior as contact, loads, and disturbances change, or acquired the responsiveness that control requires.

Spatial grounding ≠ dynamics grounding.

Here, I use dynamics grounding to mean a control capability acquired through a policy’s own physical interactions: it executes its actions in simulation or the real world, receives feedback about their effects on its body, contacts, and objects, and learns to adjust subsequent actions. I consider this closed-loop interaction experience necessary for dynamics grounding. An LLM or VLM that has never experienced this action–feedback loop at the control timescale will not learn fast control simply by running inference faster.

Although LLMs and VLMs cannot yet directly handle fast closed-loop control, I believe their spatial grounding already allows them to express interaction intent that existing S0 controllers cannot fully realize in the physical world. S1 can generate rich interaction intent, while S0 may be unable to perceive the objects it interacts with or adjust its behavior to their dynamics. I use physical interaction competence to describe the ability to perceive objects and respond promptly during physical interaction. It requires object awareness: both seeing objects and sensing how they affect the robot’s motion and contact.

Closing this intent–execution gap requires interaction competence: S0 must acquire dynamics grounding through interaction experience to execute physical interactions. But it also needs to be steerable, with an expressive interface that lets S1 specify and invoke those capabilities.

For example, the same hand trajectory could mean a light touch or a firm press. S1 can understand the distinction, but if the interface carries only body motion, S0 cannot be independently instructed how to make contact or how much force to apply. Stronger understanding in S1 needs faithful execution by S0, together with a more steerable interface that can express different interaction intents.

Intent–execution gapAstra’s motion, object, and contact intent pass through a narrow motion interface. The latter two cannot be specified, so only part of the intent reaches the physical world. AstraRich interaction intent motionobjectcontact Narrowinterface S0 Physical world
Some intent cannot be specified through the interface, so it cannot be fully realized in the physical world.

Consider humanoid whole-body control, my main research area. (The discussion below also applies to dexterous hands.) Motion tracking in free space, without object interaction or complex terrain, is already very mature. Trackers such as SONIC and Mimic-Lite can naturally follow diverse whole-body motion references. Work such as Omega-0, Delta-0, and Archon connects these trackers to VLAs, allowing S1 to command coordinated whole-body actions such as moving, reaching, and bending.

Start with these three demos.

Now compare them with PHP, Workhorse, and Boston Dynamics’ Atlas below.

The policies in PHP and Workhorse feel highly responsive: they adjust their behavior in real time as the terrain changes or the objects they handle are perturbed. Atlas’s throw makes the object’s weight and motion visibly part of the whole-body action. Some whole-body VLA demos accomplish complex movements, yet show less of this responsiveness to changes in the interaction.

This impression draws my attention to two limitations of S0. First, in a common motion-centric architecture, S1 observes the environment and sends body-motion references through a motion interface. S0 receives no scene input and tracks those references primarily from proprioception. When the environment changes, that information must first pass through S1 and become a new motion reference before it can affect S0’s execution. S0 lacks its own loop for directly perceiving and responding to external interaction.

This architecture is like one person wearing a blindfold while another watches the environment and tells them how to move their body.

Second, consider S0’s training experience. An S0 trained mainly to track body motion in free space, without experiencing the relevant object dynamics, will not reliably throw a heavy object with its whole body just because it receives a beautiful throwing reference. The object’s mass, inertia, and contacts affect balance and motion. S0 needs training experience that teaches it to handle these effects. Neither faster reasoning in S1 nor more accurate motion references can replace that dynamics grounding.

Think Astra is enough, alone or with a free-space tracker?Take the challenge.

I do not expect Astra to solve the following tasks through direct control or by using a free-space motion tracker such as SONIC as S0:

  1. Throw a box onto an elevated platform using the whole body.
  2. Reorient a cube in a dexterous hand with the palm facing down.

Unlimited reasoning time and code generation are allowed. Calling any simulator, including through MPC or internally implemented dynamics rollouts, is not. If you believe these systems are sufficient, I invite you to take the challenge.

02Interaction competence: from task-specific to general

PHP, Workhorse, and Boston Dynamics’ Atlas share one feature: S0 accounts for object and environment dynamics in training or control. The RL policies take scene- or object-related information as input, execute their own actions in simulation, and learn subsequent control from the resulting feedback. Boston’s MPC instead explicitly models object mass, momentum, and the forces applied by the robot, jointly considering how the robot and object will move. The former acquires dynamics grounding through closed-loop experience; the latter uses explicit physical modeling. Both make S0 account for how its actions affect the outside world, rather than simply reproduce body motion.

But these S0s are all task-specific controllers. PHP focuses on terrain locomotion and parkour; Workhorse’s website explicitly states that each task has its own planner and tracker. These are valuable capabilities, but they do not yet provide the general S0 I want: different tasks, objects, and contact modes handled by the same controller through a common interface.

The capability I want to emphasize is responsiveness: can S0 promptly adjust its behavior when contact, load, or the environment changes? On the sim-RL path I want to pursue, S0 must experience how its own actions affect objects and the environment, and learn to adjust from that feedback. A policy that has never experienced object-interaction dynamics cannot learn the corresponding closed-loop control from free-space tracking alone. Better tracking accuracy or better motion references from S1 cannot fill that missing interaction experience.

A Motion-centric tracker

Motion interfacerobot motion reference
↓
Scene
None
→
Whole body trackertrained in free space
Motion input only, with no scene input. Training centers on tracking the robot’s own motion.

B Object-aware sim-RL

Task-specific interfacetask-specific intent
↓
Scene
Scene
→
Task specific controllertrained with object dynamics
Receives task-specific intent through a task-specific interface, together with scene input.

C Desired general S0

Interaction interfacerobot / object / contact intent
↓
Scene
Scene
→
Interaction competent S0trained with diverse object dynamics
Receives interaction intent through a shared interface, together with scene input.
Figure 1 · Intent enters through the interface above; scene input enters from the left. A has no scene input. Proprioception is implicit in all three designs.

How do we acquire interaction competence at scale?

Data is certainly the most important ingredient. Beyond data, I am most interested in representations that let us scale dynamics grounding across diverse objects and environments. These have two parts: scene awareness, how S0 perceives the world it interacts with; and interaction intent, how we represent the desired physical behavior for S0 to learn and execute.

03Representing scene awareness and interaction intent

HDMI is my work from a year ago. I wanted robots to do more than imitate human body motion: they should actually move objects. At the time, we considered robot–object co-tracking for an arbitrary single object and a single motion. As I scale this up, I have been rethinking the two representations: scene awareness for perceiving the world, and interaction intent for communicating the desired interaction.

What should these representations provide? Scene awareness should capture external information as completely as possible, using information available on a real robot. Interaction intent should describe the desired object motion as completely as possible. Both need to scale without being tied to predefined object frames.

Scene awareness: what is happening?

In HDMI, I represented object information as an object pose in the robot frame. This works for a single object, but requires us to define that object’s coordinate frame in advance. An object should not inherently need a coordinate frame attached to it.

Point clouds, RGB, and depth offer a scalable alternative. The input is no longer tied to a fixed set of object definitions; it can provide finer-grained information and let S0 perceive the entire environment through a common representation. Scene input lets S0 see the outside world; training with object dynamics teaches it how to interact with that world. Continuous environmental feedback lets S0 adjust to the interaction as it unfolds, closing the loop with the outside world.

Interaction intent: what should happen?

Previously, I expressed an object’s future motion in its object frame. I now use the robot frame, removing the dependence on a predefined object frame and allowing the motion of any single object to be described. To cover multiple objects, or an entire scene, we need representations such as flow. S1 can directly reason about how each part of an object should move and pass that intent to S0 for execution.

Building on these two scalable representations of scene awareness and interaction intent, I trained a policy using the HDMI codebase and retargeted human–object interaction demonstrations from Weave. The video below shows the policy executing simulated interactions with boxes, tables, chairs, and other household objects.

04Representing intent: from objects to contact

Recently, I have also become interested in contact-centric interfaces. Object motion alone does not fully specify an interaction. Sometimes the goal is to apply force without moving the object. When wiping a blackboard, for example, we need contact and force without moving the board. If the interface cannot specify contact, the end effector might merely brush past the surface without pressing hard enough to erase anything.

Body motion alone is also insufficient. Consider sitting on a chair: the same body motion could mean maintaining a seated posture through leg effort, or relaxing and letting the chair bear the load. If the interface can specify pelvis–chair contact, S0 can deliberately transfer weight to the chair instead of continuing to support it through the legs. The body motion is the same; the load-bearing contact and physical outcome are different. Without this distinction, a motion reference is ambiguous: it cannot tell the policy whether to keep supporting itself through the legs or rely on the chair.

Making contact requirements explicit gives S0 more complete information about the interaction it should execute: whether to maintain contact, the desired force or wrench, a force range, or compliance. Combined with robot motion, these targets distinguish interactions that would otherwise share the same motion reference.

Object / scene intentWhat change should occur in the world? For example, moving a box toward a target.
Contact intentWhat contact should produce that change? For example, maintaining a grasp, limiting force, or allowing compliance along a direction.

I do not think object motion and contact intent must be alternatives. Object motion specifies the desired outcome, contact intent specifies the interaction, and robot motion describes how the body participates. Making contact intent work in practice still requires force sensing or estimation, suitable hardware, and solutions to the sim-to-real gap.

05A stronger S1 needs a more steerable S0

As LLMs and VLMs develop stronger spatial understanding, I expect S1 to specify finer-grained interaction intent. S0 should be able to execute those distinctions and produce the corresponding physical effects: whether to make contact, when to comply or release, and where an object should move next.

π0.7 and Steerable Policies both emphasize richer conditioning as a way to steer VLAs in more detail. I think the same idea applies to S0: S0 also needs to expose a more expressive interface.

This does more than make existing capabilities easier for S1 to use. For S0’s own learning, more complete conditioning reduces ambiguity: it can learn how to execute different intents instead of guessing how to interact from an incomplete interface. For S1, a richer interface allows more diverse and finer-grained interaction intent to reach S0. Steerability helps S0 learn the distinctions and S1 express them.

Dynamics grounding teaches S0 to execute interactions; steerability lets S1 direct those interactions in detail. The former comes from S0’s closed-loop experience across diverse objects, environments, and contact conditions, building responsiveness to interaction changes. The latter exposes those capabilities to S1. As spatial grounding improves in LLMs and VLMs, we need an S0 that can execute richer interaction intent and be steered through an expressive interface.

Stronger spatial grounding in LLMs and VLMs calls for an S0 that can realize their interaction intent in the physical world.
It needs dynamics grounding and an expressive interface that lets S1 steer physical interaction in detail.

Imitating motion is an important starting point. Next, I want the same S0 to handle a broader range of real interactions: perceiving them, responding promptly, and realizing S1’s interaction intent in the physical world.

Citation

Please cite this work as:

Weng, Haoyang. “Beyond Motion Tracking: Steerable Physical Interaction Competence”. (Oct 2026). https://haoyangweng.pages.dev/blog/2026-10-steerable-interaction-competence/

Or use the BibTeX citation:

@article{weng2026interaction,
  title = {Beyond Motion Tracking: Steerable Physical Interaction Competence},
  author = {Weng, Haoyang},
  journal = {haoyangweng.pages.dev},
  year = {2026},
  month = {October},
  url = "https://haoyangweng.pages.dev/blog/2026-10-steerable-interaction-competence/"
}

06Q&A

Q1 · Where does the data come from?

I expect real-to-sim to become increasingly scalable as agents gain stronger spatial understanding: reconstructing interactive simulation environments from real scenes and demonstrations, then generating training data within them. Better spatial grounding can help produce not only interaction intent, but also the environments needed to train dynamics grounding at scale. This is my view of a path toward scaling the data; its implementation and validation remain to be worked out.

Q2 · Can a latent interface convey finer-grained intent?

I once hoped a latent interface would enable finer-grained control. But if the latent is simply an encoding of existing physical quantities, it does not automatically add new intent. First build an interface that distinguishes interaction details such as touching lightly versus pressing firmly; then consider how to encode them.

Let the physical quantities be q. An encoder E produces z=E(q), and an action decoder outputs a=D(s,z). Given the same state and decoder, having S1 output q and pass it through E produces exactly the same execution as directly outputting the corresponding z. Moving the interface does not add information that the original interface could not express.

A RL training

Physical quantities qmotion / object / contact
Encoder Ez=E(q)
Action decoder DD(s,z)
↓
Action a

B Explicit interface

S1 · Upper-level policy
Encoder Ez=E(q)
Action decoder DD(s,z)
↓
Action a

C Latent interface

S1 · Upper-level policy
z
Action decoder DD(s,z)
↓
Action a
Figure 2 · A shows the encoder–decoder used in RL training. In B, S1 outputs physical quantities that an encoder maps to a latent; in C, S1 outputs the latent directly. The conditions for equivalence are discussed above.

This equivalence is limited to the same encoder–decoder and the latents that the encoder can produce. Other representations shaped by RL interaction experience, or searches outside the encoder’s reachable latent set, require a separate discussion.

I am not dismissing latent interfaces: the same information need not be equally easy to learn or use. A more structured space can make existing capabilities easier to select, interpolate, and combine.

What you could expectWhat you should not expect
A structured, smoother control spaceMore structured, smoother, and easier to use
Organizing related body coordination can make behaviors easier for S1 to learn, select, interpolate, and optimize. BFM-Zero demonstrates latent interpolation and latent search. These properties depend on the training and representation design; they do not belong to every hidden layer.
Interaction competence without interaction experienceObject awareness without experience of object dynamics
A latent can reorganize how capabilities are accessed, but cannot automatically supply missing dynamics grounding. If S0 has only experienced free-space tracking, without learning object loads, friction, or changing contact, a latent interface alone should not be expected to create object interaction competence.
Better generalization, potentially compositionalBetter generalization, potentially by composing existing capabilities
A structured space may make task-relevant factors easier to reuse and combine. BFM-Zero demonstrates combinations of partial-body goals. This is a promising direction that still needs training support; it does not directly establish compositional generalization for HOI across objects.
New control knobs from re-encoding aloneIndependently controlling more interaction details by changing the encoding alone
Producing detailed behavior is different from independently specifying each detail. If the original interface does not distinguish a light touch from a firm press along the same motion, encoding it as a latent does not create that control dimension. Finer-grained control first requires interface semantics that express, distinguish, and execute those intents. This applies to moving the interface within the same encoder–decoder. Searching beyond the original encoder’s reachable latent set is a separate capability that needs validation.
Hover to explore · Click or press Enter to expand

I would therefore treat a latent interface as a way to organize and invoke interaction intent. First teach S0 interaction competence and build a sufficiently fine-grained interface; then use latent structure to help S1 make better use of it.

Q3 · Do we still need S1 or a VLA?

I believe we will still need an S1 running at roughly 5 Hz: continuously specifying fine-grained interaction intent from the current scene for S0 to execute. What remains unclear is whether this role needs a separate VLA model.

In my view, current LLMs (treated here as S2) already show strong generalization in embodied understanding and spatial grounding. But their ability to output fine-grained actions, and their inference rate, are not yet sufficient for this role. That is why I think we still need VLAs today.

The two approaches are converging: LLMs are improving their action outputs, while VLAs are pursuing LLM-like generalization. They may eventually unify. What I think must remain is the function and operating rate of S1; whether that requires a separate model is an open question.

Q4 · What about other embodiments? Do tabletop grippers need S0?

The key question is not just the embodiment, but where the control capability comes from. Spatial grounding learned from images and text does not become control capability simply because an LLM or VLM is connected to a pair of grippers. A VLA trained on robot data is already a different model. It may serve as S0 or combine the functions of S1 and S0.

Dexterous hands also need the S0 function: maintaining contact and adjusting control as the interaction changes. Even for grippers, that function may need to evolve as the hardware and control stack change. Adding tactile sensing or changing the low-level control interface may require capabilities that an existing VLA has not learned. A controller that can use the new feedback for responsive closed-loop control is still needed.

In my view, a responsive system capable of closed-loop control needs dynamics grounding, whether through sim-to-real RL, large-scale real-world demonstrations, or real-world RL. Behavior cloning (BC) offers a route to responsiveness without sim-RL, but requires substantial data from the target embodiment. Dual-arm gripper systems, for example, are relatively simple and easy to teleoperate, making it easier to collect demonstrations at scale. On these embodiments, systems such as X Square’s WALL-B already demonstrate fast parcel sorting. Autonomous driving similarly benefits from extensive vehicle data collected through fleet learning. In both cases, the ability to collect large amounts of embodiment-specific data makes the real-data route more practical.

By contrast, for dexterous hands and humanoids, I believe collecting an equivalent scale of on-robot teleoperation data is harder, so scaling will still require substantial use of robot-free sources such as human video. Those sources provide priors about space, motion, and interaction intent, but do not let the target policy experience the physical consequences of its own actions on its own embodiment. Training mainly on such data should not be expected to automatically give a VLA dynamics grounding as defined here. That experience needs to be added through closed-loop interaction in simulation or the real world.

References

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