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MotionWAM: Towards Foundation World Action Models for Real-Time Humanoid Loco-Manipulation

Jia Zheng, Teli Ma, Yudong Fan, Zifan Wang, Shuo Yang, Junwei Liang

arXiv:2606.09215v1cs.RO

TL;DR

High-dimensional video-action denoising limits WAM speed, while hierarchical humanoid control separates upper- and lower-body action spaces. MotionWAM couples video-model features to a unified whole-body policy, and on nine real-world tasks it outperforms the strongest VLA baseline by over 30%.

  • Problem

    High-dimensional video-action denoising makes WAMs too slow for real-time humanoid control, while hierarchical policies separate upper-body actions from coarse lower-body commands.

    Source: §1 · p. 2
  • Method

    MotionWAM conditions a whole-body motion-token policy on intermediate video-world-model denoising features and trains it through three stages from egocentric video to target-embodiment demonstrations.

    Source: §1 · pp. 2–3
  • Results

    MotionWAM outperforms the strongest VLA baseline by over 30% on nine real-world tasks and runs in real time.

    Source: §1 · p. 3, §5 · p. 8
  • Takeaways & Limitations

    The results point to a viable path from large-scale video pretraining to human-like whole-body humanoid policies.

    Source: §5 · p. 8

    Stage 3 has been validated only on Unitree G1, and the evaluation lacks a controlled novel-object generalization study.

    Source: §6 · p. 8

Abstract

from arXiv · show

World Action Models (WAMs) couple a video dynamics prior to the policy and have shown encouraging results on tabletop manipulation, but iterative denoising over high-dimensional video-action latents leaves them too slow for real-time humanoid loco-manipulation. The problem is compounded by the dominant hierarchical paradigm, in which a high-level manipulation policy controls only the upper body while a low-level controller tracks coarse base commands -- placing upper and lower body in inconsistent action spaces and reducing the legs to balance-preserving locomotion. We present MotionWAM, a real-time WAM that drives autonomous humanoid loco-manipulation from a single egocentric camera by conditioning the policy on the intermediate denoising features of a video world model. MotionWAM replaces the upper-lower split with a unified motion latent and predicts whole-body motion tokens that jointly cover locomotion, torso motion, height regulation, foot interaction, and hand manipulation in a single action space. A three-stage learning framework progressively adapts the video world model to egocentric visual dynamics and to the target humanoid embodiment. On nine real-world Unitree G1 tasks, MotionWAM runs in real time, substantially outperforms Vision-Language-Action (VLA) baselines fine-tuned on the same demonstrations by over 30% in overall success rate, and executes task-driven foot interaction that decoupled upper-lower policies cannot reach. Our results suggest that video-pretrained WAMs can be lifted from tabletop manipulation to coordinated, human-like whole-body humanoid control.

1 Introduction

MotionWAM targets the difficulty of running video-based world-action models in real time and the upper–lower action-space split in hierarchical humanoid control. It couples video-model features to a unified whole-body policy and evaluates the approach on real-world loco-manipulation tasks.

1 Introduction

  • Hierarchical humanoid policies give the upper body fine-grained joint targets but only coarse base commands to the lower body, leaving the legs focused on balance rather than task interaction.This split creates inconsistent action spaces and rules out foot interaction such as pedal stepping or kicking.Source: §1 · p. 2, Figure 2 · p. 2
  • Iterative denoising over high-dimensional video-action latents makes existing WAMs too costly for real-time control, motivating a unified real-time humanoid approach.WAMs use future visual-state prediction to provide a dynamics prior for action prediction.Source: §1 · p. 2
  • MotionWAM couples video and motion DiTs through intermediate denoising features and predicts unified whole-body motion tokens spanning locomotion, torso movement, height, foot placement, and hand manipulation.The unified action space gives the lower body task-driven behaviors such as stepping on a pedal or kicking an object.Source: §1 · pp. 2–3, Figure 2 · p. 2
  • The three-stage training framework adapts the video model to egocentric visual dynamics, cross-embodiment action data, and target-task whole-body demonstrations.Stage 1 uses roughly 2,136 hours of egocentric human and humanoid video; Stage 2 trains on heterogeneous Unitree G1 data; Stage 3 fine-tunes on teleoperated target-task demonstrations.Source: §1 · pp. 2–3
  • MotionWAM runs in real time across nine real-world tasks, outperforming fine-tuned VLA baselines and producing task-driven foot interaction and more coherent, human-like whole-body motion.Its foot interactions are beyond the reach of decoupled upper–lower policies.Source: §1 · p. 3

2 Related Work

Prior humanoid loco-manipulation research spans imitation, whole-body controllers, and autonomous policies, while manipulation and world-action models have mostly remained constrained to narrower settings. MotionWAM is positioned as a whole-body, real-time alternative.

Imitation policies and VLAs for manipulation

  • Imitation policies [23] [24] [25] and VLAs [27] [28] [29] [30] [31] [32] learn from demonstrations, but typically use static image–text inputs and arm-and-gripper actions; MotionWAM uses video-world-model features and whole-body control.The passage contrasts static image–text inputs with video features that condition the policy.Source: §2 · p. 3

World Action Models

  • Prior WAM deployments [14] [15] [16] [17] [18] [19] [20] [21] [22] remain in short-horizon, fixed-base tabletop settings, with high-dimensional video-action denoising cited as a barrier to closed-loop speed.MotionWAM targets dynamically balancing humanoids and is described as the first real-time WAM for whole-body loco-manipulation, to the authors’ knowledge.Source: §2 · p. 3

Humanoid loco-manipulation

  • Humanoid loco-manipulation work spans whole-body imitation [1] [2] [3] [4], command-conditioned controllers [5] [6] [7] [8] [9], and autonomous policies built on those controllers [10] [11] [30] [13].Hierarchical structures have become widely used.Source: §2 · pp. 3–4
  • Autonomous hierarchical policies typically leave the legs to a low-level controller driven by base velocity, height, and orientation, whereas MotionWAM uses unified tokens so the legs can participate in the task.The decoupled action spaces limit legs to stabilizing the base.Source: §2 · p. 4

3 Method

MotionWAM predicts whole-body humanoid actions through a unified motion latent, conditioned on intermediate video-world-model features. Its dual-DiT architecture and three-stage training progressively connect egocentric dynamics to the Unitree G1 embodiment.

3.1 Problem Formulation

  • The action representation combines a 64-dimensional discretized SONIC token for locomotion, torso, height, and foot intent with continuous dexterous end-effector commands.The motion latent is decoded into joint commands.Source: §3.1 · p. 4

3.2 Model Architecture

  • A one-pass Video DiT exposes fixed-timestep hidden states to a Motion DiT, which combines them with proprioception and noisy motion tokens to predict the latent's velocity.The Video DiT operates near the pure-noise end of the schedule without denoising future frames, supporting real-time closed-loop control.Source: §3.2 · p. 4

3.3 Training Recipe

  • Stage 1 pretrains only the Video DiT on about 2,136 hours of egocentric human and humanoid video for future-frame generation, while the VAE and text encoder remain frozen.This shifts the video world model toward first-person visual dynamics.Source: §3.3 · p. 5
  • Stage 2 attaches the Motion DiT and jointly updates the video and action networks across heterogeneous Unitree G1 data, retaining video loss as a representation regularizer.Per-embodiment projectors wrap a shared Motion DiT trunk during multi-embodiment training.Source: §3.3 · pp. 5–6
  • Stage 3 fine-tunes the full network end-to-end on 200 teleoperated whole-body episodes per task across nine real-world Unitree G1 tasks, without architectural changes.The model carries forward the joint loss and shared-trunk plus Unitree G1 projector configuration.Source: §3.3 · pp. 5–6

4 Experiments

The experiments test MotionWAM against baselines, assess the three training stages, and measure deployment speed on real-world humanoid loco-manipulation tasks.

4.2 Comparison with the State-of-the-Art

  • 76.1% overall success versus 43.9% for GR00T-N1.7, an over 32% absolute gain; MotionWAM wins every task.The comparison covers nine real-world tasks, with all policies finetuned on the same Stage 3 demonstrations.Source: Figure 5 · p. 7, §4.2 · p. 7

4.1 Experimental Setup

  • Evaluation covers nine real-world G1 tasks, with 20 trials per task and five baselines finetuned on the same Stage 3 dataset.The task suite stresses waist control, height regulation, squatting locomotion, foot interaction, and body–hand coordination.Source: §4.1 · pp. 6–7

4.3 Ablation on the Three-Stage Training Framework

  • Removing Stage 1 and Stage 2 leads to 11% and 28% absolute performance drops, respectively.Stage 3 remains enabled in the five-task ablation; the authors report that without Stage 2, performance collapses on every task.Source: §4.3 · pp. 7–8, Table 1 · p. 8

4.4 Real-Time Inference Frequency

  • MotionWAM runs at 4.9 Hz versus 0.7 Hz for Cosmos Policy, which iteratively denoises future video before producing actions.The authors report that MotionWAM reads intermediate denoising features in a single pass.Source: §4.4 · p. 8

5 Conclusion

MotionWAM combines video-world-model features with unified whole-body motion tokens for real-time humanoid loco-manipulation. On nine real-world tasks, it outperforms the strongest VLA baseline by over 30%.

5 Conclusion

  • MotionWAM couples a Video DiT and Motion DiT through intermediate denoising features and predicts whole-body motion tokens in a unified action space.It is trained with a three-stage egocentric-to-embodiment recipe.Source: §5 · p. 8
  • MotionWAM outperforms the strongest VLA baseline by over 30% on nine real-world tasks.Source: §5 · p. 8
  • The results point to a viable path from large-scale video pretraining to human-like whole-body humanoid policies.Source: §5 · p. 8

6 Limitations

The authors identify hardware transfer, novel-object generalization, and egocentric-view robustness as limitations.

6 Limitations

  • Stage 3 fine-tuning has been validated only on Unitree G1; transfer of the three-stage recipe to other humanoid platforms is unverified.Source: §6 · p. 8
  • The evaluation lacks a controlled novel-object generalization study, and training and test objects share visual similarity.Success on strictly out-of-distribution objects is not reported.Source: §6 · p. 8
  • MotionWAM can lose visual grounding and stall when an object leaves the camera view or the head-camera viewpoint drifts from training.Source: §6 · p. 8

A Real-World Task Suite

The appendices describe the real-world task prompts, robot setup, and teleoperation data collection pipeline.

A.1 Per-Task Language Prompts

B.1 Hardware

  • The Unitree G1 uses dual ALOHA 2 grippers on 7-DoF arms and a head-mounted Intel RealSense D435i RGB camera.The grippers provide a 16-DoF upper-body manipulation interface.Source: §B.1 · p. 13

B.2 VR-Based Teleoperation Pipeline

  • VR teleoperation tracks the operator's ankles and hands, retargets a 24-joint SMPL pose to 29-DoF G1 joint angles, and records episodes at 50 Hz.The recorded streams include state, command, visual data, and the language goal.Source: §B.2 · p. 13

C Model and Training Configuration

MotionWAM uses a shared flow-matching objective across three training stages, with a Cosmos-initialized Video DiT and a DiT-B MotionDiT configured for cross-embodiment actions.

D Baseline Training Configurations

The baselines use the same Stage 3 demonstrations and egocentric observations, language goals, and proprioceptive states; their recipes range from diffusion and action-chunking policies to VLA models and a matched ablation.

E Per-Stage Data Composition

The data pipeline moves from public video mixtures, to action-labelled humanoid data across embodiments, and finally to in-house Unitree G1 demonstrations.

Stage 1 — egocentric video pretraining

  • Stage 1 trains only the Video DiT on video streams from egocentric human and humanoid-robot sources, ignoring available action labels.Source: E Per-Stage Data Composition · p. 15
  • Within each Stage 1 domain, source weights are allocated by episode count to prevent any single dataset from dominating.Source: E Per-Stage Data Composition · p. 15
  • Stage 1 allocates its mixture budget across human videos (30%), G1-class humanoids (50%), and other real robots (20%).Source: Table 5 · p. 15

Stage 2 — cross-embodiment action post-training

  • Stage 2 co-trains the Video DiT and Motion DiT on heterogeneous action-labelled humanoid datasets, using embodiment-specific projectors around a shared Motion DiT trunk.Source: E Per-Stage Data Composition · p. 15
  • Stage 2 right-pads action vectors to 66 dimensions and masks invalid channels so embodiments with different action layouts can share the DiT trunk.Source: E Per-Stage Data Composition · pp. 15–16

Stage 3 — Unitree G1 whole-body fine-tuning

F Failure Cases

Across the nine real-world tasks, failures primarily reflect loss of visual grounding from egocentric camera limitations.

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