Working frameworkBehavioral science × embodied AI
A Three-Level Architecture for Embodied Behavior
I organize embodied behavior by both output duration and functional role.
The three levels are not a claim about a fixed biological hierarchy; they are
an engineering framework for locating what an algorithm learns, reuses, and controls.
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Level 1
Action generation
BC, diffusion policies, and VLAs map observations and instructions to short-horizon actions or action chunks.
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Level 2
Skills & habits
Stable, temporally extended units become reusable, interruptible, and inexpensive through practice.
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Level 3
Goal-directed composition
Policies select and reorganize behavior according to predicted outcomes and their current value.
Behavioral science contributes more than terminology here: outcome devaluation,
contingency changes, and transition revaluation can become interventions that test
whether an agent truly updates consequences, values, and plans.
Open question. Can a robot preserve fast, habit-like execution inside a skill while retaining value-sensitive override at the boundaries?
Research questionWorld models
What Should a World Model Mean?
Visual fidelity alone is an incomplete criterion for an embodied world model.
For control, the useful object is an action-conditioned, updateable representation
that predicts task-relevant consequences of interventions and supports planning,
revaluation, and transfer.
One direction is to separate latent state into context that should remain stable
within a trajectory and factors that change over time. The dynamic component should
preserve temporal and controllable structure; the combined representation should
retain enough information for reliable action, without requiring pixel-perfect prediction.
Open question. How can invariant context and controllable dynamics emerge through self-supervision, without goals that narrow generalization?
Research directionExploration & robot learning
Active Exploration in the Physical World
Today’s VLA systems are largely imitation-driven: they inherit the coverage of their
datasets and often fall back to broad trial and error. A more capable agent should choose
interactions because they are informative, expose reusable skills, or resolve uncertainty
about several plausible behaviors.
I see three complementary loops: external feedback from people or model critics;
online reinforcement learning for internal policy improvement; and behavioral abstraction
through unsupervised, regret-aware skill induction and multimodal action modeling.
Exploration should improve both the data an agent collects and the structure it learns.
Open question. What exploration objective can jointly balance information gain, skill coverage, regret, physical cost, and safety?