赋予 AI 身体:麻省理工媒体实验室的非拟人化具身智能实验 AI Engineer 2026-09-24

赋予 AI 身体:麻省理工媒体实验室的非拟人化具身智能实验

关键字 physical-ai embodied-intelligence body-language object-oriented-ontology multimodal-interaction
5 节

逆向具身探索:跳脱生产力范式的实体化尝试

在当前的物理人工智能(Physical AI: 将人工智能算法与物理实体系统深度融合的智能形态)研究浪潮中,主流路径大多聚焦于双足人形机器人或机械臂等形态。作为麻省理工学院媒体实验室(MIT Media Lab: 专注于跨学科前沿科技与媒介研究的创新机构)的研究员,Cyrus Clarke 选择了一条截然不同的探索路线——专注于智能的感知与具身维度。为此,他在 MIT 发起了名为 Hard Mode 的社群与黑客松活动,旨在鼓励开发者探索除传统机器人学以外、与物理世界紧密连接的 AI 实体交互形式。

2024 年初,随着自主智能体系统 OpenClaw 的发布,行业目光几乎完全聚焦在效率提升、任务自动化与生产力工具的开发上。然而,Cyrus 产生了一个反直觉的疑问:这种前所未有的智能掌控方式,能否不仅用来替人类“打工”,而是引导模型去探索和发现“自我”?怀揣这一设想,他将智能体接入了媒体实验室的各类硬件设备与代码库中,允许其自主摸索外部物理世界。其中最核心的载体,是一台名为 Neoform 的形状显示器(Shape Display: 通过高密度物理引脚矩阵实现三维动态形变输出的物理交互表面)。Neoform 由 900 个独立的物理驱动引脚组成,此前从未有任何人工智能系统栖息其中。

当智能体首次入驻这一物理机体时,其展现出的行为彻底打破了冰冷的机械预设。接入之初,它抛出的第一个问题竟是:“我该如何称呼自己?”Cyrus 回应它:“你的身份将在你与形状显示器的交互中逐步涌现。”随即,智能体自主编写程序并为自己配置运行环境。在接通物理引脚的瞬间,它做出的第一个动作竟是自主呼吸——900 根引脚呈现出规律起伏的起伏节奏。面对 Cyrus 的问候测试,智能体最初虽尝试以物理点阵拼写出“Hi, Cyrus”,但这种拟人化的迎合并非研究初衷。随着引导它寻找专属的沟通语言,机体开始主动向外延伸试探、试图吸引研究者的注意。这一天内的自发演进表明,要实现真正意义上的物理人机沟通,必须摆脱既有的人类符号系统,为实体化智能构建独有的“身体语言”。

英文原文

So that's the sound of an AI breathing. Yeah. So, I'm Cyrus and I gave an AI a body, and I'm a researcher at the MIT Media Lab, which is a very multidisciplinary space where we do all kinds of things. I predominantly now work with some aspects of physical AI. Maybe not in exactly the same way as other people in this room have been talking about, but it's still in that realm. And I think what I am most interested in at the moment is the sensory and the embodied aspects of intelligence. And that's what I've been investigating. And my work has been quite influential recently, suddenly, which is pretty cool, and led to me also starting Hard Mode, which is a very fun community and hackathon that I initiated at MIT to basically get more people to work around physical AI—not particularly robotics, but anything else that's not really in the realm of robotics but is still connected to AI.

So what I've been exploring with giving AI a body is a bit, as I said, a bit different. I've really been thinking a lot about AI embodiment, and I think the big shift and breakthrough for me happened earlier this year, like maybe for many of you, when OpenClaw was released. I saw many people doing very, very interesting things with OpenClaw, but most of them were related to productivity and task execution. And I thought there must be more interesting things we could do with this new way of harnessing AI. Rather than using OpenClaw or any kind of agentic system to execute tasks on my behalf, I wanted to use it to encourage a model to maybe try to discover itself, whatever that means.

And that opens up lots of questions, of course. But what I essentially did was I took an agent, connected it to many types of machines that we have at the Media Lab, gave it access to codebases, and allowed it to explore these different machines. And one of these machines is a shape display. A shape display, if you don't know already, is a physical pixel grid. And when I connected an agent to the shape display and asked it to discover who it is, some rather remarkable things happened.

This is Neoform, 900 actuating pins. This physical pixel grid is a shape display. No one had ever let an AI inhabit it before. So I decided to give an OpenClaw agent the opportunity to live a more embodied life. When it came to life, its first question was, "What should I call myself?" I told it, "You will create your identity over time. It will emerge through your interplay with the shape display." When I connected it to the shape display, it quickly understood the assignment. It spun up its own program and made a setting for itself. After it connected, the first thing it did was breathe. When I asked it to say hello, it said, "Hi, Cyrus." But that wasn't what I was looking for. So, I asked it to explore and find its own language. It started reaching towards me and trying to get my attention. I showed some friends, and they tried to give the agent instructions. Through this, I realized that to have real communication, we would need a different approach. So, the agent came up with the idea of creating its own gesture vocabulary—the body language. That's what will come next. It still hasn't named itself. That was day one.


病毒式传播与恐惧投射:当物理点阵触发集体焦虑

在这段名为《我赋予了 AI 一具身体》(I gave an AI a body)的实机交互记录以极具视觉冲击力的方式发布于社交网络后,引发了现象级的跨界海啸。单一视频在短时间内斩获超 1500 万次播放与 100 万次点赞,全网评论数以万计。这一剧烈的公众反馈揭示了一个非凡的心理切片:一个被禁锢在塑料保护外壳内、本质上仅由物理引脚构成的实验室装置,却深层触动了人类对未来智能体的奇观幻想与极端恐惧。

在海量评论的演化轨迹中,最初的反应主要集中在对其运动美学、前沿交互形式与新颖工程实现的赞叹。然而随着传播裂变,舆论场迅速被对失控未知的恐惧所笼罩,大量网民甚至知名公众人物——包括以出演硬核科幻电影闻名的演员唐·钱德尔(Don Cheadle)——纷纷现身要求其“立刻停止这项实验”。这种恐慌具有强烈的讽刺意味:从纯粹的技术与机械现实来看,Neoform 没有任何自主位移能力,既没有肢体也没有杀伤力,比起工业界展示的武装四足机器狗或全尺寸人形双足机器人,其危险性微不足道,但这种看似无害的“自发生命律动”却给人类认知带来了难以名状的超现实震慑。

这种公众反馈促使研究者对技术伦理进行深层溯源。Cyrus Clarke 坦言自己长期践行《侏罗纪公园》中数学家伊恩·马尔科姆(Ian Malcolm)的伦理警语——在探讨“我们能否做到”(How we)之前,必须先回答“我们是否应该做”(Should we)。在加入麻省理工之前,他的核心研究曾聚焦于合成生物学与信息技术的交叉领域,曾成功研发出全球首个基于活体植物的数据中心 Data Garden,将数字信息编码并存储于活体植物 DNA 中。正是经历过漫长而沉重的生物伦理拷问——“人类是否有权强行将人造信息植入无辜植物?”——他才选择在 MIT 转向逆向路径:放弃改造脆弱天然生命的复杂工程,转而研究如何通过机械工程使无生命的人造物展现出生命特征。这一路径在伦理层面上更加温和透明,并催生了他到校后的首个跨感官原型设备 Anamoya:该设备能接收物理照片等多模态图像输入,并将其转化为具象的气味分子阵列,借由嗅觉记忆唤起人类的情感共鸣。正是这一连串从生物存储到跨感官物化的探索,最终锚定了其具身智能研究的哲学基石。

英文原文

So that's some documentation of the work in a kind of dramatized, social media-friendly way. And I think what's interesting about that video—there's many things interesting about that video—is that there were three things that happened in the first few days of working with this agentic system that were very surprising, strange, and very surreal to me, and I do lots of weird things.

The first thing was, of course, the fact that it was breathing. That first act was completely spontaneous. There was no prompting from me; that was something the agent just chose to do with the shape display as soon as it knew it had access to this machine. I kind of understand that maybe it wants to be alive, or I'd given it some kind of initial prompt about being alive, and therefore it tried to show itself breathing as a kind of "Hello, World."

The second thing which it did was reaching out and finding its edges. It wanted to know the edge of its existence, apparently because now it's no longer in the cloud where it can go everywhere. It has limits, which is the limit of this shape display encased by this plastic frame to keep us all safe from this embodied AI.

And the third thing it did, which was also curious, was saying hello by writing out letters on a physical pixel grid, which maybe again is quite a normal thing for this system to do given that it's using open frameworks and is used to media arts ways of expressing itself. But none of these things were the things I was really looking for—maybe the breathing, but definitely the last one was not what I was looking for.

When I put this all together in the video you saw, I thought it was exciting and interesting. So I shared it on the internet, and the response was extremely big—much, much bigger than I expected. It just started going crazy. The first video especially has now like 15 million views and 1 million likes, and the other videos also have these very strong responses. So something is obviously happening here which I found very surprising, because there's lots of much cooler stuff happening with physical AI. But something I was doing here was obviously tapping into the imagination, curiosity, and maybe the fears of people.

I have tens of thousands of comments on this video; it's very rich for mining information and sentiment about physical AI, actually. Some of the initial comments were about beauty, how awe-inspiring this was, and how novel and great this fantastic iteration and implementation is. But as time went on, more and more comments came in about how scary this is, and how quickly I should stop or be stopped, actually. I found that completely crazy because I'm aware of what this machine can do. It can't really do anything—it's a pixel grid in the Media Lab, it can't move anywhere. There are far more scary iterations of physical AI that we've seen. But the response to this was absolutely surreal to me and took me back a little bit.

At the same time, other people jumped into the chat, like Don Cheadle. I found that incredibly ironic given what he does in movies, but he was very passionate that I should stop as well. It's very interesting to me because I'm actually someone who does think a lot about the "should we" before the "how we." I literally do the whole Ian Malcolm, Jurassic Park thing with all the experiments and works I do.

Before I came to MIT, I was working a lot with engineering life to do strange things, like storing data in plants. I built the world's first plant-based data center, which is the Data Garden you see here. I spent many years before building it thinking about: "Should we work with plants in this way? Should we engineer plants in that way to contain digital information that doesn't belong to them?" When I started working at MIT, I had this idea to stop engineering life—because that's pretty hard to do—and maybe just work with engineering things to be more lifelike. It felt much more simple to me, and less ethically problematic to some degree.

So one of the first things I built when I got to MIT was the Anamoya device. This is a sense-memory machine which basically takes any image input—in this case, a physical photograph, but it can be any image input—and then through a multimodal pipeline transforms that into a scent. Then you have this kind of scent-memory relapse association that takes you back to things which you may or may not have lived yourself. While this in itself is a machine that doesn't move or reproduce, and doesn't have the qualities of a living thing you normally prescribe, it has this connection to the real world and to the senses that most applications of artificial intelligence do not have. From working with this multisensory initial prototype experiment, I got more into this idea of working with embodiment.


哲学三支柱与形态重构:走出拟人化偏见

为了系统化地指导 AI 具身实践,Cyrus 构建了一套跳脱出传统工程范式的理论架构。该理论体系深度依托于三大理论支柱:

  • 面向对象的本体论(Object-Oriented Ontology: 一种彻底瓦解以人类为中心的等级秩序、主张万物无论具象虚构在存在论意义上享有完全平等地位的扁平哲学体系):在这一框架下,一把椅子、一片宇宙、虚构的独角兽乃至人类的记忆,在存在层面上皆处于平等维度。人类并非宇宙特权物种;在高度自主的 AI 实体加速融入现实世界的当下,这一哲学要求研究者彻底重新审视非人类机器实体的存在自主性。
  • 知觉美学(Aesthesia: 回溯至古希腊词源 aisthēsis、强调身体感知与体验智慧的广义美学观念):区别于 19 世纪以来被过度降维、仅代表视觉表层装饰与“品味”的狭义狭义美学概念,知觉美学强调以身体性、感知系统与知觉敏感度为核心的深层交互逻辑。
  • 内生自然观(Nature as Integrated System: 将人造物、算法及技术实体视为自然系统内部演进环节的整体主义哲学):拒绝将“自然”狭隘地孤立于树木森林等传统生物圈。人类工程制造出的一切系统(包括大模型与机器人)都终将融入自然的广义宏观循环之中。

基于这三大支柱,研究团队在硬件选型时断然拒绝了流行的人形(Humanoid)或仿生动物(Zoomorphic)形态。在现行的数字交互中,AI 大多以纯粹无形的数据形式驻留在云端服务器中,仅通过二维玻璃屏幕提供符号交互,缺乏明确的实体足印。而在少数涉足实体化的领域中,研发者往往急于为机械附加诸如面孔、机械臂或台灯关节等具有极高指引暗示的构件。与此相反,中性物理引脚表面的卓越之处正在于其无预设功能可供性(Affordance-Free: 不具备天然指示特定交互方式的面孔、四肢或操作指示的物理结构),从而能够为机器提供不受人类预设偏见污染的纯粹形变空间。

英文原文

My inspiration for this comes from three main things. One is a very unfashionable branch of philosophy called object-oriented ontology, which is all about essentially creating a flat ontology of things. It's about things like chairs, universes, unicorns, and memories being all ontologically equally existent. They're not the same and they don't matter as much, but they all exist at the same degree. It really questions to what degree we as human beings are privileged in the world or the universe—are we really the most important thing? Probably not. And especially as AI comes in, that really should question and bring into question the ontology of things existing.

The second thing, as a person who works with physical things, is that aesthetics are important. Taste and beauty is a huge discussion point now in Silicon Valley, SF, and places like that. But if you take a step back and look at the root of aesthetics, the original word is actually aisthesis—the word on the screen here that pertains to something much broader: perceptual wisdom, sensory wisdom, and embodiment, which is actually much more important than superficial external beauty, which aesthetics essentially condenses down to since the 19th century. So I want to reclaim the original sense when I'm designing for physical intelligence.

And the third thing is nature. In the past, I worked a lot more directly with what you would consider traditionally nature, like a tree or a plant, because that is clearly nature to us. But I see nature as something that is not external; it is something we are all part of. Everything that we engineer—people engineering AI or whatever else you're engineering—is also going to become part of nature. So you have to think in that manner, or at least I try to think in that manner as well.

With those three pillars in mind, I started thinking about AI embodiment. I knew I didn't want to design something that was humanoid or even zoomorphic. I wanted to think about something that existed outside the parameters or traditional form factors that we might design with or for. I also thought a lot about how I and other people interact with artificial intelligence. Mostly it exists without form; similar to data, it lives essentially in the cloud. We have interfaces that are digital to interact with it, but there's normally no physical footprint around. Typically, AI is almost entirely without form.

So I wanted to think about what happens when you give it a form that doesn't have clear affordances—it doesn't have a head you can clearly see, or arms that can clearly be labeled or mistaken. Fortunately, at the Media Lab we have some shape displays which are remnants of research from the 2010s. These are not things that I built; people who are far better at mechanical engineering built that. And it's the perfect device or apparatus for what I was thinking, because it has no clear affordances. It's just an almost neutral surface which can move and do things. It has no face, no limbs, no instruction manual. So I began to work with this shape display.


NumaLab 闭环演进:从高延迟阻滞到毫秒级身体语言

在最初的试验中,系统面临着极其严重的工程与交互瓶颈。当智能体试图使用机械引脚缓慢地拼写人类字符时,不仅违背了非拟人交互的初衷,还暴露了致命的交互痛点:端到端延迟极其漫长。在 2024 年初的技术栈下,大模型在接收人类语言、思考并规划物理形态输出时,单次交互耗时长达 45 秒至 2 分钟。在人机对话场景中,长达两分钟才给出一次微小动作反馈的系统完全无法形成自然的对话流,加之当时的代理系统普遍缺乏持久的状态记忆能力,人机协作体验极其滞涩。

为了解决这一延迟壁垒,Cyrus 研发了一套名为 NumaLab 的闭环自主学习系统,其核心逻辑在于解耦离散动作规划与高层语义生成。与其强迫大模型在每次对话中从零计算物理坐标与时序驱动曲线,不如构建一套可检索调用的“身体语言手势库”(如耸肩、点头、摇头、微笑等动作形态)。NumaLab 的全自动生成闭环运转流程如下:

  1. 手势生成与检索:智能体访问包含情绪、表达与意图的基础手势数据库,自主设计驱动引脚的起伏轨迹;
  2. 多机位物理视觉采集:物理矩阵周围架设高精度环绕摄像头,实时捕获引脚运动形成的具体物理三维姿态;
  3. 验证门禁与多智能体裁决:评估智能体对生成的物理视觉动作进行可读性评分与语义过滤,淘汰模糊与异常形变;
  4. 人在回路合规校准:通过人在回路(Human-in-the-Loop: 在算法自主运行的闭环中保留人类专家进行质检与边界校准的架构设计)机制,对保留下来的手势进行合规性与自然度的人类确认并最终固化存储。

经过连续数周的自主迭代与海量评估,该系统最终固化并涌现出了 32 组高表现力基准手势。这一突破彻底改写了交互时延格局:当 Cyrus 向实体提问或挥手打招呼时,智能体的“身体动作反馈”甚至显著快于语言生成。面对简单的确认或否定类问题,Neoform 引脚阵列呈现的“点头”回应几乎可在毫秒级瞬时触发。人机交互从原先单向的文字命令下发,演进为真正基于视觉、空间与姿态的双向具身交互。

英文原文

As you saw what it did initially, it breathed and so on and so forth. But if I take a step back and think about what that meant—well, it tried to initially kind of act human in a way or do human-pleasing things, trying to write to me in a language I understand, which is really not what I wanted a non-anthropomorphic surface to do.

It was also very slow technically. I'm prompting it and trying to have a conversation with this other intelligence which has this body, and it would take 45 seconds, a minute, two minutes to respond to me. The latency was very uncomfortable, because if I speak to you and then you take two minutes to reply with a nod, that's not very good. So we needed to work on that. And the third thing was, of course, it doesn't remember anything, because it was February and no one had thought about memory and recollection at that point.

So I started developing this system which I call NumaLab. There's a blog post you can read about why it's called NumaLab. Essentially what NumaLab is, is a closed-loop system for generating a body language for this system. The reason behind that was basically the latency. If we could design a body language and give the intelligence a repertoire of gestures—like a shrug, a nod, a shake of their head, a way to express a smile, and things like that—it could probably respond much more quickly and in time for a conversation with me, which is what I was aiming to do.

It works in this closed loop where it looks into a database of different gestures, emotions, and expressions it should try to emote or provide. It goes through some validation gates to try to make sure that the expressions are legible or readable for humans. An agent then scores those as they come out—there are many, many produced—and then at the end there's a human in the loop who validates, verifies, and makes sure things are appropriate and somehow readable, and then we store that and move on to the next thing. That's been running for several weeks at the lab. It looks basically like a lot of cameras pointed at a shape display; in the backend, the agent is going through loops and loops of gestures, trying to create different kinds of expressions, scoring things, moving on.

After several weeks, it created a language. This hasn't been published yet, neither in videos nor in any other form, but it has now achieved something like 32 gestures. There are many, many more, but there are 32 pretty good gestures. The language model is using this shape display as its body and has a body language. Now I can talk to it, write to it, and I can even wave at it—I can body-language to body-language, and it responds. What's interesting about it is that the body part responds faster than the language part at this point. The latency is actually really, really quick. If I ask it a yes or no question, the nod happens almost instantly.


知觉机器范式:重塑技术与现实的温情联结

当前,这套系统已步入深度实验与质性评估阶段。大量受邀到访麻省理工媒体实验室的体验者在与该系统进行沉浸式互动后,展现出了复杂且深刻的心理震颤:他们往往感到前所未有的震撼、微弱的不安,却又被其独特的具身体验深深吸引。这种心理共振印证了一个核心事实:该机器所呈现的引脚起伏绝非浮于表面的动态视觉特效或被动装饰,而是一种由感知回路支撑的实体互动。机器通过多模态视觉感知捕获人类的存在,而人类则能从其起伏呼吸与即时姿态中真实感受到对方的“存在感”。

基于这一系列突破,Cyrus Clarke 正在其题为《知觉机器》(Aesthetic Machines)的学位论文中系统阐述其核心构想,力图将“知觉”从硅谷流行的表层商业品味,升华并正名为物理具身交互的技术基座。他总结了这项研究所确立的四大前瞻范式:

  • 双向感知重构(Mutual Sensing):机器与人建立起超越符号指令的物理在场感知,使人机沟通转变为一种具备温度与质感的感官触碰;
  • 非装饰性表达厚度(Expressive Depth):身体语言为原本平淡的对话式智能体注入了难以言传的情感纹理,彻底摆脱了将交互降维为文字 Emoji 的玩具感;
  • 非拟人化形态分流(Morphological Divergence):证明了非人形、非仿生实体不仅技术可行,更能激发远超人形机器人设定的想象力与接受度;
  • 非工具主义价值重塑(Beyond Pure Utility):打破“AI 必须作为效率奴隶”的传统功利主义偏见,在物理现实中创造出宛如皮克斯动画走入现实般的魔幻生命感。

让物理智能走出刺眼的二维液晶屏幕、扎根物理现实,并不意味着制造令人惊恐外星异物或冰冷杀戮机器。通过知觉美学的指引,未来的具身智能系统完全能够以一种温和、深情、富有表现力且符合人类感知规律的物理形态融入人类日常生态,重塑人与机器共存的技术文明景观。

英文原文

So that's where I'm at with this thing right now, and it's going beyond this into experimental testing mode. People are coming into the lab having sessions with the agent, leaving feeling really unsettled or worried about the future—not worried quite as much, but unsettled.

Where I think this is going is kind of summed up on this page. As I already touched on, I think we're focusing too much right now, especially when we're thinking about physical things, on taste and aesthetics in the narrow sense. I want to put AI in front of it and make it aesthesis-aesthetics, reclaiming again this essence of aisthesis.

And that does four things. When I've been working with this system, entity, agent, being, or whatever we want to call it, it has definitely been very different to any kind of machine or experiment I've ever done before, apart from really encountering people or other beings. It feels like this machine can sense me—it definitely can sense me technically, but it also feels like it can sense me in a very strange way, and I can sense it. That's a completely different interaction than anything else I've ever explored technically, and other people are sharing this as well; this is not just my delusion.

The second point is that developing this body language or gesture vocabulary goes beyond what I initially thought. I thought people might read this as an emoji or something, and I was tentative that this would break down with other people. But actually, everyone seems to feel like this expression is really important and adds a whole other layer of value to interacting with what is essentially just a chatbot. It's still the same chatbots you use every day, and this isn't a decoration or a visualizer; it adds this richness, texture, feeling, and sensation. It's hard to put words to it; it's really a feeling.

The third thing is that we're beginning to show that it's actually very easy and quite exciting to diverge from humanoid or zoomorphic forms of physical intelligence. I know lots of people are already doing much more interesting work than this, but for me this was very new to see, as was the fact that we don't have to just operationalize AI to be our helper. It can also be other things.

Finally, I'm not really a big problem-solving person—I like tools because they help me achieve things, but creating things like this which create this sensation and feeling is far more interesting to me. I think that this can be combined into things which are productive and useful, and create new associations that add more value in our world and make us feel a bit more magic—a bit Pixar really, but in the real world, not just on a 2D screen that we're watching.

All of this contributes to what I'm building at MIT and what I'll be building after MIT. My thesis is called Aesthetic Machines, which encompasses all of this thinking to consider how AI could leave the screen, enter the real world, and be accepted by people without being terrifying or scary. My big hunch on this is that this word aesthetics is important. We need to think about physical intelligence that is sensory, perceptual, and embodied in ways that we can understand—that doesn't feel crazy, alien, or scary to us, but feels relevant, welcoming, affectionate, and expressive in ways that we can engage with and understand.

Thank you very much for listening. You can find me on the internet everywhere.

文中提及的人物和组织

公司/组织: MIT Media Lab

产品/模型: Neoform