InterMoE: Individual-Specific 3D Human Interaction Generation via Dynamic Temporal-Selective MoE¶
Conference: AAAI 2026 arXiv: 2511.13488 Code: GitHub Area: LLM Efficiency Keywords: human interaction generation, MoE, motion generation, diffusion model, 3D motion synthesis
TL;DR¶
This paper proposes InterMoE, a Dynamic Temporal-Selective MoE architecture for text-driven two-person 3D interaction motion generation that addresses individual identity preservation and semantic fidelity. A Synergistic Router fuses semantic and kinematic features to guide routing, while Dynamic Temporal Selection enables each expert to adaptively select key temporal frames. The method achieves a 9% FID reduction on InterHuman and 22% on InterX.
Background & Motivation¶
Background: Text-driven two-person 3D interaction motion generation is a core task in virtual reality, game development, and related domains. Existing methods (InterGen, InterMask, TIMotion) have made notable progress, but exhibit clear deficiencies in individual identity preservation and semantic alignment.
Limitations of Prior Work: (a) Cross-attention fusion causes individual homogenization—methods such as InterGen fuse dual-person features via cross-attention and then process them through a shared FFN, suppressing individual feature differences and causing the two persons' motions to converge; (b) Feature concatenation causes identity confusion—methods such as TIMotion directly concatenate dual-person features for joint generation, lacking explicit identity constraints, leading to role swaps or positional errors.
Key Challenge: Individual feature independence and two-person interaction dependency must be modeled simultaneously—two objectives that are inherently in tension within a unified network.
Key Insight: MoE is a natural fit for this problem: different experts can specialize in the motion patterns of different individuals, with the routing mechanism enabling differentiated allocation.
Core Idea: (a) A Synergistic Router that fuses textual semantic and kinematic features to jointly guide routing decisions; (b) Dynamic Temporal Selection that allows each expert to dynamically select key temporal frames (rather than a fixed Top-K), handling non-uniform temporal importance.
Method¶
Overall Architecture¶
The input is a text description; the output is a two-person 3D motion sequence \(\mathbf{m}_i \in \mathbb{R}^{T \times J \times d}\). The pipeline consists of three components: 1. Causal-Skeletal VAE: Skeletal graph convolution captures intra-joint dependencies; causal convolution models temporal dynamics to encode single-person motion. 2. Cooperative MoE Denoiser: Two weight-sharing diffusion denoisers process each person separately, interacting via Self-Attention (intra-individual) + Cross-Attention (inter-individual) + MoE Block. 3. InterMoE Block: Synergistic Router + Dynamic Temporal Selection.
Key Designs¶
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Synergistic Router:
- Function: Fuses two routing signals—a motion router computing routing logits from each person's unique kinematic features, and a text router computing logits from semantic features; the two are combined via weighted fusion.
- Formula: \(\mathbf{R}^{comb}_{e,s,i} = \alpha \mathbf{R}^{motion}_{e,s,i} + (1-\alpha) \mathbf{R}^{text}_e\)
- Key Innovation: Adopts batch-level routing—flattening temporal features of all samples in the batch into a global token pool, enabling the router to perceive heterogeneity across different noise levels.
- Design Motivation: Routing based solely on motion features cannot guarantee semantic alignment; routing based solely on text cannot distinguish individual motion characteristics.
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Dynamic Temporal Selection:
- Function: Allows each expert to dynamically determine how many temporal frames to process (rather than a fixed Top-K).
- Core Mechanism: Each expert has a learnable bias \(b_e \in (-1, 0)\); a selection gate is determined via sigmoid plus bias: \(\mathbf{M}_{e,s} = \text{sigmoid}(\mathbf{R}^{comb}_{e,s}) + b_e\); a frame is selected when \(\mathbf{M}_{e,s} > 0\).
- Bias Adaptive Update: \(b_e\) is adjusted based on the discrepancy between the actual and expected selection counts, stabilizing after training convergence.
- Design Motivation: In interaction motion, temporal frames vary in importance—key frames (e.g., a punch or dodge) require more expert attention, while transition frames do not. Fixed-capacity Token-Choice and Expert-Choice strategies cannot handle this non-uniformity.
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Causal-Skeletal VAE:
- Skeletal graph convolution extracts spatial dependencies among joints; causal convolution enforces temporal causality.
- Lightweight yet effective motion representation.
Key Experimental Results¶
Main Results¶
| Dataset | Method | FID↓ | R-Precision Top-1↑ | MM-Dist↓ |
|---|---|---|---|---|
| InterHuman | InterGen | 5.149 | 0.489 | 3.785 |
| InterHuman | TIMotion | 5.157 | 0.496 | 3.772 |
| InterHuman | InterMoE | 4.677 | 0.512 | 3.762 |
| InterX | InterGen | 0.469 | - | - |
| InterX | InterMoE | 0.297 | - | - |
FID reduction: InterHuman −9% (5.149 → 4.677), InterX −22% (0.469 → 0.297). R-Precision Top-1 improves from 0.489 to 0.512. MultiModality is slightly lower than some methods, which the authors attribute to prioritizing semantic fidelity.
Ablation Study (InterHuman)¶
| Configuration | FID↓ | R-Precision Top-1↑ | MM-Dist↓ |
|---|---|---|---|
| Baseline (InterGen + CS-VAE) | 5.251 | 0.489 | 3.771 |
| w/o Motion & Text Router | 4.782 | 0.503 | 3.766 |
| w/o Batch-level Routing | 6.036 | 0.492 | 3.774 |
| w/o Dynamic Selection | 6.242 | 0.498 | 3.772 |
| w/o Temporal-Selective | 5.195 | 0.505 | |
| Full InterMoE | 4.677 | 0.512 |
Key Findings¶
- Batch-level routing and Dynamic Selection are both indispensable: Removing either leads to significant FID degradation (6.036 and 6.242), demonstrating that global perspective and dynamic capacity are both critical for interaction generation.
- Synergistic routing outperforms single-signal routing: Using only motion or text routing is inferior to their fusion; combining both further reduces FID from 4.782 to 4.677.
- Qualitative comparisons clearly demonstrate identity preservation advantages: In a fencing scenario, the model accurately distinguishes attack and defense hand postures and forward/backward movement; in a tug-of-war scenario, it precisely synthesizes rope-gripping poses and backward-leaning motions; in a 10-second Taekwondo scenario, it maintains circular movement trajectories—competing methods exhibit identity confusion or semantic drift in these cases.
- Causal-Skeletal VAE contributes independently: Even without MoE (Baseline row), incorporating the Causal-Skeletal VAE improves over the original InterGen.
- Competitive on single-person motion generation: Validates generalizability beyond interaction scenarios.
Highlights & Insights¶
- Applying the MoE architecture to address "individual identity preservation" in two-person interaction is a natural and elegant choice—different experts can automatically specialize in the motion patterns of different individuals or different action phases. The dual-signal fusion in the Synergistic Router ensures simultaneous alignment of semantics and kinematics, avoiding the single-objective pitfall of "semantically correct but kinematically unnatural" or "smooth motion but semantically drifted" results.
- The elastic capacity mechanism of Dynamic Temporal Selection via learnable biases is practically effective. Unlike the rigid Top-K selection, the adaptive bias update enables the system to automatically discover optimal capacity allocation during training. This design is also transferable to other tasks with temporally non-uniform importance, such as video generation.
- The batch-level routing strategy is noteworthy—enabling the router to perceive sample heterogeneity across different noise levels within a batch is a key design consideration for diffusion-based MoE models.
Limitations & Future Work¶
- Validation is limited to two-person interaction; extensibility to multi-person (3+) scenarios remains unknown—the combinatorial complexity of multi-person interaction grows rapidly.
- The fusion weight \(\alpha=0.5\) in the Synergistic Router is fixed; a learnable adaptive weight could allow the model to automatically calibrate the relative importance of semantic and kinematic signals by task.
- Evaluation metrics (FID, R-Precision) may not fully capture the quality of individual identity preservation—more targeted identity consistency metrics are needed (e.g., measuring motion style consistency of the same character across the sequence).
- Training is conducted on two RTX 3090 GPUs with reasonable computational cost, but batch-level routing may face memory bottlenecks at very large batch sizes.
Related Work & Insights¶
- vs InterGen: Uses cross-attention for interaction but subsequent unified FFN processing causes homogenization. InterMoE replaces the FFN with MoE, where different experts handle different patterns, avoiding homogenization.
- vs TIMotion: Concatenates dual-person features for joint generation, lacking identity constraints. InterMoE's two Cooperative Denoisers process each individual separately, naturally preserving identity.
- vs EC-DiT/DiT-MoE: General-purpose diffusion MoE methods. InterMoE specifically designs Dynamic Temporal Selection for the temporally non-uniform nature of interaction motion.
- vs ComMDM: Uses a small bridging network between two single-person diffusion models, but performance is limited by constrained interaction datasets. InterMoE's Cooperative Denoiser design models two-person dependency more deeply.
- vs in2IN: Introduces individual action descriptions as additional conditions, but still employs a unified FFN. InterMoE's replacement of the FFN with MoE ensures differentiated processing at the architectural level.
Rating¶
- Novelty: ⭐⭐⭐⭐ Applying MoE to interaction motion generation is a novel attempt; the Synergistic Router and Dynamic Temporal Selection are purpose-built designs.
- Experimental Thoroughness: ⭐⭐⭐⭐ Two datasets, quantitative and qualitative comparisons, detailed ablation analysis.
- Writing Quality: ⭐⭐⭐⭐ The motivation for each component is clearly articulated.
- Value: ⭐⭐⭐⭐ New state of the art in two-person interaction motion generation, with substantive FID improvements of 9–22%.