2020
DOI: 10.1145/3386569.3392433
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Carl

Abstract: Motion synthesis in a dynamic environment has been a long-standing problem for character animation. Methods using motion capture data tend to scale poorly in complex environments because of their larger capturing and labeling requirement. Physics-based controllers are effective in this regard, albeit less controllable. In this paper, we present CARL, a quadruped agent that can be controlled with high-level directives and react naturally to dynamic environments. Starting with an agent that can imitate individua… Show more

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Cited by 40 publications
(8 citation statements)
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“…To create a multi‐skilled character, individual controllers can be organized and scheduled by high‐level policies [PBYv17; LH17; MAP*19] or be used to train an integrated policy [MHG*19; MTA*20; WGH20]. Direct training of multi‐skilled policies can also be achieved using a mixture of expert structure [PCZ*19; LSCC20] or with the help of adversarial losses [MTT*17]. Combining the advantage of both data‐driven motion generators and RL‐based control policy is another avenue to creating multi‐skilled and interactive control policies [PRL*19; BCHF19], and similar ideas are also adopted to reduce the ambiguity caused by incomplete input signals [YPL21; SGXT20; XWI*21].…”
Section: Related Workmentioning
confidence: 99%
“…To create a multi‐skilled character, individual controllers can be organized and scheduled by high‐level policies [PBYv17; LH17; MAP*19] or be used to train an integrated policy [MHG*19; MTA*20; WGH20]. Direct training of multi‐skilled policies can also be achieved using a mixture of expert structure [PCZ*19; LSCC20] or with the help of adversarial losses [MTT*17]. Combining the advantage of both data‐driven motion generators and RL‐based control policy is another avenue to creating multi‐skilled and interactive control policies [PRL*19; BCHF19], and similar ideas are also adopted to reduce the ambiguity caused by incomplete input signals [YPL21; SGXT20; XWI*21].…”
Section: Related Workmentioning
confidence: 99%
“…However, since the realism of the character's motions is enforced implicitly through the latent representation, rather than explicitly through an objective function, it is still possible for the high-level controller to specify latent encodings that produce unnatural behaviors [Merel et al 2020;Peng et al 2019a]. Luo et al [2020] proposed an adversarial domain confusion loss to prevent the high-level controller from specifying encodings that are different from those observed during pre-training. However, since this adversarial objective is applied in the latent space, rather than on the actual motions produced by the character, the model is nonetheless prone to generating unnatural behaviors.…”
Section: Related Workmentioning
confidence: 99%
“…But when the target is further away, the character automatically transitions into a run. These intricate behaviors arise naturally from the motion prior, without requiring a motion planner to explicitly select which motion the character should execute in a given scenario, such as those used in prior systems [Bergamin et al 2019;Luo et al 2020;Peng et al 2017]. In addition to standard locomotion gaits, the motion prior can also be trained for more stylistic behaviors, such as walking like a shambling zombie or walking in a stealthy manner.…”
Section: Charactermentioning
confidence: 99%
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“…Approaches for navigation can either be supervised with known training data (as in [Pfeiffer et al 2017]), or the network can be trained to optimize path cost using reinforcement learning (as in [Tamar et al 2016] and [2018]). Deep reinforcement learning (DRL) has recently shown promise for navigation as a fine-tuning final step, as was done in [Pfeiffer et al 2018] and [Luo et al 2020]. Very recent work has sought to improve the practicality of DRL navigation by augmenting it with classical, analytical planners ( [Chaplot et al 2020]).…”
Section: Deep Learningmentioning
confidence: 99%