A GAN-Like Approach for Physics-Based Imitation Learning and Interactive
Character Control
- URL: http://arxiv.org/abs/2105.10066v1
- Date: Fri, 21 May 2021 00:03:29 GMT
- Title: A GAN-Like Approach for Physics-Based Imitation Learning and Interactive
Character Control
- Authors: Pei Xu and Ioannis Karamouzas
- Abstract summary: We present a simple and intuitive approach for interactive control of physically simulated characters.
Our work builds upon generative adversarial networks (GAN) and reinforcement learning.
We highlight the applicability of our approach in a range of imitation and interactive control tasks.
- Score: 2.2082422928825136
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: We present a simple and intuitive approach for interactive control of
physically simulated characters. Our work builds upon generative adversarial
networks (GAN) and reinforcement learning, and introduces an imitation learning
framework where an ensemble of classifiers and an imitation policy are trained
in tandem given pre-processed reference clips. The classifiers are trained to
discriminate the reference motion from the motion generated by the imitation
policy, while the policy is rewarded for fooling the discriminators. Using our
GAN-based approach, multiple motor control policies can be trained separately
to imitate different behaviors. In runtime, our system can respond to external
control signal provided by the user and interactively switch between different
policies. Compared to existing methods, our proposed approach has the following
attractive properties: 1) achieves state-of-the-art imitation performance
without manually designing and fine tuning a reward function; 2) directly
controls the character without having to track any target reference pose
explicitly or implicitly through a phase state; and 3) supports interactive
policy switching without requiring any motion generation or motion matching
mechanism. We highlight the applicability of our approach in a range of
imitation and interactive control tasks, while also demonstrating its ability
to withstand external perturbations as well as to recover balance. Overall, our
approach generates high-fidelity motion, has low runtime cost, and can be
easily integrated into interactive applications and games.
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