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 movement model


Grounding Intelligence in Movement

Segado, Melanie, Parodi, Felipe, Matelsky, Jordan K., Platt, Michael L., Dyer, Eva B., Kording, Konrad P.

arXiv.org Artificial Intelligence

Recent advances in machine learning have dramatically improved our ability to model language, vision, and other high-dimensional data, yet they continue to struggle with one of the most fundamental aspects of biological systems: movement. Across neuroscience, medicine, robotics, and ethology, movement is essential for interpreting behavior, predicting intent, and enabling interaction. Despite its core significance in our intelligence, movement is often treated as an afterthought rather than as a rich and structured modality in its own right. This reflects a deeper fragmentation in how movement data is collected and modeled, often constrained by task-specific goals and domain-specific assumptions. But movement is not domain-bound. It reflects shared physical constraints, conserved morphological structures, and purposeful dynamics that cut across species and settings. We argue that movement should be treated as a primary modeling target for AI. It is inherently structured and grounded in embodiment and physics. This structure, often allowing for compact, lower-dimensional representations (e.g., pose), makes it more interpretable and computationally tractable to model than raw, high-dimensional sensory inputs. Developing models that can learn from and generalize across diverse movement data will not only advance core capabilities in generative modeling and control, but also create a shared foundation for understanding behavior across biological and artificial systems. Movement is not just an outcome, it is a window into how intelligent systems engage with the world.


Leveraging GANs For Active Appearance Models Optimized Model Fitting

Awasthi, Anurag

arXiv.org Artificial Intelligence

Generative Adversarial Networks (GANs) have gained prominence in refining model fitting tasks in computer vision, particularly in domains involving deformable models like Active Appearance Models (AAMs). This paper explores the integration of GANs to enhance the AAM fitting process, addressing challenges in optimizing nonlinear parameters associated with appearance and shape variations. By leveraging GANs' adversarial training framework, the aim is to minimize fitting errors and improve convergence rates. Achieving robust performance even in cases with high appearance variability and occlusions. Our approach demonstrates significant improvements in accuracy and computational efficiency compared to traditional optimization techniques, thus establishing GANs as a potent tool for advanced image model fitting.


Learning to Move Like Professional Counter-Strike Players

Durst, David, Xie, Feng, Sarukkai, Vishnu, Shacklett, Brennan, Frosio, Iuri, Tessler, Chen, Kim, Joohwan, Taylor, Carly, Bernstein, Gilbert, Choudhury, Sanjiban, Hanrahan, Pat, Fatahalian, Kayvon

arXiv.org Artificial Intelligence

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.


A Particle Model for State Estimation in Real-Time Strategy Games

Weber, Ben George (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Jhala, Arnav (University of California, Santa Cruz)

AAAI Conferences

A big challenge for creating human-level game AI is building agents capable of operating in imperfect information environments. In real-time strategy games the technological progress of an opponent and locations of enemy units are partially observable. To overcome this limitation, we explore a particle-based approach for estimating the location of enemy units that have been encountered. We represent state estimation as an optimization problem, and automatically learn parameters for the particle model by mining a corpus of expert StarCraft replays. The particle model tracks opponent units and provides conditions for activating tactical behaviors in our StarCraft bot. Our results show that incorporating a learned particle model improves the performance of EISBot by 10% over baseline approaches.


Kernel-ARMA for Hand Tracking and Brain-Machine interfacing During 3D Motor Control

Shpigelman, Lavi, Lalazar, Hagai, Vaadia, Eilon

Neural Information Processing Systems

Using machine learning algorithms to decode intended behavior from neural activity serves a dual purpose. First, these tools can be used to allow patients to interact with their environment through a Brain-Machine Interface (BMI). Second, analysis of the characteristics of such methods can reveal the significance of various features of neural activity, stimuli and responses to the encoding-decoding task. In this study we adapted, implemented and tested a machine learning method, called Kernel Auto-Regressive Moving Average (KARMA), for the task of inferring movements from neural activity in primary motor cortex. Our version of this algorithm is used in an on-line learning setting and is updated when feedback from the last inferred sequence become available. We first used it to track real hand movements executed by a monkey in a standard 3D motor control task. We then applied it in a closed-loop BMI setting to infer intended movement, while arms were restrained, allowing a monkey to perform the task using the BMI alone. KARMA is a recurrent method that learns a nonlinear model of output dynamics. It uses similarity functions (termed kernels) to compare between inputs. These kernels can be structured to incorporate domain knowledge into the method. We compare KARMA to various state-of-the-art methods by evaluating tracking performance and present results from the KARMA based BMI experiments.


Learning Fine Motion by Markov Mixtures of Experts

Meila, Marina, Jordan, Michael I.

Neural Information Processing Systems

Eng. and Computer Sci. Massachussetts Inst. of Technology Cambridge, MA 02139 mmp@ai.mit.edu Abstract Compliant control is a standard method for performing fine manipulation tasks,like grasping and assembly, but it requires estimation of the state of contact (s.o.c.) between the robot arm and the objects involved.Here we present a method to learn a model of the movement from measured data. The method requires little or no prior knowledge and the resulting model explicitly estimates the s.o.c. The current s.o.c. is viewed as the hidden state variable of a discrete HMM. The control dependent transition probabilities between states are modeled as parametrized functions of the measurement.


Learning Fine Motion by Markov Mixtures of Experts

Meila, Marina, Jordan, Michael I.

Neural Information Processing Systems

Brain and Cognitive Sciences Massachussetts Inst. of Technology Massachussetts Inst. of Technology Cambridge, MA 02139 Cambridge, MA 02139 mmp@ai.mit.edu Abstract Compliant control is a standard method for performing fine manipulation tasks, like grasping and assembly, but it requires estimation of the state of contact (s.o.c.) between the robot arm and the objects involved. Here we present a method to learn a model of the movement from measured data. The method requires little or no prior knowledge and the resulting model explicitly estimates the s.o.c. The current s.o.c. is viewed as the hidden state variable of a discrete HMM.


Learning Fine Motion by Markov Mixtures of Experts

Meila, Marina, Jordan, Michael I.

Neural Information Processing Systems

Brain and Cognitive Sciences Massachussetts Inst. of Technology Massachussetts Inst. of Technology Cambridge, MA 02139 Cambridge, MA 02139 mmp@ai.mit.edu Abstract Compliant control is a standard method for performing fine manipulation tasks, like grasping and assembly, but it requires estimation of the state of contact (s.o.c.) between the robot arm and the objects involved. Here we present a method to learn a model of the movement from measured data. The method requires little or no prior knowledge and the resulting model explicitly estimates the s.o.c. The current s.o.c. is viewed as the hidden state variable of a discrete HMM.