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 physics-based character




InsActor: Instruction-driven Physics-based Characters

arXiv.org Artificial Intelligence

Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a difficult problem due to the complexity of physical environments and the richness of human language. In this paper, we present InsActor, a principled generative framework that leverages recent advancements in diffusion-based human motion models to produce instruction-driven animations of physics-based characters. Our framework empowers InsActor to capture complex relationships between high-level human instructions and character motions by employing diffusion policies for flexibly conditioned motion planning. To overcome invalid states and infeasible state transitions in planned motions, InsActor discovers low-level skills and maps plans to latent skill sequences in a compact latent space. Extensive experiments demonstrate that InsActor achieves state-of-the-art results on various tasks, including instruction-driven motion generation and instruction-driven waypoint heading. Notably, the ability of InsActor to generate physically simulated animations using high-level human instructions makes it a valuable tool, particularly in executing long-horizon tasks with a rich set of instructions.


MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters

arXiv.org Artificial Intelligence

Simulating realistic interaction and motions for physics-based characters is of great interest for interactive applications, and automatic secondary character animation in the movie and video game industries. Recent works in reinforcement learning have proposed impressive results for single character simulation, especially the ones that use imitation learning based techniques. However, imitating multiple characters interactions and motions requires to also model their interactions. In this paper, we propose a novel Multi-Agent Generative Adversarial Imitation Learning based approach that generalizes the idea of motion imitation for one character to deal with both the interaction and the motions of the multiple physics-based characters. Two unstructured datasets are given as inputs: 1) a single-actor dataset containing motions of a single actor performing a set of motions linked to a specific application, and 2) an interaction dataset containing a few examples of interactions between multiple actors. Based on these datasets, our system trains control policies allowing each character to imitate the interactive skills associated with each actor, while preserving the intrinsic style. This approach has been tested on two different fighting styles, boxing and full-body martial art, to demonstrate the ability of the method to imitate different styles.


C$\cdot$ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters

arXiv.org Artificial Intelligence

We present C$\cdot$ASE, an efficient and effective framework that learns conditional Adversarial Skill Embeddings for physics-based characters. Our physically simulated character can learn a diverse repertoire of skills while providing controllability in the form of direct manipulation of the skills to be performed. C$\cdot$ASE divides the heterogeneous skill motions into distinct subsets containing homogeneous samples for training a low-level conditional model to learn conditional behavior distribution. The skill-conditioned imitation learning naturally offers explicit control over the character's skills after training. The training course incorporates the focal skill sampling, skeletal residual forces, and element-wise feature masking to balance diverse skills of varying complexities, mitigate dynamics mismatch to master agile motions and capture more general behavior characteristics, respectively. Once trained, the conditional model can produce highly diverse and realistic skills, outperforming state-of-the-art models, and can be repurposed in various downstream tasks. In particular, the explicit skill control handle allows a high-level policy or user to direct the character with desired skill specifications, which we demonstrate is advantageous for interactive character animation.