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Synthesizing Physical Character-Scene Interactions

Mohamed Hassan, Yunrong Guo, Tingwu Wang, Michael Black, Sanja Fidler, Xue Bin Peng

SIGGRAPHUbisoft133 citesMotion Synthesis

RL with adversarial imitation trains physically simulated characters to perform carrying, sitting, and lying down from unstructured mocap data.

Abstract

Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character animation using machine learning, most systems focus on controlling an agent’s movements in fairly simple and homogeneous environments, with limited interactions with other objects. Furthermore, many previous approaches that synthesize human-scene interactions require significant manual labeling of the training data. In contrast, we present a system that uses adversarial imitation learning and reinforcement learning to train physically-simulated characters that perform scene interaction tasks in a natural and life-like manner. Our method learns scene interaction behaviors from large unstructured motion datasets, without manual annotation of the motion data. These scene interactions are learned using an adversarial discriminator that evaluates the realism of a motion within the context of a scene. The key novelty involves conditioning both the discriminator and the policy networks on scene context. We demonstrate the effectiveness of our approach through three challenging scene interaction tasks: carrying, sitting, and lying down, which require coordination of a character’s movements in relation to objects in the environment.

How to read this

Category
Method: physics-based character-scene interaction via RL
Contributions
  • A system that synthesizes physically simulated character-scene interactions such as carrying, sitting, and lying down
  • Learns these behaviors from large unstructured motion datasets without manual annotation
  • Conditions both the adversarial discriminator and the policy on scene context to judge motion realism within a scene
Context
Combines scene-conditioned control in the spirit of the Neural State Machine (Starke et al.) with adversarial imitation from AMP (Peng et al.).Builds on: Neural State Machine for Character-Scene Interactions · AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control
Correctness
The key idea is that a scene-conditioned discriminator can supply a realism signal without labels; demonstrated on interaction tasks like sitting, carrying, and lying down, with generality across novel objects and scene layouts being the natural thing to probe.
Clarity
Accessible at the conceptual level; a first pass conveys the scene-conditioned adversarial-imitation idea, a second pass clarifies the policy and discriminator design.
How to read it
Focus on how scene context enters the discriminator and policy and why that removes manual labeling; a second pass on the RL setup and reward structure helps if reproducing or extending.

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