← ArchivePaper2023
Learning Robust and Scalable Motion Matching with Lipschitz Continuity and Sparse Mixture of Experts
Motion matching approach with Lipschitz-constrained networks and sparse mixture of experts for robust, scalable learned motion synthesis.
Abstract
Motion matching(Büttner and Clavet [2015]; Clavet [2016]) has become a widely adopted technique for generating high-quality interactive animation systems in video games. However, its current implementations suffer from significant computational and memory resource overheads, limiting its scalability in the context of modern video game performance profiles. "Learned Motion Matching"[Holden et al. 2020] mitigated some of these challenges, however, whilst reducing memory requirements, it resulted in increases in performance costs. In this paper, we propose a novel method for learning motion matching that combines a Sparse Mixture of Experts model architecture and a Lipschitz-continuous latent space for representation of poses. This approach significantly reduces the computational complexity of the models, while simultaneously improving the compactness of the data that can be stored and the robustness of pose output. As a result, our method enables the efficient execution of motion matching that significantly outperforms other implementations for large character counts, by 8.5x times in CPU execution cost and at 80% of the memory requirements of "Learned Motion Matching", on contemporary video game hardware, thereby enhancing its practical applicability and scalability in the gaming industry.
How to read this
- Category
- Method: a learned motion matching architecture for games
- Contributions
- A learned motion matching method combining a Sparse Mixture of Experts model with a Lipschitz-continuous latent pose space
- Reduced computational complexity and more compact stored data while improving robustness of pose output
- Reported large efficiency gains over prior implementations for high character counts in CPU cost and memory
- Context
- Builds directly on Learned Motion Matching (which reduced memory but raised runtime cost) and on the original motion matching technique from games practice.Builds on: Learned Motion Matching
- Correctness
- Performance claims (e.g. large CPU speedups, reduced memory at high character counts) are stated relative to specific baselines and hardware profiles; treat the headline multipliers as conditional on that comparison setup, and motion quality versus the gains is the trade to watch.
- Clarity
- Game-systems oriented and accessible; a first pass conveys the SMoE-plus-Lipschitz idea, a second pass is needed for how Lipschitz continuity is enforced and measured.
- How to read it
- First pass for the motivation (scalability of motion matching) and the architectural recipe; second pass on the Lipschitz constraint and expert routing if you target large crowds at runtime.
Builds on
Built upon by
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Related work
- Learned Motion Matching 2020 / SIGGRAPH
- Example-based Motion Synthesis via Generative Motion Matching 2023 / SIGGRAPH
- Real-Time Diverse Motion In-Betweening with Space-Time Control 2024 / MIG
- Taming Diffusion Probabilistic Models for Character Control 2024 / SIGGRAPH
Keywords
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