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AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control

Xue Bin Peng, Ze Ma, Pieter Abbeel, Sergey Levine, Angjoo Kanazawa

SIGGRAPHAcademic12 descendantsMotion Synthesis

Adversarial motion prior enabling physics-based characters to reproduce diverse motion styles from unstructured motion clip datasets.

Abstract

Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing high fidelity motions for a wide range of behaviors. However, the effectiveness of these tracking-based methods often hinges on carefully designed objective functions, and when applied to large and diverse motion datasets, these methods require significant additional machinery to select the appropriate motion for the character to track in a given scenario. In this work, we propose to obviate the need to manually design imitation objectives and mechanisms for motion selection by utilizing a fully automated approach based on adversarial imitation learning. High-level task objectives that the character should perform can be specified by relatively simple reward functions, while the low-level style of the character's behaviors can be specified by a dataset of unstructured motion clips, without any explicit clip selection or sequencing. For example, a character traversing an obstacle course might utilize a task-reward that only considers forward progress, while the dataset contains clips of relevant behaviors such as running, jumping, and rolling.

How to read this

Category
Method: adversarial motion prior for physics-based character control
Contributions
  • An adversarial imitation-learning prior (AMP) that lets simulated characters reproduce motion styles from an unstructured clip dataset without manual clip selection or sequencing
  • Separation of high-level task objectives (simple reward functions) from low-level style (the motion dataset), removing hand-designed imitation objectives
Context
Builds on tracking-based physics control such as DeepMimic, replacing per-clip tracking objectives with a GAN-style discriminator that scores motion naturalness.Builds on: DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
Correctness
Demonstrated on physically simulated characters performing task-driven behaviors with learned style; note that adversarial training can be unstable and prone to mode collapse, and style fidelity depends on the coverage of the provided clip dataset.
Clarity
Readable conceptually; a second pass is needed for the discriminator formulation and the reward-combination details.
How to read it
First pass for the task-reward vs. style-prior split (the core idea); second pass on the discriminator objective and training setup if you plan to apply it to your own characters.

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