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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
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.
Builds on
Built upon by
- ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters 2022
- Composite Motion Learning with Task Control 2023
- Perpetual Humanoid Control for Real-time Simulated Avatars 2023
- Synthesizing Physical Character-Scene Interactions 2023
- ReGAIL: Toward Agile Character Control From a Single Reference Motion 2024
- Learning to Move: Physics-Based Enemy Locomotion in 'ARC Raiders' 2026
Related work
- Synthesizing Physical Character-Scene Interactions 2023 / SIGGRAPH
- DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills 2018 / SIGGRAPH
- DReCon: Data-Driven Responsive Control of Physics-Based Characters 2019 / TOG
- ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters 2022 / SIGGRAPH
Keywords
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