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Terrain-Adaptive Locomotion Skills Using Deep Reinforcement Learning

Xue Bin Peng, Glen Berseth, Michiel van de Panne

SIGGRAPHAcademic270 cites36 descendantsMotion Synthesis

Deep reinforcement learning for terrain-adaptive character locomotion that generalizes to novel obstacles without motion capture references.

Abstract

Reinforcement learning offers a promising methodology for developing skills for simulated characters, but typically requires working with sparse hand-crafted features. Building on recent progress in deep reinforcement learning (DeepRL), we introduce a mixture of actor-critic experts (MACE) approach that learns terrain-adaptive dynamic locomotion skills using high-dimensional state and terrain descriptions as input, and parameterized leaps or steps as output actions. MACE learns more quickly than a single actor-critic approach and results in actor-critic experts that exhibit specialization. Additional elements of our solution that contribute towards efficient learning include Boltzmann exploration and the use of initial actor biases to encourage specialization. Results are demonstrated for multiple planar characters and terrain classes.

How to read this

Category
Method: deep reinforcement learning for terrain-adaptive locomotion control
Contributions
  • A mixture of actor-critic experts (MACE) approach that learns terrain-adaptive dynamic locomotion from high-dimensional state and terrain descriptions, outputting parameterized leaps or steps
  • Shows MACE learns faster than a single actor-critic and yields specialized experts
  • Uses Boltzmann exploration and initial actor biases to encourage specialization and efficient learning, demonstrated across multiple planar characters and terrain classes
Context
Extends physics-based locomotion control (such as SIMBICON) and the evolved-controller tradition (Sims, Evolving Virtual Creatures) using deep reinforcement learning to remove hand-crafted feature dependence.Builds on: SIMBICON: Simple Biped Locomotion Control · Evolving Virtual Creatures
Correctness
Results are demonstrated on planar (2D) simulated characters over several terrain classes, so generalization to 3D characters and the realism of motion remain to be judged; the action space is restricted to parameterized leaps or steps.
Clarity
Conceptually accessible if you know actor-critic RL; a first pass conveys the MACE idea, with training details in later passes.
How to read it
First pass for the MACE experts-and-specialization idea and the input/output design; second pass on exploration, biasing, and the planar-only scope before assuming it transfers to your setting.

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