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CALM: Conditional Adversarial Latent Models for Directable Virtual Characters

Chen Tessler, Yoni Kasten, Yunrong Guo, Shie Mannor, Gal Chechik, Xue Bin Peng

SIGGRAPHAcademic150 cites1 descendantMotion Synthesis

Jointly learns a physics-based control policy and motion encoder for diverse, directable character behavior from mocap via imitation learning.

Abstract

In this work, we present Conditional Adversarial Latent Models (CALM), an approach for generating diverse and directable behaviors for user-controlled interactive virtual characters. Using imitation learning, CALM learns a representation of movement that captures the complexity and diversity of human motion, and enables direct control over character movements. The approach jointly learns a control policy and a motion encoder that reconstructs key characteristics of a given motion without merely replicating it. The results show that CALM learns a semantic motion representation, enabling control over the generated motions and style-conditioning for higher-level task training. Once trained, the character can be controlled using intuitive interfaces, akin to those found in video games.

How to read this

Category
Method: conditional adversarial latent model for directable physics-based characters
Contributions
  • Generates diverse, directable behaviors for user-controlled interactive characters via imitation learning
  • Jointly learns a control policy and a motion encoder that reconstructs key motion characteristics without merely replicating them
  • Yields a semantic motion representation enabling direct control and style-conditioning for higher-level task training
Context
Part of the adversarial skill embedding lineage, building on ASE (Peng et al. 2022) toward game-style directable control.Builds on: ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters
Correctness
Demonstrated on mocap-driven character control with game-like interfaces; the claim of a semantic representation depends on the encoder capturing motion characteristics rather than overfitting, and directability quality is shown qualitatively.
Clarity
Accessible, framed around familiar game-control intuitions; a first pass conveys the idea, a second pass clarifies the joint policy and encoder objective.
How to read it
Focus on how the encoder and policy are trained jointly and what makes the latent space directable; a second pass is worth it to see how style-conditioning feeds higher-level tasks.

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