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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
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.
Builds on
Related work
- ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters 2022 / SIGGRAPH
- C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters 2023 / SIGGRAPH Asia
- PADL: Language-Directed Physics-Based Character Control 2022 / SIGGRAPH Asia
- SuperPADL: Scaling Language-Directed Physics-Based Control with Progressive Supervised Distillation 2024 / SIGGRAPH
Keywords
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