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UniCon: Universal Neural Controller for Physics-Based Character Motion
Single neural controller masters thousands of motion styles by training on large-scale mocap, showing strong transfer to unseen motions and characters.
Abstract
The field of physics-based animation is gaining importance due to the increasing demand for realism in video games and films, and has recently seen wide adoption of data-driven techniques, such as deep reinforcement learning (RL), which learn control from (human) demonstrations. While RL has shown impressive results at reproducing individual motions and interactive locomotion, existing methods are limited in their ability to generalize to new motions and their ability to compose a complex motion sequence interactively. In this paper, we propose a physics-based universal neural controller (UniCon) that learns to master thousands of motions with different styles by learning on large-scale motion datasets. UniCon is a two-level framework that consists of a high-level motion scheduler and an RL-powered low-level motion executor, which is our key innovation. By systematically analyzing existing multi-motion RL frameworks, we introduce a novel objective function and training techniques which make a significant leap in performance. Once trained, our motion executor can be combined with different high-level schedulers without the need for retraining, enabling a variety of real-time interactive applications.
How to read this
- Category
- Method: physics-based universal neural controller for character motion
- Contributions
- UniCon, a single physics-based controller that learns to master thousands of motions of different styles by training on large-scale motion datasets
- A two-level design pairing a high-level motion scheduler with an RL-powered low-level motion executor
- A new objective function and training techniques that improve over existing multi-motion RL frameworks, with the executor reusable across schedulers without retraining
- Context
- Builds on example-guided deep RL for physics-based skills (in the lineage of DeepMimic by Peng et al.), scaling from individual motions toward a universal multi-motion controller.Builds on: DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
- Correctness
- Claims strong transfer to unseen motions and characters and interactive composition via swappable schedulers; a reader should keep in mind that physics-based RL results depend heavily on the simulator, reward design, and the breadth of the training mocap, so generalization is empirical.
- Clarity
- Conceptually accessible at the scheduler/executor level; a first pass conveys the two-level idea, deeper passes are needed for the objective and training details.
- How to read it
- First pass on the scheduler/executor split and the reusability claim; second pass on the new objective and training techniques if you care about why it scales past single-motion RL.
Builds on
Built upon by
Nothing yet.
Related work
- QuestSim: Human Motion Tracking from Sparse Sensors with Simulated Avatars 2022 / SIGGRAPH Asia
- DReCon: Data-Driven Responsive Control of Physics-Based Characters 2019 / TOG
- ReGAIL: Toward Agile Character Control From a Single Reference Motion 2024 / MIG
- AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control 2021 / SIGGRAPH
Keywords
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