TY - GEN
T1 - ReGAIL
T2 - 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games, MIG 2024
AU - Boursin, Paul Marius
AU - Kedadry, Yannis
AU - Zordan, Victor
AU - Kry, Paul
AU - Cani, Marie Paule
N1 - Publisher Copyright:
© 2024 ACM.
PY - 2024/11/21
Y1 - 2024/11/21
N2 - We present an approach for training "agile"character control policies, able to produce a wide variety of motor skills from a single reference motion cycle. Our technique builds off of generative adversarial imitation learning (GAIL), with a key novelty of our approach being to provide modification to the observation map in order to improve agility and robustness. Namely, to support more agile behavior, we adjust the value measurements of the training discriminator through relative features - hence the name ReGAIL. Our state observations include both task relevant relative velocities and poses, as well as relative goal deviation information. In addition, to increase robustness of the resulting gaits, servo gains and damping values are included as part of the policy action to let the controller learn how to best combine tension and relaxation during motion. From a policy informed by a single reference motion, our resulting agent is able to maneuver as needed, at runtime, from walking forward to walking backward or sideways, turning and stepping nimbly. We demonstrate our approach for a humanoid and a quadruped, on both flat and sloped terrains, as well as provide ablation studies to validate the design choices of our framework.
AB - We present an approach for training "agile"character control policies, able to produce a wide variety of motor skills from a single reference motion cycle. Our technique builds off of generative adversarial imitation learning (GAIL), with a key novelty of our approach being to provide modification to the observation map in order to improve agility and robustness. Namely, to support more agile behavior, we adjust the value measurements of the training discriminator through relative features - hence the name ReGAIL. Our state observations include both task relevant relative velocities and poses, as well as relative goal deviation information. In addition, to increase robustness of the resulting gaits, servo gains and damping values are included as part of the policy action to let the controller learn how to best combine tension and relaxation during motion. From a policy informed by a single reference motion, our resulting agent is able to maneuver as needed, at runtime, from walking forward to walking backward or sideways, turning and stepping nimbly. We demonstrate our approach for a humanoid and a quadruped, on both flat and sloped terrains, as well as provide ablation studies to validate the design choices of our framework.
KW - character animation
KW - generative adversarial imitation learning
KW - motion controllers
KW - physically-based simulation
KW - reinforcement learning
UR - https://www.scopus.com/pages/publications/85216005520
U2 - 10.1145/3677388.3696330
DO - 10.1145/3677388.3696330
M3 - Conference contribution
AN - SCOPUS:85216005520
T3 - Proceedings, MIG 2024 - 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games
BT - Proceedings, MIG 2024 - 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
Y2 - 21 November 2024 through 23 November 2024
ER -