3,189 research outputs found

    Learning recurrent representations for hierarchical behavior modeling

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    We propose a framework for detecting action patterns from motion sequences and modeling the sensory-motor relationship of animals, using a generative recurrent neural network. The network has a discriminative part (classifying actions) and a generative part (predicting motion), whose recurrent cells are laterally connected, allowing higher levels of the network to represent high level phenomena. We test our framework on two types of data, fruit fly behavior and online handwriting. Our results show that 1) taking advantage of unlabeled sequences, by predicting future motion, significantly improves action detection performance when training labels are scarce, 2) the network learns to represent high level phenomena such as writer identity and fly gender, without supervision, and 3) simulated motion trajectories, generated by treating motion prediction as input to the network, look realistic and may be used to qualitatively evaluate whether the model has learnt generative control rules

    Robust Motion In-betweening

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    In this work we present a novel, robust transition generation technique that can serve as a new tool for 3D animators, based on adversarial recurrent neural networks. The system synthesizes high-quality motions that use temporally-sparse keyframes as animation constraints. This is reminiscent of the job of in-betweening in traditional animation pipelines, in which an animator draws motion frames between provided keyframes. We first show that a state-of-the-art motion prediction model cannot be easily converted into a robust transition generator when only adding conditioning information about future keyframes. To solve this problem, we then propose two novel additive embedding modifiers that are applied at each timestep to latent representations encoded inside the network's architecture. One modifier is a time-to-arrival embedding that allows variations of the transition length with a single model. The other is a scheduled target noise vector that allows the system to be robust to target distortions and to sample different transitions given fixed keyframes. To qualitatively evaluate our method, we present a custom MotionBuilder plugin that uses our trained model to perform in-betweening in production scenarios. To quantitatively evaluate performance on transitions and generalizations to longer time horizons, we present well-defined in-betweening benchmarks on a subset of the widely used Human3.6M dataset and on LaFAN1, a novel high quality motion capture dataset that is more appropriate for transition generation. We are releasing this new dataset along with this work, with accompanying code for reproducing our baseline results.Comment: Published at SIGGRAPH 202

    AdaptNet: Policy Adaptation for Physics-Based Character Control

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    Motivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet.Comment: SIGGRAPH Asia 2023. Video: https://youtu.be/WxmJSCNFb28. Website: https://motion-lab.github.io/AdaptNet, https://pei-xu.github.io/AdaptNe
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