Real-time motion generation for imaginary creatures using hierarchical reinforcement learning

Keisuke Ogaki, Masayoshi Nakamura
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Abstract

Describing the motions of imaginary original creatures is an essential part of animations and computer games. One approach to generate such motions involves finding an optimal motion for approaching a goal by using the creatures' body and motor skills. Currently, researchers are employing deep reinforcement learning (DeepRL) to find such optimal motions. Some end-to-end DeepRL approaches learn the policy function, which outputs target pose for each joint according to the environment. In our study, we employed a hierarchical approach with a separate DeepRL decision maker and simple exploration-based sequence maker, and an action token, through which these two layers can communicate. By optimizing these two functions independently, we can achieve a light, fast-learning system available on mobile devices. In addition, we propose another technique to learn the policy at a faster pace with the help of a heuristic rule. By treating the heuristic rule as an additional action token, we can naturally incorporate it via Q-learning. The experimental results show that creatures can achieve better performance with the use of both heuristics and DeepRL than by using them independently.
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使用分层强化学习的虚拟生物实时运动生成
描述想象中的原始生物的动作是动画和电脑游戏的重要组成部分。产生这种动作的一种方法是利用生物的身体和运动技能找到接近目标的最佳动作。目前,研究人员正在使用深度强化学习(DeepRL)来寻找这种最佳运动。一些端到端DeepRL方法学习策略函数,根据环境输出每个关节的目标姿态。在我们的研究中,我们采用了一种分层方法,其中包括一个单独的DeepRL决策者和一个简单的基于探索的序列生成器,以及一个动作令牌,通过它这两层可以进行通信。通过对这两个功能的独立优化,我们可以实现一个轻巧、快速的移动设备学习系统。此外,我们提出了另一种技术,借助启发式规则以更快的速度学习策略。通过将启发式规则视为附加的动作令牌,我们可以通过Q-learning自然地将其合并。实验结果表明,与单独使用启发式和深度深度学习相比,生物可以获得更好的性能。
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