Sample-efficient reference-free control strategy for multi-legged locomotion

IF 2.8 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computers & Graphics-Uk Pub Date : 2025-02-01 DOI:10.1016/j.cag.2024.104141
Gangrae Park , Jaepyung Hwang , Taesoo Kwon
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Abstract

Locomotion is one of the fundamental skills that is challenging to simulate in a manner that generalizes across a wide range of speeds and turning capabilities. In this paper, our goal is to develop a versatile locomotion controller applicable to various multi-legged character models (monopod, biped, and quadruped), enabling them to perform a range of tasks such as speed control, steering, moving to target locations, and slope walking. Our method is capable of generating diverse multi-legged locomotions without the need for reference motions, even when faced with the inherent challenge of coordinating multiple legs simultaneously. Based on deep reinforcement learning, we train our policy network to produce desired feet locations and orientations, enhancing sample efficiency and robustness compared to the commonly used joint angles. Utilizing end-effector configurations allows for intuitive adaptation to various locomotion gaits. Additionally, we design a style reward function that is applicable to different types of multi-legged models. The locomotion controller, trained with this reward, effectively performs given tasks in a physically simulated environment while maintaining the naturalness of locomotion.

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多足运动的样本高效无参考控制策略
运动是一个基本的技能,是具有挑战性的方式来模拟,在广泛的速度和转向能力的概括。在本文中,我们的目标是开发一种适用于各种多足角色模型(单足动物、两足动物和四足动物)的多功能运动控制器,使它们能够执行一系列任务,如速度控制、转向、移动到目标位置和斜坡行走。我们的方法能够在不需要参考运动的情况下产生各种多腿运动,即使面临同时协调多个腿的固有挑战。基于深度强化学习,我们训练策略网络生成所需的足部位置和方向,与常用的关节角度相比,提高了样本效率和鲁棒性。利用末端执行器配置允许直观地适应各种运动步态。此外,我们设计了一个风格奖励函数,适用于不同类型的多腿模特。运动控制器,训练与此奖励,有效地执行给定的任务在物理模拟环境中,同时保持运动的自然性。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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