{"title":"Real-time motion generation for imaginary creatures using hierarchical reinforcement learning","authors":"Keisuke Ogaki, Masayoshi Nakamura","doi":"10.1145/3214822.3214826","DOIUrl":null,"url":null,"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.","PeriodicalId":225677,"journal":{"name":"ACM SIGGRAPH 2018 Studio","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2018 Studio","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3214822.3214826","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.