{"title":"通过控制抽象实现肌肉驱动运动的自动学习","authors":"R. Grzeszczuk, Demetri Terzopoulos","doi":"10.1145/218380.218411","DOIUrl":null,"url":null,"abstract":"We present a learning technique that automatically syn- thesizes realistic locomotion for the animation of physics-based models of animals. The method is especially suitable for animals with highly flexible, many-degree-of-freedom bodies and a consid- erable number of internal muscle actuators, such as snakes and fish. The multilevel learning process first performs repeated loco- motion trials in search of actuator control functions that produce efficient locomotion, presuming virtually nothing about the form of these functions. Applying a short-time Fourier analysis, the learn- ing process then abstracts control functions that produce effective locomotion into a compact representation which makes explicit the natural quasi-periodicities and coordination of the muscle actions. The artificial animals can finally put into practice the compact, efficient controllers that they have learned. Their locomotion learn- ing abilities enable them to accomplish higher-level tasks specified by the animator while guided by sensory perception of their vir- tual world; e.g., locomotion to a visible target. We demonstrate physics-based animation of learned locomotion in dynamic models of land snakes, fishes, and even marine mammals that have trained themselves to perform \"SeaWorld\" stunts.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"53 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"197","resultStr":"{\"title\":\"Automated learning of muscle-actuated locomotion through control abstraction\",\"authors\":\"R. Grzeszczuk, Demetri Terzopoulos\",\"doi\":\"10.1145/218380.218411\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a learning technique that automatically syn- thesizes realistic locomotion for the animation of physics-based models of animals. The method is especially suitable for animals with highly flexible, many-degree-of-freedom bodies and a consid- erable number of internal muscle actuators, such as snakes and fish. The multilevel learning process first performs repeated loco- motion trials in search of actuator control functions that produce efficient locomotion, presuming virtually nothing about the form of these functions. Applying a short-time Fourier analysis, the learn- ing process then abstracts control functions that produce effective locomotion into a compact representation which makes explicit the natural quasi-periodicities and coordination of the muscle actions. The artificial animals can finally put into practice the compact, efficient controllers that they have learned. Their locomotion learn- ing abilities enable them to accomplish higher-level tasks specified by the animator while guided by sensory perception of their vir- tual world; e.g., locomotion to a visible target. We demonstrate physics-based animation of learned locomotion in dynamic models of land snakes, fishes, and even marine mammals that have trained themselves to perform \\\"SeaWorld\\\" stunts.\",\"PeriodicalId\":447770,\"journal\":{\"name\":\"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques\",\"volume\":\"53 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1995-09-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"197\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/218380.218411\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/218380.218411","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Automated learning of muscle-actuated locomotion through control abstraction
We present a learning technique that automatically syn- thesizes realistic locomotion for the animation of physics-based models of animals. The method is especially suitable for animals with highly flexible, many-degree-of-freedom bodies and a consid- erable number of internal muscle actuators, such as snakes and fish. The multilevel learning process first performs repeated loco- motion trials in search of actuator control functions that produce efficient locomotion, presuming virtually nothing about the form of these functions. Applying a short-time Fourier analysis, the learn- ing process then abstracts control functions that produce effective locomotion into a compact representation which makes explicit the natural quasi-periodicities and coordination of the muscle actions. The artificial animals can finally put into practice the compact, efficient controllers that they have learned. Their locomotion learn- ing abilities enable them to accomplish higher-level tasks specified by the animator while guided by sensory perception of their vir- tual world; e.g., locomotion to a visible target. We demonstrate physics-based animation of learned locomotion in dynamic models of land snakes, fishes, and even marine mammals that have trained themselves to perform "SeaWorld" stunts.