PADL: Language-Directed Physics-Based Character Control

Authors: Jordan Juravsky, Yunrong Guo, Sanja Fidler, Xue Bin Peng

License: CC BY 4.0

Results of the summarizing process for the arXiv paper: 2301.13868v1

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  • Blog article
The development of systems that can synthesize natural and life-like motions for simulated characters has been a long-standing focus in computer animation. To be useful for downstream applications, these systems must not only produce high-quality motions but also provide an accessible and versatile interface through which users can direct a character's behaviors. Natural language provides a simple-to-use and expressive medium for specifying a user's intent, making it a promising tool for developing language-directed controllers for physics-based character animation. In this work presented at the SIGGRAPH Asia 2022 Conference Papers, Jordan Juravsky, Yunrong Guo, Sanja Fidler, and Xue Bin Peng introduce PADL (Language-Directed Physics-Based Character Control), which leverages recent innovations in natural language processing (NLP) to develop a system for language-directed physics-based character animation. The central contribution of this work is a system that enables users to direct the behaviors of physically simulated characters using natural language commands. PADL trains control policies to map from high-level language commands to low-level motor commands that enable a character to reproduce corresponding skills. The system uses an adversarial imitation learning approach that allows policies to reproduce diverse arrays of skills while grounding each skill in language commands. Additionally, PADL presents a language-based multi-task aggregation model that selects between task-specific policies according to given commands, allowing users to easily direct characters to perform various high level tasks via natural language. The authors present one of the first systems capable of effectively leveraging language commands to direct full body physically simulated characters to perform complex motor skills. Their framework demonstrates effective use of NLP techniques in developing accessible interfaces for directing character behavior and offers promising potential for downstream applications in computer animation. Overall, PADL represents an important step towards developing more intuitive and versatile interfaces for controlling physically simulated characters using natural language commands. The code is available on GitHub at https://github.com/nvtlabs/PADL.
AI-generated keywords: PADL Natural Language Physics-Based Character Control Adversarial Imitation Learning Multi-Task Aggregation Model

AI-generated Key Points

  • The development of systems that can synthesize natural and life-like motions for simulated characters has been a long-standing focus in computer animation.
  • These systems must produce high-quality motions and provide an accessible and versatile interface through which users can direct a character's behaviors.
  • Natural language provides a simple-to-use and expressive medium for specifying a user's intent, making it a promising tool for developing language-directed controllers for physics-based character animation.
  • Jordan Juravsky, Yunrong Guo, Sanja Fidler, and Xue Bin Peng introduce PADL (Language-Directed Physics-Based Character Control) at the SIGGRAPH Asia 2022 Conference Papers.
  • PADL leverages recent innovations in natural language processing (NLP) to develop a system for language-directed physics-based character animation.
  • The central contribution of this work is a system that enables users to direct the behaviors of physically simulated characters using natural language commands.
  • PADL trains control policies to map from high-level language commands to low-level motor commands that enable a character to reproduce corresponding skills.
  • The system uses an adversarial imitation learning approach that allows policies to reproduce diverse arrays of skills while grounding each skill in language commands.
  • Additionally, PADL presents a language-based multi-task aggregation model that selects between task-specific policies according to given commands, allowing users to easily direct characters to perform various high level tasks via natural language.
  • The authors present one of the first systems capable of effectively leveraging language commands to direct full body physically simulated characters to perform complex motor skills.
  • Their framework demonstrates effective use of NLP techniques in developing accessible interfaces for directing character behavior and offers promising potential for downstream applications in computer animation.
  • Overall, PADL represents an important step towards developing more intuitive and versatile interfaces for controlling physically simulated characters using natural language commands.
  • The code is available on GitHub at https://github.com/nvtlabs/PADL.
Also access our AI generated: Comprehensive summary, Lay summary, Blog-like article; or ask questions about this paper to our AI assistant.

Abstract: Developing systems that can synthesize natural and life-like motions for simulated characters has long been a focus for computer animation. But in order for these systems to be useful for downstream applications, they need not only produce high-quality motions, but must also provide an accessible and versatile interface through which users can direct a character's behaviors. Natural language provides a simple-to-use and expressive medium for specifying a user's intent. Recent breakthroughs in natural language processing (NLP) have demonstrated effective use of language-based interfaces for applications such as image generation and program synthesis. In this work, we present PADL, which leverages recent innovations in NLP in order to take steps towards developing language-directed controllers for physics-based character animation. PADL allows users to issue natural language commands for specifying both high-level tasks and low-level skills that a character should perform. We present an adversarial imitation learning approach for training policies to map high-level language commands to low-level controls that enable a character to perform the desired task and skill specified by a user's commands. Furthermore, we propose a multi-task aggregation method that leverages a language-based multiple-choice question-answering approach to determine high-level task objectives from language commands. We show that our framework can be applied to effectively direct a simulated humanoid character to perform a diverse array of complex motor skills.

Submitted to arXiv on 31 Jan. 2023

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