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C$\cdot$ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters

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arxiv 2309.11351 v1 pith:OCAQ75LN submitted 2023-09-20 cs.GR cs.AIcs.LG

classification cs.GRcs.AIcs.LG
keywords skillconditionalskillscharactercdotdiversetrainingadversarial
verification ladder T0 review T1 audit T2 compute T3 formal
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abstract

We present C$\cdot$ASE, an efficient and effective framework that learns conditional Adversarial Skill Embeddings for physics-based characters. Our physically simulated character can learn a diverse repertoire of skills while providing controllability in the form of direct manipulation of the skills to be performed. C$\cdot$ASE divides the heterogeneous skill motions into distinct subsets containing homogeneous samples for training a low-level conditional model to learn conditional behavior distribution. The skill-conditioned imitation learning naturally offers explicit control over the character's skills after training. The training course incorporates the focal skill sampling, skeletal residual forces, and element-wise feature masking to balance diverse skills of varying complexities, mitigate dynamics mismatch to master agile motions and capture more general behavior characteristics, respectively. Once trained, the conditional model can produce highly diverse and realistic skills, outperforming state-of-the-art models, and can be repurposed in various downstream tasks. In particular, the explicit skill control handle allows a high-level policy or user to direct the character with desired skill specifications, which we demonstrate is advantageous for interactive character animation.

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  1. Distinguishing Imitation Error from Intrinsic Motion Learning Difficulty

    cs.GR 2025-12 conditional novelty 6.0 of 10

    A physics-based score (MDS) predicts how hard a motion is for a humanoid to imitate by measuring how much joint torques must change under small pose perturbations.

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