# Modelling Human Kinetics and Kinematics during Walking using Reinforcement Learning

arXiv: https://arxiv.org/abs/2103.08125 · HTML: https://mlsanity.com/paper/2103.08125/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 8 of its 18 references that are in the map.
- First posted on arXiv 15 Mar 2021.

## Builds on (most cited first, 8 of 8)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [The CMA Evolution Strategy: A Tutorial](https://mlsanity.com/paper/1604.00772/) (2016)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [Learning Symmetric and Low-energy Locomotion](https://mlsanity.com/paper/1801.08093/) (2018)
- [Sim-to-Real Transfer for Biped Locomotion](https://mlsanity.com/paper/1903.01390/) (2019)
- [Learning a Control Policy for Fall Prevention on an Assistive Walking Device](https://mlsanity.com/paper/1909.10488/) (2019)

## Abstract (arXiv)

In this work, we develop an automated method to generate 3D human walking motion in simulation which is comparable to real-world human motion. At the core, our work leverages the ability of deep reinforcement learning methods to learn high-dimensional motor skills while being robust to variations in the environment dynamics. Our approach iterates between policy learning and parameter identification to match the real-world bio-mechanical human data. We present a thorough evaluation of the kinematics, kinetics and ground reaction forces generated by our learned virtual human agent. We also show that the method generalizes well across human-subjects with different kinematic structure and gait-characteristics.
