mlsanityData to 7 Oct 2026

AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control

arXiv 2104.02180 ↗First posted 5 Apr 2021cs.GR cs.LGcited by 18

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Abstract (arXiv)

Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing high fidelity motions for a wide range of behaviors. However, the effectiveness of these tracking-based methods often hinges on carefully designed objective functions, and when applied to large and diverse motion datasets, these methods require significant additional machinery to select the appropriate motion for the character to track in a given scenario. In this work, we propose to obviate the need to manually design imitation objectives and mechanisms for motion selection by utilizing a fully automated approach based on adversarial imitation learning. High-level task objectives that the character should perform can be specified by relatively simple reward functions, while the low-level style of the character's behaviors can be specified by a dataset of unstructured motion clips, without any explicit clip selection or sequencing. These motion clips are used to train an adversarial motion prior, which specifies style-rewards for training the character through reinforcement learning (RL). The adversarial RL procedure automatically selects which motion to perform, dynamically interpolating and generalizing from the dataset. Our system produces high-quality motions that are comparable to those achieved by state-of-the-art tracking-based techniques, while also being able to easily accommodate large datasets of unstructured motion clips. Composition of disparate skills emerges automatically from the motion prior, without requiring a high-level motion planner or other task-specific annotations of the motion clips. We demonstrate the effectiveness of our framework on a diverse cast of complex simulated characters and a challenging suite of motor control tasks.

Key facts. Cited by 18 papers in the map (data through 7 Oct 2026). Builds on 28 of its 97 references that are in the map. First posted on arXiv 5 Apr 2021.

Builds on

28 of 97 references.

References · 28

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16 more
  1. 2018Which Training Methods for GANs do actually Converge?cited by 672
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  3. 2019Learning Latent Plans from Playcited by 310
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  5. 2021Character Controllers Using Motion VAEscited by 182
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Citing papers per year: 2021: 5; 2022: 8; 2023: 5.

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  1. 2021Implicit Behavioral Cloningcited by 442
  2. 2022Dataset Distillation by Matching Training Trajectoriescited by 437
  3. 2022Accelerated Policy Learning with Parallel Differentiable Simulationcited by 92
  4. 2021From Motor Control to Team Play in Simulated Humanoid Footballcited by 87
  5. 2023Video Prediction Models as Rewards for Reinforcement Learningcited by 76
  6. 2023DribbleBot: Dynamic Legged Manipulation in the Wildcited by 33
  7. 2022Learning Agile Skills via Adversarial Imitation of Rough Partial Demonstrationscited by 30
  8. 2023Composite Motion Learning with Task Controlcited by 26
  9. 2022Advanced Skills through Multiple Adversarial Motion Priors in Reinforcement Learningcited by 23
  10. 2021A GAN-Like Approach for Physics-Based Imitation Learning and Interactive Character Controlcited by 12
  11. 2022A System for Morphology-Task Generalization via Unified Representation and Behavior Distillationcited by 12
  12. 2022Sim-to-Real Learning for Bipedal Locomotion Under Unsensed Dynamic Loadscited by 9
6 more
  1. 2022CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectoriescited by 6
  2. 2021Learning Coordinated Terrain-Adaptive Locomotion by Imitating a Centroidal Dynamics Plannercited by 4
  3. 2021Learning multiple gaits of quadruped robot using hierarchical reinforcement learningcited by 3
  4. 2023Bidirectional GaitNet: A Bidirectional Prediction Model of Human Gait and Anatomical Conditionscited by 3
  5. 2023Expanding Versatility of Agile Locomotion through Policy Transitions Using Latent State Representationcited by 1
  6. 2022Unsupervised Reward Shaping for a Robotic Sequential Picking Task from Visual Observations in a Logistics Scenariocited by 0

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  1. 2025SMP: Reusable Score-Matching Motion Priors for Physics-Based Character Control
  2. 2022ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters
  3. 2023Synthesizing Physical Character-Scene Interactions
  4. 2023CALM: Conditional Adversarial Latent Models for Directable Virtual Characters
  5. 2023MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters
  6. 2023C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters
  7. 2024PDP: Physics-Based Character Animation via Diffusion Policy
  8. 2018Injective State-Image Mapping facilitates Visual Adversarial Imitation Learning