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

arXiv: https://arxiv.org/abs/2104.02180 · HTML: https://mlsanity.com/paper/2104.02180/

## Key facts

- Cited by 18 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 97 references that are in the map.
- First posted on arXiv 5 Apr 2021.

## Builds on (most cited first, 28 of 28)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Auto-Encoding Variational Bayes](https://mlsanity.com/paper/1312.6114/) (2013)
- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Improved Techniques for Training GANs](https://mlsanity.com/paper/1606.03498/) (2016)
- [Improved Training of Wasserstein GANs](https://mlsanity.com/paper/1704.00028/) (2017)
- [Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks](https://mlsanity.com/paper/1511.06434/) (2015)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [End to End Learning for Self-Driving Cars](https://mlsanity.com/paper/1604.07316/) (2016)
- [Least Squares Generative Adversarial Networks](https://mlsanity.com/paper/1611.04076/) (2016)
- [DeepMind Control Suite](https://mlsanity.com/paper/1801.00690/) (2018)
- [End-to-end Recovery of Human Shape and Pose](https://mlsanity.com/paper/1712.06584/) (2017)
- [Which Training Methods for GANs do actually Converge?](https://mlsanity.com/paper/1801.04406/) (2018)
- [f-GAN: Training Generative Neural Samplers using Variational Divergence Minimization](https://mlsanity.com/paper/1606.00709/) (2016)
- [Learning Latent Plans from Play](https://mlsanity.com/paper/1903.01973/) (2019)
- [Generative Adversarial Imitation from Observation](https://mlsanity.com/paper/1807.06158/) (2018)
- [Character Controllers Using Motion VAEs](https://mlsanity.com/paper/2103.14274/) (2021)
- [Stochastic Neural Networks for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1704.03012/) (2017)
- [Imitation Learning as f-Divergence Minimization](https://mlsanity.com/paper/1905.12888/) (2019)
- [BEGAN: Boundary Equilibrium Generative Adversarial Networks](https://mlsanity.com/paper/1703.10717/) (2017)
- [MCP: Learning Composable Hierarchical Control with Multiplicative Compositional Policies](https://mlsanity.com/paper/1905.09808/) (2019)
- [Neural probabilistic motor primitives for humanoid control](https://mlsanity.com/paper/1811.11711/) (2018)
- [Robust Imitation of Diverse Behaviors](https://mlsanity.com/paper/1707.02747/) (2017)
- [Learning human behaviors from motion capture by adversarial imitation](https://mlsanity.com/paper/1707.02201/) (2017)
- [Latent Space Policies for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1804.02808/) (2018)
- [Learning Symmetric and Low-energy Locomotion](https://mlsanity.com/paper/1801.08093/) (2018)
- [Learning and Transfer of Modulated Locomotor Controllers](https://mlsanity.com/paper/1610.05182/) (2016)
- [Synthesis of Biologically Realistic Human Motion Using Joint Torque Actuation](https://mlsanity.com/paper/1904.13041/) (2019)

## Built on by (most cited first, 18 of 18)

- [Implicit Behavioral Cloning](https://mlsanity.com/paper/2109.00137/) (2021)
- [Dataset Distillation by Matching Training Trajectories](https://mlsanity.com/paper/2203.11932/) (2022)
- [Accelerated Policy Learning with Parallel Differentiable Simulation](https://mlsanity.com/paper/2204.07137/) (2022)
- [From Motor Control to Team Play in Simulated Humanoid Football](https://mlsanity.com/paper/2105.12196/) (2021)
- [Video Prediction Models as Rewards for Reinforcement Learning](https://mlsanity.com/paper/2305.14343/) (2023)
- [Learning Agile Skills via Adversarial Imitation of Rough Partial Demonstrations](https://mlsanity.com/paper/2206.11693/) (2022)
- [DribbleBot: Dynamic Legged Manipulation in the Wild](https://mlsanity.com/paper/2304.01159/) (2023)
- [Advanced Skills through Multiple Adversarial Motion Priors in Reinforcement Learning](https://mlsanity.com/paper/2203.14912/) (2022)
- [Composite Motion Learning with Task Control](https://mlsanity.com/paper/2305.03286/) (2023)
- [A GAN-Like Approach for Physics-Based Imitation Learning and Interactive Character Control](https://mlsanity.com/paper/2105.10066/) (2021)
- [A System for Morphology-Task Generalization via Unified Representation and Behavior Distillation](https://mlsanity.com/paper/2211.14296/) (2022)
- [Sim-to-Real Learning for Bipedal Locomotion Under Unsensed Dynamic Loads](https://mlsanity.com/paper/2204.04340/) (2022)
- [CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories](https://mlsanity.com/paper/2202.10057/) (2022)
- [Learning Coordinated Terrain-Adaptive Locomotion by Imitating a Centroidal Dynamics Planner](https://mlsanity.com/paper/2111.00262/) (2021)
- [Learning multiple gaits of quadruped robot using hierarchical reinforcement learning](https://mlsanity.com/paper/2112.04741/) (2021)
- [Bidirectional GaitNet: A Bidirectional Prediction Model of Human Gait and Anatomical Conditions](https://mlsanity.com/paper/2306.04161/) (2023)
- [Expanding Versatility of Agile Locomotion through Policy Transitions Using Latent State Representation](https://mlsanity.com/paper/2306.08224/) (2023)
- [Unsupervised Reward Shaping for a Robotic Sequential Picking Task from Visual Observations in a Logistics Scenario](https://mlsanity.com/paper/2209.12350/) (2022)

## 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.
