# A GAN-Like Approach for Physics-Based Imitation Learning and Interactive Character Control

arXiv: https://arxiv.org/abs/2105.10066 · HTML: https://mlsanity.com/paper/2105.10066/

## Key facts

- Cited by 13 papers in the map (data through 14 Oct 2026).
- Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 25 of its 71 references that are in the map.
- First posted on arXiv 21 May 2021.

## Placed in

- Offline RL and imitation learning from data / [Imitation learning methods](https://mlsanity.com/offlinerl/imitation-learning-methods/)

## Builds on (most cited first, 25 of 25)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Large Scale GAN Training for High Fidelity Natural Image Synthesis](https://mlsanity.com/paper/1809.11096/) (2018)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Empirical Evaluation of Gated Recurrent Neural Networks on Sequence Modeling](https://mlsanity.com/paper/1412.3555/) (2014)
- [Improved Training of Wasserstein GANs](https://mlsanity.com/paper/1704.00028/) (2017)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Spectral Normalization for Generative Adversarial Networks](https://mlsanity.com/paper/1802.05957/) (2018)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Self-Attention Generative Adversarial Networks](https://mlsanity.com/paper/1805.08318/) (2018)
- [Exact solutions to the nonlinear dynamics of learning in deep linear neural networks](https://mlsanity.com/paper/1312.6120/) (2013)
- [Learning agile and dynamic motor skills for legged robots](https://mlsanity.com/paper/1901.08652/) (2019)
- [Learning Agile Robotic Locomotion Skills by Imitating Animals](https://mlsanity.com/paper/2004.00784/) (2020)
- [Geometric GAN](https://mlsanity.com/paper/1705.02894/) (2017)
- [Robust Motion In-betweening](https://mlsanity.com/paper/2102.04942/) (2021)
- [Character Controllers Using Motion VAEs](https://mlsanity.com/paper/2103.14274/) (2021)
- [Emergence of Locomotion Behaviours in Rich Environments](https://mlsanity.com/paper/1707.02286/) (2017)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [Learning human behaviors from motion capture by adversarial imitation](https://mlsanity.com/paper/1707.02201/) (2017)
- [Learning Symmetric and Low-energy Locomotion](https://mlsanity.com/paper/1801.08093/) (2018)
- [Generative Multi-Adversarial Networks](https://mlsanity.com/paper/1611.01673/) (2016)
- [ALLSTEPS: Curriculum-driven Learning of Stepping Stone Skills](https://mlsanity.com/paper/2005.04323/) (2020)
- [SFV: Reinforcement Learning of Physical Skills from Videos](https://mlsanity.com/paper/1810.03599/) (2018)
- [AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control](https://mlsanity.com/paper/2104.02180/) (2021)

## Built on by (most cited first, 13 of 13)

- [Synthesizing Physical Character-Scene Interactions](https://mlsanity.com/paper/2302.00883/) (2023)
- [MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations](https://mlsanity.com/paper/2310.10198/) (2023)
- [Physics-Based Motion Imitation with Adversarial Differential Discriminators](https://mlsanity.com/paper/2505.04961/) (2025)
- [DROP: Dynamics Responses from Human Motion Prior and Projective Dynamics](https://mlsanity.com/paper/2309.13742/) (2023)
- [F"urElise: Capturing and Physically Synthesizing Hand Motions of Piano Performance](https://mlsanity.com/paper/2410.05791/) (2024)
- [AMOR: Adaptive Character Control through Multi-Objective Reinforcement Learning](https://mlsanity.com/paper/2505.23708/) (2025)
- [ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters](https://mlsanity.com/paper/2205.01906/) (2022)
- [Generating Physically Realistic and Directable Human Motions from Multi-Modal Inputs](https://mlsanity.com/paper/2502.05641/) (2025)
- [Learning to Ball: Composing Policies for Long-Horizon Basketball Moves](https://mlsanity.com/paper/2509.22442/) (2025)
- [Generating Personas for Games with Multimodal Adversarial Imitation Learning](https://mlsanity.com/paper/2308.07598/) (2023)
- [Versatile Physics-based Character Control with Hybrid Latent Representation](https://mlsanity.com/paper/2503.12814/) (2025)
- [MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters](https://mlsanity.com/paper/2311.02502/) (2023)
- [MUSIC: Learning Muscle-Driven Dexterous Hand Control](https://mlsanity.com/paper/2604.23886/) (2026)

## Abstract (arXiv)

We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework where an ensemble of classifiers and an imitation policy are trained in tandem given pre-processed reference clips. The classifiers are trained to discriminate the reference motion from the motion generated by the imitation policy, while the policy is rewarded for fooling the discriminators. Using our GAN-based approach, multiple motor control policies can be trained separately to imitate different behaviors. In runtime, our system can respond to external control signal provided by the user and interactively switch between different policies. Compared to existing methods, our proposed approach has the following attractive properties: 1) achieves state-of-the-art imitation performance without manually designing and fine tuning a reward function; 2) directly controls the character without having to track any target reference pose explicitly or implicitly through a phase state; and 3) supports interactive policy switching without requiring any motion generation or motion matching mechanism. We highlight the applicability of our approach in a range of imitation and interactive control tasks, while also demonstrating its ability to withstand external perturbations as well as to recover balance. Overall, our approach generates high-fidelity motion, has low runtime cost, and can be easily integrated into interactive applications and games.
