# Towards Lightweight Neural Animation : Exploration of Neural Network Pruning in Mixture of Experts-based Animation Models

arXiv: https://arxiv.org/abs/2201.04042 · HTML: https://mlsanity.com/paper/2201.04042/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in MoE large language models, one of 12 directions in Mixture-of-experts.
- Builds on 14 of its 30 references that are in the map.
- First posted on arXiv 11 Jan 2022.

## Placed in

- Mixture-of-experts / [MoE large language models](https://mlsanity.com/moe/moe-large-language-models/)

## Builds on (most cited first, 14 of 14)

- [Distilling the Knowledge in a Neural Network](https://mlsanity.com/paper/1503.02531/) (2015)
- [Learning both Weights and Connections for Efficient Neural Networks](https://mlsanity.com/paper/1506.02626/) (2015)
- [Decoupled Weight Decay Regularization](https://mlsanity.com/paper/1711.05101/) (2017)
- [Pruning Filters for Efficient ConvNets](https://mlsanity.com/paper/1608.08710/) (2016)
- [Channel Pruning for Accelerating Very Deep Neural Networks](https://mlsanity.com/paper/1707.06168/) (2017)
- [To prune, or not to prune: exploring the efficacy of pruning for model compression](https://mlsanity.com/paper/1710.01878/) (2017)
- [Learning Sparse Neural Networks through L0 Regularization](https://mlsanity.com/paper/1712.01312/) (2017)
- [The State of Sparsity in Deep Neural Networks](https://mlsanity.com/paper/1902.09574/) (2019)
- [Variational Dropout Sparsifies Deep Neural Networks](https://mlsanity.com/paper/1701.05369/) (2017)
- [Character Controllers Using Motion VAEs](https://mlsanity.com/paper/2103.14274/) (2021)
- [QuaterNet: A Quaternion-based Recurrent Model for Human Motion](https://mlsanity.com/paper/1805.06485/) (2018)
- [MoGlow: Probabilistic and controllable motion synthesis using normalising flows](https://mlsanity.com/paper/1905.06598/) (2019)
- [Combining Recurrent Neural Networks and Adversarial Training for Human Motion Synthesis and Control](https://mlsanity.com/paper/1806.08666/) (2018)
- [One-Cycle Pruning: Pruning ConvNets Under a Tight Training Budget](https://mlsanity.com/paper/2107.02086/) (2021)

## Abstract (arXiv)

In the past few years, neural character animation has emerged and offered an automatic method for animating virtual characters. Their motion is synthesized by a neural network. Controlling this movement in real time with a user-defined control signal is also an important task in video games for example. Solutions based on fully-connected layers (MLPs) and Mixture-of-Experts (MoE) have given impressive results in generating and controlling various movements with close-range interactions between the environment and the virtual character. However, a major shortcoming of fully-connected layers is their computational and memory cost which may lead to sub-optimized solution. In this work, we apply pruning algorithms to compress an MLP- MoE neural network in the context of interactive character animation, which reduces its number of parameters and accelerates its computation time with a trade-off between this acceleration and the synthesized motion quality. This work demonstrates that, with the same number of experts and parameters, the pruned model produces less motion artifacts than the dense model and the learned high-level motion features are similar for both
