A Survey on Reinforcement Learning Methods in Character Animation
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Abstract (arXiv)
Reinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions, and achieve a particular goal within an arbitrary environment. While learning, they repeatedly take actions based on their observation of the environment, and receive appropriate rewards which define the objective. This experience is then used to progressively improve the policy controlling the agent's behavior, typically represented by a neural network. This trained module can then be reused for similar problems, which makes this approach promising for the animation of autonomous, yet reactive characters in simulators, video games or virtual reality environments. This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation, from skeletal control of a single, physically-based character to navigation controllers for individual agents and virtual crowds. It also describes the practical side of training DRL systems, comparing the different frameworks available to build such agents.
Key facts. Cited by 12 papers in the map (data through 14 Oct 2026). Builds on 73 of its 172 references that are in the map. First posted on arXiv 7 Mar 2022.
Builds on
73 of 172 references.
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Citing papers per year: 2022: 1; 2023: 4; 2024: 2; 2025: 4; 2026: 1.
12 papers.
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- 2023AdaptNet: Policy Adaptation for Physics-Based Character Controlcited by 16
- 2023Physics-based Motion Retargeting from Sparse Inputscited by 10
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- 20253D Human Interaction Generation: A Surveycited by 7
- 2025Learning to Ball: Composing Policies for Long-Horizon Basketball Movescited by 6
- 2022Understanding reinforcement learned crowdscited by 2
- 2025Environment-aware Motion Matchingcited by 1
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- 2026Learning High-Risk High-Precision Motion Controlcited by 0
- 2026Learning High-Risk High-Precision Motion Control28 Sep 2026
- 2025Environment-aware Motion Matching26 Oct 2025
- 2025Learning to Ball: Composing Policies for Long-Horizon Basketball Moves26 Sep 2025
- 2025Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models15 Apr 2025
- 20253D Human Interaction Generation: A Survey17 Mar 2025
- 2024LEAD: Latent Realignment for Human Motion Diffusion18 Oct 2024
- 2024Programmable Motion Generation for Open-Set Motion Control Tasks29 May 2024
- 2023MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations16 Oct 2023
- 2023AdaptNet: Policy Adaptation for Physics-Based Character Control30 Sep 2023
- 2023Reward Function Design for Crowd Simulation via Reinforcement Learning22 Sep 2023
- 2023Physics-based Motion Retargeting from Sparse Inputs4 Jul 2023
- 2022Understanding reinforcement learned crowds19 Sep 2022