# A Survey on Reinforcement Learning Methods in Character Animation

arXiv: https://arxiv.org/abs/2203.04735 · HTML: https://mlsanity.com/paper/2203.04735/

## 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 (most cited first, 30 of 73)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Distilling the Knowledge in a Neural Network](https://mlsanity.com/paper/1503.02531/) (2015)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Deep reinforcement learning from human preferences](https://mlsanity.com/paper/1706.03741/) (2017)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games](https://mlsanity.com/paper/2103.01955/) (2021)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Dueling Network Architectures for Deep Reinforcement Learning](https://mlsanity.com/paper/1511.06581/) (2015)
- [A Distributional Perspective on Reinforcement Learning](https://mlsanity.com/paper/1707.06887/) (2017)
- [Deep Reinforcement Learning that Matters](https://mlsanity.com/paper/1709.06560/) (2017)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1803.11485/) (2018)
- [Ray: A Distributed Framework for Emerging AI Applications](https://mlsanity.com/paper/1712.05889/) (2017)
- [Value-Decomposition Networks For Cooperative Multi-Agent Learning](https://mlsanity.com/paper/1706.05296/) (2017)
- [Behavioral Cloning from Observation](https://mlsanity.com/paper/1805.01954/) (2018)
- [QTRAN: Learning to Factorize with Transformation for Cooperative Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1905.05408/) (2019)
- [On the Utility of Learning about Humans for Human-AI Coordination](https://mlsanity.com/paper/1910.05789/) (2019)
- [A simple neural network module for relational reasoning](https://mlsanity.com/paper/1706.01427/) (2017)
- [QPLEX: Duplex Dueling Multi-Agent Q-Learning](https://mlsanity.com/paper/2008.01062/) (2020)
- [Noisy Networks for Exploration](https://mlsanity.com/paper/1706.10295/) (2017)
- [Learning Agile Robotic Locomotion Skills by Imitating Animals](https://mlsanity.com/paper/2004.00784/) (2020)

## Built on by (most cited first, 12 of 12)

- [MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations](https://mlsanity.com/paper/2310.10198/) (2023)
- [Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models](https://mlsanity.com/paper/2504.11054/) (2025)
- [Programmable Motion Generation for Open-Set Motion Control Tasks](https://mlsanity.com/paper/2405.19283/) (2024)
- [AdaptNet: Policy Adaptation for Physics-Based Character Control](https://mlsanity.com/paper/2310.00239/) (2023)
- [Physics-based Motion Retargeting from Sparse Inputs](https://mlsanity.com/paper/2307.01938/) (2023)
- [LEAD: Latent Realignment for Human Motion Diffusion](https://mlsanity.com/paper/2410.14508/) (2024)
- [3D Human Interaction Generation: A Survey](https://mlsanity.com/paper/2503.13120/) (2025)
- [Learning to Ball: Composing Policies for Long-Horizon Basketball Moves](https://mlsanity.com/paper/2509.22442/) (2025)
- [Understanding reinforcement learned crowds](https://mlsanity.com/paper/2209.09344/) (2022)
- [Environment-aware Motion Matching](https://mlsanity.com/paper/2510.22632/) (2025)
- [Reward Function Design for Crowd Simulation via Reinforcement Learning](https://mlsanity.com/paper/2309.12841/) (2023)
- [Learning High-Risk High-Precision Motion Control](https://mlsanity.com/paper/2609.34851/) (2026)

## 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.
