ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters
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Abstract (arXiv)
The incredible feats of athleticism demonstrated by humans are made possible in part by a vast repertoire of general-purpose motor skills, acquired through years of practice and experience. These skills not only enable humans to perform complex tasks, but also provide powerful priors for guiding their behaviors when learning new tasks. This is in stark contrast to what is common practice in physics-based character animation, where control policies are most typically trained from scratch for each task. In this work, we present a large-scale data-driven framework for learning versatile and reusable skill embeddings for physically simulated characters. Our approach combines techniques from adversarial imitation learning and unsupervised reinforcement learning to develop skill embeddings that produce life-like behaviors, while also providing an easy to control representation for use on new downstream tasks. Our models can be trained using large datasets of unstructured motion clips, without requiring any task-specific annotation or segmentation of the motion data. By leveraging a massively parallel GPU-based simulator, we are able to train skill embeddings using over a decade of simulated experiences, enabling our model to learn a rich and versatile repertoire of skills. We show that a single pre-trained model can be effectively applied to perform a diverse set of new tasks. Our system also allows users to specify tasks through simple reward functions, and the skill embedding then enables the character to automatically synthesize complex and naturalistic strategies in order to achieve the task objectives.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 52 of its 116 references that are in the map. First posted on arXiv 4 May 2022.
Builds on
52 of 116 references.
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50 most cited of 52 All 52 (JSON)
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Citing papers per year: 2022: 2; 2023: 4.
6 papers.
- 2023PADL: Language-Directed Physics-Based Character Controlcited by 47
- 2023PMP: Learning to Physically Interact with Environments using Part-wise Motion Priorscited by 38
- 2022Fleet-DAgger: Interactive Robot Fleet Learning with Scalable Human Supervisioncited by 29
- 2023Composite Motion Learning with Task Controlcited by 26
- 2022EUCLID: Towards Efficient Unsupervised Reinforcement Learning with Multi-choice Dynamics Modelcited by 8
- 2023Boosting Reinforcement Learning and Planning with Demonstrations: A Surveycited by 1
- 2023Composite Motion Learning with Task Control5 May 2023
- 2023PMP: Learning to Physically Interact with Environments using Part-wise Motion Priors5 May 2023
- 2023Boosting Reinforcement Learning and Planning with Demonstrations: A Survey23 Mar 2023
- 2023PADL: Language-Directed Physics-Based Character Control31 Jan 2023
- 2022EUCLID: Towards Efficient Unsupervised Reinforcement Learning with Multi-choice Dynamics Model2 Oct 2022
- 2022Fleet-DAgger: Interactive Robot Fleet Learning with Scalable Human Supervision29 Jun 2022
Similar, not cited
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- 2023C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters
- 2021AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control
- 2025SMP: Reusable Score-Matching Motion Priors for Physics-Based Character Control
- 2023MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters
- 2023Synthesizing Physical Character-Scene Interactions
- 2025ModSkill: Physical Character Skill Modularization
- 2023CALM: Conditional Adversarial Latent Models for Directable Virtual Characters
- 2023Discovering Fatigued Movements for Virtual Character Animation