# C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters

arXiv: https://arxiv.org/abs/2309.11351 · HTML: https://mlsanity.com/paper/2309.11351/

## Key facts

- Cited by 55 papers in the map (data through 14 Oct 2026).
- Builds on 35 of its 54 references that are in the map.
- First posted on arXiv 20 Sep 2023.

## Builds on (most cited first, 30 of 35)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Denoising Diffusion Implicit Models](https://mlsanity.com/paper/2010.02502/) (2020)
- [Taming Transformers for High-Resolution Image Synthesis](https://mlsanity.com/paper/2012.09841/) (2020)
- [Categorical Reparameterization with Gumbel-Softmax](https://mlsanity.com/paper/1611.01144/) (2016)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [Human Motion Diffusion Model](https://mlsanity.com/paper/2209.14916/) (2022)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [Learning Complex Dexterous Manipulation with Deep Reinforcement Learning and Demonstrations](https://mlsanity.com/paper/1709.10087/) (2017)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Overcoming Exploration in Reinforcement Learning with Demonstrations](https://mlsanity.com/paper/1709.10089/) (2017)
- [HybrIK: A Hybrid Analytical-Neural Inverse Kinematics Solution for 3D Human Pose and Shape Estimation](https://mlsanity.com/paper/2011.14672/) (2020)
- [Robust Motion In-betweening](https://mlsanity.com/paper/2102.04942/) (2021)
- [Stochastic Scene-Aware Motion Prediction](https://mlsanity.com/paper/2108.08284/) (2021)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [HuMMan: Multi-Modal 4D Human Dataset for Versatile Sensing and Modeling](https://mlsanity.com/paper/2204.13686/) (2022)
- [MCP: Learning Composable Hierarchical Control with Multiplicative Compositional Policies](https://mlsanity.com/paper/1905.09808/) (2019)
- [Neural probabilistic motor primitives for humanoid control](https://mlsanity.com/paper/1811.11711/) (2018)
- [CALM: Conditional Adversarial Latent Models for Directable Virtual Characters](https://mlsanity.com/paper/2305.02195/) (2023)
- [Towards Diverse and Natural Scene-aware 3D Human Motion Synthesis](https://mlsanity.com/paper/2205.13001/) (2022)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [Residual Force Control for Agile Human Behavior Imitation and Extended Motion Synthesis](https://mlsanity.com/paper/2006.07364/) (2020)
- [Encoder-decoder with Multi-level Attention for 3D Human Shape and Pose Estimation](https://mlsanity.com/paper/2109.02303/) (2021)
- [Interactive Character Control with Auto-Regressive Motion Diffusion Models](https://mlsanity.com/paper/2306.00416/) (2023)
- [Hybrid Actor-Critic Reinforcement Learning in Parameterized Action Space](https://mlsanity.com/paper/1903.01344/) (2019)
- [PADL: Language-Directed Physics-Based Character Control](https://mlsanity.com/paper/2301.13868/) (2023)
- [NIKI: Neural Inverse Kinematics with Invertible Neural Networks for 3D Human Pose and Shape Estimation](https://mlsanity.com/paper/2305.08590/) (2023)
- [TORE: Token Reduction for Efficient Human Mesh Recovery with Transformer](https://mlsanity.com/paper/2211.10705/) (2022)
- [Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh Reconstruction](https://mlsanity.com/paper/2303.13796/) (2023)

## Built on by (most cited first, 30 of 55)

- [MotionLCM: Real-time Controllable Motion Generation via Latent Consistency Model](https://mlsanity.com/paper/2404.19759/) (2024)
- [MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting](https://mlsanity.com/paper/2409.14393/) (2024)
- [TLControl: Trajectory and Language Control for Human Motion Synthesis](https://mlsanity.com/paper/2311.17135/) (2023)
- [EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation](https://mlsanity.com/paper/2312.02256/) (2023)
- [Go to Zero: Towards Zero-shot Motion Generation with Million-scale Data](https://mlsanity.com/paper/2507.07095/) (2025)
- [CoMo: Controllable Motion Generation through Language Guided Pose Code Editing](https://mlsanity.com/paper/2403.13900/) (2024)
- [Taming Diffusion Probabilistic Models for Character Control](https://mlsanity.com/paper/2404.15121/) (2024)
- [Part123: Part-aware 3D Reconstruction from a Single-view Image](https://mlsanity.com/paper/2405.16888/) (2024)
- [TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization](https://mlsanity.com/paper/2503.19901/) (2025)
- [Disentangled Clothed Avatar Generation from Text Descriptions](https://mlsanity.com/paper/2312.05295/) (2023)
- [LaserHuman: Language-guided Scene-aware Human Motion Generation in Free Environment](https://mlsanity.com/paper/2403.13307/) (2024)
- [SkillMimic: Learning Basketball Interaction Skills from Demonstrations](https://mlsanity.com/paper/2408.15270/) (2024)
- [SMPLOlympics: Sports Environments for Physically Simulated Humanoids](https://mlsanity.com/paper/2407.00187/) (2024)
- [Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation](https://mlsanity.com/paper/2502.20370/) (2025)
- [SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations](https://mlsanity.com/paper/2505.02094/) (2025)
- [PACER+: On-Demand Pedestrian Animation Controller in Driving Scenarios](https://mlsanity.com/paper/2404.19722/) (2024)
- [Strategy and Skill Learning for Physics-based Table Tennis Animation](https://mlsanity.com/paper/2407.16210/) (2024)
- [Learning Multi-Modal Whole-Body Control for Real-World Humanoid Robots](https://mlsanity.com/paper/2408.07295/) (2024)
- [Mimicking-Bench: A Benchmark for Generalizable Humanoid-Scene Interaction Learning via Human Mimicking](https://mlsanity.com/paper/2412.17730/) (2024)
- [SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation](https://mlsanity.com/paper/2411.19921/) (2024)
- [CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects](https://mlsanity.com/paper/2505.21437/) (2025)
- [MOSPA: Human Motion Generation Driven by Spatial Audio](https://mlsanity.com/paper/2507.11949/) (2025)
- [H-GAP: Humanoid Control with a Generalist Planner](https://mlsanity.com/paper/2312.02682/) (2023)
- [Text2Interact: High-Fidelity and Diverse Text-to-Two-Person Interaction Generation](https://mlsanity.com/paper/2510.06504/) (2025)
- [InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactions](https://mlsanity.com/paper/2602.06035/) (2026)
- [Generative Motion Stylization of Cross-structure Characters within Canonical Motion Space](https://mlsanity.com/paper/2403.11469/) (2024)
- [DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image](https://mlsanity.com/paper/2406.17988/) (2024)
- [AMOR: Adaptive Character Control through Multi-Objective Reinforcement Learning](https://mlsanity.com/paper/2505.23708/) (2025)
- [Diffusion Models are Efficient Data Generators for Human Mesh Recovery](https://mlsanity.com/paper/2403.11111/) (2024)
- [MotionWavelet: Human Motion Prediction via Wavelet Manifold Learning](https://mlsanity.com/paper/2411.16964/) (2024)

## Abstract (arXiv)

We present C·ASE, an efficient and effective framework that learns conditional Adversarial Skill Embeddings for physics-based characters. Our physically simulated character can learn a diverse repertoire of skills while providing controllability in the form of direct manipulation of the skills to be performed. C·ASE divides the heterogeneous skill motions into distinct subsets containing homogeneous samples for training a low-level conditional model to learn conditional behavior distribution. The skill-conditioned imitation learning naturally offers explicit control over the character's skills after training. The training course incorporates the focal skill sampling, skeletal residual forces, and element-wise feature masking to balance diverse skills of varying complexities, mitigate dynamics mismatch to master agile motions and capture more general behavior characteristics, respectively. Once trained, the conditional model can produce highly diverse and realistic skills, outperforming state-of-the-art models, and can be repurposed in various downstream tasks. In particular, the explicit skill control handle allows a high-level policy or user to direct the character with desired skill specifications, which we demonstrate is advantageous for interactive character animation.
