# Generating Realistic Arm Movements in Reinforcement Learning: A Quantitative Comparison of Reward Terms and Task Requirements

arXiv: https://arxiv.org/abs/2402.13949 · HTML: https://mlsanity.com/paper/2402.13949/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in RL for robot locomotion and manipulation, one of 15 directions in Deep reinforcement learning methods.
- Builds on 5 of its 23 references that are in the map.
- First posted on arXiv 21 Feb 2024.

## Placed in

- Deep reinforcement learning methods / [RL for robot locomotion and manipulation](https://mlsanity.com/deeprl/rl-for-robot-locomotion-and-manipulation/)

## Builds on (most cited first, 5 of 5)

- [Maximum a Posteriori Policy Optimisation](https://mlsanity.com/paper/1806.06920/) (2018)
- [DEP-RL: Embodied Exploration for Reinforcement Learning in Overactuated and Musculoskeletal Systems](https://mlsanity.com/paper/2206.00484/) (2022)
- [Tonic: A Deep Reinforcement Learning Library for Fast Prototyping and Benchmarking](https://mlsanity.com/paper/2011.07537/) (2020)
- [Reinforcement Learning Control of a Biomechanical Model of the Upper Extremity](https://mlsanity.com/paper/2011.07105/) (2020)
- [Natural and Robust Walking using Reinforcement Learning without Demonstrations in High-Dimensional Musculoskeletal Models](https://mlsanity.com/paper/2309.02976/) (2023)

## Built on by (most cited first, 1 of 1)

- [MyoInteract: A Framework for Fast Prototyping of Biomechanical HCI Tasks using Reinforcement Learning](https://mlsanity.com/paper/2602.15245/) (2026)

## Abstract (arXiv)

The mimicking of human-like arm movement characteristics involves the consideration of three factors during control policy synthesis: (a) chosen task requirements, (b) inclusion of noise during movement execution and (c) chosen optimality principles. Previous studies showed that when considering these factors (a-c) individually, it is possible to synthesize arm movements that either kinematically match the experimental data or reproduce the stereotypical triphasic muscle activation pattern. However, to date no quantitative comparison has been made on how realistic the arm movement generated by each factor is; as well as whether a partial or total combination of all factors results in arm movements with human-like kinematic characteristics and a triphasic muscle pattern. To investigate this, we used reinforcement learning to learn a control policy for a musculoskeletal arm model, aiming to discern which combination of factors (a-c) results in realistic arm movements according to four frequently reported stereotypical characteristics. Our findings indicate that incorporating velocity and acceleration requirements into the reaching task, employing reward terms that encourage minimization of mechanical work, hand jerk, and control effort, along with the inclusion of noise during movement, leads to the emergence of realistic human arm movements in reinforcement learning. We expect that the gained insights will help in the future to better predict desired arm movements and corrective forces in wearable assistive devices.
