# Strategy and Skill Learning for Physics-based Table Tennis Animation

arXiv: https://arxiv.org/abs/2407.16210 · HTML: https://mlsanity.com/paper/2407.16210/

## Key facts

- Cited by 20 papers in the map (data through 14 Oct 2026).
- Builds on 16 of its 49 references that are in the map.
- First posted on arXiv 23 Jul 2024.

## Builds on (most cited first, 16 of 16)

- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [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)
- [C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters](https://mlsanity.com/paper/2309.11351/) (2023)
- [Deep Imitation Learning for Humanoid Loco-manipulation through Human Teleoperation](https://mlsanity.com/paper/2309.01952/) (2023)
- [Adversarial Skill Chaining for Long-Horizon Robot Manipulation via Terminal State Regularization](https://mlsanity.com/paper/2111.07999/) (2021)
- [PMP: Learning to Physically Interact with Environments using Part-wise Motion Priors](https://mlsanity.com/paper/2305.03249/) (2023)
- [Neural Categorical Priors for Physics-Based Character Control](https://mlsanity.com/paper/2308.07200/) (2023)
- [Composite Motion Learning with Task Control](https://mlsanity.com/paper/2305.03286/) (2023)
- [Learnings Options End-to-End for Continuous Action Tasks](https://mlsanity.com/paper/1712.00004/) (2017)
- [ControlVAE: Model-Based Learning of Generative Controllers for Physics-Based Characters](https://mlsanity.com/paper/2210.06063/) (2022)
- [Animating Human Athletics](https://mlsanity.com/paper/2302.06108/) (2023)
- [Safe Option-Critic: Learning Safety in the Option-Critic Architecture](https://mlsanity.com/paper/1807.08060/) (2018)
- [Explainable Human-Robot Training and Cooperation with Augmented Reality](https://mlsanity.com/paper/2302.01039/) (2023)
- [Assessing Human Interaction in Virtual Reality With Continually Learning Prediction Agents Based on Reinforcement Learning Algorithms: A Pilot Study](https://mlsanity.com/paper/2112.07774/) (2021)

## Built on by (most cited first, 20 of 20)

- [ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills](https://mlsanity.com/paper/2502.01143/) (2025)
- [ExBody2: Advanced Expressive Humanoid Whole-Body Control](https://mlsanity.com/paper/2412.13196/) (2024)
- [InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactions](https://mlsanity.com/paper/2502.20390/) (2025)
- [Mobile-TeleVision: Predictive Motion Priors for Humanoid Whole-Body Control](https://mlsanity.com/paper/2412.07773/) (2024)
- [TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization](https://mlsanity.com/paper/2503.19901/) (2025)
- [InterAct: Advancing Large-Scale Versatile 3D Human-Object Interaction Generation](https://mlsanity.com/paper/2509.09555/) (2025)
- [PARC: Physics-based Augmentation with Reinforcement Learning for Character Controllers](https://mlsanity.com/paper/2505.04002/) (2025)
- [SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations](https://mlsanity.com/paper/2505.02094/) (2025)
- [CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects](https://mlsanity.com/paper/2505.21437/) (2025)
- [InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactions](https://mlsanity.com/paper/2602.06035/) (2026)
- [Learning to Ball: Composing Policies for Long-Horizon Basketball Moves](https://mlsanity.com/paper/2509.22442/) (2025)
- [InterAgent: Physics-based Multi-agent Command Execution via Diffusion on Interaction Graphs](https://mlsanity.com/paper/2512.07410/) (2025)
- [TeamHOI: Learning a Unified Policy for Cooperative Human-Object Interactions with Any Team Size](https://mlsanity.com/paper/2603.07988/) (2026)
- [Egocentric Event-Based Vision for Ping Pong Ball Trajectory Prediction](https://mlsanity.com/paper/2506.07860/) (2025)
- [Learning Human-Like Badminton Skills for Humanoid Robots](https://mlsanity.com/paper/2602.08370/) (2026)
- [PACE: Physics Augmentation for Coordinated End-to-end Reinforcement Learning toward Versatile Humanoid Table Tennis](https://mlsanity.com/paper/2509.21690/) (2025)
- [Learning Smooth Time-Varying Linear Policies with an Action Jacobian Penalty](https://mlsanity.com/paper/2602.18312/) (2026)
- [Generalizing from References using a Multi-Task Reference and Goal-Driven RL Framework](https://mlsanity.com/paper/2602.20375/) (2026)
- [DeVI: Physics-based Dexterous Human-Object Interaction via Synthetic Video Imitation](https://mlsanity.com/paper/2604.20841/) (2026)
- [LocoVR: Multiuser Indoor Locomotion Dataset in Virtual Reality](https://mlsanity.com/paper/2410.06437/) (2024)

## Abstract (arXiv)

Recent advancements in physics-based character animation leverage deep learning to generate agile and natural motion, enabling characters to execute movements such as backflips, boxing, and tennis. However, reproducing the selection and use of diverse motor skills in dynamic environments to solve complex tasks, as humans do, still remains a challenge. We present a strategy and skill learning approach for physics-based table tennis animation. Our method addresses the issue of mode collapse, where the characters do not fully utilize the motor skills they need to perform to execute complex tasks. More specifically, we demonstrate a hierarchical control system for diversified skill learning and a strategy learning framework for effective decision-making. We showcase the efficacy of our method through comparative analysis with state-of-the-art methods, demonstrating its capabilities in executing various skills for table tennis. Our strategy learning framework is validated through both agent-agent interaction and human-agent interaction in Virtual Reality, handling both competitive and cooperative tasks.
