PhysicsFC: Learning User-Controlled Skills for a Physics-Based Football Player Controller
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Abstract (arXiv)
We propose PhysicsFC, a method for controlling physically simulated football player characters to perform a variety of football skills--such as dribbling, trapping, moving, and kicking--based on user input, while seamlessly transitioning between these skills. Our skill-specific policies, which generate latent variables for each football skill, are trained using an existing physics-based motion embedding model that serves as a foundation for reproducing football motions. Key features include a tailored reward design for the Dribble policy, a two-phase reward structure combined with projectile dynamics-based initialization for the Trap policy, and a Data-Embedded Goal-Conditioned Latent Guidance (DEGCL) method for the Move policy. Using the trained skill policies, the proposed football player finite state machine (PhysicsFC FSM) allows users to interactively control the character. To ensure smooth and agile transitions between skill policies, as defined in the FSM, we introduce the Skill Transition-Based Initialization (STI), which is applied during the training of each skill policy. We develop several interactive scenarios to showcase PhysicsFC's effectiveness, including competitive trapping and dribbling, give-and-go plays, and 11v11 football games, where multiple PhysicsFC agents produce natural and controllable physics-based football player behaviors. Quantitative evaluations further validate the performance of individual skill policies and the transitions between them, using the presented metrics and experimental designs.
Key facts. Cited by 6 papers in the map (data through 14 Oct 2026). First posted on arXiv 29 Apr 2025.
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Citing papers per year: 2025: 3; 2026: 3.
6 papers.
- 2025Learning to Ball: Composing Policies for Long-Horizon Basketball Movescited by 6
- 2025InterAgent: Physics-based Multi-agent Command Execution via Diffusion on Interaction Graphscited by 5
- 2026Learning Smooth Time-Varying Linear Policies with an Action Jacobian Penaltycited by 2
- 2025Scoop-and-Toss: Dynamic Object Collection for Quadrupedal Systemscited by 0
- 2026TaskNPoint: How to Teach Your Humanoid to Hit a Backhand in Minutescited by 0
- 2026In-Context Model Predictive Generation: Open-Vocabulary Motion Synthesis from Language Models to Physicscited by 0
- 2026In-Context Model Predictive Generation: Open-Vocabulary Motion Synthesis from Language Models to Physics25 Jun 2026
- 2026TaskNPoint: How to Teach Your Humanoid to Hit a Backhand in Minutes24 Jun 2026
- 2026Learning Smooth Time-Varying Linear Policies with an Action Jacobian Penalty20 Feb 2026
- 2025InterAgent: Physics-based Multi-agent Command Execution via Diffusion on Interaction Graphs8 Dec 2025
- 2025Learning to Ball: Composing Policies for Long-Horizon Basketball Moves26 Sep 2025
- 2025Scoop-and-Toss: Dynamic Object Collection for Quadrupedal Systems11 Jun 2025