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Perttu Hämäläinen

Publications and source records attributed to Perttu Hämäläinen.

21 records · Page 2Linked to original sources

Self-Imitation Learning of Locomotion Movements through Termination Curriculum

Animation and machine learning research have shown great advancements in the past decade, leading to robust and powerful methods for learning complex physically-based animations. However, learning can take hours or days, especially if no reference movement data is available. In this paper, we propose and evaluate a novel combination of techniques for accelerating the learning of stable locomotion movements through self-imitation learning of synthetic animations. First, we produce synthetic and cyclic reference movement using a recent online tree search approach that can discover stable walking gaits in a few minutes. This allows us to use reinforcement learning with Reference State Initialization (RSI) to find a neural network controller for imitating the synthesized reference motion. We further accelerate the learning using a novel curriculum learning approach called Termination Curriculum (TC), that adapts the episode termination threshold over time. The combination of the RSI and TC ensures that simulation budget is not wasted in regions of the state space not visited by the final policy. As a result, our agents can learn locomotion skills in just a few hours on a modest 4-core computer. We demonstrate this by producing locomotion movements for a variety of characters.

cs.GR↗

Intelligent Middle-Level Game Control

We propose the concept of intelligent middle-level game control, which lies on a continuum of control abstraction levels between the following two dual opposites: 1) high-level control that translates player's simple commands into complex actions (such as pressing Space key for jumping), and 2) low-level control which simulates real-life complexities by directly manipulating, e.g., joint rotations of the character as it is done in the runner game QWOP. We posit that various novel control abstractions can be explored using recent advances in movement intelligence of game characters. We demonstrate this through design and evaluation of a novel 2-player martial arts game prototype. In this game, each player guides a simulated humanoid character by clicking and dragging body parts. This defines the cost function for an online continuous control algorithm that executes the requested movement. Our control algorithm uses Covariance Matrix Adaptation Evolution Strategy (CMA-ES) in a rolling horizon manner with custom population seeding techniques. Our playtesting data indicates that intelligent middle-level control results in producing novel and innovative gameplay without frustrating interface complexities.

cs.GR↗

An Iterative Closest Points Approach to Neural Generative Models

We present a simple way to learn a transformation that maps samples of one distribution to the samples of another distribution. Our algorithm comprises an iteration of 1) drawing samples from some simple distribution and transforming them using a neural network, 2) determining pairwise correspondences between the transformed samples and training data (or a minibatch), and 3) optimizing the weights of the neural network being trained to minimize the distances between the corresponding vectors. This can be considered as a variant of the Iterative Closest Points (ICP) algorithm, common in geometric computer vision, although ICP typically operates on sensor point clouds and linear transforms instead of random sample sets and neural nonlinear transforms. We demonstrate the algorithm on simple synthetic data and MNIST data. We furthermore demonstrate that the algorithm is capable of handling distributions with both continuous and discrete variables.

cs.LG↗