Neural Networks for Character Control

A real-time character control mechanism using a novel neural network architecture called a Phase-Functioned Neural Network.

The entire network is trained in an end-to-end fashion on a large dataset composed of locomotion such as walking, running, jumping, and climbing movements fitted into virtual environments.

The system can therefore automatically produce motions where the character adapts to different geometric environments such as walking and running over rough terrain, climbing over large rocks, jumping over obstacles, and crouching under low ceilings.
articiansays...

Really impressive, but despite the description I'm not sure how this differs from the current, modern approach, beyond using more processing power for the environment assessment and realtime decision-making, weighting and blending. It just seems like a more thorough and complete AI-supported locomotion system.

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