TY - GEN
T1 - Deep Integration of Physical Humanoid Control and Crowd Navigation
AU - Haworth, Brandon
AU - Berseth, Glen
AU - Moon, Seonghyeon
AU - Faloutsos, Petros
AU - Kapadia, Mubbasir
N1 - Publisher Copyright:
© 2020 ACM.
PY - 2020/10/16
Y1 - 2020/10/16
N2 - Many multi-agent navigation approaches make use of simplified representations such as a disk. These simplifications allow for fast simulation of thousands of agents but limit the simulation accuracy and fidelity. In this paper, we propose a fully integrated physical character control and multi-agent navigation method. In place of sample complex online planning methods, we extend the use of recent deep reinforcement learning techniques. This extension improves on multi-agent navigation models and simulated humanoids by combining Multi-Agent and Hierarchical Reinforcement Learning. We train a single short term goal-conditioned low-level policy to provide directed walking behaviour. This task-agnostic controller can be shared by higher-level policies that perform longer-term planning. The proposed approach produces reciprocal collision avoidance, robust navigation, and emergent crowd behaviours. Furthermore, it offers several key affordances not previously possible in multi-agent navigation including tunable character morphology and physically accurate interactions with agents and the environment. Our results show that the proposed method outperforms prior methods across environments and tasks, as well as, performing well in terms of zero-shot generalization over different numbers of agents and computation time.
AB - Many multi-agent navigation approaches make use of simplified representations such as a disk. These simplifications allow for fast simulation of thousands of agents but limit the simulation accuracy and fidelity. In this paper, we propose a fully integrated physical character control and multi-agent navigation method. In place of sample complex online planning methods, we extend the use of recent deep reinforcement learning techniques. This extension improves on multi-agent navigation models and simulated humanoids by combining Multi-Agent and Hierarchical Reinforcement Learning. We train a single short term goal-conditioned low-level policy to provide directed walking behaviour. This task-agnostic controller can be shared by higher-level policies that perform longer-term planning. The proposed approach produces reciprocal collision avoidance, robust navigation, and emergent crowd behaviours. Furthermore, it offers several key affordances not previously possible in multi-agent navigation including tunable character morphology and physically accurate interactions with agents and the environment. Our results show that the proposed method outperforms prior methods across environments and tasks, as well as, performing well in terms of zero-shot generalization over different numbers of agents and computation time.
KW - Crowd Simulation
KW - Multi-Agent Learning
KW - Physics-based Simulation
UR - http://www.scopus.com/inward/record.url?scp=85097130767&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85097130767&partnerID=8YFLogxK
U2 - 10.1145/3424636.3426894
DO - 10.1145/3424636.3426894
M3 - Conference contribution
AN - SCOPUS:85097130767
T3 - Proceedings - MIG 2020: 13th ACM SIGGRAPH Conference on Motion, Interaction, and Games
BT - Proceedings - MIG 2020
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
T2 - 13th ACM SIGGRAPH Conference on Motion, Interaction, and Games, MIG 2020
Y2 - 16 October 2020 through 18 October 2020
ER -