Imitation in relative terms using ReGAIL: Making motion controllers agile and transferable

We present an approach for training “agile” character control policies, able to produce a wide variety of motor skills from a single reference motion cycle. Our technique builds off of generative adversarial imitation learning (GAIL), with a key novelty of our approach being to provide modification to the observation map in order to improve agility and robustness. Namely, to support more agile behavior, we adjust the value measurements of the training discriminator through relative features - hence the name ReGAIL. Our state observations include both task relevant relative velocities and poses, as well as relative goal deviation information. In addition, to increase robustness of the resulting gaits, servo gains and damping values are included as part of the policy action to let the controller learn how to best combine tension and relaxation during motion. From a policy informed by a single reference motion, our resulting agent is able to maneuver as needed, at runtime, from walking forward to walking backward or sideways, turning and stepping nimbly. Moreover, thanks to the use of observations in relative frames, the trained controllers are robust to morphological changes of the simulated character, which makes adaptation to new morphologies straightforward. We demonstrate our approach for a humanoid and a quadruped, on both flat and sloped terrains, as well as provide ablation studies to validate the design choices of our framework. In addition, we present an application to prehistoric research, where being able to simulate hominids of specific morphologies on rough terrain is valuable with encouraging results. • Imitating a single reference motion cycle, controllers learn new unseen gaits, like walking backwards, up, down, sideways and turning. • Controllers learn to deviate from imitation to achieve goals faster, by mixing GAIL with the task at hand. • Controllers can be applied on new morphologies, without retraining, and still manage to achieve its goal. • We retrain controllers on prehistoric morphologies and analyze their generated gaits.

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Publication Details

Journal
Computers & Graphics
Published
2025-10-20
DOI
https://doi.org/10.1016/j.cag.2025.104457
Citations
2
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
2.43
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article

Imitation in relative terms using ReGAIL: Making motion controllers agile and transferable

Victor Zordan, Tony Chevalier, Marie‐Paule Cani, Paul G. Kry et al.
2 citations
Computers & Graphics
Human Motion and Animation
2.43
article

Imitation in relative terms using ReGAIL: Making motion controllers agile and transferable

Victor Zordan, Tony Chevalier, Marie‐Paule Cani, Paul G. Kry, Sophie Grégoire, Paul Boursin, Yannis Kedadry
article en
2 citations

Abstract

We present an approach for training “agile” character control policies, able to produce a wide variety of motor skills from a single reference motion cycle. Our technique builds off of generative adversarial imitation learning (GAIL), with a key novelty of our approach being to provide modification to the observation map in order to improve agility and robustness. Namely, to support more agile behavior, we adjust the value measurements of the training discriminator through relative features - hence the name ReGAIL. Our state observations include both task relevant relative velocities and poses, as well as relative goal deviation information. In addition, to increase robustness of the resulting gaits, servo gains and damping values are included as part of the policy action to let the controller learn how to best combine tension and relaxation during motion. From a policy informed by a single reference motion, our resulting agent is able to maneuver as needed, at runtime, from walking forward to walking backward or sideways, turning and stepping nimbly. Moreover, thanks to the use of observations in relative frames, the trained controllers are robust to morphological changes of the simulated character, which makes adaptation to new morphologies straightforward. We demonstrate our approach for a humanoid and a quadruped, on both flat and sloped terrains, as well as provide ablation studies to validate the design choices of our framework. In addition, we present an application to prehistoric research, where being able to simulate hominids of specific morphologies on rough terrain is valuable with encouraging results. • Imitating a single reference motion cycle, controllers learn new unseen gaits, like walking backwards, up, down, sideways and turning. • Controllers learn to deviate from imitation to achieve goals faster, by mixing GAIL with the task at hand. • Controllers can be applied on new morphologies, without retraining, and still manage to achieve its goal. • We retrain controllers on prehistoric morphologies and analyze their generated gaits.

Computers & GraphicsVol. 133
Centre National de la Recherche Scientifique (FR), École Polytechnique (FR), Histoire Naturelle des Humanités Préhistoriques (FR), Robotics Research (United States) (US), Laboratoire d'Informatique de l'École Polytechnique (FR), McGill University (CA)
Openalex Percentile: Top 9%
Human Motion and Animation
2.43
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