Road Map
Before conducting any experiments I want to make it clear how the current high-level plan of the whole project is. As mentioned in my previous post, the goal is to make a procedural animation pipeline that
- Generate physically correct animations
- Can be used in real-time applications
- Are affordable to indie game studios
So not to be in detail, I plan to do it in the following steps:
- Get Contact Invariant Optimization work in python simulator
- Design different tasks for the agent to learn in
- Design sensors as the inputs to the agent
- Try to either learn a kinematics policy (which generates kinematics animation directly from inputs) or a dynamics policy (which outputs actions)
- Import the policy into the game engine
- Make a lovely non-humanoid character and make it a parkour game
If the above plan fails somehow, I also have a fallback option: try using trajectory optimization clips and motion matching.