提出在线反应策略,让两人交互动作实时生成且自然连贯。
Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation
- 用自回归模型+扩散头实现角色独立在线反应
- 在拳击任务上生成更长序列,误差累积更少
- 支持稀疏控制信号,适合虚拟现实等实时场景
本文针对两人在线交互动作生成任务,提出一种名为 Ready-to-React 的在线反应策略。以往方法要么基于对手完整动作序列生成,要么联合生成特定条件下动作,均难以模拟真实互动中即时反应与个体独立性的特点。本文让每个角色拥有独立的反应策略(即“大脑”),根据历史观察到的动作实时生成下一帧姿态。该策略通过在自回归模型中引入扩散头,动态响应对方动作,有效缓解生成过程中的误差累积。我们在具有挑战性的拳击任务上进行实验,结果表明该方法优于现有基线,能生成更长的动作序列,并可通过稀疏信号控制,适用于虚拟现实等在线交互环境。
原文摘要 · Abstract (English)
This paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its "brain", enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments.
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