让虚拟人连续搬运物体,全程不重置,稳定完成多轮操作。
LHM-Humanoid: Long-Horizon Human Motion Control for Continuous Object Transport in Cluttered Scenes
- 设计双控制器,通过学习收尾动作进入可恢复状态
- 在350个复杂场景中成功率显著高于传统方法
- 适合需要持续交互的虚拟角色控制场景
基于物理的人体运动控制能让模拟角色以高真实感行走、坐下和操作物体。但通常仅限于短片段且需重置。本文目标是实现无需重置的长时序连续运动:一个物理模拟的类人角色在单次不间断运行中反复走至目标物体,保持全身平衡将其抬起,携带绕过障碍,放置到指定位置,循环往复。难点在于各动作间的过渡而非单一动作本身。由于无重置机制,每轮结束必须确保已放置物体不受扰动,并为下一轮提供可平衡起始状态,而常规放置会导致角色失衡且非标准姿态,使端到端强化学习失效。核心思想是将交接视为双向可恢复问题:角色须从刚放置的物体上脱离以保留成功结果,并进入可继续的稳定状态。不依赖人工设计过渡,而是通过学习优化每轮终止状态,使其落入可恢复区域。提出LHM-Humanoid:一个目标条件控制器完成取物-搬运-放置全过程,并通过学习的释放与后退行为引导终端状态进入该区域;第二个控制器则从所得状态分布接管。两者均受对抗性运动先验正则化,并蒸馏为单一目标条件策略,实现整序列无重置连续执行。在涵盖四种房间类型的350个杂乱布局中,相比端到端强化学习、分层强化学习及以往物理人体-场景交互方法,LHM-Humanoid 在已见与未见场景中均展现出更优的成功率与稳定性。
原文摘要 · Abstract (English)
Physics-based human motion control can make a simulated character walk, sit, and manipulate objects with high physical realism. Almost always, though, this happens in short, isolated clips that are re-initialized between interactions. We instead aim for continuous, reset-free long-horizon motion: a physically simulated humanoid that repeatedly walks to a displaced object, lifts it with a balanced whole-body posture, carries it past obstacles, and places it at a goal, over and over within a single uninterrupted take. The hard part is not any individual motion but the transitions between them. Without a reset, each cycle must end in a state that both leaves the object just placed undisturbed and lets the next cycle begin, yet every placement leaves the character off-balance in a non-canonical pose where naive end-to-end reinforcement learning fails. Our key idea is to treat this handoff as a two-sided problem of recoverability: the character must disengage from the object it just placed so the prior success is preserved, and settle into a state from which a balanced continuation exists. Instead of engineering a transition by hand, we learn to shape where each cycle ends so that it lands in this recoverable region. We introduce LHM-Humanoid. One goal-conditioned controller completes a fetch--carry--place cycle and, through a learned release-and-retreat behavior, steers its terminal state into this region; a second controller then takes over from the resulting state distribution. Both are regularized by an adversarial motion prior and distilled into a single goal-conditioned policy that runs the whole sequence as one reset-free rollout. Across 350 cluttered layouts spanning four room types, LHM-Humanoid produces far more successful and stable long-horizon motion than end-to-end RL, hierarchical RL, and prior physics-based human-scene-interaction methods, on both seen and unseen scenes.
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