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NVIDIA’s AI Finally Solved Walking In Games — Transcript

by Two Minute Papers · 1,245 words · 83 segments · language en · Watch on YouTube

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  1. 0:00You’re probably looking at this and are  thinking: “I’ve seen little 3D people
  2. 0:04walking on grids”. Nothing new here,  right? But have you seen this? Oh yes!
  3. 0:11So, you are absolutely right, these  walking movements don’t seem anything
  4. 0:15new. We have plenty of games already  with moving characters. So what’s new?
  5. 0:21Now, you see, in most computer games, these  NPCs are essentially floating capsules.
  6. 0:28The game code moves the capsule, and an artist  plays a "walk cycle" animation on top. And,
  7. 0:34yup, here’s the problem. If the speed doesn't  match perfectly or anything unexpected happens,
  8. 0:42the feet slide on the ground. This makes for  these glorious moonwalking bugs. Or worse.
  9. 0:49But, we don’t do that around  here. Not in this paper. Here,
  10. 0:53they have these little agents that are not  capsules, but are actually physically simulated.
  11. 0:59So, they are not just little recordings being  played over the capsule. That means…whoops! That’s
  12. 1:06right. These characters have about 20 motor-driven  joints, and if they don’t control them correctly,
  13. 1:14well, this is what happens. Jesus Christ  that must have hurt. Now, continuing…hey!
  14. 1:21Oh my goodness, this is even worse. However, look!  Not everything is lost. If you teach them well,
  15. 1:28they can still get up. I’ll tell  you how it’s done in a moment.
  16. 1:33And it only gets better and funnier from here.
  17. 1:36Why? Because with this system, they can learn many  movement types from scratch. No sliding feet or
  18. 1:43moonwalking bugs. Although when they go slow, they  look a little constipated. In this case, instead
  19. 1:50of going slow, I recommend running like this! Much  better. Hope you make it there in time, little AI.
  20. 1:58Now, in most games, to have a crowd avoid  each other, we usually write strict rules
  21. 2:03saying that “If neighbor is close,  turn left." Does it work? It does,
  22. 2:08but this creates very robotic, stiff,  and predictable crowds. But here,
  23. 2:13I feel like this AI-based technique creates  something that looks a bit more organic.
  24. 2:19And as a result, it can also deal with a bunch  of different body types as well. Short, tall,
  25. 2:26plump, not a problem. I love  how the realism of this system
  26. 2:31makes them all move a bit differently. So cool!
  27. 2:34Now, because the pathfinding is  generative, their little brains
  28. 2:38imagine the route ahead - so they don't just  bounce off walls like confused Roombas. They
  29. 2:44actually weave through clutter with a smooth,  predictive flow that feels surprisingly human.
  30. 2:50Now, as good computer graphics researchers, let’s  put them to the real test. Terrains! And this is
  31. 2:58where the magic happens! Since they are physically  pushing against the world, they naturally adjust
  32. 3:04their movement for stairs, and slopes. Even  rocky paths work, and the best part is that
  33. 3:10no special "stair animation" is needed here -  this is just pure physics and learning at work.
  34. 3:18How the heck does it do all this magic?  Well, Fellow Scholars, meet the brain and
  35. 3:23the muscle. Dear Fellow Scholars, this is Two  Minute Papers with Dr. Károly Zsolnai-Fehér.
  36. 3:28A technique called Trace is the brain here.  It uses a diffusion model, similarly to the
  37. 3:34tech behind those AI image generators.  But here, it doesn’t dream up images,
  38. 3:40it dreams up paths. Now this brain doesn’t  just draw a line for a path like in most games,
  39. 3:47it imagines. Yup, it imagines the future  and predicts where open space might appear
  40. 3:54in the future, and updates its guesses  as the environment changes. Loving this.
  41. 4:00Now, we are not nearly done yet. We also  need the muscle. This technique is called
  42. 4:06Pacer. Now the muscle doesn’t care at all about  plans. It just looks at the line in front of it,
  43. 4:12and is trying to move its joints to stay on  it without eating dirt. So this is why here,
  44. 4:19we don’t have a canned animation. Nope. Here,  it is running a live simulation where joints
  45. 4:25are fighting gravity every single frame. And  you need to do it 30 times per second. Crazy.
  46. 4:33But now here is where the real magic  happens. Here, the brain and the muscle,
  47. 4:38they actually talk to each other. If the muscle  is about to slip a rock, it says “holy crap,
  48. 4:44help me!” and the brain says “okay,  okay”, and plans a new, safer path.
  49. 4:51This constant bickering between the  dreamy brain and the struggling legs
  50. 4:55is one of the keys to success here. Hilarious.
  51. 4:58But this still doesn’t work. Yet. Don't  think for a second that this "muscle"
  52. 5:04came out of the box knowing how to  walk. No sir! The scientists had to
  53. 5:09put this AI through a digital boot camp  that would make a marine cry. At first,
  54. 5:15this AI is a bit like a toddler on ice. It has no  idea how to use its knees and keeps faceplanting.
  55. 5:23To improve this, the researchers use something  called Adversarial Reinforcement Learning.
  56. 5:28Essentially, they have a "Discriminator" - a  judge. The AI tries to move, the judge looks at it
  57. 5:34and says, "That doesn't look like a human walking,  that looks like a glitching ragdoll. Do it again!"
  58. 5:41Now, over billions of attempts, the AI  learns that if it stiffens its leg properly,
  59. 5:47it stays upright. And billions is probably  a conservative estimate here. Why? Because
  60. 5:53they trained more than 2,000 humanoids  in parallel for 3 days to achieve this.
  61. 6:00So it finally also learned that if  it swings its arms just like that,
  62. 6:04it looks natural. It is literally evolving the  ability to walk, purely to please the judge.
  63. 6:11And it all just happens naturally because the  physics of the world demands it. Beautiful.
  64. 6:17And I want to take a moment to appreciate  just how clever the brain really is. We
  65. 6:23are used to diffusion models making images  from noise, right? You start with static,
  66. 6:28and out comes a cat or something.  Now, here, they start with a noisy,
  67. 6:33squiggly line - absolute chaos - and  the model denoises it into a smooth,
  68. 6:39logical path. But here is the kicker: just as  you prompt an image generator, they can guide
  69. 6:45the diffusion to force agents into social groups,  effectively telling them to walk side-by-side.
  70. 6:52Now, I hear you Fellow Scholars asking,  Károly this is cool, but why do we need
  71. 6:57this? Games work fine! And I think that is  a fair point. For your average shooter game,
  72. 7:02this is not needed at all. But think bigger.  For instance, think about self-driving cars.
  73. 7:08When we test autonomous vehicles in simulation, we  need pedestrians. But if those pedestrians follow
  74. 7:15simple, perfect rules, it looks too robotic, and  the car learns to drive in a world that doesn't
  75. 7:22exist. However, real humans are messy. Some  don’t pay attention to what they are doing,
  76. 7:28and some simply don’t care. If a self-driving car  only trains against hardcoded video game scripts,
  77. 7:34it’s going to panic the first  time it meets a real human.
  78. 7:38Now this system allows us to fill a  virtual city with thousands of agents,
  79. 7:44all behaving slightly differently, but all of  them physically grounded. We can tell them to
  80. 7:49"walk aggressively," or like a constipated hippo,  and they will generate unique, messy, realistic
  81. 7:56data that helps train safer cars. So it’s not  just graphics - it’s a safety simulation too.
  82. 8:03And we get all of this for free, not just in  the paper, but the source code is available for
  83. 8:09all of us for free. That’s amazing. Subscribe and  hit the bell if you wish to hear more like this.

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