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