Qingxu Zhu

CV
h-index6
3papers
150citations
Novelty48%
AI Score26

3 Papers

ROAug 29, 2023
Lifelike Agility and Play in Quadrupedal Robots using Reinforcement Learning and Generative Pre-trained Models

Lei Han, Qingxu Zhu, Jiapeng Sheng et al.

Knowledge from animals and humans inspires robotic innovations. Numerous efforts have been made to achieve agile locomotion in quadrupedal robots through classical controllers or reinforcement learning approaches. These methods usually rely on physical models or handcrafted rewards to accurately describe the specific system, rather than on a generalized understanding like animals do. Here we propose a hierarchical framework to construct primitive-, environmental- and strategic-level knowledge that are all pre-trainable, reusable and enrichable for legged robots. The primitive module summarizes knowledge from animal motion data, where, inspired by large pre-trained models in language and image understanding, we introduce deep generative models to produce motor control signals stimulating legged robots to act like real animals. Then, we shape various traversing capabilities at a higher level to align with the environment by reusing the primitive module. Finally, a strategic module is trained focusing on complex downstream tasks by reusing the knowledge from previous levels. We apply the trained hierarchical controllers to the MAX robot, a quadrupedal robot developed in-house, to mimic animals, traverse complex obstacles and play in a designed challenging multi-agent chase tag game, where lifelike agility and strategy emerge in the robots.

GRAug 14, 2023
Neural Categorical Priors for Physics-Based Character Control

Qingxu Zhu, He Zhang, Mengting Lan et al.

Recent advances in learning reusable motion priors have demonstrated their effectiveness in generating naturalistic behaviors. In this paper, we propose a new learning framework in this paradigm for controlling physics-based characters with significantly improved motion quality and diversity over existing state-of-the-art methods. The proposed method uses reinforcement learning (RL) to initially track and imitate life-like movements from unstructured motion clips using the discrete information bottleneck, as adopted in the Vector Quantized Variational AutoEncoder (VQ-VAE). This structure compresses the most relevant information from the motion clips into a compact yet informative latent space, i.e., a discrete space over vector quantized codes. By sampling codes in the space from a trained categorical prior distribution, high-quality life-like behaviors can be generated, similar to the usage of VQ-VAE in computer vision. Although this prior distribution can be trained with the supervision of the encoder's output, it follows the original motion clip distribution in the dataset and could lead to imbalanced behaviors in our setting. To address the issue, we further propose a technique named prior shifting to adjust the prior distribution using curiosity-driven RL. The outcome distribution is demonstrated to offer sufficient behavioral diversity and significantly facilitates upper-level policy learning for downstream tasks. We conduct comprehensive experiments using humanoid characters on two challenging downstream tasks, sword-shield striking and two-player boxing game. Our results demonstrate that the proposed framework is capable of controlling the character to perform considerably high-quality movements in terms of behavioral strategies, diversity, and realism. Videos, codes, and data are available at https://tencent-roboticsx.github.io/NCP/.

CVMay 21, 2024
Physics-based Scene Layout Generation from Human Motion

Jianan Li, Tao Huang, Qingxu Zhu et al.

Creating scenes for captured motions that achieve realistic human-scene interaction is crucial for 3D animation in movies or video games. As character motion is often captured in a blue-screened studio without real furniture or objects in place, there may be a discrepancy between the planned motion and the captured one. This gives rise to the need for automatic scene layout generation to relieve the burdens of selecting and positioning furniture and objects. Previous approaches cannot avoid artifacts like penetration and floating due to the lack of physical constraints. Furthermore, some heavily rely on specific data to learn the contact affordances, restricting the generalization ability to different motions. In this work, we present a physics-based approach that simultaneously optimizes a scene layout generator and simulates a moving human in a physics simulator. To attain plausible and realistic interaction motions, our method explicitly introduces physical constraints. To automatically recover and generate the scene layout, we minimize the motion tracking errors to identify the objects that can afford interaction. We use reinforcement learning to perform a dual-optimization of both the character motion imitation controller and the scene layout generator. To facilitate the optimization, we reshape the tracking rewards and devise pose prior guidance obtained from our estimated pseudo-contact labels. We evaluate our method using motions from SAMP and PROX, and demonstrate physically plausible scene layout reconstruction compared with the previous kinematics-based method.