Flexible Muscle-Based Locomotion for Bipedal Creatures

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5 comments, last by swiftcoder 10 years, 3 months ago

I thought this was pretty neat and had some potentially interesting applications / ramifications - so I decided to share it. It's a muscle based locomotion / animation system that procedurally generates appropriate gaits for bipedal characters and allows them to compensate for external stimuli to a minor extent such as slopes or collision. I'd love to see this evolve further!

Video:

https://vimeo.com/79098420

White paper:

http://www.staff.science.uu.nl/~geijt101/papers/SA2013/SA2013.pdf

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Impressive

This showed up in my facebook news feed this morning. I'm especially impressed at how the little dinosaur developed a kangaroo-like leaping gait at high speeds.

The relevant paper is available here. I'm really tempted to try and implement something along these lines...

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

What about performance? Is it usable in real time?

I wouldn't expect it to be useable at run time. I suspect the solver requires quite a few iterations to get it right, and that each iteration is in itself a processing intensive operation.

This is... wow! Just WOW!

Some years ago I was also thinking at stuff like that, if we eliminate the detail of how muscles generate forces, there could be a way to just solve the forces right? Well, it turns out it would have been quite some work!

The genericity of the algorithm is impressive.

Previously "Krohm"


I wouldn't expect it to be useable at run time.

The evolution of a viable controller is an offline process, almost certainly. Though given that their controllers seem to be robust in well under 1,000 generations, that's going to be a pretty quick offline process.

Once you have evolved a stable controller, applying it at runtime should be entirely feasible.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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