Character animation using reinforcement learning and imitation learning algorithms

bracu.degree.levelUndergraduate
bracu.type.groupStudent Works
datacite.rightsOpen Access
dc.contributor.advisorAshraf, Faisal Bin
dc.contributor.advisorAlam, Md. Golam Rabiul
dc.contributor.authorTahmid, Tokey
dc.contributor.authorLobabah, Mohammad Abu
dc.contributor.authorAhsan, Muntasir
dc.contributor.authorZarin, Raisa
dc.contributor.authorAnis, Sabah Shahnoor
dc.contributor.departmentDepartment of Computer Science and Engineering
dc.date.accessioned2021-09-04T12:39:52Z
dc.date.available2021-09-04T12:39:52Z
dc.date.copyright2021
dc.date.issued2021-06
dc.descriptionCataloged from PDF version of thesis.
dc.descriptionIncludes bibliographical references (pages 36-37).
dc.descriptionThis thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering, 2021.en_US
dc.description.abstractReal-time character animation for gaming and film industries is challenging and achieving production-ready quality is the hardest part. Managing time and resources also plays a vital role here. Animation through marker-based motion capture is quite a tiresome process that requires costly motion-capture suits, multiple cameras, and a large amount of storage space to store all the animation. In order to make advancements in the field of animation, AI can help us manage our time and resources as well as achieve high-quality animation. In this paper, we propose a model that aims to generate real-time character animation for biped locomotion in Unity ML agents using Reinforcement learning and Imitation learning algorithms. We first evaluate the training with solely the state-of-the-art RL algorithm, PPO. Then we analyze the combination of Imitation learning algorithms BC and GAIL in conjunction with PPO. We further discuss the comparison between the two training datasets and show that our model is able to generate animations in real-time avoiding all the tedious work and large databases. We demonstrate that this approach will result in a good amount of data compression making it effortless while maintaining the quality.en_US
dc.description.degreeBachelor of Science in Computer Science
dc.description.statementofresponsibilityTokey Tahmid
dc.description.statementofresponsibilityMohammad Abu Lobabah
dc.description.statementofresponsibilityMuntasir Ahsan
dc.description.statementofresponsibilityRaisa Zarin
dc.description.statementofresponsibilitySabah Shahnoor Anis
dc.format.extent37 pages
dc.identifier.otherID 17101359
dc.identifier.otherID 17101376
dc.identifier.otherID 17101011
dc.identifier.otherID 17301072
dc.identifier.otherID 18301288
dc.identifier.urihttp://hdl.handle.net/10361/14971
dc.language.isoenen_US
dc.rightsBrac University theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission.
dc.subjectAnimationen_US
dc.subjectAIen_US
dc.subjectReinforcement Learningen_US
dc.subjectImitation Learningen_US
dc.subjectPPOen_US
dc.subjectBCen_US
dc.subjectGAILen_US
dc.subjectUnity ML agentsen_US
dc.subject.lcshReinforcement learning.
dc.titleCharacter animation using reinforcement learning and imitation learning algorithmsen_US
dc.typeThesisen_US

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