元宇宙/虚拟人


2022-11-30 更新

Learning from humans: combining imitation and deep reinforcement learning to accomplish human-level performance on a virtual foraging task

Authors:Vittorio Giammarino, Matthew F Dunne, Kylie N Moore, Michael E Hasselmo, Chantal E Stern, Ioannis Ch. Paschalidis

We develop a method to learn bio-inspired foraging policies using human data. We conduct an experiment where humans are virtually immersed in an open field foraging environment and are trained to collect the highest amount of rewards. A Markov Decision Process (MDP) framework is introduced to model the human decision dynamics. Then, Imitation Learning (IL) based on maximum likelihood estimation is used to train Neural Networks (NN) that map human decisions to observed states. The results show that passive imitation substantially underperforms humans. We further refine the human-inspired policies via Reinforcement Learning (RL), using on-policy algorithms that are more suitable to learn from pre-trained networks. We show that the combination of IL and RL can match human results and that good performance strongly depends on an egocentric representation of the environment. The developed methodology can be used to efficiently learn policies for unmanned vehicles which have to solve missions in an open field environment.
PDF 24 pages, 15 figures

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Virtual Correspondence: Humans as a Cue for Extreme-View Geometry

Authors:Wei-Chiu Ma, Anqi Joyce Yang, Shenlong Wang, Raquel Urtasun, Antonio Torralba

Recovering the spatial layout of the cameras and the geometry of the scene from extreme-view images is a longstanding challenge in computer vision. Prevailing 3D reconstruction algorithms often adopt the image matching paradigm and presume that a portion of the scene is co-visible across images, yielding poor performance when there is little overlap among inputs. In contrast, humans can associate visible parts in one image to the corresponding invisible components in another image via prior knowledge of the shapes. Inspired by this fact, we present a novel concept called virtual correspondences (VCs). VCs are a pair of pixels from two images whose camera rays intersect in 3D. Similar to classic correspondences, VCs conform with epipolar geometry; unlike classic correspondences, VCs do not need to be co-visible across views. Therefore VCs can be established and exploited even if images do not overlap. We introduce a method to find virtual correspondences based on humans in the scene. We showcase how VCs can be seamlessly integrated with classic bundle adjustment to recover camera poses across extreme views. Experiments show that our method significantly outperforms state-of-the-art camera pose estimation methods in challenging scenarios and is comparable in the traditional densely captured setup. Our approach also unleashes the potential of multiple downstream tasks such as scene reconstruction from multi-view stereo and novel view synthesis in extreme-view scenarios.
PDF CVPR 2022. Project page: https://people.csail.mit.edu/weichium/virtual-correspondence/

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Real-time Gesture Animation Generation from Speech for Virtual Human Interaction

Authors:Manuel Rebol, Christian Gütl, Krzysztof Pietroszek

We propose a real-time system for synthesizing gestures directly from speech. Our data-driven approach is based on Generative Adversarial Neural Networks to model the speech-gesture relationship. We utilize the large amount of speaker video data available online to train our 3D gesture model. Our model generates speaker-specific gestures by taking consecutive audio input chunks of two seconds in length. We animate the predicted gestures on a virtual avatar. We achieve a delay below three seconds between the time of audio input and gesture animation. Code and videos are available at https://github.com/mrebol/Gestures-From-Speech
PDF CHI EA ‘21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems. arXiv admin note: text overlap with arXiv:2107.00712

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Assessing Human Interaction in Virtual Reality With Continually Learning Prediction Agents Based on Reinforcement Learning Algorithms: A Pilot Study

Authors:Dylan J. A. Brenneis, Adam S. Parker, Michael Bradley Johanson, Andrew Butcher, Elnaz Davoodi, Leslie Acker, Matthew M. Botvinick, Joseph Modayil, Adam White, Patrick M. Pilarski

Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research has hitherto under-explored interactions that occur while the system is actively learning, and can noticeably change its behaviour in minutes. In this pilot study, we investigate how the interaction between a human and a continually learning prediction agent develops as the agent develops competency. Additionally, we compare two different agent architectures to assess how representational choices in agent design affect the human-agent interaction. We develop a virtual reality environment and a time-based prediction task wherein learned predictions from a reinforcement learning (RL) algorithm augment human predictions. We assess how a participant’s performance and behaviour in this task differs across agent types, using both quantitative and qualitative analyses. Our findings suggest that human trust of the system may be influenced by early interactions with the agent, and that trust in turn affects strategic behaviour, but limitations of the pilot study rule out any conclusive statement. We identify trust as a key feature of interaction to focus on when considering RL-based technologies, and make several recommendations for modification to this study in preparation for a larger-scale investigation. A video summary of this paper can be found at https://youtu.be/oVYJdnBqTwQ .
PDF

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Synthesizing Photorealistic Virtual Humans Through Cross-modal Disentanglement

Authors:Siddarth Ravichandran, Ondřej Texler, Dimitar Dinev, Hyun Jae Kang

Over the last few decades, many aspects of human life have been enhanced with virtual domains, from the advent of digital assistants such as Amazon’s Alexa and Apple’s Siri to the latest metaverse efforts of the rebranded Meta. These trends underscore the importance of generating photorealistic visual depictions of humans. This has led to the rapid growth of so-called deepfake and talking head generation methods in recent years. Despite their impressive results and popularity, they usually lack certain qualitative aspects such as texture quality, lips synchronization, or resolution, and practical aspects such as the ability to run in real-time. To allow for virtual human avatars to be used in practical scenarios, we propose an end-to-end framework for synthesizing high-quality virtual human faces capable of speech with a special emphasis on performance. We introduce a novel network utilizing visemes as an intermediate audio representation and a novel data augmentation strategy employing a hierarchical image synthesis approach that allows disentanglement of the different modalities used to control the global head motion. Our method runs in real-time, and is able to deliver superior results compared to the current state-of-the-art.
PDF

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AniFaceGAN: Animatable 3D-Aware Face Image Generation for Video Avatars

Authors:Yue Wu, Yu Deng, Jiaolong Yang, Fangyun Wei, Qifeng Chen, Xin Tong

Although 2D generative models have made great progress in face image generation and animation, they often suffer from undesirable artifacts such as 3D inconsistency when rendering images from different camera viewpoints. This prevents them from synthesizing video animations indistinguishable from real ones. Recently, 3D-aware GANs extend 2D GANs for explicit disentanglement of camera pose by leveraging 3D scene representations. These methods can well preserve the 3D consistency of the generated images across different views, yet they cannot achieve fine-grained control over other attributes, among which facial expression control is arguably the most useful and desirable for face animation. In this paper, we propose an animatable 3D-aware GAN for multiview consistent face animation generation. The key idea is to decompose the 3D representation of the 3D-aware GAN into a template field and a deformation field, where the former represents different identities with a canonical expression, and the latter characterizes expression variations of each identity. To achieve meaningful control over facial expressions via deformation, we propose a 3D-level imitative learning scheme between the generator and a parametric 3D face model during adversarial training of the 3D-aware GAN. This helps our method achieve high-quality animatable face image generation with strong visual 3D consistency, even though trained with only unstructured 2D images. Extensive experiments demonstrate our superior performance over prior works. Project page: https://yuewuhkust.github.io/AniFaceGAN
PDF Accepted by NeurIPS 2022. Project Page: https://yuewuhkust.github.io/AniFaceGAN

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VirtualPose: Learning Generalizable 3D Human Pose Models from Virtual Data

Authors:Jiajun Su, Chunyu Wang, Xiaoxuan Ma, Wenjun Zeng, Yizhou Wang

While monocular 3D pose estimation seems to have achieved very accurate results on the public datasets, their generalization ability is largely overlooked. In this work, we perform a systematic evaluation of the existing methods and find that they get notably larger errors when tested on different cameras, human poses and appearance. To address the problem, we introduce VirtualPose, a two-stage learning framework to exploit the hidden “free lunch” specific to this task, i.e. generating infinite number of poses and cameras for training models at no cost. To that end, the first stage transforms images to abstract geometry representations (AGR), and then the second maps them to 3D poses. It addresses the generalization issue from two aspects: (1) the first stage can be trained on diverse 2D datasets to reduce the risk of over-fitting to limited appearance; (2) the second stage can be trained on diverse AGR synthesized from a large number of virtual cameras and poses. It outperforms the SOTA methods without using any paired images and 3D poses from the benchmarks, which paves the way for practical applications. Code is available at https://github.com/wkom/VirtualPose.
PDF

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