
Automating character control in vir-tual environments is an increasing-ly popular approach for synthesiz-ing procedural animation in video games. This requires a method that outputs, for each timestep, simulation actuation parameters such as joint torques or angles such that the character performs some desired move-ment. This poses a continuous optimization problem with high dimensionality and a large number of physics- based constraints.This talk gives an overview of AI research for synthesizing procedural animations in games. The main focus of the talk will be on physics-based control; however, some of the kinematic-based methods will also be covered. The topic can be useful for people interested in online/offline optimi- zation, supervised learning and reinforcement learning.

Ph.D. candidate at Department of Computer Science, Aalto University