PhysicsFC: Learning User-Controlled Skills for a Physics-Based Football Player Controller
April 29, 2025 Β· Declared Dead Β· π ACM Transactions on Graphics
"No code URL or promise found in abstract"
Evidence collected by the PWNC Scanner
Authors
Minsu Kim, Eunho Jung, Yoonsang Lee
arXiv ID
2504.21216
Category
cs.GR: Graphics
Cross-listed
cs.RO
Citations
5
Venue
ACM Transactions on Graphics
Last Checked
5 months ago
Abstract
We propose PhysicsFC, a method for controlling physically simulated football player characters to perform a variety of football skills--such as dribbling, trapping, moving, and kicking--based on user input, while seamlessly transitioning between these skills. Our skill-specific policies, which generate latent variables for each football skill, are trained using an existing physics-based motion embedding model that serves as a foundation for reproducing football motions. Key features include a tailored reward design for the Dribble policy, a two-phase reward structure combined with projectile dynamics-based initialization for the Trap policy, and a Data-Embedded Goal-Conditioned Latent Guidance (DEGCL) method for the Move policy. Using the trained skill policies, the proposed football player finite state machine (PhysicsFC FSM) allows users to interactively control the character. To ensure smooth and agile transitions between skill policies, as defined in the FSM, we introduce the Skill Transition-Based Initialization (STI), which is applied during the training of each skill policy. We develop several interactive scenarios to showcase PhysicsFC's effectiveness, including competitive trapping and dribbling, give-and-go plays, and 11v11 football games, where multiple PhysicsFC agents produce natural and controllable physics-based football player behaviors. Quantitative evaluations further validate the performance of individual skill policies and the transitions between them, using the presented metrics and experimental designs.
Community Contributions
Found the code? Know the venue? Think something is wrong? Let us know!
π Similar Papers
In the same crypt β Graphics
R.I.P.
π»
Ghosted
R.I.P.
π»
Ghosted
Deep Bilateral Learning for Real-Time Image Enhancement
R.I.P.
π»
Ghosted
Animating Human Athletics
R.I.P.
π»
Ghosted
BundleFusion: Real-time Globally Consistent 3D Reconstruction using On-the-fly Surface Re-integration
R.I.P.
π»
Ghosted
Shape Transformation Using Variational Implicit Functions
R.I.P.
π»
Ghosted
ABC: A Big CAD Model Dataset For Geometric Deep Learning
Died the same way β π» Ghosted
R.I.P.
π»
Ghosted
Federated Learning: Strategies for Improving Communication Efficiency
R.I.P.
π»
Ghosted
In-Datacenter Performance Analysis of a Tensor Processing Unit
R.I.P.
π»
Ghosted
Deep Convolutional Neural Networks for Computer-Aided Detection: CNN Architectures, Dataset Characteristics and Transfer Learning
R.I.P.
π»
Ghosted