Simulated Character Control Policy for Cross-Morphology Interaction

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Solution Overview

Problem

Existing methodologies for character animation in virtual environments struggle to generalize motion control policies across different character morphologies and interaction scenarios, requiring manual adjustments and lacking dynamic adaptability.

Innovation Solution

A neural network pipeline processes spatial representations of virtual environments using graph neural networks and reinforcement learning to adapt character interactions to varying morphologies and scenarios, generating control signals through a feedforward neural network.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If predefined motion capture data or handcrafted animations are used, then character animation quality is maintained, but adaptability to different character morphologies and interaction scenarios is limited

Engineering Contradiction:
Improveadaptability to different character morphologiesVSAvoidcomplexity of motion control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal motion control policy learned through reinforcement learning that can be applied across multiple character morphologies and interaction scenarios. The graph-based representation and policy learning framework enable a single trained policy to generalize to different character types without requiring separate motion capture data or handcrafted animations for each scenario, thus achieving multi-functionality.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent replaces traditional mechanical systems of motion capture recording and handcrafted animation authoring with a learning-based system. Instead of physically capturing movements or manually creating animations, the system uses reinforcement learning agents that learn optimal control policies through simulation, substituting the mechanical/authorial process with an automated learning process.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Manufacturing precision

If motion control policies are specialized for specific character types, then animation precision is improved, but generalization to other character morphologies deteriorates

Engineering Contradiction:
Improveprecision of motion controlVSAvoidgeneralization capability
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The patent uses graph-based representations where character morphologies are defined by parameters such as node positions, edge connections, and graph structure. The reinforcement learning policy learns to adapt to these parameter variations dynamically, allowing the same policy to handle different character types by adjusting to their specific graph parameters rather than requiring separate policies for each morphology.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent implements a dynamic motion control system where the control policy can adapt its behavior based on the current character morphology and interaction scenario. The reinforcement learning framework enables the policy to dynamically adjust control signals according to the specific graph representation of each character, providing both precision for the current character type and flexibility for future adaptations.

Inventive Principle:
Principle #15Dynamics

3Reliability

If manual adjustments are made for different character types, then interaction quality is maintained, but time and computational resources are consumed

Engineering Contradiction:
Improvequality of character interactionsVSAvoidtime for policy adaptation
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent performs preliminary action by pre-training the reinforcement learning policy across a diverse set of character morphologies and interaction scenarios during an offline training phase. This preliminary training enables the policy to generalize to new character types without requiring manual adjustments or additional training time during actual deployment, thus maintaining interaction quality while eliminating adaptation time.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements a self-service system where the motion control policy automatically adapts to different character morphologies through its learned generalization capabilities. Instead of requiring manual adjustment by operators or developers for each new character type, the system serves itself by dynamically adjusting control signals based on the graph representation of each character, eliminating the need for human intervention.

Inventive Principle:
Principle #25Self-service

4Measurement precision

If multiple separate control policies are trained for different scenarios, then interaction specificity is improved, but computational resources and system complexity increase

Engineering Contradiction:
Improvespecificity of interaction controlVSAvoidcomputational resources
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent creates a universal control policy that handles multiple interaction scenarios within a single trained model. The graph-based representation and reinforcement learning framework enable the policy to generalize across different scenarios (e.g., walking, running, interacting with objects) without requiring separate trained policies for each, thus reducing computational resources while maintaining interaction specificity through context-aware control.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS12555296B2Adapting simulated character interactions to different morphologies and interaction scenarios
Publication Date: 2026.02.17 ROBLOX CORP
  • US12555296B2 patent drawing
  • US12555296B2 patent drawing
  • US12555296B2 patent drawing

AI summary

Some implementations relate to methods, systems, and computer-readable media for adapting simulated character interactions to different morphologies and interaction scenarios. The system accesses a graph representing a control policy for a simulated character's movements in a virtual environment. This graph undergoes encoding and processing through a graph neural network to generate latent embeddings for the graph. A fixed-length latent vector is determined from the latent embeddings. This vector is input to a feedforward neural network, generating control signals for the character's actions. Through a reinforcement learning loop, the character's motions are continuously refined by iteratively adjusting the graph based on evaluating the actions of the simulated character via a reward function, adapting the control policy to different character morphologies and/or interaction scenarios.