• 検索結果がありません。

JAIST Repository: 強化学習を用いた食事動作のアニメーション制作手法の提案

N/A
N/A
Protected

Academic year: 2021

シェア "JAIST Repository: 強化学習を用いた食事動作のアニメーション制作手法の提案"

Copied!
3
0
0

読み込み中.... (全文を見る)

全文

(1)

Japan Advanced Institute of Science and Technology

JAIST Repository

https://dspace.jaist.ac.jp/

Title

強化学習を用いた食事動作のアニメーション制作手法

の提案

Author(s)

畠山, 巧幹

Citation

Issue Date

2018-03

Type

Thesis or Dissertation

Text version

author

URL

http://hdl.handle.net/10119/15195

Rights

Description

Supervisor:宮田 一乘, 先端科学技術研究科, 修士

(2)

A method for creating dining animation using

reinforcement learning

Takumi Hatakeyama

School of Information Science,

Japan Advanced Institute of Science and Technology

March 2018

Keyword: Dining, Creating Animation, Reinforcement Learning

Dining has a great diversity and there is no correct answer.It differs from person to person, and depends on environment such as food and tableware. To create a dining animation, we should consider its variety. Synthesizing from sample data and database driven motion synthesis method are widely used for creating an animation. However, huge data collection is required for dining animation. We consider that reinforcement learning is one solution to create various and complex animations without huge data collection. For example, agents can learn to run, jump, crouch and turn as required by the environment using a reinforcement learning.

This study aims to create a dining animation using reinforcement learning, and evaluate its reality.

Firstly, we modeled dining behavior from table manners books, real dining, and dining videos. And then, we classified the process of meal movement into six categories. We focused on two actions; 1) action to bring food to mouth and 2) action to put food into mouth. Secondly, we divided the task of creating dining animation into four stages. The first task is "be able to produce dining actions." This means to create a motion within a movable range of a person using a human model. The second task is "to create actions even if the environment changes". This task is to generate various correct motions considering the environment. The third task is "be able to generate dining motions keeping good manners". Unlike the second task, the motion keeping good manners may not be an efficient movement. Dining motions keeping good manner also gives various impressions, and it leads to the fourth task. The fourth task is "to give an impression to the dining motion". This study confirmed that the first task and the second task are achievable by reinforcement learning.

Then, we checked dining motions under different dining environments. We observed how the usage of cutlery, a food on a cutlery or stuck in a cutlery, influences the dining motion from recorded

(3)

videos. We confirmed that there is a difference between them, therefore this study aims to generate dining motions considering the usage of cutlery.

Next, we used LifeInSilico (LIS) to create dining animation. LIS is an application of reinforcement learning combined with Python and Unity. Captured data from agent's camera and depth sensor in Unity, and reward from learning environment are sent to Python, and CNN and DQN decide agent's action. And then, Unity receives that action. A human model, tables, cutleries, and food are prepared in Unity. The agent set on the right wrist of the human model. When the episode begins, one of three motions is generated; 1) food put on a spoon 2) food put on a fork, and 3) food is stuck in a fork. Episode ends when one of the four conditions is satisfied; 1) past the time limit, 2) dropping food from the cutlery, 3) food moves outside the table, and 4) food touches the mouth. A positive reward is given when a food hits in the mouth of the human model, or when a food is brought close to the mouth. Negative reward is given when a food moves away from the mouth, or food moves outside the table.

We confirmed the same differences of actual dining motions on some generated animation. And then, simulations were carried out by widening the range of the starting position of the hand. As a result, the method generates actions for every initial positions. However, some generated animations had different movements from the actual dining motions. We also confirmed that the reward did not work properly, therefore the reward setting should be reconsidered.

In conclusion, we modeled the dining behavior. This study tried to generate part of the dining actions by means of reinforcement learning, and confirmed that reinforcement learning can generate human motions to carry a food into the mouth. The method also can generate a difference of the dining motion by changing the usage of a cutlery, and can generate an appropriate motion even if the starting position of the hand changed.

参照

関連したドキュメント

In this paper, based on the concept of rough variable proposed by Liu 14, we discuss a simplest game, namely, the game in which the number of players is two and rough payoffs which

In Section 3 using the method of level sets, we show integral inequalities comparing some weighted Sobolev norm of a function with a corresponding norm of its symmetric

Wro ´nski’s construction replaced by phase semantic completion. ASubL3, Crakow 06/11/06

Billera, Jia and Reiner recently introduced a quasi- symmetric function F[X] (for matroids) which behaves valuatively with respect to matroid base polytope decompositions.. We

Elsner, “On a sequence transformation with integral coefficients for Euler’s constant. II,” Journal of Number

While our Code does not cover all of the legal or ethical situations that we might face, it embodies ethical guidelines for each of us to apply in our day-to-day business

(4S) Package ID Vendor ID and packing list number (K) Transit ID Customer's purchase order number (P) Customer Prod ID Customer Part Number. (1P)

Where a rate range is given, the higher rates should be used (a) in fields with a history of severe weed pressure, (b) when the time between early preplant tank-mix and