EDBT 2026 Demo / reviewers in the wild / expert
Pei Xu 0005
dblp:125/0711-5
· DBLP profile ↗
11ranked-venue papers
8as first author
10since 2021 · last 2026
0000-0001-7851-3971ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 7 first-author · 9 since 2021Artificial intelligence and machine learning · 5 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MUSIC: Learning Muscle-Driven Dexterous Hand ControlabstractWe present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. High-level control is formulated as a decentralized multiagent reinforcement learning problem combined with adversarial learning for motion imitation. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control, while generalizing to sheet music that is not presented in the reference dataset. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings when subjects perform multiple tasks. Pei Xu 0005, Yufei Ye 0001, Shuchun Sun, Elizabeth Schumann, C. Karen Liu |
ACM Trans. Graph. | 1 |
| 2025 | Human-Object Interaction from Human-level InstructionsabstractIntelligent agents must autonomously interact with the environments to perform daily tasks based on human-level instructions. They need a foundational understanding of the world to accurately interpret these instructions, along with precise low-level movement and interaction skills to execute the derived actions. In this work, we propose the first complete system for synthesizing physically plausible, long-horizon human-object interactions for object manipulation in contextual environments, driven by human-level instructions. We leverage large language models (LLMs) to interpret the input instructions into detailed execution plans. Unlike prior work, our system is capable of generating detailed finger-object interactions, in seamless coordination with full-body movements. We also train a policy to track generated motions in physics simulation via reinforcement learning (RL) to ensure physical plausibility of the motion. Our experiments demonstrate the effectiveness of our system in synthesizing realistic interactions with diverse objects in complex environments, highlighting its potential for real-world applications. Jiaman Li, Pei Xu 0005, C. Karen Liu |
ICCV | 3 |
| 2025 | Learning to Ball: Composing Policies for Long-Horizon Basketball MovesabstractLearning a control policy for a multi-phase, long-horizon task, such as basketball maneuvers, remains challenging for reinforcement learning approaches due to the need for seamless policy composition and transitions between skills. A long-horizon task typically consists of distinct subtasks with well-defined goals, separated by transitional subtasks with unclear goals but critical to the success of the entire task. Existing methods like the mixture of experts and skill chaining struggle with tasks where individual policies do not share significant commonly explored states or lack well-defined initial and terminal states between different phases. In this paper, we introduce a novel policy integration framework to enable the composition of drastically different motor skills in multi-phase long-horizon tasks with ill-defined intermediate states. Based on that, we further introduce a high-level soft router to enable seamless and robust transitions between the subtasks. We evaluate our framework on a set of fundamental basketball skills and challenging transitions. Policies trained by our approach can effectively control the simulated character to interact with the ball and accomplish the long-horizon task specified by real-time user commands, without relying on ball trajectory references. Pei Xu 0005, Ruocheng Wang, Vishnu Sarukkai, Kayvon Fatahalian, Ioannis Karamouzas, Victor B. Zordan, C. Karen Liu |
ACM Trans. Graph. | 1 |
| 2024 | FürElise: Capturing and Physically Synthesizing Hand Motion of Piano PerformanceabstractPiano playing requires agile, precise, and coordinated hand control that stretches the limits of dexterity.Hand motion models with the sophistication to accurately recreate piano playing have a wide range of applications in character animation, embodied AI, biomechanics, and VR/AR.In this paper, we construct a first-of-its-kind large-scale dataset that contains approximately 10 hours of 3D hand motion and audio from 15 elite-level pianists playing 153 pieces of classical music.To capture natural performances, we designed a markerless setup in which motions are reconstructed from multiview videos using state-of-the-art pose estimation models.The motion data is further refined via inverse kinematics using the high-resolution MIDI key-pressing data obtained from sensors in a specialized Yamaha Disklavier piano.Leveraging the collected dataset, we developed a pipeline that can synthesize physically-plausible hand motions for musical scores outside of the dataset.Our approach employs a combination of imitation learning and reinforcement learning to obtain policies for physics-based bimanual control involving the interaction between hands and piano keys.To solve the sampling efficiency problem with the large motion dataset, we use a diffusion model to generate natural reference motions, which provide high-level trajectory and fingering (finger order and placement) information.However, the generated reference motion alone does not provide sufficient accuracy for piano performance modeling.We then further augmented the data by using musical similarity to retrieve similar motions from the captured dataset to boost the precision of the RL policy.With the proposed method, our model generates natural, dexterous motions that generalize to music from outside the training dataset. Ruocheng Wang, Pei Xu 0005, Elizabeth Schumann, C. Karen Liu |
SIGGRAPH Asia | 2 |
| 2024 | Synchronize Dual Hands for Physics-Based Dexterous Guitar PlayingabstractWe present a novel approach to synthesize dexterous motions for physically simulated hands in tasks that require coordination between the control of two hands with high temporal precision. Instead of directly learning a joint policy to control two hands, our approach performs bimanual control through cooperative learning where each hand is treated as an individual agent. The individual policies for each hand are first trained separately, and then synchronized through latent space manipulation in a centralized environment to serve as a joint policy for two-hand control. By doing so, we avoid directly performing policy learning in the joint state-action space of two hands with higher dimensions, greatly improving the overall training efficiency. We demonstrate the effectiveness of our proposed approach in the challenging guitar-playing task. The virtual guitarist trained by our approach can synthesize motions from unstructured reference data of general guitar-playing practice motions, and accurately play diverse rhythms with complex chord pressing and string picking patterns based on the input guitar tabs that do not exist in the references. Along with this paper, we provide the motion capture data that we collected as the reference for policy training. Code is available at: https://pei-xu.github.io/guitar. Pei Xu 0005, Ruocheng Wang |
SIGGRAPH Asia | 1 |
| 2023 | Composite Motion Learning with Task ControlabstractWe present a deep learning method for composite and task-driven motion control for physically simulated characters. In contrast to existing data-driven approaches using reinforcement learning that imitate full-body motions, we learn decoupled motions for specific body parts from multiple reference motions simultaneously and directly by leveraging the use of multiple discriminators in a GAN-like setup. In this process, there is no need of any manual work to produce composite reference motions for learning. Instead, the control policy explores by itself how the composite motions can be combined automatically. We further account for multiple task-specific rewards and train a single, multi-objective control policy. To this end, we propose a novel framework for multi-objective learning that adaptively balances the learning of disparate motions from multiple sources and multiple goal-directed control objectives. In addition, as composite motions are typically augmentations of simpler behaviors, we introduce a sample-efficient method for training composite control policies in an incremental manner, where we reuse a pre-trained policy as the meta policy and train a cooperative policy that adapts the meta one for new composite tasks. We show the applicability of our approach on a variety of challenging multi-objective tasks involving both composite motion imitation and multiple goal-directed control. Code is available at https://motion-lab.github.io/CompositeMotion . Pei Xu 0005, Xiumin Shang, Victor B. Zordan, Ioannis Karamouzas |
ACM Trans. Graph. | 1 |
| 2023 | AdaptNet: Policy Adaptation for Physics-Based Character ControlabstractMotivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet . Pei Xu 0005, Kaixiang Xie, Sheldon Andrews, Paul G. Kry, Michael Neff, Morgan McGuire, Ioannis Karamouzas, Victor B. Zordan |
ACM Trans. Graph. | 1 |
| 2022 | SocialVAE: Human Trajectory Prediction Using Timewise Latents
Pei Xu 0005, Jean-Bernard Hayet, Ioannis Karamouzas |
ECCV (4) | 1 |
| 2021 | Human-Inspired Multi-Agent Navigation using Knowledge DistillationabstractDespite significant advancements in the field of multi-agent navigation, agents still lack the sophistication and intelligence that humans exhibit in multi-agent settings. In this paper, we propose a framework for learning a human-like general collision avoidance policy for agent-agent interactions in fully decentralized, multi-agent environments. Our approach uses knowledge distillation with reinforcement learning to shape the reward function based on expert policies extracted from human trajectory demonstrations through behavior cloning. We show that agents trained with our approach can take human-like trajectories in collision avoidance and goal-directed steering tasks not provided by the demonstrations, outperforming the experts as well as learning-based agents trained without knowledge distillation. Pei Xu 0005, Ioannis Karamouzas |
IROS | 1 |
| 2021 | PFPN: Continuous Control of Physically Simulated Characters using Particle Filtering Policy NetworkabstractData-driven methods for physics-based character control using reinforcement learning have been successfully applied to generate high-quality motions. However, existing approaches typically rely on Gaussian distributions to represent the action policy, which can prematurely commit to suboptimal actions when solving high-dimensional continuous control problems for highly-articulated characters. In this paper, to improve the learning performance of physics-based character controllers, we propose a framework that considers a particle-based action policy as a substitute for Gaussian policies. We exploit particle filtering to dynamically explore and discretize the action space, and track the posterior policy represented as a mixture distribution. The resulting policy can replace the unimodal Gaussian policy which has been the staple for character control problems, without changing the underlying model architecture of the reinforcement learning algorithm used to perform policy optimization. We demonstrate the applicability of our approach on various motion capture imitation tasks. Baselines using our particle-based policies achieve better imitation performance and speed of convergence as compared to corresponding implementations using Gaussians, and are more robust to external perturbations during character control. Related code is available at: https://motion-lab.github.io/PFPN. Pei Xu 0005, Ioannis Karamouzas |
MIG | 1 |
| 2019 | Low Dimensional Motor Skill Learning Using CoactivationabstractWe propose an approach for motor skill learning of highly articulated characters based on the systematic exploration of low-dimensional joint coactivation spaces. Through analyzing human motion, we first show that the dimensionality of many motion tasks is much smaller than the full degrees of freedom (DOFs) of the character. Indeed, joint motion appears organized across DOFs, with multiple joints moving together and working in synchrony. We exploit such redundancy for character control by extracting task-specific joint coactivations from human recorded motion, capturing synchronized patterns of simultaneous joint movements that effectively reduce the control space across DOFs. By learning how to excite such coactivations using deep reinforcement learning, we are able to train humanlike controllers using only a small number of dimensions. We demonstrate our approach on a range of motor tasks and show its flexibility against a variety of reward functions, from minimalistic rewards that simply follow the center-of-mass of a reference trajectory to carefully shaped ones that fully track reference characters. In all cases, by learning a 10-dimensional controller on a full 28 DOF character, we reproduce high-fidelity locomotion even in the presence of sparse reward functions. Avinash Ranganath, Pei Xu 0005, Ioannis Karamouzas, Victor B. Zordan |
MIG | 2 |