Demo Data from EDBT 2026 / reviewers in the wild / expert
Amin Babadi
dblp:170/5311
· DBLP profile ↗
5ranked-venue papers
2as first author
2since 2021 · last 2022
0000-0003-4930-9917ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 67% Visualization and visual analytics · 33% | |
| Artificial intelligence
1 paper |
Reinforcement learning · 100% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
0.6 | 1 | 2022 | Learning Task-Agnostic Action Spaces for Movement Optimization · IEEE Trans. Vis. Comput. Graph. 2022 |
Machine learning › Reinforcement learning
goal-conditioned control |
0.2 | 1 | 2022 | Learning Task-Agnostic Action Spaces for Movement Optimization · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
trajectory optimization · 1.7goal-conditioned policy learning · 1.1preconditioning · 0.6policy optimization · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Learning Task-Agnostic Action Spaces for Movement OptimizationabstractWe propose a novel method for exploring the dynamics of physically based animated characters, and learning a task-agnostic action space that makes movement optimization easier. Like several previous article, we parameterize actions as target states, and learn a short-horizon goal-conditioned low-level control policy that drives the agent's state towards the targets. Our novel contribution is that with our exploration data, we are able to learn the low-level policy in a generic manner and without any reference movement data. Trained once for each agent or simulation environment, the policy improves the efficiency of optimizing both trajectories and high-level policies across multiple tasks and optimization algorithms. We also contribute novel visualizations that show how using target states as actions makes optimized trajectories more robust to disturbances; this manifests as wider optima that are easy to find. Due to its simplicity and generality, our proposed approach should provide a building block that can improve a large variety of movement optimization methods and applications. Amin Babadi, Michiel van de Panne, C. Karen Liu, Perttu Hämäläinen |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Visualizing Movement Control Optimization LandscapesabstractA large body of animation research focuses on optimization of movement control, either as action sequences or policy parameters. However, as closed-form expressions of the objective functions are often not available, our understanding of the optimization problems is limited. Building on recent work on analyzing neural network training, we contribute novel visualizations of high-dimensional control optimization landscapes; this yields insights into why control optimization is hard and why common practices like early termination and spline-based action parameterizations make optimization easier. For example, our experiments show how trajectory optimization can become increasingly ill-conditioned with longer trajectories, but parameterizing control as partial target states—e.g., target angles converted to torques using a PD-controller—can act as an efficient preconditioner. Both our visualizations and quantitative empirical data also indicate that neural network policy optimization scales better than trajectory optimization for long planning horizons. Our work advances the understanding of movement optimization and our visualizations should also provide value in educational use. Perttu Hämäläinen, Juuso Toikka, Amin Babadi, C. Karen Liu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2019 | A Reinforcement Learning Approach To Synthesizing Climbing MovementsabstractThis paper addresses the problem of synthesizing simulated humanoid climbing movements given the target holds, e.g., by the player of a climbing game. We contribute the first deep reinforcement learning solution that can handle interactive physically simulated humanoid climbing with more than one limb switching holds at the same time. A key component of our approach is Self-Supervised Episode State Initialization (SS- ESI), which ensures diverse exploration and speeds up learning, compared to a baseline approach where the climber is reset to an initial pose after failure. Our results also show that training with a multi-step action parameterization can produce both smoother movements and enable learning from slightly fewer explored actions at the cost of increased simulation time per action. Kourosh Naderi, Amin Babadi, Shaghayegh Roohi, Perttu Hämäläinen |
CoG | 2 |
| 2019 | Self-Imitation Learning of Locomotion Movements through Termination CurriculumabstractAnimation and machine learning research have shown great advancements in the past decade, leading to robust and powerful methods for learning complex physically-based animations. However, learning can take hours or days, especially if no reference movement data is available. In this paper, we propose and evaluate a novel combination of techniques for accelerating the learning of stable locomotion movements through self-imitation learning of synthetic animations. First, we produce synthetic and cyclic reference movement using a recent online tree search approach that can discover stable walking gaits in a few minutes. This allows us to use reinforcement learning with Reference State Initialization (RSI) to find a neural network controller for imitating the synthesized reference motion. We further accelerate the learning using a novel curriculum learning approach called Termination Curriculum (TC), that adapts the episode termination threshold over time. The combination of the RSI and TC ensures that simulation budget is not wasted in regions of the state space not visited by the final policy. As a result, our agents can learn locomotion skills in just a few hours on a modest 4-core computer. We demonstrate this by producing locomotion movements for a variety of characters. Amin Babadi, Kourosh Naderi, Perttu Hämäläinen |
MIG | 1 |
| 2018 | Learning Physically Based Humanoid Climbing MovementsabstractAbstract We propose a novel learning‐based solution for motion planning of physically‐based humanoid climbing that allows for fast and robust planning of complex climbing strategies and movements, including extreme movements such as jumping. Similar to recent previous work, we combine a high‐level graph‐based path planner with low‐level sampling‐based optimization of climbing moves. We contribute through showing that neural network models of move success probability, effortfulness, and control policy can make both the high‐level and low‐level components more efficient and robust. The models can be trained through random simulation practice without any data. The models also eliminate the need for laboriously hand‐tuned heuristics for graph search. As a result, we are able to efficiently synthesize climbing sequences involving dynamic leaps and one‐hand swings, i.e. there are no limits to the movement complexity or the number of limbs allowed to move simultaneously. Our supplemental video also provides some comparisons between our AI climber and a real human climber. Kourosh Naderi, Amin Babadi, Perttu Hämäläinen |
Comput. Graph. Forum | 2 |