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Kwanyu Kim

dblp:209/5945 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 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.

Artificial intelligence
1 paper
Reinforcement learning · 50% Motion planning and robot control · 50%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › deep reinforcement learning
deep q-learning
0.312017
How to train your dragon: example-guided control of flapping flight · ACM Trans. Graph. 2017
Robotics › Motion planning and robot control › robot learning › sensorimotor learning
motor skill learning
0.312017
How to train your dragon: example-guided control of flapping flight · ACM Trans. Graph. 2017
Computer animation and physical simulation › motion control
flapping flight control
0.312017
How to train your dragon: example-guided control of flapping flight · ACM Trans. Graph. 2017
Computer animation and physical simulation › character control
physics-based character control
0.312017
How to train your dragon: example-guided control of flapping flight · ACM Trans. Graph. 2017

Methods — techniques the papers use, named apart from their topics

keyframe guidance · 0.6deep q-learning · 0.6covariance matrix adaptation evolution strategy · 0.6
YearPublicationVenuePosition
2017 How to train your dragon: example-guided control of flapping flight
abstract
Imaginary winged creatures in computer animation applications are expected to perform a variety of motor skills in a physically realistic and controllable manner. Designing physics-based controllers for a flying creature is still very challenging particularly when the dynamic model of the creatures is high-dimensional, having many degrees of freedom. In this paper, we present a control method for flying creatures, which are aerodynamically simulated, interactively controllable, and equipped with a variety of motor skills such as soaring, gliding, hovering, and diving. Each motor skill is represented as Deep Neural Networks (DNN) and learned using Deep Q-Learning (DQL). Our control method is example-guided in the sense that it provides the user with direct control over the learning process by allowing the user to specify keyframes of motor skills. Our novel learning algorithm was inspired by evolutionary strategies of Covariance Matrix Adaptation Evolution Strategy (CMA-ES) to improve the convergence rate and the final quality of the control policy. The effectiveness of our Evolutionary DQL method is demonstrated with imaginary winged creatures flying in a physically simulated environment and their motor skills learned automatically from user-provided keyframes.
Jungdam Won, Kwanyu Kim, Jehee Lee
ACM Trans. Graph.3