Synthesizing physiologically-accurate human movement in a variety of conditions can help practitioners plan surgeries, design experiments, or prototype assistive devices in simulated environments, reducing time and costs and improving treatment outcomes. Because of the large and complex solution spaces of biomechanical models, current methods are constrained to specific movements and models, requiring careful design of a controller and hindering many possible applications. We sought to discover if modern optimization methods efficiently explore these complex spaces. To do this, we posed the problem as a competition in which participants were tasked with developing a controller to enable a physiologically-based human model to navigate a complex obstacle course as quickly as possible, without using any experimental data. They were provided with a human musculoskeletal model and a physics-based simulation environment. In this paper, we discuss the design of the competition, technical difficulties, results, and analysis of the top controllers. The challenge proved that deep reinforcement learning techniques, despite their high computational cost, can be successfully employed as an optimization method for synthesizing physiologically feasible motion in high-dimensional biomechanical systems. * These authors contributed equally to this work
In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement learning approaches, based on algorithms such as Deep Deterministic Policy Gradient, Proximal Policy Optimization, and Trust Region Policy Optimization. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each of the eight teams implemented different modifications of the known algorithms.
In the NeurIPS 2018 Artificial Intelligence for Prosthetics challenge, participants were tasked with building a controller for a musculoskeletal model with a goal of matching a given time-varying velocity vector. Top participants were invited to describe their algorithms. In this work, we describe the challenge and present thirteen solutions that used deep reinforcement learning approaches. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each team implemented different modifications of the known algorithms by, for example, dividing the task into subtasks, learning low-level control, or by incorporating expert knowledge and using imitation learning.
We here summarize our experience running a challenge with open data for musical genre recognition. Those notes motivate the task and the challenge design, show some statistics about the submissions, and present the results.
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