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Re:Reinforcement learning with musculoskeletal models by roel_v on Thursday May 17, 2018 @01:39PM (#17093502)
Like literally 3 hours ago I was searching for software that can simulate skeletons and joints to investigate the exact effects of jiu jitsu joint locks, optimal fulcrum points etc. Could this be used or adapted for that? Anyone here ever used it?
Re:Reinforcement learning with musculoskeletal models by altvali on Thursday May 17, 2018 @02:55PM (#17094331)
I've participated in the NIPS "Learning to run" competition last year. It only computes motion in one direction (forward-backward, the model can't go left or right). What turned me off was the fact that object collision was handled poorly. You can't see a model that actually makes effort to avoid obstacles, instead all top solutions go through objects.
Re:Reinforcement learning with musculoskeletal models by kidzik on Thursday May 17, 2018 @04:20PM (#17095264)
That's only one-side of the story. It is actually a very accurate contact model. The problem is that it's also computationally expensive and therefore we reduce the stiffness of objects to make it faster. It's basically a trade-off between the accuracy and speed. In gaming engines you have speed and it looks good, but then it's impossible to generalize for real-life applications (because the contact is inaccurate).
Re:Reinforcement learning with musculoskeletal models by electricslpnsld on Thursday May 17, 2018 @06:39PM (#17096732)
> The problem is that it's also computationally expensive and therefore we reduce the stiffness of objects to make it faster.

Are y'all using penalty methods for the collisions? Which model does it use?

Re:Reinforcement learning with musculoskeletal models by roel_v on Thursday May 17, 2018 @03:55PM (#17094949)
So all 'joints' only move in 2d, am I getting that right?
Re:Reinforcement learning with musculoskeletal models by kidzik on Thursday May 17, 2018 @04:21PM (#17095271)
In the 2017 challenge yes. This year we are using a 3d model.
Re:Reinforcement learning with musculoskeletal models by nurettin on Friday May 18, 2018 @01:15AM (#17098900)
I know a guy who is interested in that, take a look at this: https://github.com/Eelis/GrappleMap/blob/master/README.md
Re:Reinforcement learning with musculoskeletal models by roel_v on Friday May 18, 2018 @02:53AM (#17099232)
That's really cool, thanks for mentioning.
Re:Reinforcement learning with musculoskeletal models by mr_overalls on Thursday May 17, 2018 @02:02PM (#17093755)
Haven't used the software, but how about pitting intelligent agents against each other (incorporating reasonable models for vision, motor control, etc.) and evolving the optimal martial art? :-)
Re:Reinforcement learning with musculoskeletal models by jcims on Tuesday May 22, 2018 @05:26AM (#17124690)
Might find this interesting for extracting info from recorded bouts: https://github.com/CMU-Perceptual-Computing-Lab/openpose
Re:Reinforcement learning with musculoskeletal models by chatmasta on Thursday May 17, 2018 @02:49PM (#17094262)
I’ve also been searching for something like this, wondering if it could be applied to horse racing simulation.
Re:Reinforcement learning with musculoskeletal models by kidzik on Thursday May 17, 2018 @04:22PM (#17095284)
Absolutely, however, you will need to construct a muscle model for horses. The human model is a result of decades of research, MRIs etc.