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  <title><![CDATA[PhD Defense by Yunbo Zhang ]]></title>
  <body><![CDATA[<p><span><span><span><span><span>Title:&nbsp;<strong>Generating physically based animation for multi-agent interactions using deep reinforcement learning</strong></span></span><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Date:&nbsp;<strong>Wednesday, April 12, 2023</strong></span></span><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Time:&nbsp;<strong>3:00 PM - 4:30 PM EST</strong></span></span><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Location:&nbsp;<a href="https://gatech.zoom.us/j/99939049932"><span>https://gatech.zoom.us/j/99939049932</span></a>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><strong><span><span>Yunbo Zhang</span></span></strong><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Computer Science Ph.D. Student&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>School of Interactive Computing&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Georgia Institute of Technology&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><strong><span><span>Committee</span></span></strong><span><span>:&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Dr. Greg Turk (Advisor) - School of Interactive Computing, Georgia Institute of Technology&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Dr. Sehoon Ha - School of Interactive Computing, Georgia Institute of Technology&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Dr. Jie Tan - School of Interactive Computing, Georgia Institute of Technology&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Dr. Charles C. Kemp – Coulter Department of Biomedical Engineering, Georgia Institute of Technology&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>Dr. Yuting Ye – Reality Labs Research, Meta&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>&nbsp;</span></span></span></span></span></p>

<p><span><span><span><strong><span><span>Abstract</span></span></strong><span><span>:&nbsp;</span></span></span></span></span></p>

<p><span><span><span><span><span>The proposed thesis focuses on using deep reinforcement learning to generate physics-based character animations involving complex physical interactions between characters and environments. We present three pieces of work each generating animations for a different type of physical interaction. In the first piece of work, we present a training framework for controlling tools to manipulate general amorphous materials such as sweep and gathering viscous fluid on a table surface or tossing and flipping meat patties using a flat pan. In the second piece of work, we develop a curriculum learning pipeline to generate animations for dexterous in-hand manipulation with various rigid objects. In the last piece of work, we develop a reward formulation, namely “Interaction Graph” that measures general physical interactions between characters and objects. We use the reward to produce animations for complex multi-character physical exercises.</span></span><span><span>&nbsp;T<span>o conclude my study, I propose one additional project that extends the idea of “interaction graph” and applies that to the observation space and solves more general in-hand manipulation problems. In addition, we will combine the outcome of the general control policy with a pre-trained kinematic motion generator to produce a variety of in-hand manipulation animations with different hand models and manipulated objects.</span>&nbsp;</span></span></span></span></span></p>
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