Comments (2)
yes that's intentional. Adding the mlp to for the latent seems to work a bit better for the actor, but didn't make much of a difference for the critic. So decided to just keep it simple for the critic.
from ase.
Thanks so much for the reply! I'm also doing research to make the skill embedding more diversified so that mode collapse can be mitigated and more complex downstream work can be achieved, by using the strategy "Explore then Exploit", following APT/CIC paper to maximize the mutual information first, then apply the obs embedding and latent embedding to ASE. I noticed that these papers are coming from the same research group. I'd appreciate if you can advice with any related effort. Have you attempted any similar approach? if yes, what kind of result you've got?
from ase.
Related Issues (20)
- ISAAC gym preview 4 requires rl-games>=1.6.0 and does not meet ASE program requirements HOT 3
- [fbx_sdk install manual] if you stucked in install fbx_sdk for import fbx or other files. check this HOT 4
- How do you come up with the "rotation" and "scale" value in the retarget config file? HOT 2
- Retargeted animation looks really weird (upperArm position)... Is that normal? HOT 3
- Characters are spawned in the sky? HOT 2
- Is there a Issac Sim version of this repo or something similar in the works? I just want to ask before attempting a port of this to Isaac sim.
- Installling requirements tips HOT 1
- tensors are created on cpu when cuda is specified as the device.
- sudden translation / rotation changes of motion loaded from fbx
- mocap data HOT 1
- The implementation seems to be different from the method in the paper HOT 1
- About the Implementation of FK
- More about motion weights
- the source of the CMU fbx files HOT 5
- Exporting trained motion to BVH or FBX HOT 1
- About function '_calc_enc_error'
- Training with customized characters HOT 2
- Customized model will stay still HOT 4
- could you please provide full link abou cmu-fbx files HOT 1
- What is the meanning of function _get_pairwise_average_translation
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from ase.