PlaMo: Plan and Move in Rich 3D Physical Environments
Assaf Hallak, Gal Dalal, Chen Tessler, Kelly Guo, Shie Mannor, Gal Chechik
TL;DR
PlaMo addresses long-horizon, physics-consistent humanoid navigation in rich 3D environments by coupling a three-stage, scene-aware path planner with a reinforcement learning-based locomotion controller that adapts to terrain, obstacles, and dynamic objects. The high-level planner uses an $A^*$-based, slope-aware approach, followed by a path refiner and a $QP$-based speed controller to generate executable trajectories that respect the character's motion envelope. The low-level locomotion controller is trained with RL using AMP-based motion stylization and path-following rewards to produce natural, varied motions across four locomotion types. Experiments in IsaacGym demonstrate robust performance on unseen scenes, dynamic obstacles, and terrain variations, highlighting PlaMo's potential for NPCs and automated content in gaming and simulation contexts.
Abstract
Controlling humanoids in complex physically simulated worlds is a long-standing challenge with numerous applications in gaming, simulation, and visual content creation. In our setup, given a rich and complex 3D scene, the user provides a list of instructions composed of target locations and locomotion types. To solve this task we present PlaMo, a scene-aware path planner and a robust physics-based controller. The path planner produces a sequence of motion paths, considering the various limitations the scene imposes on the motion, such as location, height, and speed. Complementing the planner, our control policy generates rich and realistic physical motion adhering to the plan. We demonstrate how the combination of both modules enables traversing complex landscapes in diverse forms while responding to real-time changes in the environment. Video: https://youtu.be/wWlqSQlRZ9M .
