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I am a Ph.D. candidate in the Department of Computer Science at Stanford University.
I am working with Vladlen Koltun and the Stanford Virtual Worlds Group,
as well as Zoran Popović from the University of Washington.
My research interests are computer graphics, character animation, and reinforcement learning.
I am particularly interested in how computer graphics can leverage machine learning techniques to capture the richness and complexity of human motion and behavior.
Publications
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Sergey Levine, Vladlen Koltun. Guided Policy Search. ICML 2013.
[PDF][Website]
This paper introduces a guided policy search algorithm that uses trajectory optimization to
direct policy learning and avoid poor local optima. Using differential dynamic programming
to guide the policy search, this method is able to train general-purpose neural network
controllers to execute complex, dynamic behaviors such as running on high-dimensional simulated
humanoids.
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Sergey Levine, Vladlen Koltun. Continuous Inverse Optimal Control with Locally Optimal Examples. ICML 2012.
[PDF][Website]
This paper introduces a new probabilistic inverse optimal control algorithm for learning reward functions
in Markov decision processes. The method is suitable for large, continuous domains
where even computing a full policy is impractical. By using a local approximation
of the reward function, this method can also drop the assumption that the demonstrations
are globally optimal, requiring only local optimality. This allows it to learn from
examples that are unsuitable for prior methods.
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Sergey Levine, Jack M. Wang, Alexis Haraux, Zoran Popović, Vladlen Koltun. Continuous Character Control with Low-Dimensional Embeddings. ACM SIGGRAPH 2012.
[PDF][Website]
This work presents a method for animating characters performing user-specified tasks by using a probabilistic motion model,
which is trained on a small number of artist-provided animation
clips. The method uses a low-dimensional space learned from the
example motions to continuously control the character's pose to accomplish the desired task. By controlling the character through a
reduced space, our method can discover new transitions,
precompute a control policy, and avoid low quality poses.
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Sergey Levine, Jovan Popović. Physically Plausible Simulation for Character Animation. SCA 2012.
[PDF][Video]
This paper describes a method for generating physically plausible responses for animated characters without
requiring their motion to be strictly physical. Given a stream
of poses, the method simulates plausible responses to physical disturbances and environmental variations.
Since the quasi-physical simulation accounts for the dynamics of the character and surrounding objects
without requiring the motion to be physically valid, it is suitable for both realistic and stylized, cartoony motions.
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Sergey Levine, Zoran Popović, Vladlen Koltun. Nonlinear Inverse Reinforcement Learning with Gaussian Processes. NIPS 2011.
[PDF][Poster][Website]
This paper presents an inverse reinforcement learning algorithm for learning unknown nonlinear reward functions. The algorithm uses Gaussian processes
and a probabilistic model of the expert to capture complex behaviors from suboptimal stochastic demonstrations,
while automatically balancing the simplicity of the learned reward structure against its consistency with the observed actions.
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Sergey Levine, Yongjoon Lee, Vladlen Koltun, Zoran Popović. Space-Time Planning with Parameterized Locomotion Controllers. ACM Transactions on Graphics 30 (3).
[PDF][Video]
In this article, we present a method for efficiently synthesizing animations for characters traversing complex dynamic environments by sequencing
parameterized locomotion controllers using space-time planning. The controllers are created from motion capture data, and the space-time
planner determines the optimal sequence of controllers to reach a goal in a dynamic, changing environment.
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Sergey Levine, Zoran Popović, Vladlen Koltun. Feature Construction for Inverse Reinforcement Learning. NIPS 2010.
[PDF][Poster][Website]
This paper presents an algorithm for learning an unknown reward function for a Markov decision process when good basis features are not available, using example traces from the MDP's optimal policy.
The algorithm constructs reward features from a large collection of component features, by building logical conjunctions of
those component features that are relevant to the example policy.
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Sergey Levine, Philipp Krähenbühl, Sebastian Thrun, Vladlen Koltun. Gesture Controllers. ACM SIGGRAPH 2010.
[PDF][Video]
Gesture controllers learn optimal policies to generate smooth,
compelling gesture animations from speech and other optional inputs. The accompanying video presents examples of various controllers, including
controllers that recognize key words, admit manual manipulation of gesture style, and even animate a character
with a non-humanoid morphology.
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Sergey Levine, Christian Theobalt, Vladlen Koltun. Real-Time Prosody-Driven Synthesis of Body Language. ACM SIGGRAPH Asia 2009.
[PDF][Video]
This paper presents the body language synthesis system described in my undergraduate thesis. The method automatically synthesizes body language animations
directly from the participants' speech signals, without the
need for additional input. The body
language animations are synthesized by selecting segments from motion capture
data of real people in conversation in real time.
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Sergey Levine. Modeling Body Language from Speech in Natural Conversation. Master's research report, Stanford University Department of Computer Science, 2009.
[PDF][Video]
In this report, I describe a new approach for synthesizing body language from prosody using a set of intermediate motion parameters
that can be used to describe stylistic qualities of gesture independent of their form.
The quality of synthesized motion parameters is compared to the parameters of the original motions accompanying an utterance to obtain a
quantitative measure of the performance of the method.
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Sergey Levine. Body Language Animation Synthesis from Prosody. Undergraduate thesis, Stanford University Department of Computer Science, 2009.
[PDF][Video]
In my undergraduate thesis, I describe the body language synthesis system.
This system generates believable body language animations from live speech input, using only the prosody of the speaker's voice.
Since the method is suitable for live speech, it can be used in interactive applications, such as networked virtual worlds.
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Other Work
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Rendering the Eagle Nebula
[PDF][Video][Class Site]
My project for Pat Hanrahan's CS 348B rendering class,
completed in collaboration with Edward Luong, received the Grand Prize in the rendering competition. The image is of
the Eagle Nebula. The rendering used volumetric photon mapping and simulated the excitement of gases in the nebula by ultraviolet radiation, and the resulting emission of
lower-wavelength light.
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Airship Combat
[Details][Windows Executable][Class Site]
My project for Marc Levoy's introductory computer graphics course received the "most creative" award in the final project competition.
In this game, players control sail-powered airships armed with cannons. The game simulates the physics of the sails using a simple explicit Euler scheme, and
uses hierarchical collision detection to detect hits.
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Nali Chronicles
[Installer][Mac Patch][Review]
Nali Chronicles is a mod for Unreal Tournament that I developed with a group of friends around 2001-2005.
The game contains a complete single-player campaign, with original artwork, scripting, items, enemies, and so forth.
My part of the project consisted of organizing the group, programming, 3d modeling, and some level design. The game is a little outdated by now, but if you have a copy of the original
Unreal Tournament, you can download the installer and give it a go.
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Research Support
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National Science Foundation Graduate Research Fellowship, 2010
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Stanford School of Engineering Fellowship, 2009
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© 2009-2010 Sergey Levine.
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