Also check out @beenwrekt 's previous post, which found that if your simulation is fast & faulty, your bipeds could end up with silly walks. http://www.argmin.net/2018/03/20/mujocoloco/ …https://twitter.com/beenwrekt/status/985936713326514181 …
-
Show this thread
-
This passed the standard success threshold. The simulator's physics seems to have some shortcuts that made silly walks practical.pic.twitter.com/AtPURFn2p3
10 replies 32 retweets 104 likesShow this thread -
And apparently there was nothing that says you HAVE to walk forward.pic.twitter.com/k3AjaTSiHF
3 replies 7 retweets 48 likesShow this thread -
There's also this video montage from the same simulation engine.https://youtu.be/rAai4QzcYbs?t=1m32s …
1 reply 2 retweets 4 likesShow this thread -
I'm not sure why running solution #1 involved pearl clutchingpic.twitter.com/olWb0edQaQ
2 replies 3 retweets 34 likesShow this thread -
And the humanoid in running solution #2 also looks alarmedpic.twitter.com/Fw7b90DMeb
4 replies 3 retweets 33 likesShow this thread -
Running solution #3: epic silly walk. Imagine if the terminator robots moved like this.pic.twitter.com/23euS34Np5
5 replies 21 retweets 67 likesShow this thread
So the AIs were trained in running by playing QWOP - got it
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.