[0] https://montreal.ubisoft.com/en/introducing-learned-motion-m...
[0] https://montreal.ubisoft.com/en/introducing-learned-motion-m...
And learned motion matching is when you simply approximate a motion matching controller using a neural network to save memory and computation time (if you've read the paper). But it requires you to already have a well-made motion matching controller beforehand, so I don't know if it's a technology that can be applied to the majority of gamedevs.
ML in animation doesn't actually do anything useful according to friends in production at Ubisoft. As the paper says itself
> Naturally, searching a larger database means poorer runtime performance too. This is why we say Motion Matching scales poorly in terms of data.
It's a neat experiment but ATM AFAIK has not been used in a production title because of its limits.