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1 #+title: =CORTEX=
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Using embodied AI to facilitate Artificial Imagination.
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5 #+keywords: AI, clojure, embodiment
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6 #+LaTeX_CLASS_OPTIONS: [nofloat]
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7
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8 * COMMENT templates
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9 #+caption:
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12 #+caption:
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13 #+name: name
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14 #+begin_listing clojure
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15 #+BEGIN_SRC clojure
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22 #+name: name
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23 #+ATTR_LaTeX: :width 10cm
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24 [[./images/aurellem-gray.png]]
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25
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26 #+caption:
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31 #+begin_listing clojure
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34 #+end_listing
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35
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36 #+caption:
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39 #+name: name
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40 #+ATTR_LaTeX: :width 10cm
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41 [[./images/aurellem-gray.png]]
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42
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43
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44 * Empathy \& Embodiment: problem solving strategies
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45
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46 ** The problem: recognizing actions in video is extremely difficult
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47 # developing / requires useful representations
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48
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49 Examine the following collection of images. As you, and indeed very
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50 young children, can easily determine, each one is a picture of
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51 someone drinking.
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52
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53 # dxh: cat, cup, drinking fountain, rain, straw, coconut
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54 #+caption: A cat drinking some water. Identifying this action is
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55 #+caption: beyond the capabilities of existing computer vision systems.
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56 #+ATTR_LaTeX: :width 7cm
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57 [[./images/cat-drinking.jpg]]
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58
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59 Nevertheless, it is beyond the state of the art for a computer
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60 vision program to describe what's happening in each of these
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61 images, or what's common to them. Part of the problem is that many
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62 computer vision systems focus on pixel-level details or probability
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63 distributions of pixels, with little focus on [...]
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64
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65
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66 In fact, the contents of scene may have much less to do with pixel
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67 probabilities than with recognizing various affordances: things you
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68 can move, objects you can grasp, spaces that can be filled
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69 (Gibson). For example, what processes might enable you to see the
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70 chair in figure \ref{hidden-chair}?
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71 # Or suppose that you are building a program that recognizes chairs.
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72 # How could you ``see'' the chair ?
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73
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74 # dxh: blur chair
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75 #+caption: The chair in this image is quite obvious to humans, but I
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76 #+caption: doubt that any modern computer vision program can find it.
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77 #+name: hidden-chair
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78 #+ATTR_LaTeX: :width 10cm
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79 [[./images/fat-person-sitting-at-desk.jpg]]
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80
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81
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82
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83
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84
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85 Finally, how is it that you can easily tell the difference between
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86 how the girls /muscles/ are working in figure \ref{girl}?
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87
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88 #+caption: The mysterious ``common sense'' appears here as you are able
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89 #+caption: to discern the difference in how the girl's arm muscles
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90 #+caption: are activated between the two images.
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91 #+name: girl
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92 #+ATTR_LaTeX: :width 7cm
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93 [[./images/wall-push.png]]
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94
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95
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96
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97
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98 Each of these examples tells us something about what might be going
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99 on in our minds as we easily solve these recognition problems.
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100
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101 The hidden chair shows us that we are strongly triggered by cues
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102 relating to the position of human bodies, and that we can determine
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103 the overall physical configuration of a human body even if much of
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104 that body is occluded.
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105
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106 The picture of the girl pushing against the wall tells us that we
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107 have common sense knowledge about the kinetics of our own bodies.
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108 We know well how our muscles would have to work to maintain us in
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109 most positions, and we can easily project this self-knowledge to
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110 imagined positions triggered by images of the human body.
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111
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112 ** A step forward: the sensorimotor-centered approach
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113 # ** =EMPATH= recognizes what creatures are doing
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114 # neatly solves recognition problems
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115 In this thesis, I explore the idea that our knowledge of our own
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116 bodies enables us to recognize the actions of others.
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117
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118 First, I built a system for constructing virtual creatures with
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119 physiologically plausible sensorimotor systems and detailed
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120 environments. The result is =CORTEX=, which is described in section
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121 \ref{sec-2}. (=CORTEX= was built to be flexible and useful to other
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122 AI researchers; it is provided in full with detailed instructions
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123 on the web [here].)
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124
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125 Next, I wrote routines which enabled a simple worm-like creature to
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126 infer the actions of a second worm-like creature, using only its
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127 own prior sensorimotor experiences and knowledge of the second
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128 worm's joint positions. This program, =EMPATH=, is described in
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129 section \ref{sec-3}, and the key results of this experiment are
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130 summarized below.
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131
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132 #+caption: From only \emph{proprioceptive} data, =EMPATH= was able to infer
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133 #+caption: the complete sensory experience and classify these four poses.
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134 #+caption: The last image is a composite, depicting the intermediate stages of \emph{wriggling}.
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135 #+name: worm-recognition-intro-2
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136 #+ATTR_LaTeX: :width 15cm
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137 [[./images/empathy-1.png]]
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138
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139 # =CORTEX= provides a language for describing the sensorimotor
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140 # experiences of various creatures.
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141
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142 # Next, I developed an experiment to test the power of =CORTEX='s
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143 # sensorimotor-centered language for solving recognition problems. As
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144 # a proof of concept, I wrote routines which enabled a simple
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145 # worm-like creature to infer the actions of a second worm-like
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146 # creature, using only its own previous sensorimotor experiences and
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147 # knowledge of the second worm's joints (figure
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148 # \ref{worm-recognition-intro-2}). The result of this proof of
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149 # concept was the program =EMPATH=, described in section
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150 # \ref{sec-3}. The key results of this
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151
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152 # Using only first-person sensorimotor experiences and third-person
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153 # proprioceptive data,
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154
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155 *** Key results
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156 - After one-shot supervised training, =EMPATH= was able recognize a
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157 wide variety of static poses and dynamic actions---ranging from
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158 curling in a circle to wriggling with a particular frequency ---
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159 with 95\% accuracy.
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160 - These results were completely independent of viewing angle
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161 because the underlying body-centered language fundamentally is
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162 independent; once an action is learned, it can be recognized
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163 equally well from any viewing angle.
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164 - =EMPATH= is surprisingly short; the sensorimotor-centered
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165 language provided by =CORTEX= resulted in extremely economical
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166 recognition routines --- about 0000 lines in all --- suggesting
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167 that such representations are very powerful, and often
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168 indispensible for the types of recognition tasks considered here.
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169 - Although for expediency's sake, I relied on direct knowledge of
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170 joint positions in this proof of concept, it would be
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171 straightforward to extend =EMPATH= so that it (more
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172 realistically) infers joint positions from its visual data.
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173
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174 # because the underlying language is fundamentally orientation-independent
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175
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176 # recognize the actions of a worm with 95\% accuracy. The
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177 # recognition tasks
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178
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179
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180
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181
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182 [Talk about these results and what you find promising about them]
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183
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184 ** Roadmap
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185 [I'm going to explain how =CORTEX= works, then break down how
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186 =EMPATH= does its thing. Because the details reveal such-and-such
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187 about the approach.]
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188
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189 # The success of this simple proof-of-concept offers a tantalizing
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190
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191
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192 # explore the idea
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193 # The key contribution of this thesis is the idea that body-centered
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194 # representations (which express
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195
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196
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197 # the
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198 # body-centered approach --- in which I try to determine what's
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199 # happening in a scene by bringing it into registration with my own
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200 # bodily experiences --- are indispensible for recognizing what
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201 # creatures are doing in a scene.
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202
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203 * COMMENT
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204 # body-centered language
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205
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206 In this thesis, I'll describe =EMPATH=, which solves a certain
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207 class of recognition problems
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208
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209 The key idea is to use self-centered (or first-person) language.
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210
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211 I have built a system that can express the types of recognition
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212 problems in a form amenable to computation. It is split into
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213 four parts:
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214
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215 - Free/Guided Play :: The creature moves around and experiences the
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216 world through its unique perspective. Many otherwise
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217 complicated actions are easily described in the language of a
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218 full suite of body-centered, rich senses. For example,
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219 drinking is the feeling of water sliding down your throat, and
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220 cooling your insides. It's often accompanied by bringing your
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221 hand close to your face, or bringing your face close to water.
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222 Sitting down is the feeling of bending your knees, activating
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223 your quadriceps, then feeling a surface with your bottom and
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224 relaxing your legs. These body-centered action descriptions
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225 can be either learned or hard coded.
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226 - Posture Imitation :: When trying to interpret a video or image,
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227 the creature takes a model of itself and aligns it with
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228 whatever it sees. This alignment can even cross species, as
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229 when humans try to align themselves with things like ponies,
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230 dogs, or other humans with a different body type.
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231 - Empathy :: The alignment triggers associations with
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232 sensory data from prior experiences. For example, the
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233 alignment itself easily maps to proprioceptive data. Any
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234 sounds or obvious skin contact in the video can to a lesser
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235 extent trigger previous experience. Segments of previous
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236 experiences are stitched together to form a coherent and
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237 complete sensory portrait of the scene.
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238 - Recognition :: With the scene described in terms of first
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239 person sensory events, the creature can now run its
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240 action-identification programs on this synthesized sensory
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241 data, just as it would if it were actually experiencing the
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242 scene first-hand. If previous experience has been accurately
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243 retrieved, and if it is analogous enough to the scene, then
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244 the creature will correctly identify the action in the scene.
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245
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246 For example, I think humans are able to label the cat video as
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247 ``drinking'' because they imagine /themselves/ as the cat, and
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248 imagine putting their face up against a stream of water and
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249 sticking out their tongue. In that imagined world, they can feel
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250 the cool water hitting their tongue, and feel the water entering
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251 their body, and are able to recognize that /feeling/ as drinking.
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252 So, the label of the action is not really in the pixels of the
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253 image, but is found clearly in a simulation inspired by those
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254 pixels. An imaginative system, having been trained on drinking and
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255 non-drinking examples and learning that the most important
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256 component of drinking is the feeling of water sliding down one's
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257 throat, would analyze a video of a cat drinking in the following
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258 manner:
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259
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260 1. Create a physical model of the video by putting a ``fuzzy''
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261 model of its own body in place of the cat. Possibly also create
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262 a simulation of the stream of water.
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263
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264 2. Play out this simulated scene and generate imagined sensory
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265 experience. This will include relevant muscle contractions, a
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266 close up view of the stream from the cat's perspective, and most
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267 importantly, the imagined feeling of water entering the
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268 mouth. The imagined sensory experience can come from a
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269 simulation of the event, but can also be pattern-matched from
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270 previous, similar embodied experience.
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271
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272 3. The action is now easily identified as drinking by the sense of
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273 taste alone. The other senses (such as the tongue moving in and
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274 out) help to give plausibility to the simulated action. Note that
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275 the sense of vision, while critical in creating the simulation,
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276 is not critical for identifying the action from the simulation.
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277
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278 For the chair examples, the process is even easier:
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279
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280 1. Align a model of your body to the person in the image.
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281
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282 2. Generate proprioceptive sensory data from this alignment.
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283
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284 3. Use the imagined proprioceptive data as a key to lookup related
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285 sensory experience associated with that particular proproceptive
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286 feeling.
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287
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288 4. Retrieve the feeling of your bottom resting on a surface, your
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289 knees bent, and your leg muscles relaxed.
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290
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291 5. This sensory information is consistent with the =sitting?=
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292 sensory predicate, so you (and the entity in the image) must be
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293 sitting.
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294
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295 6. There must be a chair-like object since you are sitting.
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296
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297 Empathy offers yet another alternative to the age-old AI
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298 representation question: ``What is a chair?'' --- A chair is the
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299 feeling of sitting.
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300
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301 My program, =EMPATH= uses this empathic problem solving technique
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302 to interpret the actions of a simple, worm-like creature.
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303
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304 #+caption: The worm performs many actions during free play such as
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305 #+caption: curling, wiggling, and resting.
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306 #+name: worm-intro
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307 #+ATTR_LaTeX: :width 15cm
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308 [[./images/worm-intro-white.png]]
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309
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310 #+caption: =EMPATH= recognized and classified each of these
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311 #+caption: poses by inferring the complete sensory experience
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312 #+caption: from proprioceptive data.
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313 #+name: worm-recognition-intro
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314 #+ATTR_LaTeX: :width 15cm
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315 [[./images/worm-poses.png]]
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316
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317 One powerful advantage of empathic problem solving is that it
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318 factors the action recognition problem into two easier problems. To
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319 use empathy, you need an /aligner/, which takes the video and a
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320 model of your body, and aligns the model with the video. Then, you
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321 need a /recognizer/, which uses the aligned model to interpret the
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322 action. The power in this method lies in the fact that you describe
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323 all actions form a body-centered viewpoint. You are less tied to
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324 the particulars of any visual representation of the actions. If you
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325 teach the system what ``running'' is, and you have a good enough
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326 aligner, the system will from then on be able to recognize running
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327 from any point of view, even strange points of view like above or
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328 underneath the runner. This is in contrast to action recognition
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329 schemes that try to identify actions using a non-embodied approach.
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330 If these systems learn about running as viewed from the side, they
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331 will not automatically be able to recognize running from any other
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332 viewpoint.
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333
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334 Another powerful advantage is that using the language of multiple
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335 body-centered rich senses to describe body-centerd actions offers a
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336 massive boost in descriptive capability. Consider how difficult it
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337 would be to compose a set of HOG filters to describe the action of
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338 a simple worm-creature ``curling'' so that its head touches its
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339 tail, and then behold the simplicity of describing thus action in a
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340 language designed for the task (listing \ref{grand-circle-intro}):
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341
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342 #+caption: Body-centerd actions are best expressed in a body-centered
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343 #+caption: language. This code detects when the worm has curled into a
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344 #+caption: full circle. Imagine how you would replicate this functionality
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rlm@446
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345 #+caption: using low-level pixel features such as HOG filters!
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rlm@446
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346 #+name: grand-circle-intro
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rlm@509
|
347 #+begin_listing clojure
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rlm@446
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348 #+begin_src clojure
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rlm@446
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349 (defn grand-circle?
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rlm@446
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350 "Does the worm form a majestic circle (one end touching the other)?"
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rlm@446
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351 [experiences]
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rlm@446
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352 (and (curled? experiences)
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rlm@446
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353 (let [worm-touch (:touch (peek experiences))
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rlm@446
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354 tail-touch (worm-touch 0)
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rlm@446
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355 head-touch (worm-touch 4)]
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rlm@462
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356 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))
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rlm@462
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357 (< 0.2 (contact worm-segment-top-tip head-touch))))))
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rlm@446
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358 #+end_src
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rlm@446
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359 #+end_listing
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rlm@446
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360
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rlm@449
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361 ** =CORTEX= is a toolkit for building sensate creatures
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rlm@435
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362
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rlm@448
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363 I built =CORTEX= to be a general AI research platform for doing
|
rlm@448
|
364 experiments involving multiple rich senses and a wide variety and
|
rlm@448
|
365 number of creatures. I intend it to be useful as a library for many
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rlm@462
|
366 more projects than just this thesis. =CORTEX= was necessary to meet
|
rlm@462
|
367 a need among AI researchers at CSAIL and beyond, which is that
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rlm@462
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368 people often will invent neat ideas that are best expressed in the
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rlm@448
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369 language of creatures and senses, but in order to explore those
|
rlm@448
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370 ideas they must first build a platform in which they can create
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rlm@448
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371 simulated creatures with rich senses! There are many ideas that
|
rlm@448
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372 would be simple to execute (such as =EMPATH=), but attached to them
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rlm@448
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373 is the multi-month effort to make a good creature simulator. Often,
|
rlm@448
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374 that initial investment of time proves to be too much, and the
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rlm@448
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375 project must make do with a lesser environment.
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rlm@435
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376
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rlm@448
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377 =CORTEX= is well suited as an environment for embodied AI research
|
rlm@448
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378 for three reasons:
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rlm@448
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379
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rlm@448
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380 - You can create new creatures using Blender, a popular 3D modeling
|
rlm@448
|
381 program. Each sense can be specified using special blender nodes
|
rlm@448
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382 with biologically inspired paramaters. You need not write any
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rlm@448
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383 code to create a creature, and can use a wide library of
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rlm@448
|
384 pre-existing blender models as a base for your own creatures.
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rlm@448
|
385
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rlm@511
|
386 - =CORTEX= implements a wide variety of senses: touch,
|
rlm@448
|
387 proprioception, vision, hearing, and muscle tension. Complicated
|
rlm@448
|
388 senses like touch, and vision involve multiple sensory elements
|
rlm@448
|
389 embedded in a 2D surface. You have complete control over the
|
rlm@448
|
390 distribution of these sensor elements through the use of simple
|
rlm@448
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391 png image files. In particular, =CORTEX= implements more
|
rlm@448
|
392 comprehensive hearing than any other creature simulation system
|
rlm@511
|
393 available.
|
rlm@448
|
394
|
rlm@448
|
395 - =CORTEX= supports any number of creatures and any number of
|
rlm@448
|
396 senses. Time in =CORTEX= dialates so that the simulated creatures
|
rlm@448
|
397 always precieve a perfectly smooth flow of time, regardless of
|
rlm@448
|
398 the actual computational load.
|
rlm@448
|
399
|
rlm@448
|
400 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game
|
rlm@448
|
401 engine designed to create cross-platform 3D desktop games. =CORTEX=
|
rlm@448
|
402 is mainly written in clojure, a dialect of =LISP= that runs on the
|
rlm@448
|
403 java virtual machine (JVM). The API for creating and simulating
|
rlm@449
|
404 creatures and senses is entirely expressed in clojure, though many
|
rlm@449
|
405 senses are implemented at the layer of jMonkeyEngine or below. For
|
rlm@449
|
406 example, for the sense of hearing I use a layer of clojure code on
|
rlm@449
|
407 top of a layer of java JNI bindings that drive a layer of =C++=
|
rlm@449
|
408 code which implements a modified version of =OpenAL= to support
|
rlm@449
|
409 multiple listeners. =CORTEX= is the only simulation environment
|
rlm@449
|
410 that I know of that can support multiple entities that can each
|
rlm@449
|
411 hear the world from their own perspective. Other senses also
|
rlm@449
|
412 require a small layer of Java code. =CORTEX= also uses =bullet=, a
|
rlm@449
|
413 physics simulator written in =C=.
|
rlm@448
|
414
|
rlm@448
|
415 #+caption: Here is the worm from above modeled in Blender, a free
|
rlm@448
|
416 #+caption: 3D-modeling program. Senses and joints are described
|
rlm@448
|
417 #+caption: using special nodes in Blender.
|
rlm@448
|
418 #+name: worm-recognition-intro
|
rlm@448
|
419 #+ATTR_LaTeX: :width 12cm
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rlm@448
|
420 [[./images/blender-worm.png]]
|
rlm@448
|
421
|
rlm@449
|
422 Here are some thing I anticipate that =CORTEX= might be used for:
|
rlm@449
|
423
|
rlm@449
|
424 - exploring new ideas about sensory integration
|
rlm@449
|
425 - distributed communication among swarm creatures
|
rlm@449
|
426 - self-learning using free exploration,
|
rlm@449
|
427 - evolutionary algorithms involving creature construction
|
rlm@449
|
428 - exploration of exoitic senses and effectors that are not possible
|
rlm@449
|
429 in the real world (such as telekenisis or a semantic sense)
|
rlm@449
|
430 - imagination using subworlds
|
rlm@449
|
431
|
rlm@451
|
432 During one test with =CORTEX=, I created 3,000 creatures each with
|
rlm@448
|
433 their own independent senses and ran them all at only 1/80 real
|
rlm@448
|
434 time. In another test, I created a detailed model of my own hand,
|
rlm@448
|
435 equipped with a realistic distribution of touch (more sensitive at
|
rlm@448
|
436 the fingertips), as well as eyes and ears, and it ran at around 1/4
|
rlm@451
|
437 real time.
|
rlm@448
|
438
|
rlm@451
|
439 #+BEGIN_LaTeX
|
rlm@449
|
440 \begin{sidewaysfigure}
|
rlm@449
|
441 \includegraphics[width=9.5in]{images/full-hand.png}
|
rlm@451
|
442 \caption{
|
rlm@451
|
443 I modeled my own right hand in Blender and rigged it with all the
|
rlm@451
|
444 senses that {\tt CORTEX} supports. My simulated hand has a
|
rlm@451
|
445 biologically inspired distribution of touch sensors. The senses are
|
rlm@451
|
446 displayed on the right, and the simulation is displayed on the
|
rlm@451
|
447 left. Notice that my hand is curling its fingers, that it can see
|
rlm@451
|
448 its own finger from the eye in its palm, and that it can feel its
|
rlm@451
|
449 own thumb touching its palm.}
|
rlm@449
|
450 \end{sidewaysfigure}
|
rlm@451
|
451 #+END_LaTeX
|
rlm@448
|
452
|
rlm@511
|
453 ** Road map
|
rlm@511
|
454
|
rlm@511
|
455 By the end of this thesis, you will have seen a novel approach to
|
rlm@511
|
456 interpreting video using embodiment and empathy. You will have also
|
rlm@511
|
457 seen one way to efficiently implement empathy for embodied
|
rlm@511
|
458 creatures. Finally, you will become familiar with =CORTEX=, a system
|
rlm@511
|
459 for designing and simulating creatures with rich senses, which you
|
rlm@511
|
460 may choose to use in your own research.
|
rlm@511
|
461
|
rlm@511
|
462 This is the core vision of my thesis: That one of the important ways
|
rlm@511
|
463 in which we understand others is by imagining ourselves in their
|
rlm@511
|
464 position and emphatically feeling experiences relative to our own
|
rlm@511
|
465 bodies. By understanding events in terms of our own previous
|
rlm@511
|
466 corporeal experience, we greatly constrain the possibilities of what
|
rlm@511
|
467 would otherwise be an unwieldy exponential search. This extra
|
rlm@511
|
468 constraint can be the difference between easily understanding what
|
rlm@511
|
469 is happening in a video and being completely lost in a sea of
|
rlm@511
|
470 incomprehensible color and movement.
|
rlm@435
|
471
|
rlm@451
|
472 - I built =CORTEX=, a comprehensive platform for embodied AI
|
rlm@451
|
473 experiments. =CORTEX= supports many features lacking in other
|
rlm@451
|
474 systems, such proper simulation of hearing. It is easy to create
|
rlm@451
|
475 new =CORTEX= creatures using Blender, a free 3D modeling program.
|
rlm@449
|
476
|
rlm@451
|
477 - I built =EMPATH=, which uses =CORTEX= to identify the actions of
|
rlm@451
|
478 a worm-like creature using a computational model of empathy.
|
rlm@449
|
479
|
rlm@511
|
480
|
rlm@511
|
481 * Designing =CORTEX=
|
rlm@511
|
482 In this section, I outline the design decisions that went into
|
rlm@511
|
483 making =CORTEX=, along with some details about its
|
rlm@511
|
484 implementation. (A practical guide to getting started with =CORTEX=,
|
rlm@511
|
485 which skips over the history and implementation details presented
|
rlm@511
|
486 here, is provided in an appendix \ref{} at the end of this paper.)
|
rlm@511
|
487
|
rlm@511
|
488 Throughout this project, I intended for =CORTEX= to be flexible and
|
rlm@511
|
489 extensible enough to be useful for other researchers who want to
|
rlm@511
|
490 test out ideas of their own. To this end, wherver I have had to make
|
rlm@511
|
491 archetictural choices about =CORTEX=, I have chosen to give as much
|
rlm@511
|
492 freedom to the user as possible, so that =CORTEX= may be used for
|
rlm@511
|
493 things I have not forseen.
|
rlm@511
|
494
|
rlm@511
|
495 ** Building in simulation versus reality
|
rlm@462
|
496 The most important archetictural decision of all is the choice to
|
rlm@462
|
497 use a computer-simulated environemnt in the first place! The world
|
rlm@462
|
498 is a vast and rich place, and for now simulations are a very poor
|
rlm@462
|
499 reflection of its complexity. It may be that there is a significant
|
rlm@462
|
500 qualatative difference between dealing with senses in the real
|
rlm@468
|
501 world and dealing with pale facilimilies of them in a simulation.
|
rlm@468
|
502 What are the advantages and disadvantages of a simulation vs.
|
rlm@468
|
503 reality?
|
rlm@462
|
504
|
rlm@462
|
505 *** Simulation
|
rlm@462
|
506
|
rlm@462
|
507 The advantages of virtual reality are that when everything is a
|
rlm@462
|
508 simulation, experiments in that simulation are absolutely
|
rlm@462
|
509 reproducible. It's also easier to change the character and world
|
rlm@462
|
510 to explore new situations and different sensory combinations.
|
rlm@462
|
511
|
rlm@462
|
512 If the world is to be simulated on a computer, then not only do
|
rlm@462
|
513 you have to worry about whether the character's senses are rich
|
rlm@462
|
514 enough to learn from the world, but whether the world itself is
|
rlm@462
|
515 rendered with enough detail and realism to give enough working
|
rlm@462
|
516 material to the character's senses. To name just a few
|
rlm@462
|
517 difficulties facing modern physics simulators: destructibility of
|
rlm@462
|
518 the environment, simulation of water/other fluids, large areas,
|
rlm@462
|
519 nonrigid bodies, lots of objects, smoke. I don't know of any
|
rlm@462
|
520 computer simulation that would allow a character to take a rock
|
rlm@462
|
521 and grind it into fine dust, then use that dust to make a clay
|
rlm@462
|
522 sculpture, at least not without spending years calculating the
|
rlm@462
|
523 interactions of every single small grain of dust. Maybe a
|
rlm@462
|
524 simulated world with today's limitations doesn't provide enough
|
rlm@462
|
525 richness for real intelligence to evolve.
|
rlm@462
|
526
|
rlm@462
|
527 *** Reality
|
rlm@462
|
528
|
rlm@462
|
529 The other approach for playing with senses is to hook your
|
rlm@462
|
530 software up to real cameras, microphones, robots, etc., and let it
|
rlm@462
|
531 loose in the real world. This has the advantage of eliminating
|
rlm@462
|
532 concerns about simulating the world at the expense of increasing
|
rlm@462
|
533 the complexity of implementing the senses. Instead of just
|
rlm@462
|
534 grabbing the current rendered frame for processing, you have to
|
rlm@462
|
535 use an actual camera with real lenses and interact with photons to
|
rlm@462
|
536 get an image. It is much harder to change the character, which is
|
rlm@462
|
537 now partly a physical robot of some sort, since doing so involves
|
rlm@462
|
538 changing things around in the real world instead of modifying
|
rlm@462
|
539 lines of code. While the real world is very rich and definitely
|
rlm@462
|
540 provides enough stimulation for intelligence to develop as
|
rlm@462
|
541 evidenced by our own existence, it is also uncontrollable in the
|
rlm@462
|
542 sense that a particular situation cannot be recreated perfectly or
|
rlm@462
|
543 saved for later use. It is harder to conduct science because it is
|
rlm@462
|
544 harder to repeat an experiment. The worst thing about using the
|
rlm@462
|
545 real world instead of a simulation is the matter of time. Instead
|
rlm@462
|
546 of simulated time you get the constant and unstoppable flow of
|
rlm@462
|
547 real time. This severely limits the sorts of software you can use
|
rlm@462
|
548 to program the AI because all sense inputs must be handled in real
|
rlm@462
|
549 time. Complicated ideas may have to be implemented in hardware or
|
rlm@462
|
550 may simply be impossible given the current speed of our
|
rlm@462
|
551 processors. Contrast this with a simulation, in which the flow of
|
rlm@462
|
552 time in the simulated world can be slowed down to accommodate the
|
rlm@462
|
553 limitations of the character's programming. In terms of cost,
|
rlm@462
|
554 doing everything in software is far cheaper than building custom
|
rlm@462
|
555 real-time hardware. All you need is a laptop and some patience.
|
rlm@435
|
556
|
rlm@511
|
557 ** Simulated time enables rapid prototyping and complex scenes
|
rlm@435
|
558
|
rlm@462
|
559 I envision =CORTEX= being used to support rapid prototyping and
|
rlm@462
|
560 iteration of ideas. Even if I could put together a well constructed
|
rlm@462
|
561 kit for creating robots, it would still not be enough because of
|
rlm@462
|
562 the scourge of real-time processing. Anyone who wants to test their
|
rlm@462
|
563 ideas in the real world must always worry about getting their
|
rlm@465
|
564 algorithms to run fast enough to process information in real time.
|
rlm@465
|
565 The need for real time processing only increases if multiple senses
|
rlm@465
|
566 are involved. In the extreme case, even simple algorithms will have
|
rlm@465
|
567 to be accelerated by ASIC chips or FPGAs, turning what would
|
rlm@465
|
568 otherwise be a few lines of code and a 10x speed penality into a
|
rlm@465
|
569 multi-month ordeal. For this reason, =CORTEX= supports
|
rlm@462
|
570 /time-dialiation/, which scales back the framerate of the
|
rlm@465
|
571 simulation in proportion to the amount of processing each frame.
|
rlm@465
|
572 From the perspective of the creatures inside the simulation, time
|
rlm@465
|
573 always appears to flow at a constant rate, regardless of how
|
rlm@462
|
574 complicated the envorimnent becomes or how many creatures are in
|
rlm@462
|
575 the simulation. The cost is that =CORTEX= can sometimes run slower
|
rlm@462
|
576 than real time. This can also be an advantage, however ---
|
rlm@462
|
577 simulations of very simple creatures in =CORTEX= generally run at
|
rlm@462
|
578 40x on my machine!
|
rlm@462
|
579
|
rlm@511
|
580 ** All sense organs are two-dimensional surfaces
|
rlm@511
|
581 # What is a sense?
|
rlm@468
|
582 If =CORTEX= is to support a wide variety of senses, it would help
|
rlm@468
|
583 to have a better understanding of what a ``sense'' actually is!
|
rlm@468
|
584 While vision, touch, and hearing all seem like they are quite
|
rlm@468
|
585 different things, I was supprised to learn during the course of
|
rlm@468
|
586 this thesis that they (and all physical senses) can be expressed as
|
rlm@468
|
587 exactly the same mathematical object due to a dimensional argument!
|
rlm@468
|
588
|
rlm@468
|
589 Human beings are three-dimensional objects, and the nerves that
|
rlm@468
|
590 transmit data from our various sense organs to our brain are
|
rlm@468
|
591 essentially one-dimensional. This leaves up to two dimensions in
|
rlm@468
|
592 which our sensory information may flow. For example, imagine your
|
rlm@468
|
593 skin: it is a two-dimensional surface around a three-dimensional
|
rlm@468
|
594 object (your body). It has discrete touch sensors embedded at
|
rlm@468
|
595 various points, and the density of these sensors corresponds to the
|
rlm@468
|
596 sensitivity of that region of skin. Each touch sensor connects to a
|
rlm@468
|
597 nerve, all of which eventually are bundled together as they travel
|
rlm@468
|
598 up the spinal cord to the brain. Intersect the spinal nerves with a
|
rlm@468
|
599 guillotining plane and you will see all of the sensory data of the
|
rlm@468
|
600 skin revealed in a roughly circular two-dimensional image which is
|
rlm@468
|
601 the cross section of the spinal cord. Points on this image that are
|
rlm@468
|
602 close together in this circle represent touch sensors that are
|
rlm@468
|
603 /probably/ close together on the skin, although there is of course
|
rlm@468
|
604 some cutting and rearrangement that has to be done to transfer the
|
rlm@468
|
605 complicated surface of the skin onto a two dimensional image.
|
rlm@468
|
606
|
rlm@468
|
607 Most human senses consist of many discrete sensors of various
|
rlm@468
|
608 properties distributed along a surface at various densities. For
|
rlm@468
|
609 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's
|
rlm@468
|
610 disks, and Ruffini's endings, which detect pressure and vibration
|
rlm@468
|
611 of various intensities. For ears, it is the stereocilia distributed
|
rlm@468
|
612 along the basilar membrane inside the cochlea; each one is
|
rlm@468
|
613 sensitive to a slightly different frequency of sound. For eyes, it
|
rlm@468
|
614 is rods and cones distributed along the surface of the retina. In
|
rlm@468
|
615 each case, we can describe the sense with a surface and a
|
rlm@468
|
616 distribution of sensors along that surface.
|
rlm@468
|
617
|
rlm@468
|
618 The neat idea is that every human sense can be effectively
|
rlm@468
|
619 described in terms of a surface containing embedded sensors. If the
|
rlm@468
|
620 sense had any more dimensions, then there wouldn't be enough room
|
rlm@468
|
621 in the spinal chord to transmit the information!
|
rlm@468
|
622
|
rlm@468
|
623 Therefore, =CORTEX= must support the ability to create objects and
|
rlm@468
|
624 then be able to ``paint'' points along their surfaces to describe
|
rlm@468
|
625 each sense.
|
rlm@468
|
626
|
rlm@468
|
627 Fortunately this idea is already a well known computer graphics
|
rlm@468
|
628 technique called called /UV-mapping/. The three-dimensional surface
|
rlm@468
|
629 of a model is cut and smooshed until it fits on a two-dimensional
|
rlm@468
|
630 image. You paint whatever you want on that image, and when the
|
rlm@468
|
631 three-dimensional shape is rendered in a game the smooshing and
|
rlm@468
|
632 cutting is reversed and the image appears on the three-dimensional
|
rlm@468
|
633 object.
|
rlm@468
|
634
|
rlm@468
|
635 To make a sense, interpret the UV-image as describing the
|
rlm@468
|
636 distribution of that senses sensors. To get different types of
|
rlm@468
|
637 sensors, you can either use a different color for each type of
|
rlm@468
|
638 sensor, or use multiple UV-maps, each labeled with that sensor
|
rlm@468
|
639 type. I generally use a white pixel to mean the presence of a
|
rlm@468
|
640 sensor and a black pixel to mean the absence of a sensor, and use
|
rlm@468
|
641 one UV-map for each sensor-type within a given sense.
|
rlm@468
|
642
|
rlm@468
|
643 #+CAPTION: The UV-map for an elongated icososphere. The white
|
rlm@468
|
644 #+caption: dots each represent a touch sensor. They are dense
|
rlm@468
|
645 #+caption: in the regions that describe the tip of the finger,
|
rlm@468
|
646 #+caption: and less dense along the dorsal side of the finger
|
rlm@468
|
647 #+caption: opposite the tip.
|
rlm@468
|
648 #+name: finger-UV
|
rlm@468
|
649 #+ATTR_latex: :width 10cm
|
rlm@468
|
650 [[./images/finger-UV.png]]
|
rlm@468
|
651
|
rlm@468
|
652 #+caption: Ventral side of the UV-mapped finger. Notice the
|
rlm@468
|
653 #+caption: density of touch sensors at the tip.
|
rlm@468
|
654 #+name: finger-side-view
|
rlm@468
|
655 #+ATTR_LaTeX: :width 10cm
|
rlm@468
|
656 [[./images/finger-1.png]]
|
rlm@468
|
657
|
rlm@507
|
658 ** Video game engines provide ready-made physics and shading
|
rlm@462
|
659
|
rlm@462
|
660 I did not need to write my own physics simulation code or shader to
|
rlm@462
|
661 build =CORTEX=. Doing so would lead to a system that is impossible
|
rlm@462
|
662 for anyone but myself to use anyway. Instead, I use a video game
|
rlm@462
|
663 engine as a base and modify it to accomodate the additional needs
|
rlm@462
|
664 of =CORTEX=. Video game engines are an ideal starting point to
|
rlm@462
|
665 build =CORTEX=, because they are not far from being creature
|
rlm@463
|
666 building systems themselves.
|
rlm@462
|
667
|
rlm@462
|
668 First off, general purpose video game engines come with a physics
|
rlm@462
|
669 engine and lighting / sound system. The physics system provides
|
rlm@462
|
670 tools that can be co-opted to serve as touch, proprioception, and
|
rlm@462
|
671 muscles. Since some games support split screen views, a good video
|
rlm@462
|
672 game engine will allow you to efficiently create multiple cameras
|
rlm@463
|
673 in the simulated world that can be used as eyes. Video game systems
|
rlm@463
|
674 offer integrated asset management for things like textures and
|
rlm@468
|
675 creatures models, providing an avenue for defining creatures. They
|
rlm@468
|
676 also understand UV-mapping, since this technique is used to apply a
|
rlm@468
|
677 texture to a model. Finally, because video game engines support a
|
rlm@468
|
678 large number of users, as long as =CORTEX= doesn't stray too far
|
rlm@468
|
679 from the base system, other researchers can turn to this community
|
rlm@468
|
680 for help when doing their research.
|
rlm@463
|
681
|
rlm@507
|
682 ** =CORTEX= is based on jMonkeyEngine3
|
rlm@463
|
683
|
rlm@463
|
684 While preparing to build =CORTEX= I studied several video game
|
rlm@463
|
685 engines to see which would best serve as a base. The top contenders
|
rlm@463
|
686 were:
|
rlm@463
|
687
|
rlm@463
|
688 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
|
rlm@463
|
689 software in 1997. All the source code was released by ID
|
rlm@463
|
690 software into the Public Domain several years ago, and as a
|
rlm@463
|
691 result it has been ported to many different languages. This
|
rlm@463
|
692 engine was famous for its advanced use of realistic shading
|
rlm@463
|
693 and had decent and fast physics simulation. The main advantage
|
rlm@463
|
694 of the Quake II engine is its simplicity, but I ultimately
|
rlm@463
|
695 rejected it because the engine is too tied to the concept of a
|
rlm@463
|
696 first-person shooter game. One of the problems I had was that
|
rlm@463
|
697 there does not seem to be any easy way to attach multiple
|
rlm@463
|
698 cameras to a single character. There are also several physics
|
rlm@463
|
699 clipping issues that are corrected in a way that only applies
|
rlm@463
|
700 to the main character and do not apply to arbitrary objects.
|
rlm@463
|
701
|
rlm@463
|
702 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II
|
rlm@463
|
703 and Quake I engines and is used by Valve in the Half-Life
|
rlm@463
|
704 series of games. The physics simulation in the Source Engine
|
rlm@463
|
705 is quite accurate and probably the best out of all the engines
|
rlm@463
|
706 I investigated. There is also an extensive community actively
|
rlm@463
|
707 working with the engine. However, applications that use the
|
rlm@463
|
708 Source Engine must be written in C++, the code is not open, it
|
rlm@463
|
709 only runs on Windows, and the tools that come with the SDK to
|
rlm@463
|
710 handle models and textures are complicated and awkward to use.
|
rlm@463
|
711
|
rlm@463
|
712 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
|
rlm@463
|
713 games in Java. It uses OpenGL to render to the screen and uses
|
rlm@463
|
714 screengraphs to avoid drawing things that do not appear on the
|
rlm@463
|
715 screen. It has an active community and several games in the
|
rlm@463
|
716 pipeline. The engine was not built to serve any particular
|
rlm@463
|
717 game but is instead meant to be used for any 3D game.
|
rlm@463
|
718
|
rlm@463
|
719 I chose jMonkeyEngine3 because it because it had the most features
|
rlm@464
|
720 out of all the free projects I looked at, and because I could then
|
rlm@463
|
721 write my code in clojure, an implementation of =LISP= that runs on
|
rlm@463
|
722 the JVM.
|
rlm@435
|
723
|
rlm@507
|
724 ** =CORTEX= uses Blender to create creature models
|
rlm@435
|
725
|
rlm@464
|
726 For the simple worm-like creatures I will use later on in this
|
rlm@464
|
727 thesis, I could define a simple API in =CORTEX= that would allow
|
rlm@464
|
728 one to create boxes, spheres, etc., and leave that API as the sole
|
rlm@464
|
729 way to create creatures. However, for =CORTEX= to truly be useful
|
rlm@468
|
730 for other projects, it needs a way to construct complicated
|
rlm@464
|
731 creatures. If possible, it would be nice to leverage work that has
|
rlm@464
|
732 already been done by the community of 3D modelers, or at least
|
rlm@464
|
733 enable people who are talented at moedling but not programming to
|
rlm@468
|
734 design =CORTEX= creatures.
|
rlm@464
|
735
|
rlm@464
|
736 Therefore, I use Blender, a free 3D modeling program, as the main
|
rlm@464
|
737 way to create creatures in =CORTEX=. However, the creatures modeled
|
rlm@464
|
738 in Blender must also be simple to simulate in jMonkeyEngine3's game
|
rlm@468
|
739 engine, and must also be easy to rig with =CORTEX='s senses. I
|
rlm@468
|
740 accomplish this with extensive use of Blender's ``empty nodes.''
|
rlm@464
|
741
|
rlm@468
|
742 Empty nodes have no mass, physical presence, or appearance, but
|
rlm@468
|
743 they can hold metadata and have names. I use a tree structure of
|
rlm@468
|
744 empty nodes to specify senses in the following manner:
|
rlm@468
|
745
|
rlm@468
|
746 - Create a single top-level empty node whose name is the name of
|
rlm@468
|
747 the sense.
|
rlm@468
|
748 - Add empty nodes which each contain meta-data relevant to the
|
rlm@468
|
749 sense, including a UV-map describing the number/distribution of
|
rlm@468
|
750 sensors if applicable.
|
rlm@468
|
751 - Make each empty-node the child of the top-level node.
|
rlm@468
|
752
|
rlm@468
|
753 #+caption: An example of annoting a creature model with empty
|
rlm@468
|
754 #+caption: nodes to describe the layout of senses. There are
|
rlm@468
|
755 #+caption: multiple empty nodes which each describe the position
|
rlm@468
|
756 #+caption: of muscles, ears, eyes, or joints.
|
rlm@468
|
757 #+name: sense-nodes
|
rlm@468
|
758 #+ATTR_LaTeX: :width 10cm
|
rlm@468
|
759 [[./images/empty-sense-nodes.png]]
|
rlm@468
|
760
|
rlm@508
|
761 ** Bodies are composed of segments connected by joints
|
rlm@468
|
762
|
rlm@468
|
763 Blender is a general purpose animation tool, which has been used in
|
rlm@468
|
764 the past to create high quality movies such as Sintel
|
rlm@508
|
765 \cite{blender}. Though Blender can model and render even complicated
|
rlm@468
|
766 things like water, it is crucual to keep models that are meant to
|
rlm@468
|
767 be simulated as creatures simple. =Bullet=, which =CORTEX= uses
|
rlm@468
|
768 though jMonkeyEngine3, is a rigid-body physics system. This offers
|
rlm@468
|
769 a compromise between the expressiveness of a game level and the
|
rlm@468
|
770 speed at which it can be simulated, and it means that creatures
|
rlm@468
|
771 should be naturally expressed as rigid components held together by
|
rlm@468
|
772 joint constraints.
|
rlm@468
|
773
|
rlm@468
|
774 But humans are more like a squishy bag with wrapped around some
|
rlm@468
|
775 hard bones which define the overall shape. When we move, our skin
|
rlm@468
|
776 bends and stretches to accomodate the new positions of our bones.
|
rlm@468
|
777
|
rlm@468
|
778 One way to make bodies composed of rigid pieces connected by joints
|
rlm@468
|
779 /seem/ more human-like is to use an /armature/, (or /rigging/)
|
rlm@468
|
780 system, which defines a overall ``body mesh'' and defines how the
|
rlm@468
|
781 mesh deforms as a function of the position of each ``bone'' which
|
rlm@468
|
782 is a standard rigid body. This technique is used extensively to
|
rlm@468
|
783 model humans and create realistic animations. It is not a good
|
rlm@468
|
784 technique for physical simulation, however because it creates a lie
|
rlm@468
|
785 -- the skin is not a physical part of the simulation and does not
|
rlm@468
|
786 interact with any objects in the world or itself. Objects will pass
|
rlm@468
|
787 right though the skin until they come in contact with the
|
rlm@468
|
788 underlying bone, which is a physical object. Whithout simulating
|
rlm@468
|
789 the skin, the sense of touch has little meaning, and the creature's
|
rlm@468
|
790 own vision will lie to it about the true extent of its body.
|
rlm@468
|
791 Simulating the skin as a physical object requires some way to
|
rlm@468
|
792 continuously update the physical model of the skin along with the
|
rlm@468
|
793 movement of the bones, which is unacceptably slow compared to rigid
|
rlm@468
|
794 body simulation.
|
rlm@468
|
795
|
rlm@468
|
796 Therefore, instead of using the human-like ``deformable bag of
|
rlm@468
|
797 bones'' approach, I decided to base my body plans on multiple solid
|
rlm@468
|
798 objects that are connected by joints, inspired by the robot =EVE=
|
rlm@468
|
799 from the movie WALL-E.
|
rlm@464
|
800
|
rlm@464
|
801 #+caption: =EVE= from the movie WALL-E. This body plan turns
|
rlm@464
|
802 #+caption: out to be much better suited to my purposes than a more
|
rlm@464
|
803 #+caption: human-like one.
|
rlm@465
|
804 #+ATTR_LaTeX: :width 10cm
|
rlm@464
|
805 [[./images/Eve.jpg]]
|
rlm@464
|
806
|
rlm@464
|
807 =EVE='s body is composed of several rigid components that are held
|
rlm@464
|
808 together by invisible joint constraints. This is what I mean by
|
rlm@464
|
809 ``eve-like''. The main reason that I use eve-style bodies is for
|
rlm@464
|
810 efficiency, and so that there will be correspondence between the
|
rlm@468
|
811 AI's semses and the physical presence of its body. Each individual
|
rlm@464
|
812 section is simulated by a separate rigid body that corresponds
|
rlm@464
|
813 exactly with its visual representation and does not change.
|
rlm@464
|
814 Sections are connected by invisible joints that are well supported
|
rlm@464
|
815 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
|
rlm@464
|
816 can efficiently simulate hundreds of rigid bodies connected by
|
rlm@468
|
817 joints. Just because sections are rigid does not mean they have to
|
rlm@468
|
818 stay as one piece forever; they can be dynamically replaced with
|
rlm@468
|
819 multiple sections to simulate splitting in two. This could be used
|
rlm@468
|
820 to simulate retractable claws or =EVE='s hands, which are able to
|
rlm@468
|
821 coalesce into one object in the movie.
|
rlm@465
|
822
|
rlm@469
|
823 *** Solidifying/Connecting a body
|
rlm@465
|
824
|
rlm@469
|
825 =CORTEX= creates a creature in two steps: first, it traverses the
|
rlm@469
|
826 nodes in the blender file and creates physical representations for
|
rlm@469
|
827 any of them that have mass defined in their blender meta-data.
|
rlm@466
|
828
|
rlm@466
|
829 #+caption: Program for iterating through the nodes in a blender file
|
rlm@466
|
830 #+caption: and generating physical jMonkeyEngine3 objects with mass
|
rlm@466
|
831 #+caption: and a matching physics shape.
|
rlm@466
|
832 #+name: name
|
rlm@466
|
833 #+begin_listing clojure
|
rlm@466
|
834 #+begin_src clojure
|
rlm@466
|
835 (defn physical!
|
rlm@466
|
836 "Iterate through the nodes in creature and make them real physical
|
rlm@466
|
837 objects in the simulation."
|
rlm@466
|
838 [#^Node creature]
|
rlm@466
|
839 (dorun
|
rlm@466
|
840 (map
|
rlm@466
|
841 (fn [geom]
|
rlm@466
|
842 (let [physics-control
|
rlm@466
|
843 (RigidBodyControl.
|
rlm@466
|
844 (HullCollisionShape.
|
rlm@466
|
845 (.getMesh geom))
|
rlm@466
|
846 (if-let [mass (meta-data geom "mass")]
|
rlm@466
|
847 (float mass) (float 1)))]
|
rlm@466
|
848 (.addControl geom physics-control)))
|
rlm@466
|
849 (filter #(isa? (class %) Geometry )
|
rlm@466
|
850 (node-seq creature)))))
|
rlm@466
|
851 #+end_src
|
rlm@466
|
852 #+end_listing
|
rlm@465
|
853
|
rlm@469
|
854 The next step to making a proper body is to connect those pieces
|
rlm@469
|
855 together with joints. jMonkeyEngine has a large array of joints
|
rlm@469
|
856 available via =bullet=, such as Point2Point, Cone, Hinge, and a
|
rlm@469
|
857 generic Six Degree of Freedom joint, with or without spring
|
rlm@469
|
858 restitution.
|
rlm@465
|
859
|
rlm@469
|
860 Joints are treated a lot like proper senses, in that there is a
|
rlm@469
|
861 top-level empty node named ``joints'' whose children each
|
rlm@469
|
862 represent a joint.
|
rlm@466
|
863
|
rlm@469
|
864 #+caption: View of the hand model in Blender showing the main ``joints''
|
rlm@469
|
865 #+caption: node (highlighted in yellow) and its children which each
|
rlm@469
|
866 #+caption: represent a joint in the hand. Each joint node has metadata
|
rlm@469
|
867 #+caption: specifying what sort of joint it is.
|
rlm@469
|
868 #+name: blender-hand
|
rlm@469
|
869 #+ATTR_LaTeX: :width 10cm
|
rlm@469
|
870 [[./images/hand-screenshot1.png]]
|
rlm@469
|
871
|
rlm@469
|
872
|
rlm@469
|
873 =CORTEX='s procedure for binding the creature together with joints
|
rlm@469
|
874 is as follows:
|
rlm@469
|
875
|
rlm@469
|
876 - Find the children of the ``joints'' node.
|
rlm@469
|
877 - Determine the two spatials the joint is meant to connect.
|
rlm@469
|
878 - Create the joint based on the meta-data of the empty node.
|
rlm@469
|
879
|
rlm@469
|
880 The higher order function =sense-nodes= from =cortex.sense=
|
rlm@469
|
881 simplifies finding the joints based on their parent ``joints''
|
rlm@469
|
882 node.
|
rlm@466
|
883
|
rlm@466
|
884 #+caption: Retrieving the children empty nodes from a single
|
rlm@466
|
885 #+caption: named empty node is a common pattern in =CORTEX=
|
rlm@466
|
886 #+caption: further instances of this technique for the senses
|
rlm@466
|
887 #+caption: will be omitted
|
rlm@466
|
888 #+name: get-empty-nodes
|
rlm@466
|
889 #+begin_listing clojure
|
rlm@466
|
890 #+begin_src clojure
|
rlm@466
|
891 (defn sense-nodes
|
rlm@466
|
892 "For some senses there is a special empty blender node whose
|
rlm@466
|
893 children are considered markers for an instance of that sense. This
|
rlm@466
|
894 function generates functions to find those children, given the name
|
rlm@466
|
895 of the special parent node."
|
rlm@466
|
896 [parent-name]
|
rlm@466
|
897 (fn [#^Node creature]
|
rlm@466
|
898 (if-let [sense-node (.getChild creature parent-name)]
|
rlm@466
|
899 (seq (.getChildren sense-node)) [])))
|
rlm@466
|
900
|
rlm@466
|
901 (def
|
rlm@466
|
902 ^{:doc "Return the children of the creature's \"joints\" node."
|
rlm@466
|
903 :arglists '([creature])}
|
rlm@466
|
904 joints
|
rlm@466
|
905 (sense-nodes "joints"))
|
rlm@466
|
906 #+end_src
|
rlm@466
|
907 #+end_listing
|
rlm@466
|
908
|
rlm@469
|
909 To find a joint's targets, =CORTEX= creates a small cube, centered
|
rlm@469
|
910 around the empty-node, and grows the cube exponentially until it
|
rlm@469
|
911 intersects two physical objects. The objects are ordered according
|
rlm@469
|
912 to the joint's rotation, with the first one being the object that
|
rlm@469
|
913 has more negative coordinates in the joint's reference frame.
|
rlm@469
|
914 Since the objects must be physical, the empty-node itself escapes
|
rlm@469
|
915 detection. Because the objects must be physical, =joint-targets=
|
rlm@469
|
916 must be called /after/ =physical!= is called.
|
rlm@464
|
917
|
rlm@469
|
918 #+caption: Program to find the targets of a joint node by
|
rlm@469
|
919 #+caption: exponentiallly growth of a search cube.
|
rlm@469
|
920 #+name: joint-targets
|
rlm@469
|
921 #+begin_listing clojure
|
rlm@469
|
922 #+begin_src clojure
|
rlm@466
|
923 (defn joint-targets
|
rlm@466
|
924 "Return the two closest two objects to the joint object, ordered
|
rlm@466
|
925 from bottom to top according to the joint's rotation."
|
rlm@466
|
926 [#^Node parts #^Node joint]
|
rlm@466
|
927 (loop [radius (float 0.01)]
|
rlm@466
|
928 (let [results (CollisionResults.)]
|
rlm@466
|
929 (.collideWith
|
rlm@466
|
930 parts
|
rlm@466
|
931 (BoundingBox. (.getWorldTranslation joint)
|
rlm@466
|
932 radius radius radius) results)
|
rlm@466
|
933 (let [targets
|
rlm@466
|
934 (distinct
|
rlm@466
|
935 (map #(.getGeometry %) results))]
|
rlm@466
|
936 (if (>= (count targets) 2)
|
rlm@466
|
937 (sort-by
|
rlm@466
|
938 #(let [joint-ref-frame-position
|
rlm@466
|
939 (jme-to-blender
|
rlm@466
|
940 (.mult
|
rlm@466
|
941 (.inverse (.getWorldRotation joint))
|
rlm@466
|
942 (.subtract (.getWorldTranslation %)
|
rlm@466
|
943 (.getWorldTranslation joint))))]
|
rlm@466
|
944 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
|
rlm@466
|
945 (take 2 targets))
|
rlm@466
|
946 (recur (float (* radius 2))))))))
|
rlm@469
|
947 #+end_src
|
rlm@469
|
948 #+end_listing
|
rlm@464
|
949
|
rlm@469
|
950 Once =CORTEX= finds all joints and targets, it creates them using
|
rlm@469
|
951 a dispatch on the metadata of each joint node.
|
rlm@466
|
952
|
rlm@469
|
953 #+caption: Program to dispatch on blender metadata and create joints
|
rlm@469
|
954 #+caption: sutiable for physical simulation.
|
rlm@469
|
955 #+name: joint-dispatch
|
rlm@469
|
956 #+begin_listing clojure
|
rlm@469
|
957 #+begin_src clojure
|
rlm@466
|
958 (defmulti joint-dispatch
|
rlm@466
|
959 "Translate blender pseudo-joints into real JME joints."
|
rlm@466
|
960 (fn [constraints & _]
|
rlm@466
|
961 (:type constraints)))
|
rlm@466
|
962
|
rlm@466
|
963 (defmethod joint-dispatch :point
|
rlm@466
|
964 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
965 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)
|
rlm@466
|
966 (.setLinearLowerLimit Vector3f/ZERO)
|
rlm@466
|
967 (.setLinearUpperLimit Vector3f/ZERO)))
|
rlm@466
|
968
|
rlm@466
|
969 (defmethod joint-dispatch :hinge
|
rlm@466
|
970 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
971 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)
|
rlm@466
|
972 [limit-1 limit-2] (:limit constraints)
|
rlm@466
|
973 hinge-axis (.mult rotation (blender-to-jme axis))]
|
rlm@466
|
974 (doto (HingeJoint. control-a control-b pivot-a pivot-b
|
rlm@466
|
975 hinge-axis hinge-axis)
|
rlm@466
|
976 (.setLimit limit-1 limit-2))))
|
rlm@466
|
977
|
rlm@466
|
978 (defmethod joint-dispatch :cone
|
rlm@466
|
979 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
980 (let [limit-xz (:limit-xz constraints)
|
rlm@466
|
981 limit-xy (:limit-xy constraints)
|
rlm@466
|
982 twist (:twist constraints)]
|
rlm@466
|
983 (doto (ConeJoint. control-a control-b pivot-a pivot-b
|
rlm@466
|
984 rotation rotation)
|
rlm@466
|
985 (.setLimit (float limit-xz) (float limit-xy)
|
rlm@466
|
986 (float twist)))))
|
rlm@469
|
987 #+end_src
|
rlm@469
|
988 #+end_listing
|
rlm@466
|
989
|
rlm@469
|
990 All that is left for joints it to combine the above pieces into a
|
rlm@469
|
991 something that can operate on the collection of nodes that a
|
rlm@469
|
992 blender file represents.
|
rlm@466
|
993
|
rlm@469
|
994 #+caption: Program to completely create a joint given information
|
rlm@469
|
995 #+caption: from a blender file.
|
rlm@469
|
996 #+name: connect
|
rlm@469
|
997 #+begin_listing clojure
|
rlm@466
|
998 #+begin_src clojure
|
rlm@466
|
999 (defn connect
|
rlm@466
|
1000 "Create a joint between 'obj-a and 'obj-b at the location of
|
rlm@466
|
1001 'joint. The type of joint is determined by the metadata on 'joint.
|
rlm@466
|
1002
|
rlm@466
|
1003 Here are some examples:
|
rlm@466
|
1004 {:type :point}
|
rlm@466
|
1005 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
|
rlm@466
|
1006 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
|
rlm@466
|
1007
|
rlm@466
|
1008 {:type :cone :limit-xz 0]
|
rlm@466
|
1009 :limit-xy 0]
|
rlm@466
|
1010 :twist 0]} (use XZY rotation mode in blender!)"
|
rlm@466
|
1011 [#^Node obj-a #^Node obj-b #^Node joint]
|
rlm@466
|
1012 (let [control-a (.getControl obj-a RigidBodyControl)
|
rlm@466
|
1013 control-b (.getControl obj-b RigidBodyControl)
|
rlm@466
|
1014 joint-center (.getWorldTranslation joint)
|
rlm@466
|
1015 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
|
rlm@466
|
1016 pivot-a (world-to-local obj-a joint-center)
|
rlm@466
|
1017 pivot-b (world-to-local obj-b joint-center)]
|
rlm@466
|
1018 (if-let
|
rlm@466
|
1019 [constraints (map-vals eval (read-string (meta-data joint "joint")))]
|
rlm@466
|
1020 ;; A side-effect of creating a joint registers
|
rlm@466
|
1021 ;; it with both physics objects which in turn
|
rlm@466
|
1022 ;; will register the joint with the physics system
|
rlm@466
|
1023 ;; when the simulation is started.
|
rlm@466
|
1024 (joint-dispatch constraints
|
rlm@466
|
1025 control-a control-b
|
rlm@466
|
1026 pivot-a pivot-b
|
rlm@466
|
1027 joint-rotation))))
|
rlm@469
|
1028 #+end_src
|
rlm@469
|
1029 #+end_listing
|
rlm@466
|
1030
|
rlm@469
|
1031 In general, whenever =CORTEX= exposes a sense (or in this case
|
rlm@469
|
1032 physicality), it provides a function of the type =sense!=, which
|
rlm@469
|
1033 takes in a collection of nodes and augments it to support that
|
rlm@469
|
1034 sense. The function returns any controlls necessary to use that
|
rlm@469
|
1035 sense. In this case =body!= cerates a physical body and returns no
|
rlm@469
|
1036 control functions.
|
rlm@466
|
1037
|
rlm@469
|
1038 #+caption: Program to give joints to a creature.
|
rlm@469
|
1039 #+name: name
|
rlm@469
|
1040 #+begin_listing clojure
|
rlm@469
|
1041 #+begin_src clojure
|
rlm@466
|
1042 (defn joints!
|
rlm@466
|
1043 "Connect the solid parts of the creature with physical joints. The
|
rlm@466
|
1044 joints are taken from the \"joints\" node in the creature."
|
rlm@466
|
1045 [#^Node creature]
|
rlm@466
|
1046 (dorun
|
rlm@466
|
1047 (map
|
rlm@466
|
1048 (fn [joint]
|
rlm@466
|
1049 (let [[obj-a obj-b] (joint-targets creature joint)]
|
rlm@466
|
1050 (connect obj-a obj-b joint)))
|
rlm@466
|
1051 (joints creature))))
|
rlm@466
|
1052 (defn body!
|
rlm@466
|
1053 "Endow the creature with a physical body connected with joints. The
|
rlm@466
|
1054 particulars of the joints and the masses of each body part are
|
rlm@466
|
1055 determined in blender."
|
rlm@466
|
1056 [#^Node creature]
|
rlm@466
|
1057 (physical! creature)
|
rlm@466
|
1058 (joints! creature))
|
rlm@469
|
1059 #+end_src
|
rlm@469
|
1060 #+end_listing
|
rlm@466
|
1061
|
rlm@469
|
1062 All of the code you have just seen amounts to only 130 lines, yet
|
rlm@469
|
1063 because it builds on top of Blender and jMonkeyEngine3, those few
|
rlm@469
|
1064 lines pack quite a punch!
|
rlm@466
|
1065
|
rlm@469
|
1066 The hand from figure \ref{blender-hand}, which was modeled after
|
rlm@469
|
1067 my own right hand, can now be given joints and simulated as a
|
rlm@469
|
1068 creature.
|
rlm@466
|
1069
|
rlm@469
|
1070 #+caption: With the ability to create physical creatures from blender,
|
rlm@469
|
1071 #+caption: =CORTEX= gets one step closer to becomming a full creature
|
rlm@469
|
1072 #+caption: simulation environment.
|
rlm@469
|
1073 #+name: name
|
rlm@469
|
1074 #+ATTR_LaTeX: :width 15cm
|
rlm@469
|
1075 [[./images/physical-hand.png]]
|
rlm@468
|
1076
|
rlm@511
|
1077 ** Sight reuses standard video game components...
|
rlm@436
|
1078
|
rlm@470
|
1079 Vision is one of the most important senses for humans, so I need to
|
rlm@470
|
1080 build a simulated sense of vision for my AI. I will do this with
|
rlm@470
|
1081 simulated eyes. Each eye can be independently moved and should see
|
rlm@470
|
1082 its own version of the world depending on where it is.
|
rlm@470
|
1083
|
rlm@470
|
1084 Making these simulated eyes a reality is simple because
|
rlm@470
|
1085 jMonkeyEngine already contains extensive support for multiple views
|
rlm@470
|
1086 of the same 3D simulated world. The reason jMonkeyEngine has this
|
rlm@470
|
1087 support is because the support is necessary to create games with
|
rlm@470
|
1088 split-screen views. Multiple views are also used to create
|
rlm@470
|
1089 efficient pseudo-reflections by rendering the scene from a certain
|
rlm@470
|
1090 perspective and then projecting it back onto a surface in the 3D
|
rlm@470
|
1091 world.
|
rlm@470
|
1092
|
rlm@470
|
1093 #+caption: jMonkeyEngine supports multiple views to enable
|
rlm@470
|
1094 #+caption: split-screen games, like GoldenEye, which was one of
|
rlm@470
|
1095 #+caption: the first games to use split-screen views.
|
rlm@470
|
1096 #+name: name
|
rlm@470
|
1097 #+ATTR_LaTeX: :width 10cm
|
rlm@470
|
1098 [[./images/goldeneye-4-player.png]]
|
rlm@470
|
1099
|
rlm@470
|
1100 *** A Brief Description of jMonkeyEngine's Rendering Pipeline
|
rlm@470
|
1101
|
rlm@470
|
1102 jMonkeyEngine allows you to create a =ViewPort=, which represents a
|
rlm@470
|
1103 view of the simulated world. You can create as many of these as you
|
rlm@470
|
1104 want. Every frame, the =RenderManager= iterates through each
|
rlm@470
|
1105 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there
|
rlm@470
|
1106 is a =FrameBuffer= which represents the rendered image in the GPU.
|
rlm@470
|
1107
|
rlm@470
|
1108 #+caption: =ViewPorts= are cameras in the world. During each frame,
|
rlm@470
|
1109 #+caption: the =RenderManager= records a snapshot of what each view
|
rlm@470
|
1110 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.
|
rlm@508
|
1111 #+name: rendermanagers
|
rlm@470
|
1112 #+ATTR_LaTeX: :width 10cm
|
rlm@508
|
1113 [[./images/diagram_rendermanager2.png]]
|
rlm@470
|
1114
|
rlm@470
|
1115 Each =ViewPort= can have any number of attached =SceneProcessor=
|
rlm@470
|
1116 objects, which are called every time a new frame is rendered. A
|
rlm@470
|
1117 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do
|
rlm@470
|
1118 whatever it wants to the data. Often this consists of invoking GPU
|
rlm@470
|
1119 specific operations on the rendered image. The =SceneProcessor= can
|
rlm@470
|
1120 also copy the GPU image data to RAM and process it with the CPU.
|
rlm@470
|
1121
|
rlm@470
|
1122 *** Appropriating Views for Vision
|
rlm@470
|
1123
|
rlm@470
|
1124 Each eye in the simulated creature needs its own =ViewPort= so
|
rlm@470
|
1125 that it can see the world from its own perspective. To this
|
rlm@470
|
1126 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to
|
rlm@470
|
1127 any arbitrary continuation function for further processing. That
|
rlm@470
|
1128 continuation function may perform both CPU and GPU operations on
|
rlm@470
|
1129 the data. To make this easy for the continuation function, the
|
rlm@470
|
1130 =SceneProcessor= maintains appropriately sized buffers in RAM to
|
rlm@470
|
1131 hold the data. It does not do any copying from the GPU to the CPU
|
rlm@470
|
1132 itself because it is a slow operation.
|
rlm@470
|
1133
|
rlm@470
|
1134 #+caption: Function to make the rendered secne in jMonkeyEngine
|
rlm@470
|
1135 #+caption: available for further processing.
|
rlm@470
|
1136 #+name: pipeline-1
|
rlm@470
|
1137 #+begin_listing clojure
|
rlm@470
|
1138 #+begin_src clojure
|
rlm@470
|
1139 (defn vision-pipeline
|
rlm@470
|
1140 "Create a SceneProcessor object which wraps a vision processing
|
rlm@470
|
1141 continuation function. The continuation is a function that takes
|
rlm@470
|
1142 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],
|
rlm@470
|
1143 each of which has already been appropriately sized."
|
rlm@470
|
1144 [continuation]
|
rlm@470
|
1145 (let [byte-buffer (atom nil)
|
rlm@470
|
1146 renderer (atom nil)
|
rlm@470
|
1147 image (atom nil)]
|
rlm@470
|
1148 (proxy [SceneProcessor] []
|
rlm@470
|
1149 (initialize
|
rlm@470
|
1150 [renderManager viewPort]
|
rlm@470
|
1151 (let [cam (.getCamera viewPort)
|
rlm@470
|
1152 width (.getWidth cam)
|
rlm@470
|
1153 height (.getHeight cam)]
|
rlm@470
|
1154 (reset! renderer (.getRenderer renderManager))
|
rlm@470
|
1155 (reset! byte-buffer
|
rlm@470
|
1156 (BufferUtils/createByteBuffer
|
rlm@470
|
1157 (* width height 4)))
|
rlm@470
|
1158 (reset! image (BufferedImage.
|
rlm@470
|
1159 width height
|
rlm@470
|
1160 BufferedImage/TYPE_4BYTE_ABGR))))
|
rlm@470
|
1161 (isInitialized [] (not (nil? @byte-buffer)))
|
rlm@470
|
1162 (reshape [_ _ _])
|
rlm@470
|
1163 (preFrame [_])
|
rlm@470
|
1164 (postQueue [_])
|
rlm@470
|
1165 (postFrame
|
rlm@470
|
1166 [#^FrameBuffer fb]
|
rlm@470
|
1167 (.clear @byte-buffer)
|
rlm@470
|
1168 (continuation @renderer fb @byte-buffer @image))
|
rlm@470
|
1169 (cleanup []))))
|
rlm@470
|
1170 #+end_src
|
rlm@470
|
1171 #+end_listing
|
rlm@470
|
1172
|
rlm@470
|
1173 The continuation function given to =vision-pipeline= above will be
|
rlm@470
|
1174 given a =Renderer= and three containers for image data. The
|
rlm@470
|
1175 =FrameBuffer= references the GPU image data, but the pixel data
|
rlm@470
|
1176 can not be used directly on the CPU. The =ByteBuffer= and
|
rlm@470
|
1177 =BufferedImage= are initially "empty" but are sized to hold the
|
rlm@470
|
1178 data in the =FrameBuffer=. I call transferring the GPU image data
|
rlm@470
|
1179 to the CPU structures "mixing" the image data.
|
rlm@470
|
1180
|
rlm@470
|
1181 *** Optical sensor arrays are described with images and referenced with metadata
|
rlm@470
|
1182
|
rlm@470
|
1183 The vision pipeline described above handles the flow of rendered
|
rlm@470
|
1184 images. Now, =CORTEX= needs simulated eyes to serve as the source
|
rlm@470
|
1185 of these images.
|
rlm@470
|
1186
|
rlm@470
|
1187 An eye is described in blender in the same way as a joint. They
|
rlm@470
|
1188 are zero dimensional empty objects with no geometry whose local
|
rlm@470
|
1189 coordinate system determines the orientation of the resulting eye.
|
rlm@470
|
1190 All eyes are children of a parent node named "eyes" just as all
|
rlm@470
|
1191 joints have a parent named "joints". An eye binds to the nearest
|
rlm@470
|
1192 physical object with =bind-sense=.
|
rlm@470
|
1193
|
rlm@470
|
1194 #+caption: Here, the camera is created based on metadata on the
|
rlm@470
|
1195 #+caption: eye-node and attached to the nearest physical object
|
rlm@470
|
1196 #+caption: with =bind-sense=
|
rlm@470
|
1197 #+name: add-eye
|
rlm@470
|
1198 #+begin_listing clojure
|
rlm@470
|
1199 (defn add-eye!
|
rlm@470
|
1200 "Create a Camera centered on the current position of 'eye which
|
rlm@470
|
1201 follows the closest physical node in 'creature. The camera will
|
rlm@470
|
1202 point in the X direction and use the Z vector as up as determined
|
rlm@470
|
1203 by the rotation of these vectors in blender coordinate space. Use
|
rlm@470
|
1204 XZY rotation for the node in blender."
|
rlm@470
|
1205 [#^Node creature #^Spatial eye]
|
rlm@470
|
1206 (let [target (closest-node creature eye)
|
rlm@470
|
1207 [cam-width cam-height]
|
rlm@470
|
1208 ;;[640 480] ;; graphics card on laptop doesn't support
|
rlm@470
|
1209 ;; arbitray dimensions.
|
rlm@470
|
1210 (eye-dimensions eye)
|
rlm@470
|
1211 cam (Camera. cam-width cam-height)
|
rlm@470
|
1212 rot (.getWorldRotation eye)]
|
rlm@470
|
1213 (.setLocation cam (.getWorldTranslation eye))
|
rlm@470
|
1214 (.lookAtDirection
|
rlm@470
|
1215 cam ; this part is not a mistake and
|
rlm@470
|
1216 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in
|
rlm@470
|
1217 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.
|
rlm@470
|
1218 (.setFrustumPerspective
|
rlm@470
|
1219 cam (float 45)
|
rlm@470
|
1220 (float (/ (.getWidth cam) (.getHeight cam)))
|
rlm@470
|
1221 (float 1)
|
rlm@470
|
1222 (float 1000))
|
rlm@470
|
1223 (bind-sense target cam) cam))
|
rlm@470
|
1224 #+end_listing
|
rlm@470
|
1225
|
rlm@470
|
1226 *** Simulated Retina
|
rlm@470
|
1227
|
rlm@470
|
1228 An eye is a surface (the retina) which contains many discrete
|
rlm@470
|
1229 sensors to detect light. These sensors can have different
|
rlm@470
|
1230 light-sensing properties. In humans, each discrete sensor is
|
rlm@470
|
1231 sensitive to red, blue, green, or gray. These different types of
|
rlm@470
|
1232 sensors can have different spatial distributions along the retina.
|
rlm@470
|
1233 In humans, there is a fovea in the center of the retina which has
|
rlm@470
|
1234 a very high density of color sensors, and a blind spot which has
|
rlm@470
|
1235 no sensors at all. Sensor density decreases in proportion to
|
rlm@470
|
1236 distance from the fovea.
|
rlm@470
|
1237
|
rlm@470
|
1238 I want to be able to model any retinal configuration, so my
|
rlm@470
|
1239 eye-nodes in blender contain metadata pointing to images that
|
rlm@470
|
1240 describe the precise position of the individual sensors using
|
rlm@470
|
1241 white pixels. The meta-data also describes the precise sensitivity
|
rlm@470
|
1242 to light that the sensors described in the image have. An eye can
|
rlm@470
|
1243 contain any number of these images. For example, the metadata for
|
rlm@470
|
1244 an eye might look like this:
|
rlm@470
|
1245
|
rlm@470
|
1246 #+begin_src clojure
|
rlm@470
|
1247 {0xFF0000 "Models/test-creature/retina-small.png"}
|
rlm@470
|
1248 #+end_src
|
rlm@470
|
1249
|
rlm@470
|
1250 #+caption: An example retinal profile image. White pixels are
|
rlm@470
|
1251 #+caption: photo-sensitive elements. The distribution of white
|
rlm@470
|
1252 #+caption: pixels is denser in the middle and falls off at the
|
rlm@470
|
1253 #+caption: edges and is inspired by the human retina.
|
rlm@470
|
1254 #+name: retina
|
rlm@510
|
1255 #+ATTR_LaTeX: :width 7cm
|
rlm@470
|
1256 [[./images/retina-small.png]]
|
rlm@470
|
1257
|
rlm@470
|
1258 Together, the number 0xFF0000 and the image image above describe
|
rlm@470
|
1259 the placement of red-sensitive sensory elements.
|
rlm@470
|
1260
|
rlm@470
|
1261 Meta-data to very crudely approximate a human eye might be
|
rlm@470
|
1262 something like this:
|
rlm@470
|
1263
|
rlm@470
|
1264 #+begin_src clojure
|
rlm@470
|
1265 (let [retinal-profile "Models/test-creature/retina-small.png"]
|
rlm@470
|
1266 {0xFF0000 retinal-profile
|
rlm@470
|
1267 0x00FF00 retinal-profile
|
rlm@470
|
1268 0x0000FF retinal-profile
|
rlm@470
|
1269 0xFFFFFF retinal-profile})
|
rlm@470
|
1270 #+end_src
|
rlm@470
|
1271
|
rlm@470
|
1272 The numbers that serve as keys in the map determine a sensor's
|
rlm@470
|
1273 relative sensitivity to the channels red, green, and blue. These
|
rlm@470
|
1274 sensitivity values are packed into an integer in the order
|
rlm@470
|
1275 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the
|
rlm@470
|
1276 image are added together with these sensitivities as linear
|
rlm@470
|
1277 weights. Therefore, 0xFF0000 means sensitive to red only while
|
rlm@470
|
1278 0xFFFFFF means sensitive to all colors equally (gray).
|
rlm@470
|
1279
|
rlm@470
|
1280 #+caption: This is the core of vision in =CORTEX=. A given eye node
|
rlm@470
|
1281 #+caption: is converted into a function that returns visual
|
rlm@470
|
1282 #+caption: information from the simulation.
|
rlm@471
|
1283 #+name: vision-kernel
|
rlm@470
|
1284 #+begin_listing clojure
|
rlm@508
|
1285 #+BEGIN_SRC clojure
|
rlm@470
|
1286 (defn vision-kernel
|
rlm@470
|
1287 "Returns a list of functions, each of which will return a color
|
rlm@470
|
1288 channel's worth of visual information when called inside a running
|
rlm@470
|
1289 simulation."
|
rlm@470
|
1290 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]
|
rlm@470
|
1291 (let [retinal-map (retina-sensor-profile eye)
|
rlm@470
|
1292 camera (add-eye! creature eye)
|
rlm@470
|
1293 vision-image
|
rlm@470
|
1294 (atom
|
rlm@470
|
1295 (BufferedImage. (.getWidth camera)
|
rlm@470
|
1296 (.getHeight camera)
|
rlm@470
|
1297 BufferedImage/TYPE_BYTE_BINARY))
|
rlm@470
|
1298 register-eye!
|
rlm@470
|
1299 (runonce
|
rlm@470
|
1300 (fn [world]
|
rlm@470
|
1301 (add-camera!
|
rlm@470
|
1302 world camera
|
rlm@470
|
1303 (let [counter (atom 0)]
|
rlm@470
|
1304 (fn [r fb bb bi]
|
rlm@470
|
1305 (if (zero? (rem (swap! counter inc) (inc skip)))
|
rlm@470
|
1306 (reset! vision-image
|
rlm@470
|
1307 (BufferedImage! r fb bb bi))))))))]
|
rlm@470
|
1308 (vec
|
rlm@470
|
1309 (map
|
rlm@470
|
1310 (fn [[key image]]
|
rlm@470
|
1311 (let [whites (white-coordinates image)
|
rlm@470
|
1312 topology (vec (collapse whites))
|
rlm@470
|
1313 sensitivity (sensitivity-presets key key)]
|
rlm@470
|
1314 (attached-viewport.
|
rlm@470
|
1315 (fn [world]
|
rlm@470
|
1316 (register-eye! world)
|
rlm@470
|
1317 (vector
|
rlm@470
|
1318 topology
|
rlm@470
|
1319 (vec
|
rlm@470
|
1320 (for [[x y] whites]
|
rlm@470
|
1321 (pixel-sense
|
rlm@470
|
1322 sensitivity
|
rlm@470
|
1323 (.getRGB @vision-image x y))))))
|
rlm@470
|
1324 register-eye!)))
|
rlm@470
|
1325 retinal-map))))
|
rlm@508
|
1326 #+END_SRC
|
rlm@470
|
1327 #+end_listing
|
rlm@470
|
1328
|
rlm@470
|
1329 Note that since each of the functions generated by =vision-kernel=
|
rlm@470
|
1330 shares the same =register-eye!= function, the eye will be
|
rlm@470
|
1331 registered only once the first time any of the functions from the
|
rlm@470
|
1332 list returned by =vision-kernel= is called. Each of the functions
|
rlm@470
|
1333 returned by =vision-kernel= also allows access to the =Viewport=
|
rlm@470
|
1334 through which it receives images.
|
rlm@470
|
1335
|
rlm@470
|
1336 All the hard work has been done; all that remains is to apply
|
rlm@470
|
1337 =vision-kernel= to each eye in the creature and gather the results
|
rlm@470
|
1338 into one list of functions.
|
rlm@470
|
1339
|
rlm@470
|
1340
|
rlm@470
|
1341 #+caption: With =vision!=, =CORTEX= is already a fine simulation
|
rlm@470
|
1342 #+caption: environment for experimenting with different types of
|
rlm@470
|
1343 #+caption: eyes.
|
rlm@470
|
1344 #+name: vision!
|
rlm@470
|
1345 #+begin_listing clojure
|
rlm@508
|
1346 #+BEGIN_SRC clojure
|
rlm@470
|
1347 (defn vision!
|
rlm@470
|
1348 "Returns a list of functions, each of which returns visual sensory
|
rlm@470
|
1349 data when called inside a running simulation."
|
rlm@470
|
1350 [#^Node creature & {skip :skip :or {skip 0}}]
|
rlm@470
|
1351 (reduce
|
rlm@470
|
1352 concat
|
rlm@470
|
1353 (for [eye (eyes creature)]
|
rlm@470
|
1354 (vision-kernel creature eye))))
|
rlm@508
|
1355 #+END_SRC
|
rlm@470
|
1356 #+end_listing
|
rlm@470
|
1357
|
rlm@471
|
1358 #+caption: Simulated vision with a test creature and the
|
rlm@471
|
1359 #+caption: human-like eye approximation. Notice how each channel
|
rlm@471
|
1360 #+caption: of the eye responds differently to the differently
|
rlm@471
|
1361 #+caption: colored balls.
|
rlm@471
|
1362 #+name: worm-vision-test.
|
rlm@471
|
1363 #+ATTR_LaTeX: :width 13cm
|
rlm@471
|
1364 [[./images/worm-vision.png]]
|
rlm@470
|
1365
|
rlm@471
|
1366 The vision code is not much more complicated than the body code,
|
rlm@471
|
1367 and enables multiple further paths for simulated vision. For
|
rlm@471
|
1368 example, it is quite easy to create bifocal vision -- you just
|
rlm@471
|
1369 make two eyes next to each other in blender! It is also possible
|
rlm@471
|
1370 to encode vision transforms in the retinal files. For example, the
|
rlm@471
|
1371 human like retina file in figure \ref{retina} approximates a
|
rlm@471
|
1372 log-polar transform.
|
rlm@470
|
1373
|
rlm@471
|
1374 This vision code has already been absorbed by the jMonkeyEngine
|
rlm@471
|
1375 community and is now (in modified form) part of a system for
|
rlm@471
|
1376 capturing in-game video to a file.
|
rlm@470
|
1377
|
rlm@511
|
1378 ** ...but hearing must be built from scratch
|
rlm@511
|
1379 # is hard; =CORTEX= does it right
|
rlm@472
|
1380 At the end of this section I will have simulated ears that work the
|
rlm@472
|
1381 same way as the simulated eyes in the last section. I will be able to
|
rlm@472
|
1382 place any number of ear-nodes in a blender file, and they will bind to
|
rlm@472
|
1383 the closest physical object and follow it as it moves around. Each ear
|
rlm@472
|
1384 will provide access to the sound data it picks up between every frame.
|
rlm@472
|
1385
|
rlm@472
|
1386 Hearing is one of the more difficult senses to simulate, because there
|
rlm@472
|
1387 is less support for obtaining the actual sound data that is processed
|
rlm@472
|
1388 by jMonkeyEngine3. There is no "split-screen" support for rendering
|
rlm@472
|
1389 sound from different points of view, and there is no way to directly
|
rlm@472
|
1390 access the rendered sound data.
|
rlm@472
|
1391
|
rlm@472
|
1392 =CORTEX='s hearing is unique because it does not have any
|
rlm@472
|
1393 limitations compared to other simulation environments. As far as I
|
rlm@472
|
1394 know, there is no other system that supports multiple listerers,
|
rlm@472
|
1395 and the sound demo at the end of this section is the first time
|
rlm@472
|
1396 it's been done in a video game environment.
|
rlm@472
|
1397
|
rlm@472
|
1398 *** Brief Description of jMonkeyEngine's Sound System
|
rlm@472
|
1399
|
rlm@472
|
1400 jMonkeyEngine's sound system works as follows:
|
rlm@472
|
1401
|
rlm@472
|
1402 - jMonkeyEngine uses the =AppSettings= for the particular
|
rlm@472
|
1403 application to determine what sort of =AudioRenderer= should be
|
rlm@472
|
1404 used.
|
rlm@472
|
1405 - Although some support is provided for multiple AudioRendering
|
rlm@472
|
1406 backends, jMonkeyEngine at the time of this writing will either
|
rlm@472
|
1407 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.
|
rlm@472
|
1408 - jMonkeyEngine tries to figure out what sort of system you're
|
rlm@472
|
1409 running and extracts the appropriate native libraries.
|
rlm@472
|
1410 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game
|
rlm@472
|
1411 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]
|
rlm@472
|
1412 - =OpenAL= renders the 3D sound and feeds the rendered sound
|
rlm@472
|
1413 directly to any of various sound output devices with which it
|
rlm@472
|
1414 knows how to communicate.
|
rlm@472
|
1415
|
rlm@472
|
1416 A consequence of this is that there's no way to access the actual
|
rlm@472
|
1417 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports
|
rlm@472
|
1418 one /listener/ (it renders sound data from only one perspective),
|
rlm@472
|
1419 which normally isn't a problem for games, but becomes a problem
|
rlm@472
|
1420 when trying to make multiple AI creatures that can each hear the
|
rlm@472
|
1421 world from a different perspective.
|
rlm@472
|
1422
|
rlm@472
|
1423 To make many AI creatures in jMonkeyEngine that can each hear the
|
rlm@472
|
1424 world from their own perspective, or to make a single creature with
|
rlm@472
|
1425 many ears, it is necessary to go all the way back to =OpenAL= and
|
rlm@472
|
1426 implement support for simulated hearing there.
|
rlm@472
|
1427
|
rlm@472
|
1428 *** Extending =OpenAl=
|
rlm@472
|
1429
|
rlm@472
|
1430 Extending =OpenAL= to support multiple listeners requires 500
|
rlm@472
|
1431 lines of =C= code and is too hairy to mention here. Instead, I
|
rlm@472
|
1432 will show a small amount of extension code and go over the high
|
rlm@472
|
1433 level stragety. Full source is of course available with the
|
rlm@472
|
1434 =CORTEX= distribution if you're interested.
|
rlm@472
|
1435
|
rlm@472
|
1436 =OpenAL= goes to great lengths to support many different systems,
|
rlm@472
|
1437 all with different sound capabilities and interfaces. It
|
rlm@472
|
1438 accomplishes this difficult task by providing code for many
|
rlm@472
|
1439 different sound backends in pseudo-objects called /Devices/.
|
rlm@472
|
1440 There's a device for the Linux Open Sound System and the Advanced
|
rlm@472
|
1441 Linux Sound Architecture, there's one for Direct Sound on Windows,
|
rlm@472
|
1442 and there's even one for Solaris. =OpenAL= solves the problem of
|
rlm@472
|
1443 platform independence by providing all these Devices.
|
rlm@472
|
1444
|
rlm@472
|
1445 Wrapper libraries such as LWJGL are free to examine the system on
|
rlm@472
|
1446 which they are running and then select an appropriate device for
|
rlm@472
|
1447 that system.
|
rlm@472
|
1448
|
rlm@472
|
1449 There are also a few "special" devices that don't interface with
|
rlm@472
|
1450 any particular system. These include the Null Device, which
|
rlm@472
|
1451 doesn't do anything, and the Wave Device, which writes whatever
|
rlm@472
|
1452 sound it receives to a file, if everything has been set up
|
rlm@472
|
1453 correctly when configuring =OpenAL=.
|
rlm@472
|
1454
|
rlm@472
|
1455 Actual mixing (doppler shift and distance.environment-based
|
rlm@472
|
1456 attenuation) of the sound data happens in the Devices, and they
|
rlm@472
|
1457 are the only point in the sound rendering process where this data
|
rlm@472
|
1458 is available.
|
rlm@472
|
1459
|
rlm@472
|
1460 Therefore, in order to support multiple listeners, and get the
|
rlm@472
|
1461 sound data in a form that the AIs can use, it is necessary to
|
rlm@472
|
1462 create a new Device which supports this feature.
|
rlm@472
|
1463
|
rlm@472
|
1464 Adding a device to OpenAL is rather tricky -- there are five
|
rlm@472
|
1465 separate files in the =OpenAL= source tree that must be modified
|
rlm@472
|
1466 to do so. I named my device the "Multiple Audio Send" Device, or
|
rlm@472
|
1467 =Send= Device for short, since it sends audio data back to the
|
rlm@472
|
1468 calling application like an Aux-Send cable on a mixing board.
|
rlm@472
|
1469
|
rlm@472
|
1470 The main idea behind the Send device is to take advantage of the
|
rlm@472
|
1471 fact that LWJGL only manages one /context/ when using OpenAL. A
|
rlm@472
|
1472 /context/ is like a container that holds samples and keeps track
|
rlm@472
|
1473 of where the listener is. In order to support multiple listeners,
|
rlm@472
|
1474 the Send device identifies the LWJGL context as the master
|
rlm@472
|
1475 context, and creates any number of slave contexts to represent
|
rlm@472
|
1476 additional listeners. Every time the device renders sound, it
|
rlm@472
|
1477 synchronizes every source from the master LWJGL context to the
|
rlm@472
|
1478 slave contexts. Then, it renders each context separately, using a
|
rlm@472
|
1479 different listener for each one. The rendered sound is made
|
rlm@472
|
1480 available via JNI to jMonkeyEngine.
|
rlm@472
|
1481
|
rlm@472
|
1482 Switching between contexts is not the normal operation of a
|
rlm@472
|
1483 Device, and one of the problems with doing so is that a Device
|
rlm@472
|
1484 normally keeps around a few pieces of state such as the
|
rlm@472
|
1485 =ClickRemoval= array above which will become corrupted if the
|
rlm@472
|
1486 contexts are not rendered in parallel. The solution is to create a
|
rlm@472
|
1487 copy of this normally global device state for each context, and
|
rlm@472
|
1488 copy it back and forth into and out of the actual device state
|
rlm@472
|
1489 whenever a context is rendered.
|
rlm@472
|
1490
|
rlm@472
|
1491 The core of the =Send= device is the =syncSources= function, which
|
rlm@472
|
1492 does the job of copying all relevant data from one context to
|
rlm@472
|
1493 another.
|
rlm@472
|
1494
|
rlm@472
|
1495 #+caption: Program for extending =OpenAL= to support multiple
|
rlm@472
|
1496 #+caption: listeners via context copying/switching.
|
rlm@472
|
1497 #+name: sync-openal-sources
|
rlm@509
|
1498 #+begin_listing c
|
rlm@509
|
1499 #+BEGIN_SRC c
|
rlm@472
|
1500 void syncSources(ALsource *masterSource, ALsource *slaveSource,
|
rlm@472
|
1501 ALCcontext *masterCtx, ALCcontext *slaveCtx){
|
rlm@472
|
1502 ALuint master = masterSource->source;
|
rlm@472
|
1503 ALuint slave = slaveSource->source;
|
rlm@472
|
1504 ALCcontext *current = alcGetCurrentContext();
|
rlm@472
|
1505
|
rlm@472
|
1506 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);
|
rlm@472
|
1507 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);
|
rlm@472
|
1508 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);
|
rlm@472
|
1509 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);
|
rlm@472
|
1510 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);
|
rlm@472
|
1511 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);
|
rlm@472
|
1512 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);
|
rlm@472
|
1513 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);
|
rlm@472
|
1514 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);
|
rlm@472
|
1515 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);
|
rlm@472
|
1516 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);
|
rlm@472
|
1517 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);
|
rlm@472
|
1518 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);
|
rlm@472
|
1519
|
rlm@472
|
1520 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);
|
rlm@472
|
1521 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);
|
rlm@472
|
1522 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);
|
rlm@472
|
1523
|
rlm@472
|
1524 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);
|
rlm@472
|
1525 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);
|
rlm@472
|
1526
|
rlm@472
|
1527 alcMakeContextCurrent(masterCtx);
|
rlm@472
|
1528 ALint source_type;
|
rlm@472
|
1529 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);
|
rlm@472
|
1530
|
rlm@472
|
1531 // Only static sources are currently synchronized!
|
rlm@472
|
1532 if (AL_STATIC == source_type){
|
rlm@472
|
1533 ALint master_buffer;
|
rlm@472
|
1534 ALint slave_buffer;
|
rlm@472
|
1535 alGetSourcei(master, AL_BUFFER, &master_buffer);
|
rlm@472
|
1536 alcMakeContextCurrent(slaveCtx);
|
rlm@472
|
1537 alGetSourcei(slave, AL_BUFFER, &slave_buffer);
|
rlm@472
|
1538 if (master_buffer != slave_buffer){
|
rlm@472
|
1539 alSourcei(slave, AL_BUFFER, master_buffer);
|
rlm@472
|
1540 }
|
rlm@472
|
1541 }
|
rlm@472
|
1542
|
rlm@472
|
1543 // Synchronize the state of the two sources.
|
rlm@472
|
1544 alcMakeContextCurrent(masterCtx);
|
rlm@472
|
1545 ALint masterState;
|
rlm@472
|
1546 ALint slaveState;
|
rlm@472
|
1547
|
rlm@472
|
1548 alGetSourcei(master, AL_SOURCE_STATE, &masterState);
|
rlm@472
|
1549 alcMakeContextCurrent(slaveCtx);
|
rlm@472
|
1550 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);
|
rlm@472
|
1551
|
rlm@472
|
1552 if (masterState != slaveState){
|
rlm@472
|
1553 switch (masterState){
|
rlm@472
|
1554 case AL_INITIAL : alSourceRewind(slave); break;
|
rlm@472
|
1555 case AL_PLAYING : alSourcePlay(slave); break;
|
rlm@472
|
1556 case AL_PAUSED : alSourcePause(slave); break;
|
rlm@472
|
1557 case AL_STOPPED : alSourceStop(slave); break;
|
rlm@472
|
1558 }
|
rlm@472
|
1559 }
|
rlm@472
|
1560 // Restore whatever context was previously active.
|
rlm@472
|
1561 alcMakeContextCurrent(current);
|
rlm@472
|
1562 }
|
rlm@508
|
1563 #+END_SRC
|
rlm@472
|
1564 #+end_listing
|
rlm@472
|
1565
|
rlm@472
|
1566 With this special context-switching device, and some ugly JNI
|
rlm@472
|
1567 bindings that are not worth mentioning, =CORTEX= gains the ability
|
rlm@472
|
1568 to access multiple sound streams from =OpenAL=.
|
rlm@472
|
1569
|
rlm@472
|
1570 #+caption: Program to create an ear from a blender empty node. The ear
|
rlm@472
|
1571 #+caption: follows around the nearest physical object and passes
|
rlm@472
|
1572 #+caption: all sensory data to a continuation function.
|
rlm@472
|
1573 #+name: add-ear
|
rlm@472
|
1574 #+begin_listing clojure
|
rlm@508
|
1575 #+BEGIN_SRC clojure
|
rlm@472
|
1576 (defn add-ear!
|
rlm@472
|
1577 "Create a Listener centered on the current position of 'ear
|
rlm@472
|
1578 which follows the closest physical node in 'creature and
|
rlm@472
|
1579 sends sound data to 'continuation."
|
rlm@472
|
1580 [#^Application world #^Node creature #^Spatial ear continuation]
|
rlm@472
|
1581 (let [target (closest-node creature ear)
|
rlm@472
|
1582 lis (Listener.)
|
rlm@472
|
1583 audio-renderer (.getAudioRenderer world)
|
rlm@472
|
1584 sp (hearing-pipeline continuation)]
|
rlm@472
|
1585 (.setLocation lis (.getWorldTranslation ear))
|
rlm@472
|
1586 (.setRotation lis (.getWorldRotation ear))
|
rlm@472
|
1587 (bind-sense target lis)
|
rlm@472
|
1588 (update-listener-velocity! target lis)
|
rlm@472
|
1589 (.addListener audio-renderer lis)
|
rlm@472
|
1590 (.registerSoundProcessor audio-renderer lis sp)))
|
rlm@508
|
1591 #+END_SRC
|
rlm@472
|
1592 #+end_listing
|
rlm@472
|
1593
|
rlm@472
|
1594 The =Send= device, unlike most of the other devices in =OpenAL=,
|
rlm@472
|
1595 does not render sound unless asked. This enables the system to
|
rlm@472
|
1596 slow down or speed up depending on the needs of the AIs who are
|
rlm@472
|
1597 using it to listen. If the device tried to render samples in
|
rlm@472
|
1598 real-time, a complicated AI whose mind takes 100 seconds of
|
rlm@472
|
1599 computer time to simulate 1 second of AI-time would miss almost
|
rlm@472
|
1600 all of the sound in its environment!
|
rlm@472
|
1601
|
rlm@472
|
1602 #+caption: Program to enable arbitrary hearing in =CORTEX=
|
rlm@472
|
1603 #+name: hearing
|
rlm@472
|
1604 #+begin_listing clojure
|
rlm@508
|
1605 #+BEGIN_SRC clojure
|
rlm@472
|
1606 (defn hearing-kernel
|
rlm@472
|
1607 "Returns a function which returns auditory sensory data when called
|
rlm@472
|
1608 inside a running simulation."
|
rlm@472
|
1609 [#^Node creature #^Spatial ear]
|
rlm@472
|
1610 (let [hearing-data (atom [])
|
rlm@472
|
1611 register-listener!
|
rlm@472
|
1612 (runonce
|
rlm@472
|
1613 (fn [#^Application world]
|
rlm@472
|
1614 (add-ear!
|
rlm@472
|
1615 world creature ear
|
rlm@472
|
1616 (comp #(reset! hearing-data %)
|
rlm@472
|
1617 byteBuffer->pulse-vector))))]
|
rlm@472
|
1618 (fn [#^Application world]
|
rlm@472
|
1619 (register-listener! world)
|
rlm@472
|
1620 (let [data @hearing-data
|
rlm@472
|
1621 topology
|
rlm@472
|
1622 (vec (map #(vector % 0) (range 0 (count data))))]
|
rlm@472
|
1623 [topology data]))))
|
rlm@472
|
1624
|
rlm@472
|
1625 (defn hearing!
|
rlm@472
|
1626 "Endow the creature in a particular world with the sense of
|
rlm@472
|
1627 hearing. Will return a sequence of functions, one for each ear,
|
rlm@472
|
1628 which when called will return the auditory data from that ear."
|
rlm@472
|
1629 [#^Node creature]
|
rlm@472
|
1630 (for [ear (ears creature)]
|
rlm@472
|
1631 (hearing-kernel creature ear)))
|
rlm@508
|
1632 #+END_SRC
|
rlm@472
|
1633 #+end_listing
|
rlm@472
|
1634
|
rlm@472
|
1635 Armed with these functions, =CORTEX= is able to test possibly the
|
rlm@472
|
1636 first ever instance of multiple listeners in a video game engine
|
rlm@472
|
1637 based simulation!
|
rlm@472
|
1638
|
rlm@472
|
1639 #+caption: Here a simple creature responds to sound by changing
|
rlm@472
|
1640 #+caption: its color from gray to green when the total volume
|
rlm@472
|
1641 #+caption: goes over a threshold.
|
rlm@472
|
1642 #+name: sound-test
|
rlm@472
|
1643 #+begin_listing java
|
rlm@508
|
1644 #+BEGIN_SRC java
|
rlm@472
|
1645 /**
|
rlm@472
|
1646 * Respond to sound! This is the brain of an AI entity that
|
rlm@472
|
1647 * hears its surroundings and reacts to them.
|
rlm@472
|
1648 */
|
rlm@472
|
1649 public void process(ByteBuffer audioSamples,
|
rlm@472
|
1650 int numSamples, AudioFormat format) {
|
rlm@472
|
1651 audioSamples.clear();
|
rlm@472
|
1652 byte[] data = new byte[numSamples];
|
rlm@472
|
1653 float[] out = new float[numSamples];
|
rlm@472
|
1654 audioSamples.get(data);
|
rlm@472
|
1655 FloatSampleTools.
|
rlm@472
|
1656 byte2floatInterleaved
|
rlm@472
|
1657 (data, 0, out, 0, numSamples/format.getFrameSize(), format);
|
rlm@472
|
1658
|
rlm@472
|
1659 float max = Float.NEGATIVE_INFINITY;
|
rlm@472
|
1660 for (float f : out){if (f > max) max = f;}
|
rlm@472
|
1661 audioSamples.clear();
|
rlm@472
|
1662
|
rlm@472
|
1663 if (max > 0.1){
|
rlm@472
|
1664 entity.getMaterial().setColor("Color", ColorRGBA.Green);
|
rlm@472
|
1665 }
|
rlm@472
|
1666 else {
|
rlm@472
|
1667 entity.getMaterial().setColor("Color", ColorRGBA.Gray);
|
rlm@472
|
1668 }
|
rlm@508
|
1669 #+END_SRC
|
rlm@472
|
1670 #+end_listing
|
rlm@472
|
1671
|
rlm@472
|
1672 #+caption: First ever simulation of multiple listerners in =CORTEX=.
|
rlm@472
|
1673 #+caption: Each cube is a creature which processes sound data with
|
rlm@472
|
1674 #+caption: the =process= function from listing \ref{sound-test}.
|
rlm@472
|
1675 #+caption: the ball is constantally emiting a pure tone of
|
rlm@472
|
1676 #+caption: constant volume. As it approaches the cubes, they each
|
rlm@472
|
1677 #+caption: change color in response to the sound.
|
rlm@472
|
1678 #+name: sound-cubes.
|
rlm@472
|
1679 #+ATTR_LaTeX: :width 10cm
|
rlm@509
|
1680 [[./images/java-hearing-test.png]]
|
rlm@472
|
1681
|
rlm@472
|
1682 This system of hearing has also been co-opted by the
|
rlm@472
|
1683 jMonkeyEngine3 community and is used to record audio for demo
|
rlm@472
|
1684 videos.
|
rlm@472
|
1685
|
rlm@511
|
1686 ** Hundreds of hair-like elements provide a sense of touch
|
rlm@436
|
1687
|
rlm@474
|
1688 Touch is critical to navigation and spatial reasoning and as such I
|
rlm@474
|
1689 need a simulated version of it to give to my AI creatures.
|
rlm@474
|
1690
|
rlm@474
|
1691 Human skin has a wide array of touch sensors, each of which
|
rlm@474
|
1692 specialize in detecting different vibrational modes and pressures.
|
rlm@474
|
1693 These sensors can integrate a vast expanse of skin (i.e. your
|
rlm@474
|
1694 entire palm), or a tiny patch of skin at the tip of your finger.
|
rlm@474
|
1695 The hairs of the skin help detect objects before they even come
|
rlm@474
|
1696 into contact with the skin proper.
|
rlm@474
|
1697
|
rlm@474
|
1698 However, touch in my simulated world can not exactly correspond to
|
rlm@474
|
1699 human touch because my creatures are made out of completely rigid
|
rlm@474
|
1700 segments that don't deform like human skin.
|
rlm@474
|
1701
|
rlm@474
|
1702 Instead of measuring deformation or vibration, I surround each
|
rlm@474
|
1703 rigid part with a plenitude of hair-like objects (/feelers/) which
|
rlm@474
|
1704 do not interact with the physical world. Physical objects can pass
|
rlm@474
|
1705 through them with no effect. The feelers are able to tell when
|
rlm@474
|
1706 other objects pass through them, and they constantly report how
|
rlm@474
|
1707 much of their extent is covered. So even though the creature's body
|
rlm@474
|
1708 parts do not deform, the feelers create a margin around those body
|
rlm@474
|
1709 parts which achieves a sense of touch which is a hybrid between a
|
rlm@474
|
1710 human's sense of deformation and sense from hairs.
|
rlm@474
|
1711
|
rlm@474
|
1712 Implementing touch in jMonkeyEngine follows a different technical
|
rlm@474
|
1713 route than vision and hearing. Those two senses piggybacked off
|
rlm@474
|
1714 jMonkeyEngine's 3D audio and video rendering subsystems. To
|
rlm@474
|
1715 simulate touch, I use jMonkeyEngine's physics system to execute
|
rlm@474
|
1716 many small collision detections, one for each feeler. The placement
|
rlm@474
|
1717 of the feelers is determined by a UV-mapped image which shows where
|
rlm@474
|
1718 each feeler should be on the 3D surface of the body.
|
rlm@474
|
1719
|
rlm@477
|
1720 *** Defining Touch Meta-Data in Blender
|
rlm@474
|
1721
|
rlm@474
|
1722 Each geometry can have a single UV map which describes the
|
rlm@474
|
1723 position of the feelers which will constitute its sense of touch.
|
rlm@474
|
1724 This image path is stored under the ``touch'' key. The image itself
|
rlm@474
|
1725 is black and white, with black meaning a feeler length of 0 (no
|
rlm@474
|
1726 feeler is present) and white meaning a feeler length of =scale=,
|
rlm@474
|
1727 which is a float stored under the key "scale".
|
rlm@474
|
1728
|
rlm@475
|
1729 #+caption: Touch does not use empty nodes, to store metadata,
|
rlm@475
|
1730 #+caption: because the metadata of each solid part of a
|
rlm@475
|
1731 #+caption: creature's body is sufficient.
|
rlm@475
|
1732 #+name: touch-meta-data
|
rlm@475
|
1733 #+begin_listing clojure
|
rlm@477
|
1734 #+BEGIN_SRC clojure
|
rlm@474
|
1735 (defn tactile-sensor-profile
|
rlm@474
|
1736 "Return the touch-sensor distribution image in BufferedImage format,
|
rlm@474
|
1737 or nil if it does not exist."
|
rlm@474
|
1738 [#^Geometry obj]
|
rlm@474
|
1739 (if-let [image-path (meta-data obj "touch")]
|
rlm@474
|
1740 (load-image image-path)))
|
rlm@474
|
1741
|
rlm@474
|
1742 (defn tactile-scale
|
rlm@474
|
1743 "Return the length of each feeler. Default scale is 0.01
|
rlm@474
|
1744 jMonkeyEngine units."
|
rlm@474
|
1745 [#^Geometry obj]
|
rlm@474
|
1746 (if-let [scale (meta-data obj "scale")]
|
rlm@474
|
1747 scale 0.1))
|
rlm@477
|
1748 #+END_SRC
|
rlm@475
|
1749 #+end_listing
|
rlm@474
|
1750
|
rlm@475
|
1751 Here is an example of a UV-map which specifies the position of
|
rlm@475
|
1752 touch sensors along the surface of the upper segment of a fingertip.
|
rlm@474
|
1753
|
rlm@475
|
1754 #+caption: This is the tactile-sensor-profile for the upper segment
|
rlm@475
|
1755 #+caption: of a fingertip. It defines regions of high touch sensitivity
|
rlm@475
|
1756 #+caption: (where there are many white pixels) and regions of low
|
rlm@475
|
1757 #+caption: sensitivity (where white pixels are sparse).
|
rlm@486
|
1758 #+name: fingertip-UV
|
rlm@477
|
1759 #+ATTR_LaTeX: :width 13cm
|
rlm@477
|
1760 [[./images/finger-UV.png]]
|
rlm@474
|
1761
|
rlm@477
|
1762 *** Implementation Summary
|
rlm@474
|
1763
|
rlm@474
|
1764 To simulate touch there are three conceptual steps. For each solid
|
rlm@474
|
1765 object in the creature, you first have to get UV image and scale
|
rlm@474
|
1766 parameter which define the position and length of the feelers.
|
rlm@474
|
1767 Then, you use the triangles which comprise the mesh and the UV
|
rlm@474
|
1768 data stored in the mesh to determine the world-space position and
|
rlm@474
|
1769 orientation of each feeler. Then once every frame, update these
|
rlm@474
|
1770 positions and orientations to match the current position and
|
rlm@474
|
1771 orientation of the object, and use physics collision detection to
|
rlm@474
|
1772 gather tactile data.
|
rlm@474
|
1773
|
rlm@474
|
1774 Extracting the meta-data has already been described. The third
|
rlm@474
|
1775 step, physics collision detection, is handled in =touch-kernel=.
|
rlm@474
|
1776 Translating the positions and orientations of the feelers from the
|
rlm@474
|
1777 UV-map to world-space is itself a three-step process.
|
rlm@474
|
1778
|
rlm@475
|
1779 - Find the triangles which make up the mesh in pixel-space and in
|
rlm@505
|
1780 world-space. \\(=triangles=, =pixel-triangles=).
|
rlm@474
|
1781
|
rlm@475
|
1782 - Find the coordinates of each feeler in world-space. These are
|
rlm@475
|
1783 the origins of the feelers. (=feeler-origins=).
|
rlm@474
|
1784
|
rlm@475
|
1785 - Calculate the normals of the triangles in world space, and add
|
rlm@475
|
1786 them to each of the origins of the feelers. These are the
|
rlm@475
|
1787 normalized coordinates of the tips of the feelers.
|
rlm@475
|
1788 (=feeler-tips=).
|
rlm@474
|
1789
|
rlm@477
|
1790 *** Triangle Math
|
rlm@474
|
1791
|
rlm@475
|
1792 The rigid objects which make up a creature have an underlying
|
rlm@475
|
1793 =Geometry=, which is a =Mesh= plus a =Material= and other
|
rlm@475
|
1794 important data involved with displaying the object.
|
rlm@475
|
1795
|
rlm@475
|
1796 A =Mesh= is composed of =Triangles=, and each =Triangle= has three
|
rlm@475
|
1797 vertices which have coordinates in world space and UV space.
|
rlm@475
|
1798
|
rlm@475
|
1799 Here, =triangles= gets all the world-space triangles which
|
rlm@475
|
1800 comprise a mesh, while =pixel-triangles= gets those same triangles
|
rlm@475
|
1801 expressed in pixel coordinates (which are UV coordinates scaled to
|
rlm@475
|
1802 fit the height and width of the UV image).
|
rlm@474
|
1803
|
rlm@475
|
1804 #+caption: Programs to extract triangles from a geometry and get
|
rlm@475
|
1805 #+caption: their verticies in both world and UV-coordinates.
|
rlm@475
|
1806 #+name: get-triangles
|
rlm@475
|
1807 #+begin_listing clojure
|
rlm@477
|
1808 #+BEGIN_SRC clojure
|
rlm@474
|
1809 (defn triangle
|
rlm@474
|
1810 "Get the triangle specified by triangle-index from the mesh."
|
rlm@474
|
1811 [#^Geometry geo triangle-index]
|
rlm@474
|
1812 (triangle-seq
|
rlm@474
|
1813 (let [scratch (Triangle.)]
|
rlm@474
|
1814 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))
|
rlm@474
|
1815
|
rlm@474
|
1816 (defn triangles
|
rlm@474
|
1817 "Return a sequence of all the Triangles which comprise a given
|
rlm@474
|
1818 Geometry."
|
rlm@474
|
1819 [#^Geometry geo]
|
rlm@474
|
1820 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))
|
rlm@474
|
1821
|
rlm@474
|
1822 (defn triangle-vertex-indices
|
rlm@474
|
1823 "Get the triangle vertex indices of a given triangle from a given
|
rlm@474
|
1824 mesh."
|
rlm@474
|
1825 [#^Mesh mesh triangle-index]
|
rlm@474
|
1826 (let [indices (int-array 3)]
|
rlm@474
|
1827 (.getTriangle mesh triangle-index indices)
|
rlm@474
|
1828 (vec indices)))
|
rlm@474
|
1829
|
rlm@475
|
1830 (defn vertex-UV-coord
|
rlm@474
|
1831 "Get the UV-coordinates of the vertex named by vertex-index"
|
rlm@474
|
1832 [#^Mesh mesh vertex-index]
|
rlm@474
|
1833 (let [UV-buffer
|
rlm@474
|
1834 (.getData
|
rlm@474
|
1835 (.getBuffer
|
rlm@474
|
1836 mesh
|
rlm@474
|
1837 VertexBuffer$Type/TexCoord))]
|
rlm@474
|
1838 [(.get UV-buffer (* vertex-index 2))
|
rlm@474
|
1839 (.get UV-buffer (+ 1 (* vertex-index 2)))]))
|
rlm@474
|
1840
|
rlm@474
|
1841 (defn pixel-triangle [#^Geometry geo image index]
|
rlm@474
|
1842 (let [mesh (.getMesh geo)
|
rlm@474
|
1843 width (.getWidth image)
|
rlm@474
|
1844 height (.getHeight image)]
|
rlm@474
|
1845 (vec (map (fn [[u v]] (vector (* width u) (* height v)))
|
rlm@474
|
1846 (map (partial vertex-UV-coord mesh)
|
rlm@474
|
1847 (triangle-vertex-indices mesh index))))))
|
rlm@474
|
1848
|
rlm@474
|
1849 (defn pixel-triangles
|
rlm@474
|
1850 "The pixel-space triangles of the Geometry, in the same order as
|
rlm@474
|
1851 (triangles geo)"
|
rlm@474
|
1852 [#^Geometry geo image]
|
rlm@474
|
1853 (let [height (.getHeight image)
|
rlm@474
|
1854 width (.getWidth image)]
|
rlm@474
|
1855 (map (partial pixel-triangle geo image)
|
rlm@474
|
1856 (range (.getTriangleCount (.getMesh geo))))))
|
rlm@477
|
1857 #+END_SRC
|
rlm@475
|
1858 #+end_listing
|
rlm@475
|
1859
|
rlm@474
|
1860 *** The Affine Transform from one Triangle to Another
|
rlm@474
|
1861
|
rlm@475
|
1862 =pixel-triangles= gives us the mesh triangles expressed in pixel
|
rlm@475
|
1863 coordinates and =triangles= gives us the mesh triangles expressed
|
rlm@475
|
1864 in world coordinates. The tactile-sensor-profile gives the
|
rlm@475
|
1865 position of each feeler in pixel-space. In order to convert
|
rlm@475
|
1866 pixel-space coordinates into world-space coordinates we need
|
rlm@475
|
1867 something that takes coordinates on the surface of one triangle
|
rlm@475
|
1868 and gives the corresponding coordinates on the surface of another
|
rlm@475
|
1869 triangle.
|
rlm@475
|
1870
|
rlm@475
|
1871 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed
|
rlm@475
|
1872 into any other by a combination of translation, scaling, and
|
rlm@475
|
1873 rotation. The affine transformation from one triangle to another
|
rlm@475
|
1874 is readily computable if the triangle is expressed in terms of a
|
rlm@475
|
1875 $4x4$ matrix.
|
rlm@476
|
1876
|
rlm@476
|
1877 #+BEGIN_LaTeX
|
rlm@476
|
1878 $$
|
rlm@475
|
1879 \begin{bmatrix}
|
rlm@475
|
1880 x_1 & x_2 & x_3 & n_x \\
|
rlm@475
|
1881 y_1 & y_2 & y_3 & n_y \\
|
rlm@475
|
1882 z_1 & z_2 & z_3 & n_z \\
|
rlm@475
|
1883 1 & 1 & 1 & 1
|
rlm@475
|
1884 \end{bmatrix}
|
rlm@476
|
1885 $$
|
rlm@476
|
1886 #+END_LaTeX
|
rlm@475
|
1887
|
rlm@475
|
1888 Here, the first three columns of the matrix are the vertices of
|
rlm@475
|
1889 the triangle. The last column is the right-handed unit normal of
|
rlm@475
|
1890 the triangle.
|
rlm@475
|
1891
|
rlm@476
|
1892 With two triangles $T_{1}$ and $T_{2}$ each expressed as a
|
rlm@476
|
1893 matrix like above, the affine transform from $T_{1}$ to $T_{2}$
|
rlm@476
|
1894 is $T_{2}T_{1}^{-1}$.
|
rlm@475
|
1895
|
rlm@475
|
1896 The clojure code below recapitulates the formulas above, using
|
rlm@475
|
1897 jMonkeyEngine's =Matrix4f= objects, which can describe any affine
|
rlm@475
|
1898 transformation.
|
rlm@474
|
1899
|
rlm@475
|
1900 #+caption: Program to interpert triangles as affine transforms.
|
rlm@475
|
1901 #+name: triangle-affine
|
rlm@475
|
1902 #+begin_listing clojure
|
rlm@475
|
1903 #+BEGIN_SRC clojure
|
rlm@474
|
1904 (defn triangle->matrix4f
|
rlm@474
|
1905 "Converts the triangle into a 4x4 matrix: The first three columns
|
rlm@474
|
1906 contain the vertices of the triangle; the last contains the unit
|
rlm@474
|
1907 normal of the triangle. The bottom row is filled with 1s."
|
rlm@474
|
1908 [#^Triangle t]
|
rlm@474
|
1909 (let [mat (Matrix4f.)
|
rlm@474
|
1910 [vert-1 vert-2 vert-3]
|
rlm@474
|
1911 (mapv #(.get t %) (range 3))
|
rlm@474
|
1912 unit-normal (do (.calculateNormal t)(.getNormal t))
|
rlm@474
|
1913 vertices [vert-1 vert-2 vert-3 unit-normal]]
|
rlm@474
|
1914 (dorun
|
rlm@474
|
1915 (for [row (range 4) col (range 3)]
|
rlm@474
|
1916 (do
|
rlm@474
|
1917 (.set mat col row (.get (vertices row) col))
|
rlm@474
|
1918 (.set mat 3 row 1)))) mat))
|
rlm@474
|
1919
|
rlm@474
|
1920 (defn triangles->affine-transform
|
rlm@474
|
1921 "Returns the affine transformation that converts each vertex in the
|
rlm@474
|
1922 first triangle into the corresponding vertex in the second
|
rlm@474
|
1923 triangle."
|
rlm@474
|
1924 [#^Triangle tri-1 #^Triangle tri-2]
|
rlm@474
|
1925 (.mult
|
rlm@474
|
1926 (triangle->matrix4f tri-2)
|
rlm@474
|
1927 (.invert (triangle->matrix4f tri-1))))
|
rlm@475
|
1928 #+END_SRC
|
rlm@475
|
1929 #+end_listing
|
rlm@474
|
1930
|
rlm@477
|
1931 *** Triangle Boundaries
|
rlm@474
|
1932
|
rlm@474
|
1933 For efficiency's sake I will divide the tactile-profile image into
|
rlm@474
|
1934 small squares which inscribe each pixel-triangle, then extract the
|
rlm@474
|
1935 points which lie inside the triangle and map them to 3D-space using
|
rlm@474
|
1936 =triangle-transform= above. To do this I need a function,
|
rlm@474
|
1937 =convex-bounds= which finds the smallest box which inscribes a 2D
|
rlm@474
|
1938 triangle.
|
rlm@474
|
1939
|
rlm@474
|
1940 =inside-triangle?= determines whether a point is inside a triangle
|
rlm@474
|
1941 in 2D pixel-space.
|
rlm@474
|
1942
|
rlm@475
|
1943 #+caption: Program to efficiently determine point includion
|
rlm@475
|
1944 #+caption: in a triangle.
|
rlm@475
|
1945 #+name: in-triangle
|
rlm@475
|
1946 #+begin_listing clojure
|
rlm@475
|
1947 #+BEGIN_SRC clojure
|
rlm@474
|
1948 (defn convex-bounds
|
rlm@474
|
1949 "Returns the smallest square containing the given vertices, as a
|
rlm@474
|
1950 vector of integers [left top width height]."
|
rlm@474
|
1951 [verts]
|
rlm@474
|
1952 (let [xs (map first verts)
|
rlm@474
|
1953 ys (map second verts)
|
rlm@474
|
1954 x0 (Math/floor (apply min xs))
|
rlm@474
|
1955 y0 (Math/floor (apply min ys))
|
rlm@474
|
1956 x1 (Math/ceil (apply max xs))
|
rlm@474
|
1957 y1 (Math/ceil (apply max ys))]
|
rlm@474
|
1958 [x0 y0 (- x1 x0) (- y1 y0)]))
|
rlm@474
|
1959
|
rlm@474
|
1960 (defn same-side?
|
rlm@474
|
1961 "Given the points p1 and p2 and the reference point ref, is point p
|
rlm@474
|
1962 on the same side of the line that goes through p1 and p2 as ref is?"
|
rlm@474
|
1963 [p1 p2 ref p]
|
rlm@474
|
1964 (<=
|
rlm@474
|
1965 0
|
rlm@474
|
1966 (.dot
|
rlm@474
|
1967 (.cross (.subtract p2 p1) (.subtract p p1))
|
rlm@474
|
1968 (.cross (.subtract p2 p1) (.subtract ref p1)))))
|
rlm@474
|
1969
|
rlm@474
|
1970 (defn inside-triangle?
|
rlm@474
|
1971 "Is the point inside the triangle?"
|
rlm@474
|
1972 {:author "Dylan Holmes"}
|
rlm@474
|
1973 [#^Triangle tri #^Vector3f p]
|
rlm@474
|
1974 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]
|
rlm@474
|
1975 (and
|
rlm@474
|
1976 (same-side? vert-1 vert-2 vert-3 p)
|
rlm@474
|
1977 (same-side? vert-2 vert-3 vert-1 p)
|
rlm@474
|
1978 (same-side? vert-3 vert-1 vert-2 p))))
|
rlm@475
|
1979 #+END_SRC
|
rlm@475
|
1980 #+end_listing
|
rlm@474
|
1981
|
rlm@477
|
1982 *** Feeler Coordinates
|
rlm@474
|
1983
|
rlm@475
|
1984 The triangle-related functions above make short work of
|
rlm@475
|
1985 calculating the positions and orientations of each feeler in
|
rlm@475
|
1986 world-space.
|
rlm@474
|
1987
|
rlm@475
|
1988 #+caption: Program to get the coordinates of ``feelers '' in
|
rlm@475
|
1989 #+caption: both world and UV-coordinates.
|
rlm@475
|
1990 #+name: feeler-coordinates
|
rlm@475
|
1991 #+begin_listing clojure
|
rlm@475
|
1992 #+BEGIN_SRC clojure
|
rlm@474
|
1993 (defn feeler-pixel-coords
|
rlm@474
|
1994 "Returns the coordinates of the feelers in pixel space in lists, one
|
rlm@474
|
1995 list for each triangle, ordered in the same way as (triangles) and
|
rlm@474
|
1996 (pixel-triangles)."
|
rlm@474
|
1997 [#^Geometry geo image]
|
rlm@474
|
1998 (map
|
rlm@474
|
1999 (fn [pixel-triangle]
|
rlm@474
|
2000 (filter
|
rlm@474
|
2001 (fn [coord]
|
rlm@474
|
2002 (inside-triangle? (->triangle pixel-triangle)
|
rlm@474
|
2003 (->vector3f coord)))
|
rlm@474
|
2004 (white-coordinates image (convex-bounds pixel-triangle))))
|
rlm@474
|
2005 (pixel-triangles geo image)))
|
rlm@474
|
2006
|
rlm@474
|
2007 (defn feeler-world-coords
|
rlm@474
|
2008 "Returns the coordinates of the feelers in world space in lists, one
|
rlm@474
|
2009 list for each triangle, ordered in the same way as (triangles) and
|
rlm@474
|
2010 (pixel-triangles)."
|
rlm@474
|
2011 [#^Geometry geo image]
|
rlm@474
|
2012 (let [transforms
|
rlm@474
|
2013 (map #(triangles->affine-transform
|
rlm@474
|
2014 (->triangle %1) (->triangle %2))
|
rlm@474
|
2015 (pixel-triangles geo image)
|
rlm@474
|
2016 (triangles geo))]
|
rlm@474
|
2017 (map (fn [transform coords]
|
rlm@474
|
2018 (map #(.mult transform (->vector3f %)) coords))
|
rlm@474
|
2019 transforms (feeler-pixel-coords geo image))))
|
rlm@475
|
2020 #+END_SRC
|
rlm@475
|
2021 #+end_listing
|
rlm@474
|
2022
|
rlm@475
|
2023 #+caption: Program to get the position of the base and tip of
|
rlm@475
|
2024 #+caption: each ``feeler''
|
rlm@475
|
2025 #+name: feeler-tips
|
rlm@475
|
2026 #+begin_listing clojure
|
rlm@475
|
2027 #+BEGIN_SRC clojure
|
rlm@474
|
2028 (defn feeler-origins
|
rlm@474
|
2029 "The world space coordinates of the root of each feeler."
|
rlm@474
|
2030 [#^Geometry geo image]
|
rlm@474
|
2031 (reduce concat (feeler-world-coords geo image)))
|
rlm@474
|
2032
|
rlm@474
|
2033 (defn feeler-tips
|
rlm@474
|
2034 "The world space coordinates of the tip of each feeler."
|
rlm@474
|
2035 [#^Geometry geo image]
|
rlm@474
|
2036 (let [world-coords (feeler-world-coords geo image)
|
rlm@474
|
2037 normals
|
rlm@474
|
2038 (map
|
rlm@474
|
2039 (fn [triangle]
|
rlm@474
|
2040 (.calculateNormal triangle)
|
rlm@474
|
2041 (.clone (.getNormal triangle)))
|
rlm@474
|
2042 (map ->triangle (triangles geo)))]
|
rlm@474
|
2043
|
rlm@474
|
2044 (mapcat (fn [origins normal]
|
rlm@474
|
2045 (map #(.add % normal) origins))
|
rlm@474
|
2046 world-coords normals)))
|
rlm@474
|
2047
|
rlm@474
|
2048 (defn touch-topology
|
rlm@474
|
2049 [#^Geometry geo image]
|
rlm@474
|
2050 (collapse (reduce concat (feeler-pixel-coords geo image))))
|
rlm@475
|
2051 #+END_SRC
|
rlm@475
|
2052 #+end_listing
|
rlm@474
|
2053
|
rlm@477
|
2054 *** Simulated Touch
|
rlm@474
|
2055
|
rlm@475
|
2056 Now that the functions to construct feelers are complete,
|
rlm@475
|
2057 =touch-kernel= generates functions to be called from within a
|
rlm@475
|
2058 simulation that perform the necessary physics collisions to
|
rlm@475
|
2059 collect tactile data, and =touch!= recursively applies it to every
|
rlm@475
|
2060 node in the creature.
|
rlm@474
|
2061
|
rlm@475
|
2062 #+caption: Efficient program to transform a ray from
|
rlm@475
|
2063 #+caption: one position to another.
|
rlm@475
|
2064 #+name: set-ray
|
rlm@475
|
2065 #+begin_listing clojure
|
rlm@475
|
2066 #+BEGIN_SRC clojure
|
rlm@474
|
2067 (defn set-ray [#^Ray ray #^Matrix4f transform
|
rlm@474
|
2068 #^Vector3f origin #^Vector3f tip]
|
rlm@474
|
2069 ;; Doing everything locally reduces garbage collection by enough to
|
rlm@474
|
2070 ;; be worth it.
|
rlm@474
|
2071 (.mult transform origin (.getOrigin ray))
|
rlm@474
|
2072 (.mult transform tip (.getDirection ray))
|
rlm@474
|
2073 (.subtractLocal (.getDirection ray) (.getOrigin ray))
|
rlm@474
|
2074 (.normalizeLocal (.getDirection ray)))
|
rlm@475
|
2075 #+END_SRC
|
rlm@475
|
2076 #+end_listing
|
rlm@474
|
2077
|
rlm@475
|
2078 #+caption: This is the core of touch in =CORTEX= each feeler
|
rlm@475
|
2079 #+caption: follows the object it is bound to, reporting any
|
rlm@475
|
2080 #+caption: collisions that may happen.
|
rlm@475
|
2081 #+name: touch-kernel
|
rlm@475
|
2082 #+begin_listing clojure
|
rlm@475
|
2083 #+BEGIN_SRC clojure
|
rlm@474
|
2084 (defn touch-kernel
|
rlm@474
|
2085 "Constructs a function which will return tactile sensory data from
|
rlm@474
|
2086 'geo when called from inside a running simulation"
|
rlm@474
|
2087 [#^Geometry geo]
|
rlm@474
|
2088 (if-let
|
rlm@474
|
2089 [profile (tactile-sensor-profile geo)]
|
rlm@474
|
2090 (let [ray-reference-origins (feeler-origins geo profile)
|
rlm@474
|
2091 ray-reference-tips (feeler-tips geo profile)
|
rlm@474
|
2092 ray-length (tactile-scale geo)
|
rlm@474
|
2093 current-rays (map (fn [_] (Ray.)) ray-reference-origins)
|
rlm@474
|
2094 topology (touch-topology geo profile)
|
rlm@474
|
2095 correction (float (* ray-length -0.2))]
|
rlm@474
|
2096 ;; slight tolerance for very close collisions.
|
rlm@474
|
2097 (dorun
|
rlm@474
|
2098 (map (fn [origin tip]
|
rlm@474
|
2099 (.addLocal origin (.mult (.subtract tip origin)
|
rlm@474
|
2100 correction)))
|
rlm@474
|
2101 ray-reference-origins ray-reference-tips))
|
rlm@474
|
2102 (dorun (map #(.setLimit % ray-length) current-rays))
|
rlm@474
|
2103 (fn [node]
|
rlm@474
|
2104 (let [transform (.getWorldMatrix geo)]
|
rlm@474
|
2105 (dorun
|
rlm@474
|
2106 (map (fn [ray ref-origin ref-tip]
|
rlm@474
|
2107 (set-ray ray transform ref-origin ref-tip))
|
rlm@474
|
2108 current-rays ray-reference-origins
|
rlm@474
|
2109 ray-reference-tips))
|
rlm@474
|
2110 (vector
|
rlm@474
|
2111 topology
|
rlm@474
|
2112 (vec
|
rlm@474
|
2113 (for [ray current-rays]
|
rlm@474
|
2114 (do
|
rlm@474
|
2115 (let [results (CollisionResults.)]
|
rlm@474
|
2116 (.collideWith node ray results)
|
rlm@474
|
2117 (let [touch-objects
|
rlm@474
|
2118 (filter #(not (= geo (.getGeometry %)))
|
rlm@474
|
2119 results)
|
rlm@474
|
2120 limit (.getLimit ray)]
|
rlm@474
|
2121 [(if (empty? touch-objects)
|
rlm@474
|
2122 limit
|
rlm@474
|
2123 (let [response
|
rlm@474
|
2124 (apply min (map #(.getDistance %)
|
rlm@474
|
2125 touch-objects))]
|
rlm@474
|
2126 (FastMath/clamp
|
rlm@474
|
2127 (float
|
rlm@474
|
2128 (if (> response limit) (float 0.0)
|
rlm@474
|
2129 (+ response correction)))
|
rlm@474
|
2130 (float 0.0)
|
rlm@474
|
2131 limit)))
|
rlm@474
|
2132 limit])))))))))))
|
rlm@475
|
2133 #+END_SRC
|
rlm@475
|
2134 #+end_listing
|
rlm@474
|
2135
|
rlm@475
|
2136 Armed with the =touch!= function, =CORTEX= becomes capable of
|
rlm@475
|
2137 giving creatures a sense of touch. A simple test is to create a
|
rlm@475
|
2138 cube that is outfitted with a uniform distrubition of touch
|
rlm@475
|
2139 sensors. It can feel the ground and any balls that it touches.
|
rlm@475
|
2140
|
rlm@475
|
2141 #+caption: =CORTEX= interface for creating touch in a simulated
|
rlm@475
|
2142 #+caption: creature.
|
rlm@475
|
2143 #+name: touch
|
rlm@475
|
2144 #+begin_listing clojure
|
rlm@475
|
2145 #+BEGIN_SRC clojure
|
rlm@474
|
2146 (defn touch!
|
rlm@474
|
2147 "Endow the creature with the sense of touch. Returns a sequence of
|
rlm@474
|
2148 functions, one for each body part with a tactile-sensor-profile,
|
rlm@474
|
2149 each of which when called returns sensory data for that body part."
|
rlm@474
|
2150 [#^Node creature]
|
rlm@474
|
2151 (filter
|
rlm@474
|
2152 (comp not nil?)
|
rlm@474
|
2153 (map touch-kernel
|
rlm@474
|
2154 (filter #(isa? (class %) Geometry)
|
rlm@474
|
2155 (node-seq creature)))))
|
rlm@475
|
2156 #+END_SRC
|
rlm@475
|
2157 #+end_listing
|
rlm@475
|
2158
|
rlm@475
|
2159 The tactile-sensor-profile image for the touch cube is a simple
|
rlm@475
|
2160 cross with a unifom distribution of touch sensors:
|
rlm@474
|
2161
|
rlm@475
|
2162 #+caption: The touch profile for the touch-cube. Each pure white
|
rlm@475
|
2163 #+caption: pixel defines a touch sensitive feeler.
|
rlm@475
|
2164 #+name: touch-cube-uv-map
|
rlm@495
|
2165 #+ATTR_LaTeX: :width 7cm
|
rlm@475
|
2166 [[./images/touch-profile.png]]
|
rlm@474
|
2167
|
rlm@475
|
2168 #+caption: The touch cube reacts to canonballs. The black, red,
|
rlm@475
|
2169 #+caption: and white cross on the right is a visual display of
|
rlm@475
|
2170 #+caption: the creature's touch. White means that it is feeling
|
rlm@475
|
2171 #+caption: something strongly, black is not feeling anything,
|
rlm@475
|
2172 #+caption: and gray is in-between. The cube can feel both the
|
rlm@475
|
2173 #+caption: floor and the ball. Notice that when the ball causes
|
rlm@475
|
2174 #+caption: the cube to tip, that the bottom face can still feel
|
rlm@475
|
2175 #+caption: part of the ground.
|
rlm@475
|
2176 #+name: touch-cube-uv-map
|
rlm@475
|
2177 #+ATTR_LaTeX: :width 15cm
|
rlm@475
|
2178 [[./images/touch-cube.png]]
|
rlm@474
|
2179
|
rlm@511
|
2180 ** Proprioception provides knowledge of your own body's position
|
rlm@436
|
2181
|
rlm@479
|
2182 Close your eyes, and touch your nose with your right index finger.
|
rlm@479
|
2183 How did you do it? You could not see your hand, and neither your
|
rlm@479
|
2184 hand nor your nose could use the sense of touch to guide the path
|
rlm@479
|
2185 of your hand. There are no sound cues, and Taste and Smell
|
rlm@479
|
2186 certainly don't provide any help. You know where your hand is
|
rlm@479
|
2187 without your other senses because of Proprioception.
|
rlm@479
|
2188
|
rlm@479
|
2189 Humans can sometimes loose this sense through viral infections or
|
rlm@479
|
2190 damage to the spinal cord or brain, and when they do, they loose
|
rlm@479
|
2191 the ability to control their own bodies without looking directly at
|
rlm@479
|
2192 the parts they want to move. In [[http://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat][The Man Who Mistook His Wife for a
|
rlm@479
|
2193 Hat]], a woman named Christina looses this sense and has to learn how
|
rlm@479
|
2194 to move by carefully watching her arms and legs. She describes
|
rlm@479
|
2195 proprioception as the "eyes of the body, the way the body sees
|
rlm@479
|
2196 itself".
|
rlm@479
|
2197
|
rlm@479
|
2198 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle
|
rlm@479
|
2199 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative
|
rlm@479
|
2200 positions of each body part by monitoring muscle strain and length.
|
rlm@479
|
2201
|
rlm@479
|
2202 It's clear that this is a vital sense for fluid, graceful movement.
|
rlm@479
|
2203 It's also particularly easy to implement in jMonkeyEngine.
|
rlm@479
|
2204
|
rlm@479
|
2205 My simulated proprioception calculates the relative angles of each
|
rlm@479
|
2206 joint from the rest position defined in the blender file. This
|
rlm@479
|
2207 simulates the muscle-spindles and joint capsules. I will deal with
|
rlm@479
|
2208 Golgi tendon organs, which calculate muscle strain, in the next
|
rlm@479
|
2209 section.
|
rlm@479
|
2210
|
rlm@479
|
2211 *** Helper functions
|
rlm@479
|
2212
|
rlm@479
|
2213 =absolute-angle= calculates the angle between two vectors,
|
rlm@479
|
2214 relative to a third axis vector. This angle is the number of
|
rlm@479
|
2215 radians you have to move counterclockwise around the axis vector
|
rlm@479
|
2216 to get from the first to the second vector. It is not commutative
|
rlm@479
|
2217 like a normal dot-product angle is.
|
rlm@479
|
2218
|
rlm@479
|
2219 The purpose of these functions is to build a system of angle
|
rlm@479
|
2220 measurement that is biologically plausable.
|
rlm@479
|
2221
|
rlm@479
|
2222 #+caption: Program to measure angles along a vector
|
rlm@479
|
2223 #+name: helpers
|
rlm@479
|
2224 #+begin_listing clojure
|
rlm@479
|
2225 #+BEGIN_SRC clojure
|
rlm@479
|
2226 (defn right-handed?
|
rlm@479
|
2227 "true iff the three vectors form a right handed coordinate
|
rlm@479
|
2228 system. The three vectors do not have to be normalized or
|
rlm@479
|
2229 orthogonal."
|
rlm@479
|
2230 [vec1 vec2 vec3]
|
rlm@479
|
2231 (pos? (.dot (.cross vec1 vec2) vec3)))
|
rlm@479
|
2232
|
rlm@479
|
2233 (defn absolute-angle
|
rlm@479
|
2234 "The angle between 'vec1 and 'vec2 around 'axis. In the range
|
rlm@479
|
2235 [0 (* 2 Math/PI)]."
|
rlm@479
|
2236 [vec1 vec2 axis]
|
rlm@479
|
2237 (let [angle (.angleBetween vec1 vec2)]
|
rlm@479
|
2238 (if (right-handed? vec1 vec2 axis)
|
rlm@479
|
2239 angle (- (* 2 Math/PI) angle))))
|
rlm@479
|
2240 #+END_SRC
|
rlm@479
|
2241 #+end_listing
|
rlm@479
|
2242
|
rlm@479
|
2243 *** Proprioception Kernel
|
rlm@479
|
2244
|
rlm@479
|
2245 Given a joint, =proprioception-kernel= produces a function that
|
rlm@479
|
2246 calculates the Euler angles between the the objects the joint
|
rlm@479
|
2247 connects. The only tricky part here is making the angles relative
|
rlm@479
|
2248 to the joint's initial ``straightness''.
|
rlm@479
|
2249
|
rlm@479
|
2250 #+caption: Program to return biologially reasonable proprioceptive
|
rlm@479
|
2251 #+caption: data for each joint.
|
rlm@479
|
2252 #+name: proprioception
|
rlm@479
|
2253 #+begin_listing clojure
|
rlm@479
|
2254 #+BEGIN_SRC clojure
|
rlm@479
|
2255 (defn proprioception-kernel
|
rlm@479
|
2256 "Returns a function which returns proprioceptive sensory data when
|
rlm@479
|
2257 called inside a running simulation."
|
rlm@479
|
2258 [#^Node parts #^Node joint]
|
rlm@479
|
2259 (let [[obj-a obj-b] (joint-targets parts joint)
|
rlm@479
|
2260 joint-rot (.getWorldRotation joint)
|
rlm@479
|
2261 x0 (.mult joint-rot Vector3f/UNIT_X)
|
rlm@479
|
2262 y0 (.mult joint-rot Vector3f/UNIT_Y)
|
rlm@479
|
2263 z0 (.mult joint-rot Vector3f/UNIT_Z)]
|
rlm@479
|
2264 (fn []
|
rlm@479
|
2265 (let [rot-a (.clone (.getWorldRotation obj-a))
|
rlm@479
|
2266 rot-b (.clone (.getWorldRotation obj-b))
|
rlm@479
|
2267 x (.mult rot-a x0)
|
rlm@479
|
2268 y (.mult rot-a y0)
|
rlm@479
|
2269 z (.mult rot-a z0)
|
rlm@479
|
2270
|
rlm@479
|
2271 X (.mult rot-b x0)
|
rlm@479
|
2272 Y (.mult rot-b y0)
|
rlm@479
|
2273 Z (.mult rot-b z0)
|
rlm@479
|
2274 heading (Math/atan2 (.dot X z) (.dot X x))
|
rlm@479
|
2275 pitch (Math/atan2 (.dot X y) (.dot X x))
|
rlm@479
|
2276
|
rlm@479
|
2277 ;; rotate x-vector back to origin
|
rlm@479
|
2278 reverse
|
rlm@479
|
2279 (doto (Quaternion.)
|
rlm@479
|
2280 (.fromAngleAxis
|
rlm@479
|
2281 (.angleBetween X x)
|
rlm@479
|
2282 (let [cross (.normalize (.cross X x))]
|
rlm@479
|
2283 (if (= 0 (.length cross)) y cross))))
|
rlm@479
|
2284 roll (absolute-angle (.mult reverse Y) y x)]
|
rlm@479
|
2285 [heading pitch roll]))))
|
rlm@479
|
2286
|
rlm@479
|
2287 (defn proprioception!
|
rlm@479
|
2288 "Endow the creature with the sense of proprioception. Returns a
|
rlm@479
|
2289 sequence of functions, one for each child of the \"joints\" node in
|
rlm@479
|
2290 the creature, which each report proprioceptive information about
|
rlm@479
|
2291 that joint."
|
rlm@479
|
2292 [#^Node creature]
|
rlm@479
|
2293 ;; extract the body's joints
|
rlm@479
|
2294 (let [senses (map (partial proprioception-kernel creature)
|
rlm@479
|
2295 (joints creature))]
|
rlm@479
|
2296 (fn []
|
rlm@479
|
2297 (map #(%) senses))))
|
rlm@479
|
2298 #+END_SRC
|
rlm@479
|
2299 #+end_listing
|
rlm@479
|
2300
|
rlm@479
|
2301 =proprioception!= maps =proprioception-kernel= across all the
|
rlm@479
|
2302 joints of the creature. It uses the same list of joints that
|
rlm@479
|
2303 =joints= uses. Proprioception is the easiest sense to implement in
|
rlm@479
|
2304 =CORTEX=, and it will play a crucial role when efficiently
|
rlm@479
|
2305 implementing empathy.
|
rlm@479
|
2306
|
rlm@479
|
2307 #+caption: In the upper right corner, the three proprioceptive
|
rlm@479
|
2308 #+caption: angle measurements are displayed. Red is yaw, Green is
|
rlm@479
|
2309 #+caption: pitch, and White is roll.
|
rlm@479
|
2310 #+name: proprio
|
rlm@479
|
2311 #+ATTR_LaTeX: :width 11cm
|
rlm@479
|
2312 [[./images/proprio.png]]
|
rlm@479
|
2313
|
rlm@511
|
2314 ** Muscles contain both sensors and effectors
|
rlm@481
|
2315
|
rlm@481
|
2316 Surprisingly enough, terrestrial creatures only move by using
|
rlm@481
|
2317 torque applied about their joints. There's not a single straight
|
rlm@481
|
2318 line of force in the human body at all! (A straight line of force
|
rlm@481
|
2319 would correspond to some sort of jet or rocket propulsion.)
|
rlm@481
|
2320
|
rlm@481
|
2321 In humans, muscles are composed of muscle fibers which can contract
|
rlm@481
|
2322 to exert force. The muscle fibers which compose a muscle are
|
rlm@481
|
2323 partitioned into discrete groups which are each controlled by a
|
rlm@481
|
2324 single alpha motor neuron. A single alpha motor neuron might
|
rlm@481
|
2325 control as little as three or as many as one thousand muscle
|
rlm@481
|
2326 fibers. When the alpha motor neuron is engaged by the spinal cord,
|
rlm@481
|
2327 it activates all of the muscle fibers to which it is attached. The
|
rlm@481
|
2328 spinal cord generally engages the alpha motor neurons which control
|
rlm@481
|
2329 few muscle fibers before the motor neurons which control many
|
rlm@481
|
2330 muscle fibers. This recruitment strategy allows for precise
|
rlm@481
|
2331 movements at low strength. The collection of all motor neurons that
|
rlm@481
|
2332 control a muscle is called the motor pool. The brain essentially
|
rlm@481
|
2333 says "activate 30% of the motor pool" and the spinal cord recruits
|
rlm@481
|
2334 motor neurons until 30% are activated. Since the distribution of
|
rlm@481
|
2335 power among motor neurons is unequal and recruitment goes from
|
rlm@481
|
2336 weakest to strongest, the first 30% of the motor pool might be 5%
|
rlm@481
|
2337 of the strength of the muscle.
|
rlm@481
|
2338
|
rlm@481
|
2339 My simulated muscles follow a similar design: Each muscle is
|
rlm@481
|
2340 defined by a 1-D array of numbers (the "motor pool"). Each entry in
|
rlm@481
|
2341 the array represents a motor neuron which controls a number of
|
rlm@481
|
2342 muscle fibers equal to the value of the entry. Each muscle has a
|
rlm@481
|
2343 scalar strength factor which determines the total force the muscle
|
rlm@481
|
2344 can exert when all motor neurons are activated. The effector
|
rlm@481
|
2345 function for a muscle takes a number to index into the motor pool,
|
rlm@481
|
2346 and then "activates" all the motor neurons whose index is lower or
|
rlm@481
|
2347 equal to the number. Each motor-neuron will apply force in
|
rlm@481
|
2348 proportion to its value in the array. Lower values cause less
|
rlm@481
|
2349 force. The lower values can be put at the "beginning" of the 1-D
|
rlm@481
|
2350 array to simulate the layout of actual human muscles, which are
|
rlm@481
|
2351 capable of more precise movements when exerting less force. Or, the
|
rlm@481
|
2352 motor pool can simulate more exotic recruitment strategies which do
|
rlm@481
|
2353 not correspond to human muscles.
|
rlm@481
|
2354
|
rlm@481
|
2355 This 1D array is defined in an image file for ease of
|
rlm@481
|
2356 creation/visualization. Here is an example muscle profile image.
|
rlm@481
|
2357
|
rlm@481
|
2358 #+caption: A muscle profile image that describes the strengths
|
rlm@481
|
2359 #+caption: of each motor neuron in a muscle. White is weakest
|
rlm@481
|
2360 #+caption: and dark red is strongest. This particular pattern
|
rlm@481
|
2361 #+caption: has weaker motor neurons at the beginning, just
|
rlm@481
|
2362 #+caption: like human muscle.
|
rlm@481
|
2363 #+name: muscle-recruit
|
rlm@481
|
2364 #+ATTR_LaTeX: :width 7cm
|
rlm@481
|
2365 [[./images/basic-muscle.png]]
|
rlm@481
|
2366
|
rlm@481
|
2367 *** Muscle meta-data
|
rlm@481
|
2368
|
rlm@481
|
2369 #+caption: Program to deal with loading muscle data from a blender
|
rlm@481
|
2370 #+caption: file's metadata.
|
rlm@481
|
2371 #+name: motor-pool
|
rlm@481
|
2372 #+begin_listing clojure
|
rlm@481
|
2373 #+BEGIN_SRC clojure
|
rlm@481
|
2374 (defn muscle-profile-image
|
rlm@481
|
2375 "Get the muscle-profile image from the node's blender meta-data."
|
rlm@481
|
2376 [#^Node muscle]
|
rlm@481
|
2377 (if-let [image (meta-data muscle "muscle")]
|
rlm@481
|
2378 (load-image image)))
|
rlm@481
|
2379
|
rlm@481
|
2380 (defn muscle-strength
|
rlm@481
|
2381 "Return the strength of this muscle, or 1 if it is not defined."
|
rlm@481
|
2382 [#^Node muscle]
|
rlm@481
|
2383 (if-let [strength (meta-data muscle "strength")]
|
rlm@481
|
2384 strength 1))
|
rlm@481
|
2385
|
rlm@481
|
2386 (defn motor-pool
|
rlm@481
|
2387 "Return a vector where each entry is the strength of the \"motor
|
rlm@481
|
2388 neuron\" at that part in the muscle."
|
rlm@481
|
2389 [#^Node muscle]
|
rlm@481
|
2390 (let [profile (muscle-profile-image muscle)]
|
rlm@481
|
2391 (vec
|
rlm@481
|
2392 (let [width (.getWidth profile)]
|
rlm@481
|
2393 (for [x (range width)]
|
rlm@481
|
2394 (- 255
|
rlm@481
|
2395 (bit-and
|
rlm@481
|
2396 0x0000FF
|
rlm@481
|
2397 (.getRGB profile x 0))))))))
|
rlm@481
|
2398 #+END_SRC
|
rlm@481
|
2399 #+end_listing
|
rlm@481
|
2400
|
rlm@481
|
2401 Of note here is =motor-pool= which interprets the muscle-profile
|
rlm@481
|
2402 image in a way that allows me to use gradients between white and
|
rlm@481
|
2403 red, instead of shades of gray as I've been using for all the
|
rlm@481
|
2404 other senses. This is purely an aesthetic touch.
|
rlm@481
|
2405
|
rlm@481
|
2406 *** Creating muscles
|
rlm@481
|
2407
|
rlm@481
|
2408 #+caption: This is the core movement functoion in =CORTEX=, which
|
rlm@481
|
2409 #+caption: implements muscles that report on their activation.
|
rlm@481
|
2410 #+name: muscle-kernel
|
rlm@481
|
2411 #+begin_listing clojure
|
rlm@481
|
2412 #+BEGIN_SRC clojure
|
rlm@481
|
2413 (defn movement-kernel
|
rlm@481
|
2414 "Returns a function which when called with a integer value inside a
|
rlm@481
|
2415 running simulation will cause movement in the creature according
|
rlm@481
|
2416 to the muscle's position and strength profile. Each function
|
rlm@481
|
2417 returns the amount of force applied / max force."
|
rlm@481
|
2418 [#^Node creature #^Node muscle]
|
rlm@481
|
2419 (let [target (closest-node creature muscle)
|
rlm@481
|
2420 axis
|
rlm@481
|
2421 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)
|
rlm@481
|
2422 strength (muscle-strength muscle)
|
rlm@481
|
2423
|
rlm@481
|
2424 pool (motor-pool muscle)
|
rlm@481
|
2425 pool-integral (reductions + pool)
|
rlm@481
|
2426 forces
|
rlm@481
|
2427 (vec (map #(float (* strength (/ % (last pool-integral))))
|
rlm@481
|
2428 pool-integral))
|
rlm@481
|
2429 control (.getControl target RigidBodyControl)]
|
rlm@481
|
2430 ;;(println-repl (.getName target) axis)
|
rlm@481
|
2431 (fn [n]
|
rlm@481
|
2432 (let [pool-index (max 0 (min n (dec (count pool))))
|
rlm@481
|
2433 force (forces pool-index)]
|
rlm@481
|
2434 (.applyTorque control (.mult axis force))
|
rlm@481
|
2435 (float (/ force strength))))))
|
rlm@481
|
2436
|
rlm@481
|
2437 (defn movement!
|
rlm@481
|
2438 "Endow the creature with the power of movement. Returns a sequence
|
rlm@481
|
2439 of functions, each of which accept an integer value and will
|
rlm@481
|
2440 activate their corresponding muscle."
|
rlm@481
|
2441 [#^Node creature]
|
rlm@481
|
2442 (for [muscle (muscles creature)]
|
rlm@481
|
2443 (movement-kernel creature muscle)))
|
rlm@481
|
2444 #+END_SRC
|
rlm@481
|
2445 #+end_listing
|
rlm@481
|
2446
|
rlm@481
|
2447
|
rlm@481
|
2448 =movement-kernel= creates a function that will move the nearest
|
rlm@481
|
2449 physical object to the muscle node. The muscle exerts a rotational
|
rlm@481
|
2450 force dependent on it's orientation to the object in the blender
|
rlm@481
|
2451 file. The function returned by =movement-kernel= is also a sense
|
rlm@481
|
2452 function: it returns the percent of the total muscle strength that
|
rlm@481
|
2453 is currently being employed. This is analogous to muscle tension
|
rlm@481
|
2454 in humans and completes the sense of proprioception begun in the
|
rlm@481
|
2455 last section.
|
rlm@488
|
2456
|
rlm@507
|
2457 ** =CORTEX= brings complex creatures to life!
|
rlm@483
|
2458
|
rlm@483
|
2459 The ultimate test of =CORTEX= is to create a creature with the full
|
rlm@483
|
2460 gamut of senses and put it though its paces.
|
rlm@483
|
2461
|
rlm@483
|
2462 With all senses enabled, my right hand model looks like an
|
rlm@483
|
2463 intricate marionette hand with several strings for each finger:
|
rlm@483
|
2464
|
rlm@483
|
2465 #+caption: View of the hand model with all sense nodes. You can see
|
rlm@483
|
2466 #+caption: the joint, muscle, ear, and eye nodess here.
|
rlm@483
|
2467 #+name: hand-nodes-1
|
rlm@483
|
2468 #+ATTR_LaTeX: :width 11cm
|
rlm@483
|
2469 [[./images/hand-with-all-senses2.png]]
|
rlm@483
|
2470
|
rlm@483
|
2471 #+caption: An alternate view of the hand.
|
rlm@483
|
2472 #+name: hand-nodes-2
|
rlm@484
|
2473 #+ATTR_LaTeX: :width 15cm
|
rlm@484
|
2474 [[./images/hand-with-all-senses3.png]]
|
rlm@484
|
2475
|
rlm@484
|
2476 With the hand fully rigged with senses, I can run it though a test
|
rlm@484
|
2477 that will test everything.
|
rlm@484
|
2478
|
rlm@484
|
2479 #+caption: A full test of the hand with all senses. Note expecially
|
rlm@495
|
2480 #+caption: the interactions the hand has with itself: it feels
|
rlm@484
|
2481 #+caption: its own palm and fingers, and when it curls its fingers,
|
rlm@484
|
2482 #+caption: it sees them with its eye (which is located in the center
|
rlm@484
|
2483 #+caption: of the palm. The red block appears with a pure tone sound.
|
rlm@484
|
2484 #+caption: The hand then uses its muscles to launch the cube!
|
rlm@484
|
2485 #+name: integration
|
rlm@484
|
2486 #+ATTR_LaTeX: :width 16cm
|
rlm@484
|
2487 [[./images/integration.png]]
|
rlm@436
|
2488
|
rlm@508
|
2489 ** =CORTEX= enables many possiblities for further research
|
rlm@485
|
2490
|
rlm@485
|
2491 Often times, the hardest part of building a system involving
|
rlm@485
|
2492 creatures is dealing with physics and graphics. =CORTEX= removes
|
rlm@485
|
2493 much of this initial difficulty and leaves researchers free to
|
rlm@485
|
2494 directly pursue their ideas. I hope that even undergrads with a
|
rlm@485
|
2495 passing curiosity about simulated touch or creature evolution will
|
rlm@485
|
2496 be able to use cortex for experimentation. =CORTEX= is a completely
|
rlm@485
|
2497 simulated world, and far from being a disadvantage, its simulated
|
rlm@485
|
2498 nature enables you to create senses and creatures that would be
|
rlm@485
|
2499 impossible to make in the real world.
|
rlm@485
|
2500
|
rlm@485
|
2501 While not by any means a complete list, here are some paths
|
rlm@485
|
2502 =CORTEX= is well suited to help you explore:
|
rlm@485
|
2503
|
rlm@485
|
2504 - Empathy :: my empathy program leaves many areas for
|
rlm@485
|
2505 improvement, among which are using vision to infer
|
rlm@485
|
2506 proprioception and looking up sensory experience with imagined
|
rlm@485
|
2507 vision, touch, and sound.
|
rlm@485
|
2508 - Evolution :: Karl Sims created a rich environment for
|
rlm@485
|
2509 simulating the evolution of creatures on a connection
|
rlm@485
|
2510 machine. Today, this can be redone and expanded with =CORTEX=
|
rlm@485
|
2511 on an ordinary computer.
|
rlm@485
|
2512 - Exotic senses :: Cortex enables many fascinating senses that are
|
rlm@485
|
2513 not possible to build in the real world. For example,
|
rlm@485
|
2514 telekinesis is an interesting avenue to explore. You can also
|
rlm@485
|
2515 make a ``semantic'' sense which looks up metadata tags on
|
rlm@485
|
2516 objects in the environment the metadata tags might contain
|
rlm@485
|
2517 other sensory information.
|
rlm@485
|
2518 - Imagination via subworlds :: this would involve a creature with
|
rlm@485
|
2519 an effector which creates an entire new sub-simulation where
|
rlm@485
|
2520 the creature has direct control over placement/creation of
|
rlm@485
|
2521 objects via simulated telekinesis. The creature observes this
|
rlm@485
|
2522 sub-world through it's normal senses and uses its observations
|
rlm@485
|
2523 to make predictions about its top level world.
|
rlm@485
|
2524 - Simulated prescience :: step the simulation forward a few ticks,
|
rlm@485
|
2525 gather sensory data, then supply this data for the creature as
|
rlm@485
|
2526 one of its actual senses. The cost of prescience is slowing
|
rlm@485
|
2527 the simulation down by a factor proportional to however far
|
rlm@485
|
2528 you want the entities to see into the future. What happens
|
rlm@485
|
2529 when two evolved creatures that can each see into the future
|
rlm@485
|
2530 fight each other?
|
rlm@485
|
2531 - Swarm creatures :: Program a group of creatures that cooperate
|
rlm@485
|
2532 with each other. Because the creatures would be simulated, you
|
rlm@485
|
2533 could investigate computationally complex rules of behavior
|
rlm@485
|
2534 which still, from the group's point of view, would happen in
|
rlm@485
|
2535 ``real time''. Interactions could be as simple as cellular
|
rlm@485
|
2536 organisms communicating via flashing lights, or as complex as
|
rlm@485
|
2537 humanoids completing social tasks, etc.
|
rlm@485
|
2538 - =HACKER= for writing muscle-control programs :: Presented with
|
rlm@485
|
2539 low-level muscle control/ sense API, generate higher level
|
rlm@485
|
2540 programs for accomplishing various stated goals. Example goals
|
rlm@485
|
2541 might be "extend all your fingers" or "move your hand into the
|
rlm@485
|
2542 area with blue light" or "decrease the angle of this joint".
|
rlm@485
|
2543 It would be like Sussman's HACKER, except it would operate
|
rlm@485
|
2544 with much more data in a more realistic world. Start off with
|
rlm@485
|
2545 "calisthenics" to develop subroutines over the motor control
|
rlm@485
|
2546 API. This would be the "spinal chord" of a more intelligent
|
rlm@485
|
2547 creature. The low level programming code might be a turning
|
rlm@485
|
2548 machine that could develop programs to iterate over a "tape"
|
rlm@485
|
2549 where each entry in the tape could control recruitment of the
|
rlm@485
|
2550 fibers in a muscle.
|
rlm@485
|
2551 - Sense fusion :: There is much work to be done on sense
|
rlm@485
|
2552 integration -- building up a coherent picture of the world and
|
rlm@485
|
2553 the things in it with =CORTEX= as a base, you can explore
|
rlm@485
|
2554 concepts like self-organizing maps or cross modal clustering
|
rlm@485
|
2555 in ways that have never before been tried.
|
rlm@485
|
2556 - Inverse kinematics :: experiments in sense guided motor control
|
rlm@485
|
2557 are easy given =CORTEX='s support -- you can get right to the
|
rlm@485
|
2558 hard control problems without worrying about physics or
|
rlm@485
|
2559 senses.
|
rlm@485
|
2560
|
rlm@511
|
2561 * =EMPATH=: the simulated worm experiment
|
rlm@511
|
2562 # Empathy in a simulated worm
|
rlm@435
|
2563
|
rlm@449
|
2564 Here I develop a computational model of empathy, using =CORTEX= as a
|
rlm@449
|
2565 base. Empathy in this context is the ability to observe another
|
rlm@449
|
2566 creature and infer what sorts of sensations that creature is
|
rlm@449
|
2567 feeling. My empathy algorithm involves multiple phases. First is
|
rlm@449
|
2568 free-play, where the creature moves around and gains sensory
|
rlm@449
|
2569 experience. From this experience I construct a representation of the
|
rlm@449
|
2570 creature's sensory state space, which I call \Phi-space. Using
|
rlm@449
|
2571 \Phi-space, I construct an efficient function which takes the
|
rlm@449
|
2572 limited data that comes from observing another creature and enriches
|
rlm@449
|
2573 it full compliment of imagined sensory data. I can then use the
|
rlm@449
|
2574 imagined sensory data to recognize what the observed creature is
|
rlm@449
|
2575 doing and feeling, using straightforward embodied action predicates.
|
rlm@449
|
2576 This is all demonstrated with using a simple worm-like creature, and
|
rlm@449
|
2577 recognizing worm-actions based on limited data.
|
rlm@449
|
2578
|
rlm@449
|
2579 #+caption: Here is the worm with which we will be working.
|
rlm@449
|
2580 #+caption: It is composed of 5 segments. Each segment has a
|
rlm@449
|
2581 #+caption: pair of extensor and flexor muscles. Each of the
|
rlm@449
|
2582 #+caption: worm's four joints is a hinge joint which allows
|
rlm@451
|
2583 #+caption: about 30 degrees of rotation to either side. Each segment
|
rlm@449
|
2584 #+caption: of the worm is touch-capable and has a uniform
|
rlm@449
|
2585 #+caption: distribution of touch sensors on each of its faces.
|
rlm@449
|
2586 #+caption: Each joint has a proprioceptive sense to detect
|
rlm@449
|
2587 #+caption: relative positions. The worm segments are all the
|
rlm@449
|
2588 #+caption: same except for the first one, which has a much
|
rlm@449
|
2589 #+caption: higher weight than the others to allow for easy
|
rlm@449
|
2590 #+caption: manual motor control.
|
rlm@449
|
2591 #+name: basic-worm-view
|
rlm@449
|
2592 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
2593 [[./images/basic-worm-view.png]]
|
rlm@449
|
2594
|
rlm@449
|
2595 #+caption: Program for reading a worm from a blender file and
|
rlm@449
|
2596 #+caption: outfitting it with the senses of proprioception,
|
rlm@449
|
2597 #+caption: touch, and the ability to move, as specified in the
|
rlm@449
|
2598 #+caption: blender file.
|
rlm@449
|
2599 #+name: get-worm
|
rlm@449
|
2600 #+begin_listing clojure
|
rlm@449
|
2601 #+begin_src clojure
|
rlm@449
|
2602 (defn worm []
|
rlm@449
|
2603 (let [model (load-blender-model "Models/worm/worm.blend")]
|
rlm@449
|
2604 {:body (doto model (body!))
|
rlm@449
|
2605 :touch (touch! model)
|
rlm@449
|
2606 :proprioception (proprioception! model)
|
rlm@449
|
2607 :muscles (movement! model)}))
|
rlm@449
|
2608 #+end_src
|
rlm@449
|
2609 #+end_listing
|
rlm@452
|
2610
|
rlm@436
|
2611 ** Embodiment factors action recognition into managable parts
|
rlm@435
|
2612
|
rlm@449
|
2613 Using empathy, I divide the problem of action recognition into a
|
rlm@449
|
2614 recognition process expressed in the language of a full compliment
|
rlm@449
|
2615 of senses, and an imaganitive process that generates full sensory
|
rlm@449
|
2616 data from partial sensory data. Splitting the action recognition
|
rlm@449
|
2617 problem in this manner greatly reduces the total amount of work to
|
rlm@449
|
2618 recognize actions: The imaganitive process is mostly just matching
|
rlm@449
|
2619 previous experience, and the recognition process gets to use all
|
rlm@449
|
2620 the senses to directly describe any action.
|
rlm@449
|
2621
|
rlm@436
|
2622 ** Action recognition is easy with a full gamut of senses
|
rlm@435
|
2623
|
rlm@449
|
2624 Embodied representations using multiple senses such as touch,
|
rlm@449
|
2625 proprioception, and muscle tension turns out be be exceedingly
|
rlm@449
|
2626 efficient at describing body-centered actions. It is the ``right
|
rlm@449
|
2627 language for the job''. For example, it takes only around 5 lines
|
rlm@449
|
2628 of LISP code to describe the action of ``curling'' using embodied
|
rlm@451
|
2629 primitives. It takes about 10 lines to describe the seemingly
|
rlm@449
|
2630 complicated action of wiggling.
|
rlm@449
|
2631
|
rlm@449
|
2632 The following action predicates each take a stream of sensory
|
rlm@449
|
2633 experience, observe however much of it they desire, and decide
|
rlm@449
|
2634 whether the worm is doing the action they describe. =curled?=
|
rlm@449
|
2635 relies on proprioception, =resting?= relies on touch, =wiggling?=
|
rlm@449
|
2636 relies on a fourier analysis of muscle contraction, and
|
rlm@449
|
2637 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
|
rlm@449
|
2638
|
rlm@449
|
2639 #+caption: Program for detecting whether the worm is curled. This is the
|
rlm@449
|
2640 #+caption: simplest action predicate, because it only uses the last frame
|
rlm@449
|
2641 #+caption: of sensory experience, and only uses proprioceptive data. Even
|
rlm@449
|
2642 #+caption: this simple predicate, however, is automatically frame
|
rlm@449
|
2643 #+caption: independent and ignores vermopomorphic differences such as
|
rlm@449
|
2644 #+caption: worm textures and colors.
|
rlm@449
|
2645 #+name: curled
|
rlm@509
|
2646 #+begin_listing clojure
|
rlm@449
|
2647 #+begin_src clojure
|
rlm@449
|
2648 (defn curled?
|
rlm@449
|
2649 "Is the worm curled up?"
|
rlm@449
|
2650 [experiences]
|
rlm@449
|
2651 (every?
|
rlm@449
|
2652 (fn [[_ _ bend]]
|
rlm@449
|
2653 (> (Math/sin bend) 0.64))
|
rlm@449
|
2654 (:proprioception (peek experiences))))
|
rlm@449
|
2655 #+end_src
|
rlm@449
|
2656 #+end_listing
|
rlm@449
|
2657
|
rlm@449
|
2658 #+caption: Program for summarizing the touch information in a patch
|
rlm@449
|
2659 #+caption: of skin.
|
rlm@449
|
2660 #+name: touch-summary
|
rlm@509
|
2661 #+begin_listing clojure
|
rlm@449
|
2662 #+begin_src clojure
|
rlm@449
|
2663 (defn contact
|
rlm@449
|
2664 "Determine how much contact a particular worm segment has with
|
rlm@449
|
2665 other objects. Returns a value between 0 and 1, where 1 is full
|
rlm@449
|
2666 contact and 0 is no contact."
|
rlm@449
|
2667 [touch-region [coords contact :as touch]]
|
rlm@449
|
2668 (-> (zipmap coords contact)
|
rlm@449
|
2669 (select-keys touch-region)
|
rlm@449
|
2670 (vals)
|
rlm@449
|
2671 (#(map first %))
|
rlm@449
|
2672 (average)
|
rlm@449
|
2673 (* 10)
|
rlm@449
|
2674 (- 1)
|
rlm@449
|
2675 (Math/abs)))
|
rlm@449
|
2676 #+end_src
|
rlm@449
|
2677 #+end_listing
|
rlm@449
|
2678
|
rlm@449
|
2679
|
rlm@449
|
2680 #+caption: Program for detecting whether the worm is at rest. This program
|
rlm@449
|
2681 #+caption: uses a summary of the tactile information from the underbelly
|
rlm@449
|
2682 #+caption: of the worm, and is only true if every segment is touching the
|
rlm@449
|
2683 #+caption: floor. Note that this function contains no references to
|
rlm@449
|
2684 #+caption: proprioction at all.
|
rlm@449
|
2685 #+name: resting
|
rlm@452
|
2686 #+begin_listing clojure
|
rlm@449
|
2687 #+begin_src clojure
|
rlm@449
|
2688 (def worm-segment-bottom (rect-region [8 15] [14 22]))
|
rlm@449
|
2689
|
rlm@449
|
2690 (defn resting?
|
rlm@449
|
2691 "Is the worm resting on the ground?"
|
rlm@449
|
2692 [experiences]
|
rlm@449
|
2693 (every?
|
rlm@449
|
2694 (fn [touch-data]
|
rlm@449
|
2695 (< 0.9 (contact worm-segment-bottom touch-data)))
|
rlm@449
|
2696 (:touch (peek experiences))))
|
rlm@449
|
2697 #+end_src
|
rlm@449
|
2698 #+end_listing
|
rlm@449
|
2699
|
rlm@449
|
2700 #+caption: Program for detecting whether the worm is curled up into a
|
rlm@449
|
2701 #+caption: full circle. Here the embodied approach begins to shine, as
|
rlm@449
|
2702 #+caption: I am able to both use a previous action predicate (=curled?=)
|
rlm@449
|
2703 #+caption: as well as the direct tactile experience of the head and tail.
|
rlm@449
|
2704 #+name: grand-circle
|
rlm@452
|
2705 #+begin_listing clojure
|
rlm@449
|
2706 #+begin_src clojure
|
rlm@449
|
2707 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
|
rlm@449
|
2708
|
rlm@449
|
2709 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
|
rlm@449
|
2710
|
rlm@449
|
2711 (defn grand-circle?
|
rlm@449
|
2712 "Does the worm form a majestic circle (one end touching the other)?"
|
rlm@449
|
2713 [experiences]
|
rlm@449
|
2714 (and (curled? experiences)
|
rlm@449
|
2715 (let [worm-touch (:touch (peek experiences))
|
rlm@449
|
2716 tail-touch (worm-touch 0)
|
rlm@449
|
2717 head-touch (worm-touch 4)]
|
rlm@449
|
2718 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
|
rlm@449
|
2719 (< 0.55 (contact worm-segment-top-tip head-touch))))))
|
rlm@449
|
2720 #+end_src
|
rlm@449
|
2721 #+end_listing
|
rlm@449
|
2722
|
rlm@449
|
2723
|
rlm@449
|
2724 #+caption: Program for detecting whether the worm has been wiggling for
|
rlm@449
|
2725 #+caption: the last few frames. It uses a fourier analysis of the muscle
|
rlm@449
|
2726 #+caption: contractions of the worm's tail to determine wiggling. This is
|
rlm@449
|
2727 #+caption: signigicant because there is no particular frame that clearly
|
rlm@449
|
2728 #+caption: indicates that the worm is wiggling --- only when multiple frames
|
rlm@449
|
2729 #+caption: are analyzed together is the wiggling revealed. Defining
|
rlm@449
|
2730 #+caption: wiggling this way also gives the worm an opportunity to learn
|
rlm@449
|
2731 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
|
rlm@449
|
2732 #+caption: wiggle but can't. Frustrated wiggling is very visually different
|
rlm@449
|
2733 #+caption: from actual wiggling, but this definition gives it to us for free.
|
rlm@449
|
2734 #+name: wiggling
|
rlm@452
|
2735 #+begin_listing clojure
|
rlm@449
|
2736 #+begin_src clojure
|
rlm@449
|
2737 (defn fft [nums]
|
rlm@449
|
2738 (map
|
rlm@449
|
2739 #(.getReal %)
|
rlm@449
|
2740 (.transform
|
rlm@449
|
2741 (FastFourierTransformer. DftNormalization/STANDARD)
|
rlm@449
|
2742 (double-array nums) TransformType/FORWARD)))
|
rlm@449
|
2743
|
rlm@449
|
2744 (def indexed (partial map-indexed vector))
|
rlm@449
|
2745
|
rlm@449
|
2746 (defn max-indexed [s]
|
rlm@449
|
2747 (first (sort-by (comp - second) (indexed s))))
|
rlm@449
|
2748
|
rlm@449
|
2749 (defn wiggling?
|
rlm@449
|
2750 "Is the worm wiggling?"
|
rlm@449
|
2751 [experiences]
|
rlm@449
|
2752 (let [analysis-interval 0x40]
|
rlm@449
|
2753 (when (> (count experiences) analysis-interval)
|
rlm@449
|
2754 (let [a-flex 3
|
rlm@449
|
2755 a-ex 2
|
rlm@449
|
2756 muscle-activity
|
rlm@449
|
2757 (map :muscle (vector:last-n experiences analysis-interval))
|
rlm@449
|
2758 base-activity
|
rlm@449
|
2759 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
|
rlm@449
|
2760 (= 2
|
rlm@449
|
2761 (first
|
rlm@449
|
2762 (max-indexed
|
rlm@449
|
2763 (map #(Math/abs %)
|
rlm@449
|
2764 (take 20 (fft base-activity))))))))))
|
rlm@449
|
2765 #+end_src
|
rlm@449
|
2766 #+end_listing
|
rlm@449
|
2767
|
rlm@449
|
2768 With these action predicates, I can now recognize the actions of
|
rlm@449
|
2769 the worm while it is moving under my control and I have access to
|
rlm@449
|
2770 all the worm's senses.
|
rlm@449
|
2771
|
rlm@449
|
2772 #+caption: Use the action predicates defined earlier to report on
|
rlm@449
|
2773 #+caption: what the worm is doing while in simulation.
|
rlm@449
|
2774 #+name: report-worm-activity
|
rlm@452
|
2775 #+begin_listing clojure
|
rlm@449
|
2776 #+begin_src clojure
|
rlm@449
|
2777 (defn debug-experience
|
rlm@449
|
2778 [experiences text]
|
rlm@449
|
2779 (cond
|
rlm@449
|
2780 (grand-circle? experiences) (.setText text "Grand Circle")
|
rlm@449
|
2781 (curled? experiences) (.setText text "Curled")
|
rlm@449
|
2782 (wiggling? experiences) (.setText text "Wiggling")
|
rlm@449
|
2783 (resting? experiences) (.setText text "Resting")))
|
rlm@449
|
2784 #+end_src
|
rlm@449
|
2785 #+end_listing
|
rlm@449
|
2786
|
rlm@449
|
2787 #+caption: Using =debug-experience=, the body-centered predicates
|
rlm@449
|
2788 #+caption: work together to classify the behaviour of the worm.
|
rlm@451
|
2789 #+caption: the predicates are operating with access to the worm's
|
rlm@451
|
2790 #+caption: full sensory data.
|
rlm@449
|
2791 #+name: basic-worm-view
|
rlm@449
|
2792 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
2793 [[./images/worm-identify-init.png]]
|
rlm@449
|
2794
|
rlm@449
|
2795 These action predicates satisfy the recognition requirement of an
|
rlm@451
|
2796 empathic recognition system. There is power in the simplicity of
|
rlm@451
|
2797 the action predicates. They describe their actions without getting
|
rlm@451
|
2798 confused in visual details of the worm. Each one is frame
|
rlm@451
|
2799 independent, but more than that, they are each indepent of
|
rlm@449
|
2800 irrelevant visual details of the worm and the environment. They
|
rlm@449
|
2801 will work regardless of whether the worm is a different color or
|
rlm@451
|
2802 hevaily textured, or if the environment has strange lighting.
|
rlm@449
|
2803
|
rlm@449
|
2804 The trick now is to make the action predicates work even when the
|
rlm@449
|
2805 sensory data on which they depend is absent. If I can do that, then
|
rlm@449
|
2806 I will have gained much,
|
rlm@435
|
2807
|
rlm@436
|
2808 ** \Phi-space describes the worm's experiences
|
rlm@449
|
2809
|
rlm@449
|
2810 As a first step towards building empathy, I need to gather all of
|
rlm@449
|
2811 the worm's experiences during free play. I use a simple vector to
|
rlm@449
|
2812 store all the experiences.
|
rlm@449
|
2813
|
rlm@449
|
2814 Each element of the experience vector exists in the vast space of
|
rlm@449
|
2815 all possible worm-experiences. Most of this vast space is actually
|
rlm@449
|
2816 unreachable due to physical constraints of the worm's body. For
|
rlm@449
|
2817 example, the worm's segments are connected by hinge joints that put
|
rlm@451
|
2818 a practical limit on the worm's range of motions without limiting
|
rlm@451
|
2819 its degrees of freedom. Some groupings of senses are impossible;
|
rlm@451
|
2820 the worm can not be bent into a circle so that its ends are
|
rlm@451
|
2821 touching and at the same time not also experience the sensation of
|
rlm@451
|
2822 touching itself.
|
rlm@449
|
2823
|
rlm@451
|
2824 As the worm moves around during free play and its experience vector
|
rlm@451
|
2825 grows larger, the vector begins to define a subspace which is all
|
rlm@451
|
2826 the sensations the worm can practicaly experience during normal
|
rlm@451
|
2827 operation. I call this subspace \Phi-space, short for
|
rlm@451
|
2828 physical-space. The experience vector defines a path through
|
rlm@451
|
2829 \Phi-space. This path has interesting properties that all derive
|
rlm@451
|
2830 from physical embodiment. The proprioceptive components are
|
rlm@451
|
2831 completely smooth, because in order for the worm to move from one
|
rlm@451
|
2832 position to another, it must pass through the intermediate
|
rlm@451
|
2833 positions. The path invariably forms loops as actions are repeated.
|
rlm@451
|
2834 Finally and most importantly, proprioception actually gives very
|
rlm@451
|
2835 strong inference about the other senses. For example, when the worm
|
rlm@451
|
2836 is flat, you can infer that it is touching the ground and that its
|
rlm@451
|
2837 muscles are not active, because if the muscles were active, the
|
rlm@451
|
2838 worm would be moving and would not be perfectly flat. In order to
|
rlm@451
|
2839 stay flat, the worm has to be touching the ground, or it would
|
rlm@451
|
2840 again be moving out of the flat position due to gravity. If the
|
rlm@451
|
2841 worm is positioned in such a way that it interacts with itself,
|
rlm@451
|
2842 then it is very likely to be feeling the same tactile feelings as
|
rlm@451
|
2843 the last time it was in that position, because it has the same body
|
rlm@451
|
2844 as then. If you observe multiple frames of proprioceptive data,
|
rlm@451
|
2845 then you can become increasingly confident about the exact
|
rlm@451
|
2846 activations of the worm's muscles, because it generally takes a
|
rlm@451
|
2847 unique combination of muscle contractions to transform the worm's
|
rlm@451
|
2848 body along a specific path through \Phi-space.
|
rlm@449
|
2849
|
rlm@449
|
2850 There is a simple way of taking \Phi-space and the total ordering
|
rlm@449
|
2851 provided by an experience vector and reliably infering the rest of
|
rlm@449
|
2852 the senses.
|
rlm@435
|
2853
|
rlm@511
|
2854 ** ``Empathy'' requires retracing steps though \Phi-space
|
rlm@449
|
2855
|
rlm@450
|
2856 Here is the core of a basic empathy algorithm, starting with an
|
rlm@451
|
2857 experience vector:
|
rlm@451
|
2858
|
rlm@451
|
2859 First, group the experiences into tiered proprioceptive bins. I use
|
rlm@451
|
2860 powers of 10 and 3 bins, and the smallest bin has an approximate
|
rlm@451
|
2861 size of 0.001 radians in all proprioceptive dimensions.
|
rlm@450
|
2862
|
rlm@450
|
2863 Then, given a sequence of proprioceptive input, generate a set of
|
rlm@451
|
2864 matching experience records for each input, using the tiered
|
rlm@451
|
2865 proprioceptive bins.
|
rlm@449
|
2866
|
rlm@450
|
2867 Finally, to infer sensory data, select the longest consective chain
|
rlm@451
|
2868 of experiences. Conecutive experience means that the experiences
|
rlm@451
|
2869 appear next to each other in the experience vector.
|
rlm@449
|
2870
|
rlm@450
|
2871 This algorithm has three advantages:
|
rlm@450
|
2872
|
rlm@450
|
2873 1. It's simple
|
rlm@450
|
2874
|
rlm@451
|
2875 3. It's very fast -- retrieving possible interpretations takes
|
rlm@451
|
2876 constant time. Tracing through chains of interpretations takes
|
rlm@451
|
2877 time proportional to the average number of experiences in a
|
rlm@451
|
2878 proprioceptive bin. Redundant experiences in \Phi-space can be
|
rlm@451
|
2879 merged to save computation.
|
rlm@450
|
2880
|
rlm@450
|
2881 2. It protects from wrong interpretations of transient ambiguous
|
rlm@451
|
2882 proprioceptive data. For example, if the worm is flat for just
|
rlm@450
|
2883 an instant, this flattness will not be interpreted as implying
|
rlm@450
|
2884 that the worm has its muscles relaxed, since the flattness is
|
rlm@450
|
2885 part of a longer chain which includes a distinct pattern of
|
rlm@451
|
2886 muscle activation. Markov chains or other memoryless statistical
|
rlm@451
|
2887 models that operate on individual frames may very well make this
|
rlm@451
|
2888 mistake.
|
rlm@450
|
2889
|
rlm@450
|
2890 #+caption: Program to convert an experience vector into a
|
rlm@450
|
2891 #+caption: proprioceptively binned lookup function.
|
rlm@450
|
2892 #+name: bin
|
rlm@452
|
2893 #+begin_listing clojure
|
rlm@450
|
2894 #+begin_src clojure
|
rlm@449
|
2895 (defn bin [digits]
|
rlm@449
|
2896 (fn [angles]
|
rlm@449
|
2897 (->> angles
|
rlm@449
|
2898 (flatten)
|
rlm@449
|
2899 (map (juxt #(Math/sin %) #(Math/cos %)))
|
rlm@449
|
2900 (flatten)
|
rlm@449
|
2901 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
|
rlm@449
|
2902
|
rlm@449
|
2903 (defn gen-phi-scan
|
rlm@450
|
2904 "Nearest-neighbors with binning. Only returns a result if
|
rlm@450
|
2905 the propriceptive data is within 10% of a previously recorded
|
rlm@450
|
2906 result in all dimensions."
|
rlm@450
|
2907 [phi-space]
|
rlm@449
|
2908 (let [bin-keys (map bin [3 2 1])
|
rlm@449
|
2909 bin-maps
|
rlm@449
|
2910 (map (fn [bin-key]
|
rlm@449
|
2911 (group-by
|
rlm@449
|
2912 (comp bin-key :proprioception phi-space)
|
rlm@449
|
2913 (range (count phi-space)))) bin-keys)
|
rlm@449
|
2914 lookups (map (fn [bin-key bin-map]
|
rlm@450
|
2915 (fn [proprio] (bin-map (bin-key proprio))))
|
rlm@450
|
2916 bin-keys bin-maps)]
|
rlm@449
|
2917 (fn lookup [proprio-data]
|
rlm@449
|
2918 (set (some #(% proprio-data) lookups)))))
|
rlm@450
|
2919 #+end_src
|
rlm@450
|
2920 #+end_listing
|
rlm@449
|
2921
|
rlm@451
|
2922 #+caption: =longest-thread= finds the longest path of consecutive
|
rlm@451
|
2923 #+caption: experiences to explain proprioceptive worm data.
|
rlm@451
|
2924 #+name: phi-space-history-scan
|
rlm@451
|
2925 #+ATTR_LaTeX: :width 10cm
|
rlm@451
|
2926 [[./images/aurellem-gray.png]]
|
rlm@451
|
2927
|
rlm@451
|
2928 =longest-thread= infers sensory data by stitching together pieces
|
rlm@451
|
2929 from previous experience. It prefers longer chains of previous
|
rlm@451
|
2930 experience to shorter ones. For example, during training the worm
|
rlm@451
|
2931 might rest on the ground for one second before it performs its
|
rlm@451
|
2932 excercises. If during recognition the worm rests on the ground for
|
rlm@451
|
2933 five seconds, =longest-thread= will accomodate this five second
|
rlm@451
|
2934 rest period by looping the one second rest chain five times.
|
rlm@451
|
2935
|
rlm@451
|
2936 =longest-thread= takes time proportinal to the average number of
|
rlm@451
|
2937 entries in a proprioceptive bin, because for each element in the
|
rlm@451
|
2938 starting bin it performes a series of set lookups in the preceeding
|
rlm@451
|
2939 bins. If the total history is limited, then this is only a constant
|
rlm@451
|
2940 multiple times the number of entries in the starting bin. This
|
rlm@451
|
2941 analysis also applies even if the action requires multiple longest
|
rlm@451
|
2942 chains -- it's still the average number of entries in a
|
rlm@451
|
2943 proprioceptive bin times the desired chain length. Because
|
rlm@451
|
2944 =longest-thread= is so efficient and simple, I can interpret
|
rlm@451
|
2945 worm-actions in real time.
|
rlm@449
|
2946
|
rlm@450
|
2947 #+caption: Program to calculate empathy by tracing though \Phi-space
|
rlm@450
|
2948 #+caption: and finding the longest (ie. most coherent) interpretation
|
rlm@450
|
2949 #+caption: of the data.
|
rlm@450
|
2950 #+name: longest-thread
|
rlm@452
|
2951 #+begin_listing clojure
|
rlm@450
|
2952 #+begin_src clojure
|
rlm@449
|
2953 (defn longest-thread
|
rlm@449
|
2954 "Find the longest thread from phi-index-sets. The index sets should
|
rlm@449
|
2955 be ordered from most recent to least recent."
|
rlm@449
|
2956 [phi-index-sets]
|
rlm@449
|
2957 (loop [result '()
|
rlm@449
|
2958 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
|
rlm@449
|
2959 (if (empty? phi-index-sets)
|
rlm@449
|
2960 (vec result)
|
rlm@449
|
2961 (let [threads
|
rlm@449
|
2962 (for [thread-base thread-bases]
|
rlm@449
|
2963 (loop [thread (list thread-base)
|
rlm@449
|
2964 remaining remaining]
|
rlm@449
|
2965 (let [next-index (dec (first thread))]
|
rlm@449
|
2966 (cond (empty? remaining) thread
|
rlm@449
|
2967 (contains? (first remaining) next-index)
|
rlm@449
|
2968 (recur
|
rlm@449
|
2969 (cons next-index thread) (rest remaining))
|
rlm@449
|
2970 :else thread))))
|
rlm@449
|
2971 longest-thread
|
rlm@449
|
2972 (reduce (fn [thread-a thread-b]
|
rlm@449
|
2973 (if (> (count thread-a) (count thread-b))
|
rlm@449
|
2974 thread-a thread-b))
|
rlm@449
|
2975 '(nil)
|
rlm@449
|
2976 threads)]
|
rlm@449
|
2977 (recur (concat longest-thread result)
|
rlm@449
|
2978 (drop (count longest-thread) phi-index-sets))))))
|
rlm@450
|
2979 #+end_src
|
rlm@450
|
2980 #+end_listing
|
rlm@450
|
2981
|
rlm@451
|
2982 There is one final piece, which is to replace missing sensory data
|
rlm@451
|
2983 with a best-guess estimate. While I could fill in missing data by
|
rlm@451
|
2984 using a gradient over the closest known sensory data points,
|
rlm@451
|
2985 averages can be misleading. It is certainly possible to create an
|
rlm@451
|
2986 impossible sensory state by averaging two possible sensory states.
|
rlm@451
|
2987 Therefore, I simply replicate the most recent sensory experience to
|
rlm@451
|
2988 fill in the gaps.
|
rlm@449
|
2989
|
rlm@449
|
2990 #+caption: Fill in blanks in sensory experience by replicating the most
|
rlm@449
|
2991 #+caption: recent experience.
|
rlm@449
|
2992 #+name: infer-nils
|
rlm@452
|
2993 #+begin_listing clojure
|
rlm@449
|
2994 #+begin_src clojure
|
rlm@449
|
2995 (defn infer-nils
|
rlm@449
|
2996 "Replace nils with the next available non-nil element in the
|
rlm@449
|
2997 sequence, or barring that, 0."
|
rlm@449
|
2998 [s]
|
rlm@449
|
2999 (loop [i (dec (count s))
|
rlm@449
|
3000 v (transient s)]
|
rlm@449
|
3001 (if (zero? i) (persistent! v)
|
rlm@449
|
3002 (if-let [cur (v i)]
|
rlm@449
|
3003 (if (get v (dec i) 0)
|
rlm@449
|
3004 (recur (dec i) v)
|
rlm@449
|
3005 (recur (dec i) (assoc! v (dec i) cur)))
|
rlm@449
|
3006 (recur i (assoc! v i 0))))))
|
rlm@449
|
3007 #+end_src
|
rlm@449
|
3008 #+end_listing
|
rlm@435
|
3009
|
rlm@511
|
3010 ** =EMPATH= recognizes actions efficiently
|
rlm@451
|
3011
|
rlm@451
|
3012 To use =EMPATH= with the worm, I first need to gather a set of
|
rlm@451
|
3013 experiences from the worm that includes the actions I want to
|
rlm@452
|
3014 recognize. The =generate-phi-space= program (listing
|
rlm@451
|
3015 \ref{generate-phi-space} runs the worm through a series of
|
rlm@451
|
3016 exercices and gatheres those experiences into a vector. The
|
rlm@451
|
3017 =do-all-the-things= program is a routine expressed in a simple
|
rlm@452
|
3018 muscle contraction script language for automated worm control. It
|
rlm@452
|
3019 causes the worm to rest, curl, and wiggle over about 700 frames
|
rlm@452
|
3020 (approx. 11 seconds).
|
rlm@425
|
3021
|
rlm@451
|
3022 #+caption: Program to gather the worm's experiences into a vector for
|
rlm@451
|
3023 #+caption: further processing. The =motor-control-program= line uses
|
rlm@451
|
3024 #+caption: a motor control script that causes the worm to execute a series
|
rlm@451
|
3025 #+caption: of ``exercices'' that include all the action predicates.
|
rlm@451
|
3026 #+name: generate-phi-space
|
rlm@452
|
3027 #+begin_listing clojure
|
rlm@451
|
3028 #+begin_src clojure
|
rlm@451
|
3029 (def do-all-the-things
|
rlm@451
|
3030 (concat
|
rlm@451
|
3031 curl-script
|
rlm@451
|
3032 [[300 :d-ex 40]
|
rlm@451
|
3033 [320 :d-ex 0]]
|
rlm@451
|
3034 (shift-script 280 (take 16 wiggle-script))))
|
rlm@451
|
3035
|
rlm@451
|
3036 (defn generate-phi-space []
|
rlm@451
|
3037 (let [experiences (atom [])]
|
rlm@451
|
3038 (run-world
|
rlm@451
|
3039 (apply-map
|
rlm@451
|
3040 worm-world
|
rlm@451
|
3041 (merge
|
rlm@451
|
3042 (worm-world-defaults)
|
rlm@451
|
3043 {:end-frame 700
|
rlm@451
|
3044 :motor-control
|
rlm@451
|
3045 (motor-control-program worm-muscle-labels do-all-the-things)
|
rlm@451
|
3046 :experiences experiences})))
|
rlm@451
|
3047 @experiences))
|
rlm@451
|
3048 #+end_src
|
rlm@451
|
3049 #+end_listing
|
rlm@451
|
3050
|
rlm@451
|
3051 #+caption: Use longest thread and a phi-space generated from a short
|
rlm@451
|
3052 #+caption: exercise routine to interpret actions during free play.
|
rlm@451
|
3053 #+name: empathy-debug
|
rlm@452
|
3054 #+begin_listing clojure
|
rlm@451
|
3055 #+begin_src clojure
|
rlm@451
|
3056 (defn init []
|
rlm@451
|
3057 (def phi-space (generate-phi-space))
|
rlm@451
|
3058 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
3059
|
rlm@451
|
3060 (defn empathy-demonstration []
|
rlm@451
|
3061 (let [proprio (atom ())]
|
rlm@451
|
3062 (fn
|
rlm@451
|
3063 [experiences text]
|
rlm@451
|
3064 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
3065 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
3066 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
3067 empathy (mapv phi-space (infer-nils exp-thread))]
|
rlm@451
|
3068 (println-repl (vector:last-n exp-thread 22))
|
rlm@451
|
3069 (cond
|
rlm@451
|
3070 (grand-circle? empathy) (.setText text "Grand Circle")
|
rlm@451
|
3071 (curled? empathy) (.setText text "Curled")
|
rlm@451
|
3072 (wiggling? empathy) (.setText text "Wiggling")
|
rlm@451
|
3073 (resting? empathy) (.setText text "Resting")
|
rlm@451
|
3074 :else (.setText text "Unknown")))))))
|
rlm@451
|
3075
|
rlm@451
|
3076 (defn empathy-experiment [record]
|
rlm@451
|
3077 (.start (worm-world :experience-watch (debug-experience-phi)
|
rlm@451
|
3078 :record record :worm worm*)))
|
rlm@451
|
3079 #+end_src
|
rlm@451
|
3080 #+end_listing
|
rlm@451
|
3081
|
rlm@451
|
3082 The result of running =empathy-experiment= is that the system is
|
rlm@451
|
3083 generally able to interpret worm actions using the action-predicates
|
rlm@451
|
3084 on simulated sensory data just as well as with actual data. Figure
|
rlm@451
|
3085 \ref{empathy-debug-image} was generated using =empathy-experiment=:
|
rlm@451
|
3086
|
rlm@451
|
3087 #+caption: From only proprioceptive data, =EMPATH= was able to infer
|
rlm@451
|
3088 #+caption: the complete sensory experience and classify four poses
|
rlm@451
|
3089 #+caption: (The last panel shows a composite image of \emph{wriggling},
|
rlm@451
|
3090 #+caption: a dynamic pose.)
|
rlm@451
|
3091 #+name: empathy-debug-image
|
rlm@451
|
3092 #+ATTR_LaTeX: :width 10cm :placement [H]
|
rlm@451
|
3093 [[./images/empathy-1.png]]
|
rlm@451
|
3094
|
rlm@451
|
3095 One way to measure the performance of =EMPATH= is to compare the
|
rlm@451
|
3096 sutiability of the imagined sense experience to trigger the same
|
rlm@451
|
3097 action predicates as the real sensory experience.
|
rlm@451
|
3098
|
rlm@451
|
3099 #+caption: Determine how closely empathy approximates actual
|
rlm@451
|
3100 #+caption: sensory data.
|
rlm@451
|
3101 #+name: test-empathy-accuracy
|
rlm@452
|
3102 #+begin_listing clojure
|
rlm@451
|
3103 #+begin_src clojure
|
rlm@451
|
3104 (def worm-action-label
|
rlm@451
|
3105 (juxt grand-circle? curled? wiggling?))
|
rlm@451
|
3106
|
rlm@451
|
3107 (defn compare-empathy-with-baseline [matches]
|
rlm@451
|
3108 (let [proprio (atom ())]
|
rlm@451
|
3109 (fn
|
rlm@451
|
3110 [experiences text]
|
rlm@451
|
3111 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
3112 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
3113 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
3114 empathy (mapv phi-space (infer-nils exp-thread))
|
rlm@451
|
3115 experience-matches-empathy
|
rlm@451
|
3116 (= (worm-action-label experiences)
|
rlm@451
|
3117 (worm-action-label empathy))]
|
rlm@451
|
3118 (println-repl experience-matches-empathy)
|
rlm@451
|
3119 (swap! matches #(conj % experience-matches-empathy)))))))
|
rlm@451
|
3120
|
rlm@451
|
3121 (defn accuracy [v]
|
rlm@451
|
3122 (float (/ (count (filter true? v)) (count v))))
|
rlm@451
|
3123
|
rlm@451
|
3124 (defn test-empathy-accuracy []
|
rlm@451
|
3125 (let [res (atom [])]
|
rlm@451
|
3126 (run-world
|
rlm@451
|
3127 (worm-world :experience-watch
|
rlm@451
|
3128 (compare-empathy-with-baseline res)
|
rlm@451
|
3129 :worm worm*))
|
rlm@451
|
3130 (accuracy @res)))
|
rlm@451
|
3131 #+end_src
|
rlm@451
|
3132 #+end_listing
|
rlm@451
|
3133
|
rlm@451
|
3134 Running =test-empathy-accuracy= using the very short exercise
|
rlm@451
|
3135 program defined in listing \ref{generate-phi-space}, and then doing
|
rlm@451
|
3136 a similar pattern of activity manually yeilds an accuracy of around
|
rlm@451
|
3137 73%. This is based on very limited worm experience. By training the
|
rlm@451
|
3138 worm for longer, the accuracy dramatically improves.
|
rlm@451
|
3139
|
rlm@451
|
3140 #+caption: Program to generate \Phi-space using manual training.
|
rlm@451
|
3141 #+name: manual-phi-space
|
rlm@451
|
3142 #+begin_listing clojure
|
rlm@451
|
3143 #+begin_src clojure
|
rlm@451
|
3144 (defn init-interactive []
|
rlm@451
|
3145 (def phi-space
|
rlm@451
|
3146 (let [experiences (atom [])]
|
rlm@451
|
3147 (run-world
|
rlm@451
|
3148 (apply-map
|
rlm@451
|
3149 worm-world
|
rlm@451
|
3150 (merge
|
rlm@451
|
3151 (worm-world-defaults)
|
rlm@451
|
3152 {:experiences experiences})))
|
rlm@451
|
3153 @experiences))
|
rlm@451
|
3154 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
3155 #+end_src
|
rlm@451
|
3156 #+end_listing
|
rlm@451
|
3157
|
rlm@451
|
3158 After about 1 minute of manual training, I was able to achieve 95%
|
rlm@451
|
3159 accuracy on manual testing of the worm using =init-interactive= and
|
rlm@452
|
3160 =test-empathy-accuracy=. The majority of errors are near the
|
rlm@452
|
3161 boundaries of transitioning from one type of action to another.
|
rlm@452
|
3162 During these transitions the exact label for the action is more open
|
rlm@452
|
3163 to interpretation, and dissaggrement between empathy and experience
|
rlm@452
|
3164 is more excusable.
|
rlm@450
|
3165
|
rlm@511
|
3166 ** Digression: Learn touch sensor layout through haptic experimentation, instead
|
rlm@511
|
3167 # Boostraping touch using free exploration
|
rlm@511
|
3168 In the previous section I showed how to compute actions in terms of
|
rlm@452
|
3169 body-centered predicates which relied averate touch activation of
|
rlm@452
|
3170 pre-defined regions of the worm's skin. What if, instead of recieving
|
rlm@452
|
3171 touch pre-grouped into the six faces of each worm segment, the true
|
rlm@452
|
3172 topology of the worm's skin was unknown? This is more similiar to how
|
rlm@452
|
3173 a nerve fiber bundle might be arranged. While two fibers that are
|
rlm@452
|
3174 close in a nerve bundle /might/ correspond to two touch sensors that
|
rlm@452
|
3175 are close together on the skin, the process of taking a complicated
|
rlm@452
|
3176 surface and forcing it into essentially a circle requires some cuts
|
rlm@452
|
3177 and rerragenments.
|
rlm@452
|
3178
|
rlm@452
|
3179 In this section I show how to automatically learn the skin-topology of
|
rlm@452
|
3180 a worm segment by free exploration. As the worm rolls around on the
|
rlm@452
|
3181 floor, large sections of its surface get activated. If the worm has
|
rlm@452
|
3182 stopped moving, then whatever region of skin that is touching the
|
rlm@452
|
3183 floor is probably an important region, and should be recorded.
|
rlm@452
|
3184
|
rlm@452
|
3185 #+caption: Program to detect whether the worm is in a resting state
|
rlm@452
|
3186 #+caption: with one face touching the floor.
|
rlm@452
|
3187 #+name: pure-touch
|
rlm@452
|
3188 #+begin_listing clojure
|
rlm@452
|
3189 #+begin_src clojure
|
rlm@452
|
3190 (def full-contact [(float 0.0) (float 0.1)])
|
rlm@452
|
3191
|
rlm@452
|
3192 (defn pure-touch?
|
rlm@452
|
3193 "This is worm specific code to determine if a large region of touch
|
rlm@452
|
3194 sensors is either all on or all off."
|
rlm@452
|
3195 [[coords touch :as touch-data]]
|
rlm@452
|
3196 (= (set (map first touch)) (set full-contact)))
|
rlm@452
|
3197 #+end_src
|
rlm@452
|
3198 #+end_listing
|
rlm@452
|
3199
|
rlm@452
|
3200 After collecting these important regions, there will many nearly
|
rlm@452
|
3201 similiar touch regions. While for some purposes the subtle
|
rlm@452
|
3202 differences between these regions will be important, for my
|
rlm@452
|
3203 purposes I colapse them into mostly non-overlapping sets using
|
rlm@452
|
3204 =remove-similiar= in listing \ref{remove-similiar}
|
rlm@452
|
3205
|
rlm@452
|
3206 #+caption: Program to take a lits of set of points and ``collapse them''
|
rlm@452
|
3207 #+caption: so that the remaining sets in the list are siginificantly
|
rlm@452
|
3208 #+caption: different from each other. Prefer smaller sets to larger ones.
|
rlm@452
|
3209 #+name: remove-similiar
|
rlm@452
|
3210 #+begin_listing clojure
|
rlm@452
|
3211 #+begin_src clojure
|
rlm@452
|
3212 (defn remove-similar
|
rlm@452
|
3213 [coll]
|
rlm@452
|
3214 (loop [result () coll (sort-by (comp - count) coll)]
|
rlm@452
|
3215 (if (empty? coll) result
|
rlm@452
|
3216 (let [[x & xs] coll
|
rlm@452
|
3217 c (count x)]
|
rlm@452
|
3218 (if (some
|
rlm@452
|
3219 (fn [other-set]
|
rlm@452
|
3220 (let [oc (count other-set)]
|
rlm@452
|
3221 (< (- (count (union other-set x)) c) (* oc 0.1))))
|
rlm@452
|
3222 xs)
|
rlm@452
|
3223 (recur result xs)
|
rlm@452
|
3224 (recur (cons x result) xs))))))
|
rlm@452
|
3225 #+end_src
|
rlm@452
|
3226 #+end_listing
|
rlm@452
|
3227
|
rlm@452
|
3228 Actually running this simulation is easy given =CORTEX='s facilities.
|
rlm@452
|
3229
|
rlm@452
|
3230 #+caption: Collect experiences while the worm moves around. Filter the touch
|
rlm@452
|
3231 #+caption: sensations by stable ones, collapse similiar ones together,
|
rlm@452
|
3232 #+caption: and report the regions learned.
|
rlm@452
|
3233 #+name: learn-touch
|
rlm@452
|
3234 #+begin_listing clojure
|
rlm@452
|
3235 #+begin_src clojure
|
rlm@452
|
3236 (defn learn-touch-regions []
|
rlm@452
|
3237 (let [experiences (atom [])
|
rlm@452
|
3238 world (apply-map
|
rlm@452
|
3239 worm-world
|
rlm@452
|
3240 (assoc (worm-segment-defaults)
|
rlm@452
|
3241 :experiences experiences))]
|
rlm@452
|
3242 (run-world world)
|
rlm@452
|
3243 (->>
|
rlm@452
|
3244 @experiences
|
rlm@452
|
3245 (drop 175)
|
rlm@452
|
3246 ;; access the single segment's touch data
|
rlm@452
|
3247 (map (comp first :touch))
|
rlm@452
|
3248 ;; only deal with "pure" touch data to determine surfaces
|
rlm@452
|
3249 (filter pure-touch?)
|
rlm@452
|
3250 ;; associate coordinates with touch values
|
rlm@452
|
3251 (map (partial apply zipmap))
|
rlm@452
|
3252 ;; select those regions where contact is being made
|
rlm@452
|
3253 (map (partial group-by second))
|
rlm@452
|
3254 (map #(get % full-contact))
|
rlm@452
|
3255 (map (partial map first))
|
rlm@452
|
3256 ;; remove redundant/subset regions
|
rlm@452
|
3257 (map set)
|
rlm@452
|
3258 remove-similar)))
|
rlm@452
|
3259
|
rlm@452
|
3260 (defn learn-and-view-touch-regions []
|
rlm@452
|
3261 (map view-touch-region
|
rlm@452
|
3262 (learn-touch-regions)))
|
rlm@452
|
3263 #+end_src
|
rlm@452
|
3264 #+end_listing
|
rlm@452
|
3265
|
rlm@452
|
3266 The only thing remining to define is the particular motion the worm
|
rlm@452
|
3267 must take. I accomplish this with a simple motor control program.
|
rlm@452
|
3268
|
rlm@452
|
3269 #+caption: Motor control program for making the worm roll on the ground.
|
rlm@452
|
3270 #+caption: This could also be replaced with random motion.
|
rlm@452
|
3271 #+name: worm-roll
|
rlm@452
|
3272 #+begin_listing clojure
|
rlm@452
|
3273 #+begin_src clojure
|
rlm@452
|
3274 (defn touch-kinesthetics []
|
rlm@452
|
3275 [[170 :lift-1 40]
|
rlm@452
|
3276 [190 :lift-1 19]
|
rlm@452
|
3277 [206 :lift-1 0]
|
rlm@452
|
3278
|
rlm@452
|
3279 [400 :lift-2 40]
|
rlm@452
|
3280 [410 :lift-2 0]
|
rlm@452
|
3281
|
rlm@452
|
3282 [570 :lift-2 40]
|
rlm@452
|
3283 [590 :lift-2 21]
|
rlm@452
|
3284 [606 :lift-2 0]
|
rlm@452
|
3285
|
rlm@452
|
3286 [800 :lift-1 30]
|
rlm@452
|
3287 [809 :lift-1 0]
|
rlm@452
|
3288
|
rlm@452
|
3289 [900 :roll-2 40]
|
rlm@452
|
3290 [905 :roll-2 20]
|
rlm@452
|
3291 [910 :roll-2 0]
|
rlm@452
|
3292
|
rlm@452
|
3293 [1000 :roll-2 40]
|
rlm@452
|
3294 [1005 :roll-2 20]
|
rlm@452
|
3295 [1010 :roll-2 0]
|
rlm@452
|
3296
|
rlm@452
|
3297 [1100 :roll-2 40]
|
rlm@452
|
3298 [1105 :roll-2 20]
|
rlm@452
|
3299 [1110 :roll-2 0]
|
rlm@452
|
3300 ])
|
rlm@452
|
3301 #+end_src
|
rlm@452
|
3302 #+end_listing
|
rlm@452
|
3303
|
rlm@452
|
3304
|
rlm@452
|
3305 #+caption: The small worm rolls around on the floor, driven
|
rlm@452
|
3306 #+caption: by the motor control program in listing \ref{worm-roll}.
|
rlm@452
|
3307 #+name: worm-roll
|
rlm@452
|
3308 #+ATTR_LaTeX: :width 12cm
|
rlm@452
|
3309 [[./images/worm-roll.png]]
|
rlm@452
|
3310
|
rlm@452
|
3311
|
rlm@452
|
3312 #+caption: After completing its adventures, the worm now knows
|
rlm@452
|
3313 #+caption: how its touch sensors are arranged along its skin. These
|
rlm@452
|
3314 #+caption: are the regions that were deemed important by
|
rlm@452
|
3315 #+caption: =learn-touch-regions=. Note that the worm has discovered
|
rlm@452
|
3316 #+caption: that it has six sides.
|
rlm@452
|
3317 #+name: worm-touch-map
|
rlm@452
|
3318 #+ATTR_LaTeX: :width 12cm
|
rlm@452
|
3319 [[./images/touch-learn.png]]
|
rlm@452
|
3320
|
rlm@452
|
3321 While simple, =learn-touch-regions= exploits regularities in both
|
rlm@452
|
3322 the worm's physiology and the worm's environment to correctly
|
rlm@452
|
3323 deduce that the worm has six sides. Note that =learn-touch-regions=
|
rlm@452
|
3324 would work just as well even if the worm's touch sense data were
|
rlm@452
|
3325 completely scrambled. The cross shape is just for convienence. This
|
rlm@452
|
3326 example justifies the use of pre-defined touch regions in =EMPATH=.
|
rlm@452
|
3327
|
rlm@509
|
3328 * Contributions
|
rlm@454
|
3329
|
rlm@461
|
3330 In this thesis you have seen the =CORTEX= system, a complete
|
rlm@461
|
3331 environment for creating simulated creatures. You have seen how to
|
rlm@511
|
3332 implement five senses: touch, proprioception, hearing, vision, and
|
rlm@511
|
3333 muscle tension. You have seen how to create new creatues using
|
rlm@511
|
3334 blender, a 3D modeling tool. I hope that =CORTEX= will be useful in
|
rlm@511
|
3335 further research projects. To this end I have included the full
|
rlm@511
|
3336 source to =CORTEX= along with a large suite of tests and examples. I
|
rlm@511
|
3337 have also created a user guide for =CORTEX= which is inculded in an
|
rlm@511
|
3338 appendix to this thesis \ref{}.
|
rlm@511
|
3339 # dxh: todo reference appendix
|
rlm@447
|
3340
|
rlm@461
|
3341 You have also seen how I used =CORTEX= as a platform to attach the
|
rlm@461
|
3342 /action recognition/ problem, which is the problem of recognizing
|
rlm@461
|
3343 actions in video. You saw a simple system called =EMPATH= which
|
rlm@461
|
3344 ientifies actions by first describing actions in a body-centerd,
|
rlm@461
|
3345 rich sense language, then infering a full range of sensory
|
rlm@461
|
3346 experience from limited data using previous experience gained from
|
rlm@461
|
3347 free play.
|
rlm@447
|
3348
|
rlm@461
|
3349 As a minor digression, you also saw how I used =CORTEX= to enable a
|
rlm@461
|
3350 tiny worm to discover the topology of its skin simply by rolling on
|
rlm@461
|
3351 the ground.
|
rlm@461
|
3352
|
rlm@461
|
3353 In conclusion, the main contributions of this thesis are:
|
rlm@461
|
3354
|
rlm@461
|
3355 - =CORTEX=, a system for creating simulated creatures with rich
|
rlm@461
|
3356 senses.
|
rlm@461
|
3357 - =EMPATH=, a program for recognizing actions by imagining sensory
|
rlm@461
|
3358 experience.
|
rlm@447
|
3359
|
rlm@447
|
3360 # An anatomical joke:
|
rlm@447
|
3361 # - Training
|
rlm@447
|
3362 # - Skeletal imitation
|
rlm@447
|
3363 # - Sensory fleshing-out
|
rlm@447
|
3364 # - Classification
|
rlm@488
|
3365 #+BEGIN_LaTeX
|
rlm@488
|
3366 \appendix
|
rlm@488
|
3367 #+END_LaTeX
|
rlm@509
|
3368 * Appendix: =CORTEX= User Guide
|
rlm@488
|
3369
|
rlm@488
|
3370 Those who write a thesis should endeavor to make their code not only
|
rlm@488
|
3371 accessable, but actually useable, as a way to pay back the community
|
rlm@488
|
3372 that made the thesis possible in the first place. This thesis would
|
rlm@488
|
3373 not be possible without Free Software such as jMonkeyEngine3,
|
rlm@488
|
3374 Blender, clojure, emacs, ffmpeg, and many other tools. That is why I
|
rlm@488
|
3375 have included this user guide, in the hope that someone else might
|
rlm@488
|
3376 find =CORTEX= useful.
|
rlm@488
|
3377
|
rlm@488
|
3378 ** Obtaining =CORTEX=
|
rlm@488
|
3379
|
rlm@488
|
3380 You can get cortex from its mercurial repository at
|
rlm@488
|
3381 http://hg.bortreb.com/cortex. You may also download =CORTEX=
|
rlm@488
|
3382 releases at http://aurellem.org/cortex/releases/. As a condition of
|
rlm@488
|
3383 making this thesis, I have also provided Professor Winston the
|
rlm@488
|
3384 =CORTEX= source, and he knows how to run the demos and get started.
|
rlm@488
|
3385 You may also email me at =cortex@aurellem.org= and I may help where
|
rlm@488
|
3386 I can.
|
rlm@488
|
3387
|
rlm@488
|
3388 ** Running =CORTEX=
|
rlm@488
|
3389
|
rlm@488
|
3390 =CORTEX= comes with README and INSTALL files that will guide you
|
rlm@488
|
3391 through installation and running the test suite. In particular you
|
rlm@488
|
3392 should look at test =cortex.test= which contains test suites that
|
rlm@488
|
3393 run through all senses and multiple creatures.
|
rlm@488
|
3394
|
rlm@488
|
3395 ** Creating creatures
|
rlm@488
|
3396
|
rlm@488
|
3397 Creatures are created using /Blender/, a free 3D modeling program.
|
rlm@488
|
3398 You will need Blender version 2.6 when using the =CORTEX= included
|
rlm@488
|
3399 in this thesis. You create a =CORTEX= creature in a similiar manner
|
rlm@488
|
3400 to modeling anything in Blender, except that you also create
|
rlm@488
|
3401 several trees of empty nodes which define the creature's senses.
|
rlm@488
|
3402
|
rlm@488
|
3403 *** Mass
|
rlm@488
|
3404
|
rlm@488
|
3405 To give an object mass in =CORTEX=, add a ``mass'' metadata label
|
rlm@488
|
3406 to the object with the mass in jMonkeyEngine units. Note that
|
rlm@488
|
3407 setting the mass to 0 causes the object to be immovable.
|
rlm@488
|
3408
|
rlm@488
|
3409 *** Joints
|
rlm@488
|
3410
|
rlm@488
|
3411 Joints are created by creating an empty node named =joints= and
|
rlm@488
|
3412 then creating any number of empty child nodes to represent your
|
rlm@488
|
3413 creature's joints. The joint will automatically connect the
|
rlm@488
|
3414 closest two physical objects. It will help to set the empty node's
|
rlm@488
|
3415 display mode to ``Arrows'' so that you can clearly see the
|
rlm@488
|
3416 direction of the axes.
|
rlm@488
|
3417
|
rlm@488
|
3418 Joint nodes should have the following metadata under the ``joint''
|
rlm@488
|
3419 label:
|
rlm@488
|
3420
|
rlm@488
|
3421 #+BEGIN_SRC clojure
|
rlm@488
|
3422 ;; ONE OF the following, under the label "joint":
|
rlm@488
|
3423 {:type :point}
|
rlm@488
|
3424
|
rlm@488
|
3425 ;; OR
|
rlm@488
|
3426
|
rlm@488
|
3427 {:type :hinge
|
rlm@488
|
3428 :limit [<limit-low> <limit-high>]
|
rlm@488
|
3429 :axis (Vector3f. <x> <y> <z>)}
|
rlm@488
|
3430 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
|
rlm@488
|
3431
|
rlm@488
|
3432 ;; OR
|
rlm@488
|
3433
|
rlm@488
|
3434 {:type :cone
|
rlm@488
|
3435 :limit-xz <lim-xz>
|
rlm@488
|
3436 :limit-xy <lim-xy>
|
rlm@488
|
3437 :twist <lim-twist>} ;(use XZY rotation mode in blender!)
|
rlm@488
|
3438 #+END_SRC
|
rlm@488
|
3439
|
rlm@488
|
3440 *** Eyes
|
rlm@488
|
3441
|
rlm@488
|
3442 Eyes are created by creating an empty node named =eyes= and then
|
rlm@488
|
3443 creating any number of empty child nodes to represent your
|
rlm@488
|
3444 creature's eyes.
|
rlm@488
|
3445
|
rlm@488
|
3446 Eye nodes should have the following metadata under the ``eye''
|
rlm@488
|
3447 label:
|
rlm@488
|
3448
|
rlm@488
|
3449 #+BEGIN_SRC clojure
|
rlm@488
|
3450 {:red <red-retina-definition>
|
rlm@488
|
3451 :blue <blue-retina-definition>
|
rlm@488
|
3452 :green <green-retina-definition>
|
rlm@488
|
3453 :all <all-retina-definition>
|
rlm@488
|
3454 (<0xrrggbb> <custom-retina-image>)...
|
rlm@488
|
3455 }
|
rlm@488
|
3456 #+END_SRC
|
rlm@488
|
3457
|
rlm@488
|
3458 Any of the color channels may be omitted. You may also include
|
rlm@488
|
3459 your own color selectors, and in fact :red is equivalent to
|
rlm@488
|
3460 0xFF0000 and so forth. The eye will be placed at the same position
|
rlm@488
|
3461 as the empty node and will bind to the neatest physical object.
|
rlm@488
|
3462 The eye will point outward from the X-axis of the node, and ``up''
|
rlm@488
|
3463 will be in the direction of the X-axis of the node. It will help
|
rlm@488
|
3464 to set the empty node's display mode to ``Arrows'' so that you can
|
rlm@488
|
3465 clearly see the direction of the axes.
|
rlm@488
|
3466
|
rlm@488
|
3467 Each retina file should contain white pixels whever you want to be
|
rlm@488
|
3468 sensitive to your chosen color. If you want the entire field of
|
rlm@488
|
3469 view, specify :all of 0xFFFFFF and a retinal map that is entirely
|
rlm@488
|
3470 white.
|
rlm@488
|
3471
|
rlm@488
|
3472 Here is a sample retinal map:
|
rlm@488
|
3473
|
rlm@488
|
3474 #+caption: An example retinal profile image. White pixels are
|
rlm@488
|
3475 #+caption: photo-sensitive elements. The distribution of white
|
rlm@488
|
3476 #+caption: pixels is denser in the middle and falls off at the
|
rlm@488
|
3477 #+caption: edges and is inspired by the human retina.
|
rlm@488
|
3478 #+name: retina
|
rlm@488
|
3479 #+ATTR_LaTeX: :width 7cm :placement [H]
|
rlm@488
|
3480 [[./images/retina-small.png]]
|
rlm@488
|
3481
|
rlm@488
|
3482 *** Hearing
|
rlm@488
|
3483
|
rlm@488
|
3484 Ears are created by creating an empty node named =ears= and then
|
rlm@488
|
3485 creating any number of empty child nodes to represent your
|
rlm@488
|
3486 creature's ears.
|
rlm@488
|
3487
|
rlm@488
|
3488 Ear nodes do not require any metadata.
|
rlm@488
|
3489
|
rlm@488
|
3490 The ear will bind to and follow the closest physical node.
|
rlm@488
|
3491
|
rlm@488
|
3492 *** Touch
|
rlm@488
|
3493
|
rlm@488
|
3494 Touch is handled similarly to mass. To make a particular object
|
rlm@488
|
3495 touch sensitive, add metadata of the following form under the
|
rlm@488
|
3496 object's ``touch'' metadata field:
|
rlm@488
|
3497
|
rlm@488
|
3498 #+BEGIN_EXAMPLE
|
rlm@488
|
3499 <touch-UV-map-file-name>
|
rlm@488
|
3500 #+END_EXAMPLE
|
rlm@488
|
3501
|
rlm@488
|
3502 You may also include an optional ``scale'' metadata number to
|
rlm@488
|
3503 specifiy the length of the touch feelers. The default is $0.1$,
|
rlm@488
|
3504 and this is generally sufficient.
|
rlm@488
|
3505
|
rlm@488
|
3506 The touch UV should contain white pixels for each touch sensor.
|
rlm@488
|
3507
|
rlm@488
|
3508 Here is an example touch-uv map that approximates a human finger,
|
rlm@488
|
3509 and its corresponding model.
|
rlm@488
|
3510
|
rlm@488
|
3511 #+caption: This is the tactile-sensor-profile for the upper segment
|
rlm@488
|
3512 #+caption: of a fingertip. It defines regions of high touch sensitivity
|
rlm@488
|
3513 #+caption: (where there are many white pixels) and regions of low
|
rlm@488
|
3514 #+caption: sensitivity (where white pixels are sparse).
|
rlm@488
|
3515 #+name: guide-fingertip-UV
|
rlm@488
|
3516 #+ATTR_LaTeX: :width 9cm :placement [H]
|
rlm@488
|
3517 [[./images/finger-UV.png]]
|
rlm@488
|
3518
|
rlm@488
|
3519 #+caption: The fingertip UV-image form above applied to a simple
|
rlm@488
|
3520 #+caption: model of a fingertip.
|
rlm@488
|
3521 #+name: guide-fingertip
|
rlm@488
|
3522 #+ATTR_LaTeX: :width 9cm :placement [H]
|
rlm@488
|
3523 [[./images/finger-2.png]]
|
rlm@488
|
3524
|
rlm@488
|
3525 *** Propriocepotion
|
rlm@488
|
3526
|
rlm@488
|
3527 Proprioception is tied to each joint node -- nothing special must
|
rlm@488
|
3528 be done in a blender model to enable proprioception other than
|
rlm@488
|
3529 creating joint nodes.
|
rlm@488
|
3530
|
rlm@488
|
3531 *** Muscles
|
rlm@488
|
3532
|
rlm@488
|
3533 Muscles are created by creating an empty node named =muscles= and
|
rlm@488
|
3534 then creating any number of empty child nodes to represent your
|
rlm@488
|
3535 creature's muscles.
|
rlm@488
|
3536
|
rlm@488
|
3537
|
rlm@488
|
3538 Muscle nodes should have the following metadata under the
|
rlm@488
|
3539 ``muscle'' label:
|
rlm@488
|
3540
|
rlm@488
|
3541 #+BEGIN_EXAMPLE
|
rlm@488
|
3542 <muscle-profile-file-name>
|
rlm@488
|
3543 #+END_EXAMPLE
|
rlm@488
|
3544
|
rlm@488
|
3545 Muscles should also have a ``strength'' metadata entry describing
|
rlm@488
|
3546 the muscle's total strength at full activation.
|
rlm@488
|
3547
|
rlm@488
|
3548 Muscle profiles are simple images that contain the relative amount
|
rlm@488
|
3549 of muscle power in each simulated alpha motor neuron. The width of
|
rlm@488
|
3550 the image is the total size of the motor pool, and the redness of
|
rlm@488
|
3551 each neuron is the relative power of that motor pool.
|
rlm@488
|
3552
|
rlm@488
|
3553 While the profile image can have any dimensions, only the first
|
rlm@488
|
3554 line of pixels is used to define the muscle. Here is a sample
|
rlm@488
|
3555 muscle profile image that defines a human-like muscle.
|
rlm@488
|
3556
|
rlm@488
|
3557 #+caption: A muscle profile image that describes the strengths
|
rlm@488
|
3558 #+caption: of each motor neuron in a muscle. White is weakest
|
rlm@488
|
3559 #+caption: and dark red is strongest. This particular pattern
|
rlm@488
|
3560 #+caption: has weaker motor neurons at the beginning, just
|
rlm@488
|
3561 #+caption: like human muscle.
|
rlm@488
|
3562 #+name: muscle-recruit
|
rlm@488
|
3563 #+ATTR_LaTeX: :width 7cm :placement [H]
|
rlm@488
|
3564 [[./images/basic-muscle.png]]
|
rlm@488
|
3565
|
rlm@488
|
3566 Muscles twist the nearest physical object about the muscle node's
|
rlm@488
|
3567 Z-axis. I recommend using the ``Single Arrow'' display mode for
|
rlm@488
|
3568 muscles and using the right hand rule to determine which way the
|
rlm@488
|
3569 muscle will twist. To make a segment that can twist in multiple
|
rlm@488
|
3570 directions, create multiple, differently aligned muscles.
|
rlm@488
|
3571
|
rlm@488
|
3572 ** =CORTEX= API
|
rlm@488
|
3573
|
rlm@488
|
3574 These are the some functions exposed by =CORTEX= for creating
|
rlm@488
|
3575 worlds and simulating creatures. These are in addition to
|
rlm@488
|
3576 jMonkeyEngine3's extensive library, which is documented elsewhere.
|
rlm@488
|
3577
|
rlm@488
|
3578 *** Simulation
|
rlm@488
|
3579 - =(world root-node key-map setup-fn update-fn)= :: create
|
rlm@488
|
3580 a simulation.
|
rlm@488
|
3581 - /root-node/ :: a =com.jme3.scene.Node= object which
|
rlm@488
|
3582 contains all of the objects that should be in the
|
rlm@488
|
3583 simulation.
|
rlm@488
|
3584
|
rlm@488
|
3585 - /key-map/ :: a map from strings describing keys to
|
rlm@488
|
3586 functions that should be executed whenever that key is
|
rlm@488
|
3587 pressed. the functions should take a SimpleApplication
|
rlm@488
|
3588 object and a boolean value. The SimpleApplication is the
|
rlm@488
|
3589 current simulation that is running, and the boolean is true
|
rlm@488
|
3590 if the key is being pressed, and false if it is being
|
rlm@488
|
3591 released. As an example,
|
rlm@488
|
3592 #+BEGIN_SRC clojure
|
rlm@488
|
3593 {"key-j" (fn [game value] (if value (println "key j pressed")))}
|
rlm@488
|
3594 #+END_SRC
|
rlm@488
|
3595 is a valid key-map which will cause the simulation to print
|
rlm@488
|
3596 a message whenever the 'j' key on the keyboard is pressed.
|
rlm@488
|
3597
|
rlm@488
|
3598 - /setup-fn/ :: a function that takes a =SimpleApplication=
|
rlm@488
|
3599 object. It is called once when initializing the simulation.
|
rlm@488
|
3600 Use it to create things like lights, change the gravity,
|
rlm@488
|
3601 initialize debug nodes, etc.
|
rlm@488
|
3602
|
rlm@488
|
3603 - /update-fn/ :: this function takes a =SimpleApplication=
|
rlm@488
|
3604 object and a float and is called every frame of the
|
rlm@488
|
3605 simulation. The float tells how many seconds is has been
|
rlm@488
|
3606 since the last frame was rendered, according to whatever
|
rlm@488
|
3607 clock jme is currently using. The default is to use IsoTimer
|
rlm@488
|
3608 which will result in this value always being the same.
|
rlm@488
|
3609
|
rlm@488
|
3610 - =(position-camera world position rotation)= :: set the position
|
rlm@488
|
3611 of the simulation's main camera.
|
rlm@488
|
3612
|
rlm@488
|
3613 - =(enable-debug world)= :: turn on debug wireframes for each
|
rlm@488
|
3614 simulated object.
|
rlm@488
|
3615
|
rlm@488
|
3616 - =(set-gravity world gravity)= :: set the gravity of a running
|
rlm@488
|
3617 simulation.
|
rlm@488
|
3618
|
rlm@488
|
3619 - =(box length width height & {options})= :: create a box in the
|
rlm@488
|
3620 simulation. Options is a hash map specifying texture, mass,
|
rlm@488
|
3621 etc. Possible options are =:name=, =:color=, =:mass=,
|
rlm@488
|
3622 =:friction=, =:texture=, =:material=, =:position=,
|
rlm@488
|
3623 =:rotation=, =:shape=, and =:physical?=.
|
rlm@488
|
3624
|
rlm@488
|
3625 - =(sphere radius & {options})= :: create a sphere in the simulation.
|
rlm@488
|
3626 Options are the same as in =box=.
|
rlm@488
|
3627
|
rlm@488
|
3628 - =(load-blender-model file-name)= :: create a node structure
|
rlm@488
|
3629 representing that described in a blender file.
|
rlm@488
|
3630
|
rlm@488
|
3631 - =(light-up-everything world)= :: distribute a standard compliment
|
rlm@488
|
3632 of lights throught the simulation. Should be adequate for most
|
rlm@488
|
3633 purposes.
|
rlm@488
|
3634
|
rlm@488
|
3635 - =(node-seq node)= :: return a recursuve list of the node's
|
rlm@488
|
3636 children.
|
rlm@488
|
3637
|
rlm@488
|
3638 - =(nodify name children)= :: construct a node given a node-name and
|
rlm@488
|
3639 desired children.
|
rlm@488
|
3640
|
rlm@488
|
3641 - =(add-element world element)= :: add an object to a running world
|
rlm@488
|
3642 simulation.
|
rlm@488
|
3643
|
rlm@488
|
3644 - =(set-accuracy world accuracy)= :: change the accuracy of the
|
rlm@488
|
3645 world's physics simulator.
|
rlm@488
|
3646
|
rlm@488
|
3647 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine
|
rlm@488
|
3648 construct that is useful for loading textures and is required
|
rlm@488
|
3649 for smooth interaction with jMonkeyEngine library functions.
|
rlm@488
|
3650
|
rlm@488
|
3651 - =(load-bullet)= :: unpack native libraries and initialize
|
rlm@488
|
3652 blender. This function is required before other world building
|
rlm@488
|
3653 functions are called.
|
rlm@488
|
3654
|
rlm@488
|
3655 *** Creature Manipulation / Import
|
rlm@488
|
3656
|
rlm@488
|
3657 - =(body! creature)= :: give the creature a physical body.
|
rlm@488
|
3658
|
rlm@488
|
3659 - =(vision! creature)= :: give the creature a sense of vision.
|
rlm@488
|
3660 Returns a list of functions which will each, when called
|
rlm@488
|
3661 during a simulation, return the vision data for the channel of
|
rlm@488
|
3662 one of the eyes. The functions are ordered depending on the
|
rlm@488
|
3663 alphabetical order of the names of the eye nodes in the
|
rlm@488
|
3664 blender file. The data returned by the functions is a vector
|
rlm@488
|
3665 containing the eye's /topology/, a vector of coordinates, and
|
rlm@488
|
3666 the eye's /data/, a vector of RGB values filtered by the eye's
|
rlm@488
|
3667 sensitivity.
|
rlm@488
|
3668
|
rlm@488
|
3669 - =(hearing! creature)= :: give the creature a sense of hearing.
|
rlm@488
|
3670 Returns a list of functions, one for each ear, that when
|
rlm@488
|
3671 called will return a frame's worth of hearing data for that
|
rlm@488
|
3672 ear. The functions are ordered depending on the alphabetical
|
rlm@488
|
3673 order of the names of the ear nodes in the blender file. The
|
rlm@488
|
3674 data returned by the functions is an array PCM encoded wav
|
rlm@488
|
3675 data.
|
rlm@488
|
3676
|
rlm@488
|
3677 - =(touch! creature)= :: give the creature a sense of touch. Returns
|
rlm@488
|
3678 a single function that must be called with the /root node/ of
|
rlm@488
|
3679 the world, and which will return a vector of /touch-data/
|
rlm@488
|
3680 one entry for each touch sensitive component, each entry of
|
rlm@488
|
3681 which contains a /topology/ that specifies the distribution of
|
rlm@488
|
3682 touch sensors, and the /data/, which is a vector of
|
rlm@488
|
3683 =[activation, length]= pairs for each touch hair.
|
rlm@488
|
3684
|
rlm@488
|
3685 - =(proprioception! creature)= :: give the creature the sense of
|
rlm@488
|
3686 proprioception. Returns a list of functions, one for each
|
rlm@488
|
3687 joint, that when called during a running simulation will
|
rlm@488
|
3688 report the =[headnig, pitch, roll]= of the joint.
|
rlm@488
|
3689
|
rlm@488
|
3690 - =(movement! creature)= :: give the creature the power of movement.
|
rlm@488
|
3691 Creates a list of functions, one for each muscle, that when
|
rlm@488
|
3692 called with an integer, will set the recruitment of that
|
rlm@488
|
3693 muscle to that integer, and will report the current power
|
rlm@488
|
3694 being exerted by the muscle. Order of muscles is determined by
|
rlm@488
|
3695 the alphabetical sort order of the names of the muscle nodes.
|
rlm@488
|
3696
|
rlm@488
|
3697 *** Visualization/Debug
|
rlm@488
|
3698
|
rlm@488
|
3699 - =(view-vision)= :: create a function that when called with a list
|
rlm@488
|
3700 of visual data returned from the functions made by =vision!=,
|
rlm@488
|
3701 will display that visual data on the screen.
|
rlm@488
|
3702
|
rlm@488
|
3703 - =(view-hearing)= :: same as =view-vision= but for hearing.
|
rlm@488
|
3704
|
rlm@488
|
3705 - =(view-touch)= :: same as =view-vision= but for touch.
|
rlm@488
|
3706
|
rlm@488
|
3707 - =(view-proprioception)= :: same as =view-vision= but for
|
rlm@488
|
3708 proprioception.
|
rlm@488
|
3709
|
rlm@488
|
3710 - =(view-movement)= :: same as =view-vision= but for
|
rlm@488
|
3711 proprioception.
|
rlm@488
|
3712
|
rlm@488
|
3713 - =(view anything)= :: =view= is a polymorphic function that allows
|
rlm@488
|
3714 you to inspect almost anything you could reasonably expect to
|
rlm@488
|
3715 be able to ``see'' in =CORTEX=.
|
rlm@488
|
3716
|
rlm@488
|
3717 - =(text anything)= :: =text= is a polymorphic function that allows
|
rlm@488
|
3718 you to convert practically anything into a text string.
|
rlm@488
|
3719
|
rlm@488
|
3720 - =(println-repl anything)= :: print messages to clojure's repl
|
rlm@488
|
3721 instead of the simulation's terminal window.
|
rlm@488
|
3722
|
rlm@488
|
3723 - =(mega-import-jme3)= :: for experimenting at the REPL. This
|
rlm@488
|
3724 function will import all jMonkeyEngine3 classes for immediate
|
rlm@488
|
3725 use.
|
rlm@488
|
3726
|
rlm@488
|
3727 - =(display-dialated-time world timer)= :: Shows the time as it is
|
rlm@488
|
3728 flowing in the simulation on a HUD display.
|
rlm@488
|
3729
|
rlm@488
|
3730
|
rlm@488
|
3731
|