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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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10 #+caption:
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11 #+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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16 #+end_src
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17 #+end_listing
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18
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19 #+caption:
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20 #+caption:
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21 #+caption:
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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
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27
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28 * COMMENT Empathy and Embodiment as problem solving strategies
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29
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30 By the end of this thesis, you will have seen a novel approach to
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31 interpreting video using embodiment and empathy. You will have also
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32 seen one way to efficiently implement empathy for embodied
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33 creatures. Finally, you will become familiar with =CORTEX=, a system
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34 for designing and simulating creatures with rich senses, which you
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35 may choose to use in your own research.
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36
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37 This is the core vision of my thesis: That one of the important ways
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38 in which we understand others is by imagining ourselves in their
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39 position and emphatically feeling experiences relative to our own
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40 bodies. By understanding events in terms of our own previous
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41 corporeal experience, we greatly constrain the possibilities of what
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42 would otherwise be an unwieldy exponential search. This extra
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43 constraint can be the difference between easily understanding what
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44 is happening in a video and being completely lost in a sea of
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45 incomprehensible color and movement.
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46
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47 ** Recognizing actions in video is extremely difficult
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48
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49 Consider for example the problem of determining what is happening
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50 in a video of which this is one frame:
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51
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52 #+caption: A cat drinking some water. Identifying this action is
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53 #+caption: beyond the state of the art for computers.
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54 #+ATTR_LaTeX: :width 7cm
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55 [[./images/cat-drinking.jpg]]
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56
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57 It is currently impossible for any computer program to reliably
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58 label such a video as ``drinking''. And rightly so -- it is a very
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59 hard problem! What features can you describe in terms of low level
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60 functions of pixels that can even begin to describe at a high level
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61 what is happening here?
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62
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63 Or suppose that you are building a program that recognizes chairs.
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64 How could you ``see'' the chair in figure \ref{hidden-chair}?
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65
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66 #+caption: The chair in this image is quite obvious to humans, but I
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67 #+caption: doubt that any modern computer vision program can find it.
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68 #+name: hidden-chair
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69 #+ATTR_LaTeX: :width 10cm
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70 [[./images/fat-person-sitting-at-desk.jpg]]
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71
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72 Finally, how is it that you can easily tell the difference between
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73 how the girls /muscles/ are working in figure \ref{girl}?
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74
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75 #+caption: The mysterious ``common sense'' appears here as you are able
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76 #+caption: to discern the difference in how the girl's arm muscles
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77 #+caption: are activated between the two images.
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78 #+name: girl
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79 #+ATTR_LaTeX: :width 7cm
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80 [[./images/wall-push.png]]
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81
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82 Each of these examples tells us something about what might be going
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83 on in our minds as we easily solve these recognition problems.
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84
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85 The hidden chairs show us that we are strongly triggered by cues
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86 relating to the position of human bodies, and that we can determine
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87 the overall physical configuration of a human body even if much of
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88 that body is occluded.
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89
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90 The picture of the girl pushing against the wall tells us that we
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91 have common sense knowledge about the kinetics of our own bodies.
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92 We know well how our muscles would have to work to maintain us in
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93 most positions, and we can easily project this self-knowledge to
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94 imagined positions triggered by images of the human body.
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95
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96 ** =EMPATH= neatly solves recognition problems
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97
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98 I propose a system that can express the types of recognition
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99 problems above in a form amenable to computation. It is split into
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100 four parts:
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101
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102 - Free/Guided Play :: The creature moves around and experiences the
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103 world through its unique perspective. Many otherwise
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104 complicated actions are easily described in the language of a
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105 full suite of body-centered, rich senses. For example,
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106 drinking is the feeling of water sliding down your throat, and
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107 cooling your insides. It's often accompanied by bringing your
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108 hand close to your face, or bringing your face close to water.
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109 Sitting down is the feeling of bending your knees, activating
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110 your quadriceps, then feeling a surface with your bottom and
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111 relaxing your legs. These body-centered action descriptions
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112 can be either learned or hard coded.
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113 - Posture Imitation :: When trying to interpret a video or image,
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114 the creature takes a model of itself and aligns it with
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115 whatever it sees. This alignment can even cross species, as
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116 when humans try to align themselves with things like ponies,
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117 dogs, or other humans with a different body type.
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118 - Empathy :: The alignment triggers associations with
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119 sensory data from prior experiences. For example, the
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120 alignment itself easily maps to proprioceptive data. Any
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121 sounds or obvious skin contact in the video can to a lesser
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122 extent trigger previous experience. Segments of previous
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123 experiences are stitched together to form a coherent and
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124 complete sensory portrait of the scene.
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125 - Recognition :: With the scene described in terms of first
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126 person sensory events, the creature can now run its
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127 action-identification programs on this synthesized sensory
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128 data, just as it would if it were actually experiencing the
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129 scene first-hand. If previous experience has been accurately
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130 retrieved, and if it is analogous enough to the scene, then
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131 the creature will correctly identify the action in the scene.
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132
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133 For example, I think humans are able to label the cat video as
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134 ``drinking'' because they imagine /themselves/ as the cat, and
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135 imagine putting their face up against a stream of water and
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136 sticking out their tongue. In that imagined world, they can feel
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137 the cool water hitting their tongue, and feel the water entering
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138 their body, and are able to recognize that /feeling/ as drinking.
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139 So, the label of the action is not really in the pixels of the
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140 image, but is found clearly in a simulation inspired by those
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141 pixels. An imaginative system, having been trained on drinking and
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142 non-drinking examples and learning that the most important
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143 component of drinking is the feeling of water sliding down one's
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144 throat, would analyze a video of a cat drinking in the following
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145 manner:
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146
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147 1. Create a physical model of the video by putting a ``fuzzy''
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148 model of its own body in place of the cat. Possibly also create
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149 a simulation of the stream of water.
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150
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151 2. Play out this simulated scene and generate imagined sensory
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152 experience. This will include relevant muscle contractions, a
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153 close up view of the stream from the cat's perspective, and most
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154 importantly, the imagined feeling of water entering the
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155 mouth. The imagined sensory experience can come from a
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156 simulation of the event, but can also be pattern-matched from
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157 previous, similar embodied experience.
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158
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159 3. The action is now easily identified as drinking by the sense of
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160 taste alone. The other senses (such as the tongue moving in and
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161 out) help to give plausibility to the simulated action. Note that
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162 the sense of vision, while critical in creating the simulation,
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163 is not critical for identifying the action from the simulation.
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164
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165 For the chair examples, the process is even easier:
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166
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167 1. Align a model of your body to the person in the image.
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168
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169 2. Generate proprioceptive sensory data from this alignment.
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170
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171 3. Use the imagined proprioceptive data as a key to lookup related
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172 sensory experience associated with that particular proproceptive
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173 feeling.
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174
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175 4. Retrieve the feeling of your bottom resting on a surface, your
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176 knees bent, and your leg muscles relaxed.
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177
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178 5. This sensory information is consistent with the =sitting?=
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179 sensory predicate, so you (and the entity in the image) must be
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180 sitting.
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181
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182 6. There must be a chair-like object since you are sitting.
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183
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184 Empathy offers yet another alternative to the age-old AI
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185 representation question: ``What is a chair?'' --- A chair is the
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186 feeling of sitting.
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187
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188 My program, =EMPATH= uses this empathic problem solving technique
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189 to interpret the actions of a simple, worm-like creature.
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190
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191 #+caption: The worm performs many actions during free play such as
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192 #+caption: curling, wiggling, and resting.
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193 #+name: worm-intro
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194 #+ATTR_LaTeX: :width 15cm
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195 [[./images/worm-intro-white.png]]
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196
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197 #+caption: =EMPATH= recognized and classified each of these
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198 #+caption: poses by inferring the complete sensory experience
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199 #+caption: from proprioceptive data.
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200 #+name: worm-recognition-intro
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201 #+ATTR_LaTeX: :width 15cm
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202 [[./images/worm-poses.png]]
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203
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204 One powerful advantage of empathic problem solving is that it
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205 factors the action recognition problem into two easier problems. To
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206 use empathy, you need an /aligner/, which takes the video and a
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207 model of your body, and aligns the model with the video. Then, you
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208 need a /recognizer/, which uses the aligned model to interpret the
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209 action. The power in this method lies in the fact that you describe
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210 all actions form a body-centered viewpoint. You are less tied to
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211 the particulars of any visual representation of the actions. If you
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212 teach the system what ``running'' is, and you have a good enough
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213 aligner, the system will from then on be able to recognize running
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214 from any point of view, even strange points of view like above or
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215 underneath the runner. This is in contrast to action recognition
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216 schemes that try to identify actions using a non-embodied approach.
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217 If these systems learn about running as viewed from the side, they
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218 will not automatically be able to recognize running from any other
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219 viewpoint.
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220
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221 Another powerful advantage is that using the language of multiple
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222 body-centered rich senses to describe body-centerd actions offers a
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223 massive boost in descriptive capability. Consider how difficult it
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224 would be to compose a set of HOG filters to describe the action of
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225 a simple worm-creature ``curling'' so that its head touches its
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226 tail, and then behold the simplicity of describing thus action in a
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227 language designed for the task (listing \ref{grand-circle-intro}):
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228
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229 #+caption: Body-centerd actions are best expressed in a body-centered
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230 #+caption: language. This code detects when the worm has curled into a
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231 #+caption: full circle. Imagine how you would replicate this functionality
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232 #+caption: using low-level pixel features such as HOG filters!
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233 #+name: grand-circle-intro
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234 #+attr_latex: [htpb]
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235 #+begin_listing clojure
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236 #+begin_src clojure
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237 (defn grand-circle?
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238 "Does the worm form a majestic circle (one end touching the other)?"
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239 [experiences]
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240 (and (curled? experiences)
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241 (let [worm-touch (:touch (peek experiences))
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242 tail-touch (worm-touch 0)
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243 head-touch (worm-touch 4)]
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244 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))
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245 (< 0.2 (contact worm-segment-top-tip head-touch))))))
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246 #+end_src
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247 #+end_listing
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248
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249
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250 ** =CORTEX= is a toolkit for building sensate creatures
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251
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252 I built =CORTEX= to be a general AI research platform for doing
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253 experiments involving multiple rich senses and a wide variety and
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254 number of creatures. I intend it to be useful as a library for many
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255 more projects than just this thesis. =CORTEX= was necessary to meet
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256 a need among AI researchers at CSAIL and beyond, which is that
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257 people often will invent neat ideas that are best expressed in the
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258 language of creatures and senses, but in order to explore those
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259 ideas they must first build a platform in which they can create
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260 simulated creatures with rich senses! There are many ideas that
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261 would be simple to execute (such as =EMPATH=), but attached to them
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262 is the multi-month effort to make a good creature simulator. Often,
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263 that initial investment of time proves to be too much, and the
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264 project must make do with a lesser environment.
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265
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266 =CORTEX= is well suited as an environment for embodied AI research
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267 for three reasons:
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268
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269 - You can create new creatures using Blender, a popular 3D modeling
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270 program. Each sense can be specified using special blender nodes
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271 with biologically inspired paramaters. You need not write any
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272 code to create a creature, and can use a wide library of
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273 pre-existing blender models as a base for your own creatures.
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274
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275 - =CORTEX= implements a wide variety of senses, including touch,
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276 proprioception, vision, hearing, and muscle tension. Complicated
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277 senses like touch, and vision involve multiple sensory elements
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278 embedded in a 2D surface. You have complete control over the
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279 distribution of these sensor elements through the use of simple
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280 png image files. In particular, =CORTEX= implements more
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281 comprehensive hearing than any other creature simulation system
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282 available.
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283
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284 - =CORTEX= supports any number of creatures and any number of
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285 senses. Time in =CORTEX= dialates so that the simulated creatures
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286 always precieve a perfectly smooth flow of time, regardless of
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287 the actual computational load.
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288
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289 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game
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290 engine designed to create cross-platform 3D desktop games. =CORTEX=
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291 is mainly written in clojure, a dialect of =LISP= that runs on the
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292 java virtual machine (JVM). The API for creating and simulating
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293 creatures and senses is entirely expressed in clojure, though many
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294 senses are implemented at the layer of jMonkeyEngine or below. For
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295 example, for the sense of hearing I use a layer of clojure code on
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296 top of a layer of java JNI bindings that drive a layer of =C++=
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297 code which implements a modified version of =OpenAL= to support
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298 multiple listeners. =CORTEX= is the only simulation environment
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299 that I know of that can support multiple entities that can each
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300 hear the world from their own perspective. Other senses also
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301 require a small layer of Java code. =CORTEX= also uses =bullet=, a
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302 physics simulator written in =C=.
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303
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304 #+caption: Here is the worm from above modeled in Blender, a free
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305 #+caption: 3D-modeling program. Senses and joints are described
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306 #+caption: using special nodes in Blender.
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307 #+name: worm-recognition-intro
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308 #+ATTR_LaTeX: :width 12cm
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309 [[./images/blender-worm.png]]
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310
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311 Here are some thing I anticipate that =CORTEX= might be used for:
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312
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313 - exploring new ideas about sensory integration
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314 - distributed communication among swarm creatures
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315 - self-learning using free exploration,
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316 - evolutionary algorithms involving creature construction
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317 - exploration of exoitic senses and effectors that are not possible
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318 in the real world (such as telekenisis or a semantic sense)
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319 - imagination using subworlds
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320
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321 During one test with =CORTEX=, I created 3,000 creatures each with
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322 their own independent senses and ran them all at only 1/80 real
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323 time. In another test, I created a detailed model of my own hand,
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324 equipped with a realistic distribution of touch (more sensitive at
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325 the fingertips), as well as eyes and ears, and it ran at around 1/4
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326 real time.
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327
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328 #+BEGIN_LaTeX
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329 \begin{sidewaysfigure}
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330 \includegraphics[width=9.5in]{images/full-hand.png}
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331 \caption{
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332 I modeled my own right hand in Blender and rigged it with all the
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333 senses that {\tt CORTEX} supports. My simulated hand has a
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334 biologically inspired distribution of touch sensors. The senses are
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335 displayed on the right, and the simulation is displayed on the
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336 left. Notice that my hand is curling its fingers, that it can see
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337 its own finger from the eye in its palm, and that it can feel its
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338 own thumb touching its palm.}
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339 \end{sidewaysfigure}
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340 #+END_LaTeX
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341
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rlm@437
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342 ** Contributions
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343
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rlm@451
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344 - I built =CORTEX=, a comprehensive platform for embodied AI
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345 experiments. =CORTEX= supports many features lacking in other
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346 systems, such proper simulation of hearing. It is easy to create
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347 new =CORTEX= creatures using Blender, a free 3D modeling program.
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348
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349 - I built =EMPATH=, which uses =CORTEX= to identify the actions of
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350 a worm-like creature using a computational model of empathy.
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351
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rlm@436
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352 * Building =CORTEX=
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353
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354 I intend for =CORTEX= to be used as a general purpose library for
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355 building creatures and outfitting them with senses, so that it will
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356 be useful for other researchers who want to test out ideas of their
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357 own. To this end, wherver I have had to make archetictural choices
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358 about =CORTEX=, I have chosen to give as much freedom to the user as
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359 possible, so that =CORTEX= may be used for things I have not
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360 forseen.
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361
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rlm@465
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362 ** COMMENT Simulation or Reality?
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363
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364 The most important archetictural decision of all is the choice to
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365 use a computer-simulated environemnt in the first place! The world
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366 is a vast and rich place, and for now simulations are a very poor
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367 reflection of its complexity. It may be that there is a significant
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368 qualatative difference between dealing with senses in the real
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369 world and dealing with pale facilimilies of them in a simulation.
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370 What are the advantages and disadvantages of a simulation vs.
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371 reality?
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372
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373 *** Simulation
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374
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375 The advantages of virtual reality are that when everything is a
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376 simulation, experiments in that simulation are absolutely
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377 reproducible. It's also easier to change the character and world
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378 to explore new situations and different sensory combinations.
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379
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380 If the world is to be simulated on a computer, then not only do
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381 you have to worry about whether the character's senses are rich
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382 enough to learn from the world, but whether the world itself is
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383 rendered with enough detail and realism to give enough working
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384 material to the character's senses. To name just a few
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rlm@462
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385 difficulties facing modern physics simulators: destructibility of
|
rlm@462
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386 the environment, simulation of water/other fluids, large areas,
|
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387 nonrigid bodies, lots of objects, smoke. I don't know of any
|
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388 computer simulation that would allow a character to take a rock
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389 and grind it into fine dust, then use that dust to make a clay
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390 sculpture, at least not without spending years calculating the
|
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391 interactions of every single small grain of dust. Maybe a
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392 simulated world with today's limitations doesn't provide enough
|
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393 richness for real intelligence to evolve.
|
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394
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rlm@462
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395 *** Reality
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396
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rlm@462
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397 The other approach for playing with senses is to hook your
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398 software up to real cameras, microphones, robots, etc., and let it
|
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399 loose in the real world. This has the advantage of eliminating
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400 concerns about simulating the world at the expense of increasing
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401 the complexity of implementing the senses. Instead of just
|
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402 grabbing the current rendered frame for processing, you have to
|
rlm@462
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403 use an actual camera with real lenses and interact with photons to
|
rlm@462
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404 get an image. It is much harder to change the character, which is
|
rlm@462
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405 now partly a physical robot of some sort, since doing so involves
|
rlm@462
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406 changing things around in the real world instead of modifying
|
rlm@462
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407 lines of code. While the real world is very rich and definitely
|
rlm@462
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408 provides enough stimulation for intelligence to develop as
|
rlm@462
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409 evidenced by our own existence, it is also uncontrollable in the
|
rlm@462
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410 sense that a particular situation cannot be recreated perfectly or
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411 saved for later use. It is harder to conduct science because it is
|
rlm@462
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412 harder to repeat an experiment. The worst thing about using the
|
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413 real world instead of a simulation is the matter of time. Instead
|
rlm@462
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414 of simulated time you get the constant and unstoppable flow of
|
rlm@462
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415 real time. This severely limits the sorts of software you can use
|
rlm@462
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416 to program the AI because all sense inputs must be handled in real
|
rlm@462
|
417 time. Complicated ideas may have to be implemented in hardware or
|
rlm@462
|
418 may simply be impossible given the current speed of our
|
rlm@462
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419 processors. Contrast this with a simulation, in which the flow of
|
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420 time in the simulated world can be slowed down to accommodate the
|
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421 limitations of the character's programming. In terms of cost,
|
rlm@462
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422 doing everything in software is far cheaper than building custom
|
rlm@462
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423 real-time hardware. All you need is a laptop and some patience.
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rlm@435
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424
|
rlm@465
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425 ** COMMENT Because of Time, simulation is perferable to reality
|
rlm@435
|
426
|
rlm@462
|
427 I envision =CORTEX= being used to support rapid prototyping and
|
rlm@462
|
428 iteration of ideas. Even if I could put together a well constructed
|
rlm@462
|
429 kit for creating robots, it would still not be enough because of
|
rlm@462
|
430 the scourge of real-time processing. Anyone who wants to test their
|
rlm@462
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431 ideas in the real world must always worry about getting their
|
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|
432 algorithms to run fast enough to process information in real time.
|
rlm@465
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433 The need for real time processing only increases if multiple senses
|
rlm@465
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434 are involved. In the extreme case, even simple algorithms will have
|
rlm@465
|
435 to be accelerated by ASIC chips or FPGAs, turning what would
|
rlm@465
|
436 otherwise be a few lines of code and a 10x speed penality into a
|
rlm@465
|
437 multi-month ordeal. For this reason, =CORTEX= supports
|
rlm@462
|
438 /time-dialiation/, which scales back the framerate of the
|
rlm@465
|
439 simulation in proportion to the amount of processing each frame.
|
rlm@465
|
440 From the perspective of the creatures inside the simulation, time
|
rlm@465
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441 always appears to flow at a constant rate, regardless of how
|
rlm@462
|
442 complicated the envorimnent becomes or how many creatures are in
|
rlm@462
|
443 the simulation. The cost is that =CORTEX= can sometimes run slower
|
rlm@462
|
444 than real time. This can also be an advantage, however ---
|
rlm@462
|
445 simulations of very simple creatures in =CORTEX= generally run at
|
rlm@462
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446 40x on my machine!
|
rlm@462
|
447
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rlm@468
|
448 ** What is a sense?
|
rlm@468
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449
|
rlm@468
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450 If =CORTEX= is to support a wide variety of senses, it would help
|
rlm@468
|
451 to have a better understanding of what a ``sense'' actually is!
|
rlm@468
|
452 While vision, touch, and hearing all seem like they are quite
|
rlm@468
|
453 different things, I was supprised to learn during the course of
|
rlm@468
|
454 this thesis that they (and all physical senses) can be expressed as
|
rlm@468
|
455 exactly the same mathematical object due to a dimensional argument!
|
rlm@468
|
456
|
rlm@468
|
457 Human beings are three-dimensional objects, and the nerves that
|
rlm@468
|
458 transmit data from our various sense organs to our brain are
|
rlm@468
|
459 essentially one-dimensional. This leaves up to two dimensions in
|
rlm@468
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460 which our sensory information may flow. For example, imagine your
|
rlm@468
|
461 skin: it is a two-dimensional surface around a three-dimensional
|
rlm@468
|
462 object (your body). It has discrete touch sensors embedded at
|
rlm@468
|
463 various points, and the density of these sensors corresponds to the
|
rlm@468
|
464 sensitivity of that region of skin. Each touch sensor connects to a
|
rlm@468
|
465 nerve, all of which eventually are bundled together as they travel
|
rlm@468
|
466 up the spinal cord to the brain. Intersect the spinal nerves with a
|
rlm@468
|
467 guillotining plane and you will see all of the sensory data of the
|
rlm@468
|
468 skin revealed in a roughly circular two-dimensional image which is
|
rlm@468
|
469 the cross section of the spinal cord. Points on this image that are
|
rlm@468
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470 close together in this circle represent touch sensors that are
|
rlm@468
|
471 /probably/ close together on the skin, although there is of course
|
rlm@468
|
472 some cutting and rearrangement that has to be done to transfer the
|
rlm@468
|
473 complicated surface of the skin onto a two dimensional image.
|
rlm@468
|
474
|
rlm@468
|
475 Most human senses consist of many discrete sensors of various
|
rlm@468
|
476 properties distributed along a surface at various densities. For
|
rlm@468
|
477 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's
|
rlm@468
|
478 disks, and Ruffini's endings, which detect pressure and vibration
|
rlm@468
|
479 of various intensities. For ears, it is the stereocilia distributed
|
rlm@468
|
480 along the basilar membrane inside the cochlea; each one is
|
rlm@468
|
481 sensitive to a slightly different frequency of sound. For eyes, it
|
rlm@468
|
482 is rods and cones distributed along the surface of the retina. In
|
rlm@468
|
483 each case, we can describe the sense with a surface and a
|
rlm@468
|
484 distribution of sensors along that surface.
|
rlm@468
|
485
|
rlm@468
|
486 The neat idea is that every human sense can be effectively
|
rlm@468
|
487 described in terms of a surface containing embedded sensors. If the
|
rlm@468
|
488 sense had any more dimensions, then there wouldn't be enough room
|
rlm@468
|
489 in the spinal chord to transmit the information!
|
rlm@468
|
490
|
rlm@468
|
491 Therefore, =CORTEX= must support the ability to create objects and
|
rlm@468
|
492 then be able to ``paint'' points along their surfaces to describe
|
rlm@468
|
493 each sense.
|
rlm@468
|
494
|
rlm@468
|
495 Fortunately this idea is already a well known computer graphics
|
rlm@468
|
496 technique called called /UV-mapping/. The three-dimensional surface
|
rlm@468
|
497 of a model is cut and smooshed until it fits on a two-dimensional
|
rlm@468
|
498 image. You paint whatever you want on that image, and when the
|
rlm@468
|
499 three-dimensional shape is rendered in a game the smooshing and
|
rlm@468
|
500 cutting is reversed and the image appears on the three-dimensional
|
rlm@468
|
501 object.
|
rlm@468
|
502
|
rlm@468
|
503 To make a sense, interpret the UV-image as describing the
|
rlm@468
|
504 distribution of that senses sensors. To get different types of
|
rlm@468
|
505 sensors, you can either use a different color for each type of
|
rlm@468
|
506 sensor, or use multiple UV-maps, each labeled with that sensor
|
rlm@468
|
507 type. I generally use a white pixel to mean the presence of a
|
rlm@468
|
508 sensor and a black pixel to mean the absence of a sensor, and use
|
rlm@468
|
509 one UV-map for each sensor-type within a given sense.
|
rlm@468
|
510
|
rlm@468
|
511 #+CAPTION: The UV-map for an elongated icososphere. The white
|
rlm@468
|
512 #+caption: dots each represent a touch sensor. They are dense
|
rlm@468
|
513 #+caption: in the regions that describe the tip of the finger,
|
rlm@468
|
514 #+caption: and less dense along the dorsal side of the finger
|
rlm@468
|
515 #+caption: opposite the tip.
|
rlm@468
|
516 #+name: finger-UV
|
rlm@468
|
517 #+ATTR_latex: :width 10cm
|
rlm@468
|
518 [[./images/finger-UV.png]]
|
rlm@468
|
519
|
rlm@468
|
520 #+caption: Ventral side of the UV-mapped finger. Notice the
|
rlm@468
|
521 #+caption: density of touch sensors at the tip.
|
rlm@468
|
522 #+name: finger-side-view
|
rlm@468
|
523 #+ATTR_LaTeX: :width 10cm
|
rlm@468
|
524 [[./images/finger-1.png]]
|
rlm@468
|
525
|
rlm@468
|
526
|
rlm@465
|
527 ** COMMENT Video game engines are a great starting point
|
rlm@462
|
528
|
rlm@462
|
529 I did not need to write my own physics simulation code or shader to
|
rlm@462
|
530 build =CORTEX=. Doing so would lead to a system that is impossible
|
rlm@462
|
531 for anyone but myself to use anyway. Instead, I use a video game
|
rlm@462
|
532 engine as a base and modify it to accomodate the additional needs
|
rlm@462
|
533 of =CORTEX=. Video game engines are an ideal starting point to
|
rlm@462
|
534 build =CORTEX=, because they are not far from being creature
|
rlm@463
|
535 building systems themselves.
|
rlm@462
|
536
|
rlm@462
|
537 First off, general purpose video game engines come with a physics
|
rlm@462
|
538 engine and lighting / sound system. The physics system provides
|
rlm@462
|
539 tools that can be co-opted to serve as touch, proprioception, and
|
rlm@462
|
540 muscles. Since some games support split screen views, a good video
|
rlm@462
|
541 game engine will allow you to efficiently create multiple cameras
|
rlm@463
|
542 in the simulated world that can be used as eyes. Video game systems
|
rlm@463
|
543 offer integrated asset management for things like textures and
|
rlm@468
|
544 creatures models, providing an avenue for defining creatures. They
|
rlm@468
|
545 also understand UV-mapping, since this technique is used to apply a
|
rlm@468
|
546 texture to a model. Finally, because video game engines support a
|
rlm@468
|
547 large number of users, as long as =CORTEX= doesn't stray too far
|
rlm@468
|
548 from the base system, other researchers can turn to this community
|
rlm@468
|
549 for help when doing their research.
|
rlm@463
|
550
|
rlm@465
|
551 ** COMMENT =CORTEX= is based on jMonkeyEngine3
|
rlm@463
|
552
|
rlm@463
|
553 While preparing to build =CORTEX= I studied several video game
|
rlm@463
|
554 engines to see which would best serve as a base. The top contenders
|
rlm@463
|
555 were:
|
rlm@463
|
556
|
rlm@463
|
557 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
|
rlm@463
|
558 software in 1997. All the source code was released by ID
|
rlm@463
|
559 software into the Public Domain several years ago, and as a
|
rlm@463
|
560 result it has been ported to many different languages. This
|
rlm@463
|
561 engine was famous for its advanced use of realistic shading
|
rlm@463
|
562 and had decent and fast physics simulation. The main advantage
|
rlm@463
|
563 of the Quake II engine is its simplicity, but I ultimately
|
rlm@463
|
564 rejected it because the engine is too tied to the concept of a
|
rlm@463
|
565 first-person shooter game. One of the problems I had was that
|
rlm@463
|
566 there does not seem to be any easy way to attach multiple
|
rlm@463
|
567 cameras to a single character. There are also several physics
|
rlm@463
|
568 clipping issues that are corrected in a way that only applies
|
rlm@463
|
569 to the main character and do not apply to arbitrary objects.
|
rlm@463
|
570
|
rlm@463
|
571 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II
|
rlm@463
|
572 and Quake I engines and is used by Valve in the Half-Life
|
rlm@463
|
573 series of games. The physics simulation in the Source Engine
|
rlm@463
|
574 is quite accurate and probably the best out of all the engines
|
rlm@463
|
575 I investigated. There is also an extensive community actively
|
rlm@463
|
576 working with the engine. However, applications that use the
|
rlm@463
|
577 Source Engine must be written in C++, the code is not open, it
|
rlm@463
|
578 only runs on Windows, and the tools that come with the SDK to
|
rlm@463
|
579 handle models and textures are complicated and awkward to use.
|
rlm@463
|
580
|
rlm@463
|
581 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
|
rlm@463
|
582 games in Java. It uses OpenGL to render to the screen and uses
|
rlm@463
|
583 screengraphs to avoid drawing things that do not appear on the
|
rlm@463
|
584 screen. It has an active community and several games in the
|
rlm@463
|
585 pipeline. The engine was not built to serve any particular
|
rlm@463
|
586 game but is instead meant to be used for any 3D game.
|
rlm@463
|
587
|
rlm@463
|
588 I chose jMonkeyEngine3 because it because it had the most features
|
rlm@464
|
589 out of all the free projects I looked at, and because I could then
|
rlm@463
|
590 write my code in clojure, an implementation of =LISP= that runs on
|
rlm@463
|
591 the JVM.
|
rlm@435
|
592
|
rlm@468
|
593 ** =CORTEX= uses Blender to create creature models
|
rlm@435
|
594
|
rlm@464
|
595 For the simple worm-like creatures I will use later on in this
|
rlm@464
|
596 thesis, I could define a simple API in =CORTEX= that would allow
|
rlm@464
|
597 one to create boxes, spheres, etc., and leave that API as the sole
|
rlm@464
|
598 way to create creatures. However, for =CORTEX= to truly be useful
|
rlm@468
|
599 for other projects, it needs a way to construct complicated
|
rlm@464
|
600 creatures. If possible, it would be nice to leverage work that has
|
rlm@464
|
601 already been done by the community of 3D modelers, or at least
|
rlm@464
|
602 enable people who are talented at moedling but not programming to
|
rlm@468
|
603 design =CORTEX= creatures.
|
rlm@464
|
604
|
rlm@464
|
605 Therefore, I use Blender, a free 3D modeling program, as the main
|
rlm@464
|
606 way to create creatures in =CORTEX=. However, the creatures modeled
|
rlm@464
|
607 in Blender must also be simple to simulate in jMonkeyEngine3's game
|
rlm@468
|
608 engine, and must also be easy to rig with =CORTEX='s senses. I
|
rlm@468
|
609 accomplish this with extensive use of Blender's ``empty nodes.''
|
rlm@464
|
610
|
rlm@468
|
611 Empty nodes have no mass, physical presence, or appearance, but
|
rlm@468
|
612 they can hold metadata and have names. I use a tree structure of
|
rlm@468
|
613 empty nodes to specify senses in the following manner:
|
rlm@468
|
614
|
rlm@468
|
615 - Create a single top-level empty node whose name is the name of
|
rlm@468
|
616 the sense.
|
rlm@468
|
617 - Add empty nodes which each contain meta-data relevant to the
|
rlm@468
|
618 sense, including a UV-map describing the number/distribution of
|
rlm@468
|
619 sensors if applicable.
|
rlm@468
|
620 - Make each empty-node the child of the top-level node.
|
rlm@468
|
621
|
rlm@468
|
622 #+caption: An example of annoting a creature model with empty
|
rlm@468
|
623 #+caption: nodes to describe the layout of senses. There are
|
rlm@468
|
624 #+caption: multiple empty nodes which each describe the position
|
rlm@468
|
625 #+caption: of muscles, ears, eyes, or joints.
|
rlm@468
|
626 #+name: sense-nodes
|
rlm@468
|
627 #+ATTR_LaTeX: :width 10cm
|
rlm@468
|
628 [[./images/empty-sense-nodes.png]]
|
rlm@468
|
629
|
rlm@468
|
630
|
rlm@468
|
631 ** Bodies are composed of segments connected by joints
|
rlm@468
|
632
|
rlm@468
|
633 Blender is a general purpose animation tool, which has been used in
|
rlm@468
|
634 the past to create high quality movies such as Sintel
|
rlm@468
|
635 \cite{sintel}. Though Blender can model and render even complicated
|
rlm@468
|
636 things like water, it is crucual to keep models that are meant to
|
rlm@468
|
637 be simulated as creatures simple. =Bullet=, which =CORTEX= uses
|
rlm@468
|
638 though jMonkeyEngine3, is a rigid-body physics system. This offers
|
rlm@468
|
639 a compromise between the expressiveness of a game level and the
|
rlm@468
|
640 speed at which it can be simulated, and it means that creatures
|
rlm@468
|
641 should be naturally expressed as rigid components held together by
|
rlm@468
|
642 joint constraints.
|
rlm@468
|
643
|
rlm@468
|
644 But humans are more like a squishy bag with wrapped around some
|
rlm@468
|
645 hard bones which define the overall shape. When we move, our skin
|
rlm@468
|
646 bends and stretches to accomodate the new positions of our bones.
|
rlm@468
|
647
|
rlm@468
|
648 One way to make bodies composed of rigid pieces connected by joints
|
rlm@468
|
649 /seem/ more human-like is to use an /armature/, (or /rigging/)
|
rlm@468
|
650 system, which defines a overall ``body mesh'' and defines how the
|
rlm@468
|
651 mesh deforms as a function of the position of each ``bone'' which
|
rlm@468
|
652 is a standard rigid body. This technique is used extensively to
|
rlm@468
|
653 model humans and create realistic animations. It is not a good
|
rlm@468
|
654 technique for physical simulation, however because it creates a lie
|
rlm@468
|
655 -- the skin is not a physical part of the simulation and does not
|
rlm@468
|
656 interact with any objects in the world or itself. Objects will pass
|
rlm@468
|
657 right though the skin until they come in contact with the
|
rlm@468
|
658 underlying bone, which is a physical object. Whithout simulating
|
rlm@468
|
659 the skin, the sense of touch has little meaning, and the creature's
|
rlm@468
|
660 own vision will lie to it about the true extent of its body.
|
rlm@468
|
661 Simulating the skin as a physical object requires some way to
|
rlm@468
|
662 continuously update the physical model of the skin along with the
|
rlm@468
|
663 movement of the bones, which is unacceptably slow compared to rigid
|
rlm@468
|
664 body simulation.
|
rlm@468
|
665
|
rlm@468
|
666 Therefore, instead of using the human-like ``deformable bag of
|
rlm@468
|
667 bones'' approach, I decided to base my body plans on multiple solid
|
rlm@468
|
668 objects that are connected by joints, inspired by the robot =EVE=
|
rlm@468
|
669 from the movie WALL-E.
|
rlm@464
|
670
|
rlm@464
|
671 #+caption: =EVE= from the movie WALL-E. This body plan turns
|
rlm@464
|
672 #+caption: out to be much better suited to my purposes than a more
|
rlm@464
|
673 #+caption: human-like one.
|
rlm@465
|
674 #+ATTR_LaTeX: :width 10cm
|
rlm@464
|
675 [[./images/Eve.jpg]]
|
rlm@464
|
676
|
rlm@464
|
677 =EVE='s body is composed of several rigid components that are held
|
rlm@464
|
678 together by invisible joint constraints. This is what I mean by
|
rlm@464
|
679 ``eve-like''. The main reason that I use eve-style bodies is for
|
rlm@464
|
680 efficiency, and so that there will be correspondence between the
|
rlm@468
|
681 AI's semses and the physical presence of its body. Each individual
|
rlm@464
|
682 section is simulated by a separate rigid body that corresponds
|
rlm@464
|
683 exactly with its visual representation and does not change.
|
rlm@464
|
684 Sections are connected by invisible joints that are well supported
|
rlm@464
|
685 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
|
rlm@464
|
686 can efficiently simulate hundreds of rigid bodies connected by
|
rlm@468
|
687 joints. Just because sections are rigid does not mean they have to
|
rlm@468
|
688 stay as one piece forever; they can be dynamically replaced with
|
rlm@468
|
689 multiple sections to simulate splitting in two. This could be used
|
rlm@468
|
690 to simulate retractable claws or =EVE='s hands, which are able to
|
rlm@468
|
691 coalesce into one object in the movie.
|
rlm@465
|
692
|
rlm@465
|
693 *** Solidifying/Connecting the body
|
rlm@465
|
694
|
rlm@465
|
695 #+caption: View of the hand model in Blender showing the main ``joints''
|
rlm@465
|
696 #+caption: node (highlighted in yellow) and its children which each
|
rlm@465
|
697 #+caption: represent a joint in the hand. Each joint node has metadata
|
rlm@465
|
698 #+caption: specifying what sort of joint it is.
|
rlm@466
|
699 #+name: blender-hand
|
rlm@465
|
700 #+ATTR_LaTeX: :width 10cm
|
rlm@465
|
701 [[./images/hand-screenshot1.png]]
|
rlm@465
|
702
|
rlm@466
|
703 =CORTEX= creates a creature in two steps: first, it traverses the
|
rlm@466
|
704 nodes in the blender file and creates physical representations for
|
rlm@466
|
705 any of them that have mass defined.
|
rlm@466
|
706
|
rlm@466
|
707 #+caption: Program for iterating through the nodes in a blender file
|
rlm@466
|
708 #+caption: and generating physical jMonkeyEngine3 objects with mass
|
rlm@466
|
709 #+caption: and a matching physics shape.
|
rlm@466
|
710 #+name: name
|
rlm@466
|
711 #+begin_listing clojure
|
rlm@466
|
712 #+begin_src clojure
|
rlm@466
|
713 (defn physical!
|
rlm@466
|
714 "Iterate through the nodes in creature and make them real physical
|
rlm@466
|
715 objects in the simulation."
|
rlm@466
|
716 [#^Node creature]
|
rlm@466
|
717 (dorun
|
rlm@466
|
718 (map
|
rlm@466
|
719 (fn [geom]
|
rlm@466
|
720 (let [physics-control
|
rlm@466
|
721 (RigidBodyControl.
|
rlm@466
|
722 (HullCollisionShape.
|
rlm@466
|
723 (.getMesh geom))
|
rlm@466
|
724 (if-let [mass (meta-data geom "mass")]
|
rlm@466
|
725 (float mass) (float 1)))]
|
rlm@466
|
726 (.addControl geom physics-control)))
|
rlm@466
|
727 (filter #(isa? (class %) Geometry )
|
rlm@466
|
728 (node-seq creature)))))
|
rlm@466
|
729 #+end_src
|
rlm@466
|
730 #+end_listing
|
rlm@465
|
731
|
rlm@466
|
732 The next step to making a proper body is to connect those pieces
|
rlm@466
|
733 together with joints. jMonkeyEngine has a large array of joints
|
rlm@466
|
734 available via =bullet=, such as Point2Point, Cone, Hinge, and a
|
rlm@466
|
735 generic Six Degree of Freedom joint, with or without spring
|
rlm@466
|
736 restitution. =CORTEX='s procedure for binding the creature together
|
rlm@466
|
737 with joints is as follows:
|
rlm@465
|
738
|
rlm@466
|
739 - Find the children of the "joints" node.
|
rlm@466
|
740 - Determine the two spatials the joint is meant to connect.
|
rlm@466
|
741 - Create the joint based on the meta-data of the empty node.
|
rlm@466
|
742
|
rlm@466
|
743 The higher order function =sense-nodes= from =cortex.sense=
|
rlm@466
|
744 simplifies finding the joints based on their parent ``joints''
|
rlm@466
|
745 node.
|
rlm@466
|
746
|
rlm@466
|
747 #+caption: Retrieving the children empty nodes from a single
|
rlm@466
|
748 #+caption: named empty node is a common pattern in =CORTEX=
|
rlm@466
|
749 #+caption: further instances of this technique for the senses
|
rlm@466
|
750 #+caption: will be omitted
|
rlm@466
|
751 #+name: get-empty-nodes
|
rlm@466
|
752 #+begin_listing clojure
|
rlm@466
|
753 #+begin_src clojure
|
rlm@466
|
754 (defn sense-nodes
|
rlm@466
|
755 "For some senses there is a special empty blender node whose
|
rlm@466
|
756 children are considered markers for an instance of that sense. This
|
rlm@466
|
757 function generates functions to find those children, given the name
|
rlm@466
|
758 of the special parent node."
|
rlm@466
|
759 [parent-name]
|
rlm@466
|
760 (fn [#^Node creature]
|
rlm@466
|
761 (if-let [sense-node (.getChild creature parent-name)]
|
rlm@466
|
762 (seq (.getChildren sense-node)) [])))
|
rlm@466
|
763
|
rlm@466
|
764 (def
|
rlm@466
|
765 ^{:doc "Return the children of the creature's \"joints\" node."
|
rlm@466
|
766 :arglists '([creature])}
|
rlm@466
|
767 joints
|
rlm@466
|
768 (sense-nodes "joints"))
|
rlm@466
|
769 #+end_src
|
rlm@466
|
770 #+end_listing
|
rlm@466
|
771
|
rlm@466
|
772 To find a joint's targets targets, =CORTEX= creates a small cube,
|
rlm@466
|
773 centered around the empty-node, and grows the cube exponentially
|
rlm@466
|
774 until it intersects two /physical/ objects. The objects are ordered
|
rlm@466
|
775 according to the joint's rotation, with the first one being the
|
rlm@466
|
776 object that has more negative coordinates in the joint's reference
|
rlm@466
|
777 frame. Since the objects must be physical, the empty-node itself
|
rlm@466
|
778 escapes detection. Because the objects must be physical,
|
rlm@466
|
779 =joint-targets= must be called /after/ =physical!= is called.
|
rlm@464
|
780
|
rlm@466
|
781 #+caption: Program to find the targets of a joint node by
|
rlm@466
|
782 #+caption: exponentiallly growth of a search cube.
|
rlm@466
|
783 #+name: joint-targets
|
rlm@466
|
784 #+begin_listing clojure
|
rlm@466
|
785 #+begin_src clojure
|
rlm@466
|
786 (defn joint-targets
|
rlm@466
|
787 "Return the two closest two objects to the joint object, ordered
|
rlm@466
|
788 from bottom to top according to the joint's rotation."
|
rlm@466
|
789 [#^Node parts #^Node joint]
|
rlm@466
|
790 (loop [radius (float 0.01)]
|
rlm@466
|
791 (let [results (CollisionResults.)]
|
rlm@466
|
792 (.collideWith
|
rlm@466
|
793 parts
|
rlm@466
|
794 (BoundingBox. (.getWorldTranslation joint)
|
rlm@466
|
795 radius radius radius) results)
|
rlm@466
|
796 (let [targets
|
rlm@466
|
797 (distinct
|
rlm@466
|
798 (map #(.getGeometry %) results))]
|
rlm@466
|
799 (if (>= (count targets) 2)
|
rlm@466
|
800 (sort-by
|
rlm@466
|
801 #(let [joint-ref-frame-position
|
rlm@466
|
802 (jme-to-blender
|
rlm@466
|
803 (.mult
|
rlm@466
|
804 (.inverse (.getWorldRotation joint))
|
rlm@466
|
805 (.subtract (.getWorldTranslation %)
|
rlm@466
|
806 (.getWorldTranslation joint))))]
|
rlm@466
|
807 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
|
rlm@466
|
808 (take 2 targets))
|
rlm@466
|
809 (recur (float (* radius 2))))))))
|
rlm@466
|
810 #+end_src
|
rlm@466
|
811 #+end_listing
|
rlm@464
|
812
|
rlm@466
|
813 Once =CORTEX= finds all joints and targets, it creates them using a
|
rlm@466
|
814 simple dispatch on the metadata of the joint node.
|
rlm@466
|
815
|
rlm@466
|
816 #+caption: Program to dispatch on blender metadata and create joints
|
rlm@466
|
817 #+caption: sutiable for physical simulation.
|
rlm@466
|
818 #+name: joint-dispatch
|
rlm@466
|
819 #+begin_listing clojure
|
rlm@466
|
820 #+begin_src clojure
|
rlm@466
|
821 (defmulti joint-dispatch
|
rlm@466
|
822 "Translate blender pseudo-joints into real JME joints."
|
rlm@466
|
823 (fn [constraints & _]
|
rlm@466
|
824 (:type constraints)))
|
rlm@466
|
825
|
rlm@466
|
826 (defmethod joint-dispatch :point
|
rlm@466
|
827 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
828 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)
|
rlm@466
|
829 (.setLinearLowerLimit Vector3f/ZERO)
|
rlm@466
|
830 (.setLinearUpperLimit Vector3f/ZERO)))
|
rlm@466
|
831
|
rlm@466
|
832 (defmethod joint-dispatch :hinge
|
rlm@466
|
833 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
834 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)
|
rlm@466
|
835 [limit-1 limit-2] (:limit constraints)
|
rlm@466
|
836 hinge-axis (.mult rotation (blender-to-jme axis))]
|
rlm@466
|
837 (doto (HingeJoint. control-a control-b pivot-a pivot-b
|
rlm@466
|
838 hinge-axis hinge-axis)
|
rlm@466
|
839 (.setLimit limit-1 limit-2))))
|
rlm@466
|
840
|
rlm@466
|
841 (defmethod joint-dispatch :cone
|
rlm@466
|
842 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
843 (let [limit-xz (:limit-xz constraints)
|
rlm@466
|
844 limit-xy (:limit-xy constraints)
|
rlm@466
|
845 twist (:twist constraints)]
|
rlm@466
|
846 (doto (ConeJoint. control-a control-b pivot-a pivot-b
|
rlm@466
|
847 rotation rotation)
|
rlm@466
|
848 (.setLimit (float limit-xz) (float limit-xy)
|
rlm@466
|
849 (float twist)))))
|
rlm@466
|
850 #+end_src
|
rlm@466
|
851 #+end_listing
|
rlm@466
|
852
|
rlm@466
|
853 All that is left for joints it to combine the above pieces into a
|
rlm@466
|
854 something that can operate on the collection of nodes that a
|
rlm@466
|
855 blender file represents.
|
rlm@466
|
856
|
rlm@466
|
857 #+caption: Program to completely create a joint given information
|
rlm@466
|
858 #+caption: from a blender file.
|
rlm@466
|
859 #+name: connect
|
rlm@466
|
860 #+begin_listing clojure
|
rlm@466
|
861 #+begin_src clojure
|
rlm@466
|
862 (defn connect
|
rlm@466
|
863 "Create a joint between 'obj-a and 'obj-b at the location of
|
rlm@466
|
864 'joint. The type of joint is determined by the metadata on 'joint.
|
rlm@466
|
865
|
rlm@466
|
866 Here are some examples:
|
rlm@466
|
867 {:type :point}
|
rlm@466
|
868 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
|
rlm@466
|
869 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
|
rlm@466
|
870
|
rlm@466
|
871 {:type :cone :limit-xz 0]
|
rlm@466
|
872 :limit-xy 0]
|
rlm@466
|
873 :twist 0]} (use XZY rotation mode in blender!)"
|
rlm@466
|
874 [#^Node obj-a #^Node obj-b #^Node joint]
|
rlm@466
|
875 (let [control-a (.getControl obj-a RigidBodyControl)
|
rlm@466
|
876 control-b (.getControl obj-b RigidBodyControl)
|
rlm@466
|
877 joint-center (.getWorldTranslation joint)
|
rlm@466
|
878 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
|
rlm@466
|
879 pivot-a (world-to-local obj-a joint-center)
|
rlm@466
|
880 pivot-b (world-to-local obj-b joint-center)]
|
rlm@466
|
881 (if-let
|
rlm@466
|
882 [constraints (map-vals eval (read-string (meta-data joint "joint")))]
|
rlm@466
|
883 ;; A side-effect of creating a joint registers
|
rlm@466
|
884 ;; it with both physics objects which in turn
|
rlm@466
|
885 ;; will register the joint with the physics system
|
rlm@466
|
886 ;; when the simulation is started.
|
rlm@466
|
887 (joint-dispatch constraints
|
rlm@466
|
888 control-a control-b
|
rlm@466
|
889 pivot-a pivot-b
|
rlm@466
|
890 joint-rotation))))
|
rlm@466
|
891 #+end_src
|
rlm@466
|
892 #+end_listing
|
rlm@466
|
893
|
rlm@466
|
894 In general, whenever =CORTEX= exposes a sense (or in this case
|
rlm@466
|
895 physicality), it provides a function of the type =sense!=, which
|
rlm@466
|
896 takes in a collection of nodes and augments it to support that
|
rlm@466
|
897 sense. The function returns any controlls necessary to use that
|
rlm@466
|
898 sense. In this case =body!= cerates a physical body and returns no
|
rlm@466
|
899 control functions.
|
rlm@466
|
900
|
rlm@466
|
901 #+caption: Program to give joints to a creature.
|
rlm@466
|
902 #+name: name
|
rlm@466
|
903 #+begin_listing clojure
|
rlm@466
|
904 #+begin_src clojure
|
rlm@466
|
905 (defn joints!
|
rlm@466
|
906 "Connect the solid parts of the creature with physical joints. The
|
rlm@466
|
907 joints are taken from the \"joints\" node in the creature."
|
rlm@466
|
908 [#^Node creature]
|
rlm@466
|
909 (dorun
|
rlm@466
|
910 (map
|
rlm@466
|
911 (fn [joint]
|
rlm@466
|
912 (let [[obj-a obj-b] (joint-targets creature joint)]
|
rlm@466
|
913 (connect obj-a obj-b joint)))
|
rlm@466
|
914 (joints creature))))
|
rlm@466
|
915 (defn body!
|
rlm@466
|
916 "Endow the creature with a physical body connected with joints. The
|
rlm@466
|
917 particulars of the joints and the masses of each body part are
|
rlm@466
|
918 determined in blender."
|
rlm@466
|
919 [#^Node creature]
|
rlm@466
|
920 (physical! creature)
|
rlm@466
|
921 (joints! creature))
|
rlm@466
|
922 #+end_src
|
rlm@466
|
923 #+end_listing
|
rlm@466
|
924
|
rlm@466
|
925 All of the code you have just seen amounts to only 130 lines, yet
|
rlm@466
|
926 because it builds on top of Blender and jMonkeyEngine3, those few
|
rlm@466
|
927 lines pack quite a punch!
|
rlm@466
|
928
|
rlm@466
|
929 The hand from figure \ref{blender-hand}, which was modeled after my
|
rlm@466
|
930 own right hand, can now be given joints and simulated as a
|
rlm@466
|
931 creature.
|
rlm@466
|
932
|
rlm@466
|
933 #+caption: With the ability to create physical creatures from blender,
|
rlm@466
|
934 #+caption: =CORTEX= gets one step closer to a full creature simulation
|
rlm@466
|
935 #+caption: environment.
|
rlm@466
|
936 #+name: name
|
rlm@466
|
937 #+ATTR_LaTeX: :width 15cm
|
rlm@466
|
938 [[./images/physical-hand.png]]
|
rlm@466
|
939
|
rlm@464
|
940
|
rlm@468
|
941
|
rlm@436
|
942 ** Eyes reuse standard video game components
|
rlm@436
|
943
|
rlm@436
|
944 ** Hearing is hard; =CORTEX= does it right
|
rlm@436
|
945
|
rlm@436
|
946 ** Touch uses hundreds of hair-like elements
|
rlm@436
|
947
|
rlm@440
|
948 ** Proprioception is the sense that makes everything ``real''
|
rlm@436
|
949
|
rlm@436
|
950 ** Muscles are both effectors and sensors
|
rlm@436
|
951
|
rlm@436
|
952 ** =CORTEX= brings complex creatures to life!
|
rlm@436
|
953
|
rlm@436
|
954 ** =CORTEX= enables many possiblities for further research
|
rlm@435
|
955
|
rlm@465
|
956 * COMMENT Empathy in a simulated worm
|
rlm@435
|
957
|
rlm@449
|
958 Here I develop a computational model of empathy, using =CORTEX= as a
|
rlm@449
|
959 base. Empathy in this context is the ability to observe another
|
rlm@449
|
960 creature and infer what sorts of sensations that creature is
|
rlm@449
|
961 feeling. My empathy algorithm involves multiple phases. First is
|
rlm@449
|
962 free-play, where the creature moves around and gains sensory
|
rlm@449
|
963 experience. From this experience I construct a representation of the
|
rlm@449
|
964 creature's sensory state space, which I call \Phi-space. Using
|
rlm@449
|
965 \Phi-space, I construct an efficient function which takes the
|
rlm@449
|
966 limited data that comes from observing another creature and enriches
|
rlm@449
|
967 it full compliment of imagined sensory data. I can then use the
|
rlm@449
|
968 imagined sensory data to recognize what the observed creature is
|
rlm@449
|
969 doing and feeling, using straightforward embodied action predicates.
|
rlm@449
|
970 This is all demonstrated with using a simple worm-like creature, and
|
rlm@449
|
971 recognizing worm-actions based on limited data.
|
rlm@449
|
972
|
rlm@449
|
973 #+caption: Here is the worm with which we will be working.
|
rlm@449
|
974 #+caption: It is composed of 5 segments. Each segment has a
|
rlm@449
|
975 #+caption: pair of extensor and flexor muscles. Each of the
|
rlm@449
|
976 #+caption: worm's four joints is a hinge joint which allows
|
rlm@451
|
977 #+caption: about 30 degrees of rotation to either side. Each segment
|
rlm@449
|
978 #+caption: of the worm is touch-capable and has a uniform
|
rlm@449
|
979 #+caption: distribution of touch sensors on each of its faces.
|
rlm@449
|
980 #+caption: Each joint has a proprioceptive sense to detect
|
rlm@449
|
981 #+caption: relative positions. The worm segments are all the
|
rlm@449
|
982 #+caption: same except for the first one, which has a much
|
rlm@449
|
983 #+caption: higher weight than the others to allow for easy
|
rlm@449
|
984 #+caption: manual motor control.
|
rlm@449
|
985 #+name: basic-worm-view
|
rlm@449
|
986 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
987 [[./images/basic-worm-view.png]]
|
rlm@449
|
988
|
rlm@449
|
989 #+caption: Program for reading a worm from a blender file and
|
rlm@449
|
990 #+caption: outfitting it with the senses of proprioception,
|
rlm@449
|
991 #+caption: touch, and the ability to move, as specified in the
|
rlm@449
|
992 #+caption: blender file.
|
rlm@449
|
993 #+name: get-worm
|
rlm@449
|
994 #+begin_listing clojure
|
rlm@449
|
995 #+begin_src clojure
|
rlm@449
|
996 (defn worm []
|
rlm@449
|
997 (let [model (load-blender-model "Models/worm/worm.blend")]
|
rlm@449
|
998 {:body (doto model (body!))
|
rlm@449
|
999 :touch (touch! model)
|
rlm@449
|
1000 :proprioception (proprioception! model)
|
rlm@449
|
1001 :muscles (movement! model)}))
|
rlm@449
|
1002 #+end_src
|
rlm@449
|
1003 #+end_listing
|
rlm@452
|
1004
|
rlm@436
|
1005 ** Embodiment factors action recognition into managable parts
|
rlm@435
|
1006
|
rlm@449
|
1007 Using empathy, I divide the problem of action recognition into a
|
rlm@449
|
1008 recognition process expressed in the language of a full compliment
|
rlm@449
|
1009 of senses, and an imaganitive process that generates full sensory
|
rlm@449
|
1010 data from partial sensory data. Splitting the action recognition
|
rlm@449
|
1011 problem in this manner greatly reduces the total amount of work to
|
rlm@449
|
1012 recognize actions: The imaganitive process is mostly just matching
|
rlm@449
|
1013 previous experience, and the recognition process gets to use all
|
rlm@449
|
1014 the senses to directly describe any action.
|
rlm@449
|
1015
|
rlm@436
|
1016 ** Action recognition is easy with a full gamut of senses
|
rlm@435
|
1017
|
rlm@449
|
1018 Embodied representations using multiple senses such as touch,
|
rlm@449
|
1019 proprioception, and muscle tension turns out be be exceedingly
|
rlm@449
|
1020 efficient at describing body-centered actions. It is the ``right
|
rlm@449
|
1021 language for the job''. For example, it takes only around 5 lines
|
rlm@449
|
1022 of LISP code to describe the action of ``curling'' using embodied
|
rlm@451
|
1023 primitives. It takes about 10 lines to describe the seemingly
|
rlm@449
|
1024 complicated action of wiggling.
|
rlm@449
|
1025
|
rlm@449
|
1026 The following action predicates each take a stream of sensory
|
rlm@449
|
1027 experience, observe however much of it they desire, and decide
|
rlm@449
|
1028 whether the worm is doing the action they describe. =curled?=
|
rlm@449
|
1029 relies on proprioception, =resting?= relies on touch, =wiggling?=
|
rlm@449
|
1030 relies on a fourier analysis of muscle contraction, and
|
rlm@449
|
1031 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
|
rlm@449
|
1032
|
rlm@449
|
1033 #+caption: Program for detecting whether the worm is curled. This is the
|
rlm@449
|
1034 #+caption: simplest action predicate, because it only uses the last frame
|
rlm@449
|
1035 #+caption: of sensory experience, and only uses proprioceptive data. Even
|
rlm@449
|
1036 #+caption: this simple predicate, however, is automatically frame
|
rlm@449
|
1037 #+caption: independent and ignores vermopomorphic differences such as
|
rlm@449
|
1038 #+caption: worm textures and colors.
|
rlm@449
|
1039 #+name: curled
|
rlm@452
|
1040 #+attr_latex: [htpb]
|
rlm@452
|
1041 #+begin_listing clojure
|
rlm@449
|
1042 #+begin_src clojure
|
rlm@449
|
1043 (defn curled?
|
rlm@449
|
1044 "Is the worm curled up?"
|
rlm@449
|
1045 [experiences]
|
rlm@449
|
1046 (every?
|
rlm@449
|
1047 (fn [[_ _ bend]]
|
rlm@449
|
1048 (> (Math/sin bend) 0.64))
|
rlm@449
|
1049 (:proprioception (peek experiences))))
|
rlm@449
|
1050 #+end_src
|
rlm@449
|
1051 #+end_listing
|
rlm@449
|
1052
|
rlm@449
|
1053 #+caption: Program for summarizing the touch information in a patch
|
rlm@449
|
1054 #+caption: of skin.
|
rlm@449
|
1055 #+name: touch-summary
|
rlm@452
|
1056 #+attr_latex: [htpb]
|
rlm@452
|
1057
|
rlm@452
|
1058 #+begin_listing clojure
|
rlm@449
|
1059 #+begin_src clojure
|
rlm@449
|
1060 (defn contact
|
rlm@449
|
1061 "Determine how much contact a particular worm segment has with
|
rlm@449
|
1062 other objects. Returns a value between 0 and 1, where 1 is full
|
rlm@449
|
1063 contact and 0 is no contact."
|
rlm@449
|
1064 [touch-region [coords contact :as touch]]
|
rlm@449
|
1065 (-> (zipmap coords contact)
|
rlm@449
|
1066 (select-keys touch-region)
|
rlm@449
|
1067 (vals)
|
rlm@449
|
1068 (#(map first %))
|
rlm@449
|
1069 (average)
|
rlm@449
|
1070 (* 10)
|
rlm@449
|
1071 (- 1)
|
rlm@449
|
1072 (Math/abs)))
|
rlm@449
|
1073 #+end_src
|
rlm@449
|
1074 #+end_listing
|
rlm@449
|
1075
|
rlm@449
|
1076
|
rlm@449
|
1077 #+caption: Program for detecting whether the worm is at rest. This program
|
rlm@449
|
1078 #+caption: uses a summary of the tactile information from the underbelly
|
rlm@449
|
1079 #+caption: of the worm, and is only true if every segment is touching the
|
rlm@449
|
1080 #+caption: floor. Note that this function contains no references to
|
rlm@449
|
1081 #+caption: proprioction at all.
|
rlm@449
|
1082 #+name: resting
|
rlm@452
|
1083 #+attr_latex: [htpb]
|
rlm@452
|
1084 #+begin_listing clojure
|
rlm@449
|
1085 #+begin_src clojure
|
rlm@449
|
1086 (def worm-segment-bottom (rect-region [8 15] [14 22]))
|
rlm@449
|
1087
|
rlm@449
|
1088 (defn resting?
|
rlm@449
|
1089 "Is the worm resting on the ground?"
|
rlm@449
|
1090 [experiences]
|
rlm@449
|
1091 (every?
|
rlm@449
|
1092 (fn [touch-data]
|
rlm@449
|
1093 (< 0.9 (contact worm-segment-bottom touch-data)))
|
rlm@449
|
1094 (:touch (peek experiences))))
|
rlm@449
|
1095 #+end_src
|
rlm@449
|
1096 #+end_listing
|
rlm@449
|
1097
|
rlm@449
|
1098 #+caption: Program for detecting whether the worm is curled up into a
|
rlm@449
|
1099 #+caption: full circle. Here the embodied approach begins to shine, as
|
rlm@449
|
1100 #+caption: I am able to both use a previous action predicate (=curled?=)
|
rlm@449
|
1101 #+caption: as well as the direct tactile experience of the head and tail.
|
rlm@449
|
1102 #+name: grand-circle
|
rlm@452
|
1103 #+attr_latex: [htpb]
|
rlm@452
|
1104 #+begin_listing clojure
|
rlm@449
|
1105 #+begin_src clojure
|
rlm@449
|
1106 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
|
rlm@449
|
1107
|
rlm@449
|
1108 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
|
rlm@449
|
1109
|
rlm@449
|
1110 (defn grand-circle?
|
rlm@449
|
1111 "Does the worm form a majestic circle (one end touching the other)?"
|
rlm@449
|
1112 [experiences]
|
rlm@449
|
1113 (and (curled? experiences)
|
rlm@449
|
1114 (let [worm-touch (:touch (peek experiences))
|
rlm@449
|
1115 tail-touch (worm-touch 0)
|
rlm@449
|
1116 head-touch (worm-touch 4)]
|
rlm@449
|
1117 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
|
rlm@449
|
1118 (< 0.55 (contact worm-segment-top-tip head-touch))))))
|
rlm@449
|
1119 #+end_src
|
rlm@449
|
1120 #+end_listing
|
rlm@449
|
1121
|
rlm@449
|
1122
|
rlm@449
|
1123 #+caption: Program for detecting whether the worm has been wiggling for
|
rlm@449
|
1124 #+caption: the last few frames. It uses a fourier analysis of the muscle
|
rlm@449
|
1125 #+caption: contractions of the worm's tail to determine wiggling. This is
|
rlm@449
|
1126 #+caption: signigicant because there is no particular frame that clearly
|
rlm@449
|
1127 #+caption: indicates that the worm is wiggling --- only when multiple frames
|
rlm@449
|
1128 #+caption: are analyzed together is the wiggling revealed. Defining
|
rlm@449
|
1129 #+caption: wiggling this way also gives the worm an opportunity to learn
|
rlm@449
|
1130 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
|
rlm@449
|
1131 #+caption: wiggle but can't. Frustrated wiggling is very visually different
|
rlm@449
|
1132 #+caption: from actual wiggling, but this definition gives it to us for free.
|
rlm@449
|
1133 #+name: wiggling
|
rlm@452
|
1134 #+attr_latex: [htpb]
|
rlm@452
|
1135 #+begin_listing clojure
|
rlm@449
|
1136 #+begin_src clojure
|
rlm@449
|
1137 (defn fft [nums]
|
rlm@449
|
1138 (map
|
rlm@449
|
1139 #(.getReal %)
|
rlm@449
|
1140 (.transform
|
rlm@449
|
1141 (FastFourierTransformer. DftNormalization/STANDARD)
|
rlm@449
|
1142 (double-array nums) TransformType/FORWARD)))
|
rlm@449
|
1143
|
rlm@449
|
1144 (def indexed (partial map-indexed vector))
|
rlm@449
|
1145
|
rlm@449
|
1146 (defn max-indexed [s]
|
rlm@449
|
1147 (first (sort-by (comp - second) (indexed s))))
|
rlm@449
|
1148
|
rlm@449
|
1149 (defn wiggling?
|
rlm@449
|
1150 "Is the worm wiggling?"
|
rlm@449
|
1151 [experiences]
|
rlm@449
|
1152 (let [analysis-interval 0x40]
|
rlm@449
|
1153 (when (> (count experiences) analysis-interval)
|
rlm@449
|
1154 (let [a-flex 3
|
rlm@449
|
1155 a-ex 2
|
rlm@449
|
1156 muscle-activity
|
rlm@449
|
1157 (map :muscle (vector:last-n experiences analysis-interval))
|
rlm@449
|
1158 base-activity
|
rlm@449
|
1159 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
|
rlm@449
|
1160 (= 2
|
rlm@449
|
1161 (first
|
rlm@449
|
1162 (max-indexed
|
rlm@449
|
1163 (map #(Math/abs %)
|
rlm@449
|
1164 (take 20 (fft base-activity))))))))))
|
rlm@449
|
1165 #+end_src
|
rlm@449
|
1166 #+end_listing
|
rlm@449
|
1167
|
rlm@449
|
1168 With these action predicates, I can now recognize the actions of
|
rlm@449
|
1169 the worm while it is moving under my control and I have access to
|
rlm@449
|
1170 all the worm's senses.
|
rlm@449
|
1171
|
rlm@449
|
1172 #+caption: Use the action predicates defined earlier to report on
|
rlm@449
|
1173 #+caption: what the worm is doing while in simulation.
|
rlm@449
|
1174 #+name: report-worm-activity
|
rlm@452
|
1175 #+attr_latex: [htpb]
|
rlm@452
|
1176 #+begin_listing clojure
|
rlm@449
|
1177 #+begin_src clojure
|
rlm@449
|
1178 (defn debug-experience
|
rlm@449
|
1179 [experiences text]
|
rlm@449
|
1180 (cond
|
rlm@449
|
1181 (grand-circle? experiences) (.setText text "Grand Circle")
|
rlm@449
|
1182 (curled? experiences) (.setText text "Curled")
|
rlm@449
|
1183 (wiggling? experiences) (.setText text "Wiggling")
|
rlm@449
|
1184 (resting? experiences) (.setText text "Resting")))
|
rlm@449
|
1185 #+end_src
|
rlm@449
|
1186 #+end_listing
|
rlm@449
|
1187
|
rlm@449
|
1188 #+caption: Using =debug-experience=, the body-centered predicates
|
rlm@449
|
1189 #+caption: work together to classify the behaviour of the worm.
|
rlm@451
|
1190 #+caption: the predicates are operating with access to the worm's
|
rlm@451
|
1191 #+caption: full sensory data.
|
rlm@449
|
1192 #+name: basic-worm-view
|
rlm@449
|
1193 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
1194 [[./images/worm-identify-init.png]]
|
rlm@449
|
1195
|
rlm@449
|
1196 These action predicates satisfy the recognition requirement of an
|
rlm@451
|
1197 empathic recognition system. There is power in the simplicity of
|
rlm@451
|
1198 the action predicates. They describe their actions without getting
|
rlm@451
|
1199 confused in visual details of the worm. Each one is frame
|
rlm@451
|
1200 independent, but more than that, they are each indepent of
|
rlm@449
|
1201 irrelevant visual details of the worm and the environment. They
|
rlm@449
|
1202 will work regardless of whether the worm is a different color or
|
rlm@451
|
1203 hevaily textured, or if the environment has strange lighting.
|
rlm@449
|
1204
|
rlm@449
|
1205 The trick now is to make the action predicates work even when the
|
rlm@449
|
1206 sensory data on which they depend is absent. If I can do that, then
|
rlm@449
|
1207 I will have gained much,
|
rlm@435
|
1208
|
rlm@436
|
1209 ** \Phi-space describes the worm's experiences
|
rlm@449
|
1210
|
rlm@449
|
1211 As a first step towards building empathy, I need to gather all of
|
rlm@449
|
1212 the worm's experiences during free play. I use a simple vector to
|
rlm@449
|
1213 store all the experiences.
|
rlm@449
|
1214
|
rlm@449
|
1215 Each element of the experience vector exists in the vast space of
|
rlm@449
|
1216 all possible worm-experiences. Most of this vast space is actually
|
rlm@449
|
1217 unreachable due to physical constraints of the worm's body. For
|
rlm@449
|
1218 example, the worm's segments are connected by hinge joints that put
|
rlm@451
|
1219 a practical limit on the worm's range of motions without limiting
|
rlm@451
|
1220 its degrees of freedom. Some groupings of senses are impossible;
|
rlm@451
|
1221 the worm can not be bent into a circle so that its ends are
|
rlm@451
|
1222 touching and at the same time not also experience the sensation of
|
rlm@451
|
1223 touching itself.
|
rlm@449
|
1224
|
rlm@451
|
1225 As the worm moves around during free play and its experience vector
|
rlm@451
|
1226 grows larger, the vector begins to define a subspace which is all
|
rlm@451
|
1227 the sensations the worm can practicaly experience during normal
|
rlm@451
|
1228 operation. I call this subspace \Phi-space, short for
|
rlm@451
|
1229 physical-space. The experience vector defines a path through
|
rlm@451
|
1230 \Phi-space. This path has interesting properties that all derive
|
rlm@451
|
1231 from physical embodiment. The proprioceptive components are
|
rlm@451
|
1232 completely smooth, because in order for the worm to move from one
|
rlm@451
|
1233 position to another, it must pass through the intermediate
|
rlm@451
|
1234 positions. The path invariably forms loops as actions are repeated.
|
rlm@451
|
1235 Finally and most importantly, proprioception actually gives very
|
rlm@451
|
1236 strong inference about the other senses. For example, when the worm
|
rlm@451
|
1237 is flat, you can infer that it is touching the ground and that its
|
rlm@451
|
1238 muscles are not active, because if the muscles were active, the
|
rlm@451
|
1239 worm would be moving and would not be perfectly flat. In order to
|
rlm@451
|
1240 stay flat, the worm has to be touching the ground, or it would
|
rlm@451
|
1241 again be moving out of the flat position due to gravity. If the
|
rlm@451
|
1242 worm is positioned in such a way that it interacts with itself,
|
rlm@451
|
1243 then it is very likely to be feeling the same tactile feelings as
|
rlm@451
|
1244 the last time it was in that position, because it has the same body
|
rlm@451
|
1245 as then. If you observe multiple frames of proprioceptive data,
|
rlm@451
|
1246 then you can become increasingly confident about the exact
|
rlm@451
|
1247 activations of the worm's muscles, because it generally takes a
|
rlm@451
|
1248 unique combination of muscle contractions to transform the worm's
|
rlm@451
|
1249 body along a specific path through \Phi-space.
|
rlm@449
|
1250
|
rlm@449
|
1251 There is a simple way of taking \Phi-space and the total ordering
|
rlm@449
|
1252 provided by an experience vector and reliably infering the rest of
|
rlm@449
|
1253 the senses.
|
rlm@435
|
1254
|
rlm@436
|
1255 ** Empathy is the process of tracing though \Phi-space
|
rlm@449
|
1256
|
rlm@450
|
1257 Here is the core of a basic empathy algorithm, starting with an
|
rlm@451
|
1258 experience vector:
|
rlm@451
|
1259
|
rlm@451
|
1260 First, group the experiences into tiered proprioceptive bins. I use
|
rlm@451
|
1261 powers of 10 and 3 bins, and the smallest bin has an approximate
|
rlm@451
|
1262 size of 0.001 radians in all proprioceptive dimensions.
|
rlm@450
|
1263
|
rlm@450
|
1264 Then, given a sequence of proprioceptive input, generate a set of
|
rlm@451
|
1265 matching experience records for each input, using the tiered
|
rlm@451
|
1266 proprioceptive bins.
|
rlm@449
|
1267
|
rlm@450
|
1268 Finally, to infer sensory data, select the longest consective chain
|
rlm@451
|
1269 of experiences. Conecutive experience means that the experiences
|
rlm@451
|
1270 appear next to each other in the experience vector.
|
rlm@449
|
1271
|
rlm@450
|
1272 This algorithm has three advantages:
|
rlm@450
|
1273
|
rlm@450
|
1274 1. It's simple
|
rlm@450
|
1275
|
rlm@451
|
1276 3. It's very fast -- retrieving possible interpretations takes
|
rlm@451
|
1277 constant time. Tracing through chains of interpretations takes
|
rlm@451
|
1278 time proportional to the average number of experiences in a
|
rlm@451
|
1279 proprioceptive bin. Redundant experiences in \Phi-space can be
|
rlm@451
|
1280 merged to save computation.
|
rlm@450
|
1281
|
rlm@450
|
1282 2. It protects from wrong interpretations of transient ambiguous
|
rlm@451
|
1283 proprioceptive data. For example, if the worm is flat for just
|
rlm@450
|
1284 an instant, this flattness will not be interpreted as implying
|
rlm@450
|
1285 that the worm has its muscles relaxed, since the flattness is
|
rlm@450
|
1286 part of a longer chain which includes a distinct pattern of
|
rlm@451
|
1287 muscle activation. Markov chains or other memoryless statistical
|
rlm@451
|
1288 models that operate on individual frames may very well make this
|
rlm@451
|
1289 mistake.
|
rlm@450
|
1290
|
rlm@450
|
1291 #+caption: Program to convert an experience vector into a
|
rlm@450
|
1292 #+caption: proprioceptively binned lookup function.
|
rlm@450
|
1293 #+name: bin
|
rlm@452
|
1294 #+attr_latex: [htpb]
|
rlm@452
|
1295 #+begin_listing clojure
|
rlm@450
|
1296 #+begin_src clojure
|
rlm@449
|
1297 (defn bin [digits]
|
rlm@449
|
1298 (fn [angles]
|
rlm@449
|
1299 (->> angles
|
rlm@449
|
1300 (flatten)
|
rlm@449
|
1301 (map (juxt #(Math/sin %) #(Math/cos %)))
|
rlm@449
|
1302 (flatten)
|
rlm@449
|
1303 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
|
rlm@449
|
1304
|
rlm@449
|
1305 (defn gen-phi-scan
|
rlm@450
|
1306 "Nearest-neighbors with binning. Only returns a result if
|
rlm@450
|
1307 the propriceptive data is within 10% of a previously recorded
|
rlm@450
|
1308 result in all dimensions."
|
rlm@450
|
1309 [phi-space]
|
rlm@449
|
1310 (let [bin-keys (map bin [3 2 1])
|
rlm@449
|
1311 bin-maps
|
rlm@449
|
1312 (map (fn [bin-key]
|
rlm@449
|
1313 (group-by
|
rlm@449
|
1314 (comp bin-key :proprioception phi-space)
|
rlm@449
|
1315 (range (count phi-space)))) bin-keys)
|
rlm@449
|
1316 lookups (map (fn [bin-key bin-map]
|
rlm@450
|
1317 (fn [proprio] (bin-map (bin-key proprio))))
|
rlm@450
|
1318 bin-keys bin-maps)]
|
rlm@449
|
1319 (fn lookup [proprio-data]
|
rlm@449
|
1320 (set (some #(% proprio-data) lookups)))))
|
rlm@450
|
1321 #+end_src
|
rlm@450
|
1322 #+end_listing
|
rlm@449
|
1323
|
rlm@451
|
1324 #+caption: =longest-thread= finds the longest path of consecutive
|
rlm@451
|
1325 #+caption: experiences to explain proprioceptive worm data.
|
rlm@451
|
1326 #+name: phi-space-history-scan
|
rlm@451
|
1327 #+ATTR_LaTeX: :width 10cm
|
rlm@451
|
1328 [[./images/aurellem-gray.png]]
|
rlm@451
|
1329
|
rlm@451
|
1330 =longest-thread= infers sensory data by stitching together pieces
|
rlm@451
|
1331 from previous experience. It prefers longer chains of previous
|
rlm@451
|
1332 experience to shorter ones. For example, during training the worm
|
rlm@451
|
1333 might rest on the ground for one second before it performs its
|
rlm@451
|
1334 excercises. If during recognition the worm rests on the ground for
|
rlm@451
|
1335 five seconds, =longest-thread= will accomodate this five second
|
rlm@451
|
1336 rest period by looping the one second rest chain five times.
|
rlm@451
|
1337
|
rlm@451
|
1338 =longest-thread= takes time proportinal to the average number of
|
rlm@451
|
1339 entries in a proprioceptive bin, because for each element in the
|
rlm@451
|
1340 starting bin it performes a series of set lookups in the preceeding
|
rlm@451
|
1341 bins. If the total history is limited, then this is only a constant
|
rlm@451
|
1342 multiple times the number of entries in the starting bin. This
|
rlm@451
|
1343 analysis also applies even if the action requires multiple longest
|
rlm@451
|
1344 chains -- it's still the average number of entries in a
|
rlm@451
|
1345 proprioceptive bin times the desired chain length. Because
|
rlm@451
|
1346 =longest-thread= is so efficient and simple, I can interpret
|
rlm@451
|
1347 worm-actions in real time.
|
rlm@449
|
1348
|
rlm@450
|
1349 #+caption: Program to calculate empathy by tracing though \Phi-space
|
rlm@450
|
1350 #+caption: and finding the longest (ie. most coherent) interpretation
|
rlm@450
|
1351 #+caption: of the data.
|
rlm@450
|
1352 #+name: longest-thread
|
rlm@452
|
1353 #+attr_latex: [htpb]
|
rlm@452
|
1354 #+begin_listing clojure
|
rlm@450
|
1355 #+begin_src clojure
|
rlm@449
|
1356 (defn longest-thread
|
rlm@449
|
1357 "Find the longest thread from phi-index-sets. The index sets should
|
rlm@449
|
1358 be ordered from most recent to least recent."
|
rlm@449
|
1359 [phi-index-sets]
|
rlm@449
|
1360 (loop [result '()
|
rlm@449
|
1361 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
|
rlm@449
|
1362 (if (empty? phi-index-sets)
|
rlm@449
|
1363 (vec result)
|
rlm@449
|
1364 (let [threads
|
rlm@449
|
1365 (for [thread-base thread-bases]
|
rlm@449
|
1366 (loop [thread (list thread-base)
|
rlm@449
|
1367 remaining remaining]
|
rlm@449
|
1368 (let [next-index (dec (first thread))]
|
rlm@449
|
1369 (cond (empty? remaining) thread
|
rlm@449
|
1370 (contains? (first remaining) next-index)
|
rlm@449
|
1371 (recur
|
rlm@449
|
1372 (cons next-index thread) (rest remaining))
|
rlm@449
|
1373 :else thread))))
|
rlm@449
|
1374 longest-thread
|
rlm@449
|
1375 (reduce (fn [thread-a thread-b]
|
rlm@449
|
1376 (if (> (count thread-a) (count thread-b))
|
rlm@449
|
1377 thread-a thread-b))
|
rlm@449
|
1378 '(nil)
|
rlm@449
|
1379 threads)]
|
rlm@449
|
1380 (recur (concat longest-thread result)
|
rlm@449
|
1381 (drop (count longest-thread) phi-index-sets))))))
|
rlm@450
|
1382 #+end_src
|
rlm@450
|
1383 #+end_listing
|
rlm@450
|
1384
|
rlm@451
|
1385 There is one final piece, which is to replace missing sensory data
|
rlm@451
|
1386 with a best-guess estimate. While I could fill in missing data by
|
rlm@451
|
1387 using a gradient over the closest known sensory data points,
|
rlm@451
|
1388 averages can be misleading. It is certainly possible to create an
|
rlm@451
|
1389 impossible sensory state by averaging two possible sensory states.
|
rlm@451
|
1390 Therefore, I simply replicate the most recent sensory experience to
|
rlm@451
|
1391 fill in the gaps.
|
rlm@449
|
1392
|
rlm@449
|
1393 #+caption: Fill in blanks in sensory experience by replicating the most
|
rlm@449
|
1394 #+caption: recent experience.
|
rlm@449
|
1395 #+name: infer-nils
|
rlm@452
|
1396 #+attr_latex: [htpb]
|
rlm@452
|
1397 #+begin_listing clojure
|
rlm@449
|
1398 #+begin_src clojure
|
rlm@449
|
1399 (defn infer-nils
|
rlm@449
|
1400 "Replace nils with the next available non-nil element in the
|
rlm@449
|
1401 sequence, or barring that, 0."
|
rlm@449
|
1402 [s]
|
rlm@449
|
1403 (loop [i (dec (count s))
|
rlm@449
|
1404 v (transient s)]
|
rlm@449
|
1405 (if (zero? i) (persistent! v)
|
rlm@449
|
1406 (if-let [cur (v i)]
|
rlm@449
|
1407 (if (get v (dec i) 0)
|
rlm@449
|
1408 (recur (dec i) v)
|
rlm@449
|
1409 (recur (dec i) (assoc! v (dec i) cur)))
|
rlm@449
|
1410 (recur i (assoc! v i 0))))))
|
rlm@449
|
1411 #+end_src
|
rlm@449
|
1412 #+end_listing
|
rlm@435
|
1413
|
rlm@441
|
1414 ** Efficient action recognition with =EMPATH=
|
rlm@451
|
1415
|
rlm@451
|
1416 To use =EMPATH= with the worm, I first need to gather a set of
|
rlm@451
|
1417 experiences from the worm that includes the actions I want to
|
rlm@452
|
1418 recognize. The =generate-phi-space= program (listing
|
rlm@451
|
1419 \ref{generate-phi-space} runs the worm through a series of
|
rlm@451
|
1420 exercices and gatheres those experiences into a vector. The
|
rlm@451
|
1421 =do-all-the-things= program is a routine expressed in a simple
|
rlm@452
|
1422 muscle contraction script language for automated worm control. It
|
rlm@452
|
1423 causes the worm to rest, curl, and wiggle over about 700 frames
|
rlm@452
|
1424 (approx. 11 seconds).
|
rlm@425
|
1425
|
rlm@451
|
1426 #+caption: Program to gather the worm's experiences into a vector for
|
rlm@451
|
1427 #+caption: further processing. The =motor-control-program= line uses
|
rlm@451
|
1428 #+caption: a motor control script that causes the worm to execute a series
|
rlm@451
|
1429 #+caption: of ``exercices'' that include all the action predicates.
|
rlm@451
|
1430 #+name: generate-phi-space
|
rlm@452
|
1431 #+attr_latex: [htpb]
|
rlm@452
|
1432 #+begin_listing clojure
|
rlm@451
|
1433 #+begin_src clojure
|
rlm@451
|
1434 (def do-all-the-things
|
rlm@451
|
1435 (concat
|
rlm@451
|
1436 curl-script
|
rlm@451
|
1437 [[300 :d-ex 40]
|
rlm@451
|
1438 [320 :d-ex 0]]
|
rlm@451
|
1439 (shift-script 280 (take 16 wiggle-script))))
|
rlm@451
|
1440
|
rlm@451
|
1441 (defn generate-phi-space []
|
rlm@451
|
1442 (let [experiences (atom [])]
|
rlm@451
|
1443 (run-world
|
rlm@451
|
1444 (apply-map
|
rlm@451
|
1445 worm-world
|
rlm@451
|
1446 (merge
|
rlm@451
|
1447 (worm-world-defaults)
|
rlm@451
|
1448 {:end-frame 700
|
rlm@451
|
1449 :motor-control
|
rlm@451
|
1450 (motor-control-program worm-muscle-labels do-all-the-things)
|
rlm@451
|
1451 :experiences experiences})))
|
rlm@451
|
1452 @experiences))
|
rlm@451
|
1453 #+end_src
|
rlm@451
|
1454 #+end_listing
|
rlm@451
|
1455
|
rlm@451
|
1456 #+caption: Use longest thread and a phi-space generated from a short
|
rlm@451
|
1457 #+caption: exercise routine to interpret actions during free play.
|
rlm@451
|
1458 #+name: empathy-debug
|
rlm@452
|
1459 #+attr_latex: [htpb]
|
rlm@452
|
1460 #+begin_listing clojure
|
rlm@451
|
1461 #+begin_src clojure
|
rlm@451
|
1462 (defn init []
|
rlm@451
|
1463 (def phi-space (generate-phi-space))
|
rlm@451
|
1464 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
1465
|
rlm@451
|
1466 (defn empathy-demonstration []
|
rlm@451
|
1467 (let [proprio (atom ())]
|
rlm@451
|
1468 (fn
|
rlm@451
|
1469 [experiences text]
|
rlm@451
|
1470 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
1471 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
1472 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
1473 empathy (mapv phi-space (infer-nils exp-thread))]
|
rlm@451
|
1474 (println-repl (vector:last-n exp-thread 22))
|
rlm@451
|
1475 (cond
|
rlm@451
|
1476 (grand-circle? empathy) (.setText text "Grand Circle")
|
rlm@451
|
1477 (curled? empathy) (.setText text "Curled")
|
rlm@451
|
1478 (wiggling? empathy) (.setText text "Wiggling")
|
rlm@451
|
1479 (resting? empathy) (.setText text "Resting")
|
rlm@451
|
1480 :else (.setText text "Unknown")))))))
|
rlm@451
|
1481
|
rlm@451
|
1482 (defn empathy-experiment [record]
|
rlm@451
|
1483 (.start (worm-world :experience-watch (debug-experience-phi)
|
rlm@451
|
1484 :record record :worm worm*)))
|
rlm@451
|
1485 #+end_src
|
rlm@451
|
1486 #+end_listing
|
rlm@451
|
1487
|
rlm@451
|
1488 The result of running =empathy-experiment= is that the system is
|
rlm@451
|
1489 generally able to interpret worm actions using the action-predicates
|
rlm@451
|
1490 on simulated sensory data just as well as with actual data. Figure
|
rlm@451
|
1491 \ref{empathy-debug-image} was generated using =empathy-experiment=:
|
rlm@451
|
1492
|
rlm@451
|
1493 #+caption: From only proprioceptive data, =EMPATH= was able to infer
|
rlm@451
|
1494 #+caption: the complete sensory experience and classify four poses
|
rlm@451
|
1495 #+caption: (The last panel shows a composite image of \emph{wriggling},
|
rlm@451
|
1496 #+caption: a dynamic pose.)
|
rlm@451
|
1497 #+name: empathy-debug-image
|
rlm@451
|
1498 #+ATTR_LaTeX: :width 10cm :placement [H]
|
rlm@451
|
1499 [[./images/empathy-1.png]]
|
rlm@451
|
1500
|
rlm@451
|
1501 One way to measure the performance of =EMPATH= is to compare the
|
rlm@451
|
1502 sutiability of the imagined sense experience to trigger the same
|
rlm@451
|
1503 action predicates as the real sensory experience.
|
rlm@451
|
1504
|
rlm@451
|
1505 #+caption: Determine how closely empathy approximates actual
|
rlm@451
|
1506 #+caption: sensory data.
|
rlm@451
|
1507 #+name: test-empathy-accuracy
|
rlm@452
|
1508 #+attr_latex: [htpb]
|
rlm@452
|
1509 #+begin_listing clojure
|
rlm@451
|
1510 #+begin_src clojure
|
rlm@451
|
1511 (def worm-action-label
|
rlm@451
|
1512 (juxt grand-circle? curled? wiggling?))
|
rlm@451
|
1513
|
rlm@451
|
1514 (defn compare-empathy-with-baseline [matches]
|
rlm@451
|
1515 (let [proprio (atom ())]
|
rlm@451
|
1516 (fn
|
rlm@451
|
1517 [experiences text]
|
rlm@451
|
1518 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
1519 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
1520 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
1521 empathy (mapv phi-space (infer-nils exp-thread))
|
rlm@451
|
1522 experience-matches-empathy
|
rlm@451
|
1523 (= (worm-action-label experiences)
|
rlm@451
|
1524 (worm-action-label empathy))]
|
rlm@451
|
1525 (println-repl experience-matches-empathy)
|
rlm@451
|
1526 (swap! matches #(conj % experience-matches-empathy)))))))
|
rlm@451
|
1527
|
rlm@451
|
1528 (defn accuracy [v]
|
rlm@451
|
1529 (float (/ (count (filter true? v)) (count v))))
|
rlm@451
|
1530
|
rlm@451
|
1531 (defn test-empathy-accuracy []
|
rlm@451
|
1532 (let [res (atom [])]
|
rlm@451
|
1533 (run-world
|
rlm@451
|
1534 (worm-world :experience-watch
|
rlm@451
|
1535 (compare-empathy-with-baseline res)
|
rlm@451
|
1536 :worm worm*))
|
rlm@451
|
1537 (accuracy @res)))
|
rlm@451
|
1538 #+end_src
|
rlm@451
|
1539 #+end_listing
|
rlm@451
|
1540
|
rlm@451
|
1541 Running =test-empathy-accuracy= using the very short exercise
|
rlm@451
|
1542 program defined in listing \ref{generate-phi-space}, and then doing
|
rlm@451
|
1543 a similar pattern of activity manually yeilds an accuracy of around
|
rlm@451
|
1544 73%. This is based on very limited worm experience. By training the
|
rlm@451
|
1545 worm for longer, the accuracy dramatically improves.
|
rlm@451
|
1546
|
rlm@451
|
1547 #+caption: Program to generate \Phi-space using manual training.
|
rlm@451
|
1548 #+name: manual-phi-space
|
rlm@452
|
1549 #+attr_latex: [htpb]
|
rlm@451
|
1550 #+begin_listing clojure
|
rlm@451
|
1551 #+begin_src clojure
|
rlm@451
|
1552 (defn init-interactive []
|
rlm@451
|
1553 (def phi-space
|
rlm@451
|
1554 (let [experiences (atom [])]
|
rlm@451
|
1555 (run-world
|
rlm@451
|
1556 (apply-map
|
rlm@451
|
1557 worm-world
|
rlm@451
|
1558 (merge
|
rlm@451
|
1559 (worm-world-defaults)
|
rlm@451
|
1560 {:experiences experiences})))
|
rlm@451
|
1561 @experiences))
|
rlm@451
|
1562 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
1563 #+end_src
|
rlm@451
|
1564 #+end_listing
|
rlm@451
|
1565
|
rlm@451
|
1566 After about 1 minute of manual training, I was able to achieve 95%
|
rlm@451
|
1567 accuracy on manual testing of the worm using =init-interactive= and
|
rlm@452
|
1568 =test-empathy-accuracy=. The majority of errors are near the
|
rlm@452
|
1569 boundaries of transitioning from one type of action to another.
|
rlm@452
|
1570 During these transitions the exact label for the action is more open
|
rlm@452
|
1571 to interpretation, and dissaggrement between empathy and experience
|
rlm@452
|
1572 is more excusable.
|
rlm@450
|
1573
|
rlm@449
|
1574 ** Digression: bootstrapping touch using free exploration
|
rlm@449
|
1575
|
rlm@452
|
1576 In the previous section I showed how to compute actions in terms of
|
rlm@452
|
1577 body-centered predicates which relied averate touch activation of
|
rlm@452
|
1578 pre-defined regions of the worm's skin. What if, instead of recieving
|
rlm@452
|
1579 touch pre-grouped into the six faces of each worm segment, the true
|
rlm@452
|
1580 topology of the worm's skin was unknown? This is more similiar to how
|
rlm@452
|
1581 a nerve fiber bundle might be arranged. While two fibers that are
|
rlm@452
|
1582 close in a nerve bundle /might/ correspond to two touch sensors that
|
rlm@452
|
1583 are close together on the skin, the process of taking a complicated
|
rlm@452
|
1584 surface and forcing it into essentially a circle requires some cuts
|
rlm@452
|
1585 and rerragenments.
|
rlm@452
|
1586
|
rlm@452
|
1587 In this section I show how to automatically learn the skin-topology of
|
rlm@452
|
1588 a worm segment by free exploration. As the worm rolls around on the
|
rlm@452
|
1589 floor, large sections of its surface get activated. If the worm has
|
rlm@452
|
1590 stopped moving, then whatever region of skin that is touching the
|
rlm@452
|
1591 floor is probably an important region, and should be recorded.
|
rlm@452
|
1592
|
rlm@452
|
1593 #+caption: Program to detect whether the worm is in a resting state
|
rlm@452
|
1594 #+caption: with one face touching the floor.
|
rlm@452
|
1595 #+name: pure-touch
|
rlm@452
|
1596 #+begin_listing clojure
|
rlm@452
|
1597 #+begin_src clojure
|
rlm@452
|
1598 (def full-contact [(float 0.0) (float 0.1)])
|
rlm@452
|
1599
|
rlm@452
|
1600 (defn pure-touch?
|
rlm@452
|
1601 "This is worm specific code to determine if a large region of touch
|
rlm@452
|
1602 sensors is either all on or all off."
|
rlm@452
|
1603 [[coords touch :as touch-data]]
|
rlm@452
|
1604 (= (set (map first touch)) (set full-contact)))
|
rlm@452
|
1605 #+end_src
|
rlm@452
|
1606 #+end_listing
|
rlm@452
|
1607
|
rlm@452
|
1608 After collecting these important regions, there will many nearly
|
rlm@452
|
1609 similiar touch regions. While for some purposes the subtle
|
rlm@452
|
1610 differences between these regions will be important, for my
|
rlm@452
|
1611 purposes I colapse them into mostly non-overlapping sets using
|
rlm@452
|
1612 =remove-similiar= in listing \ref{remove-similiar}
|
rlm@452
|
1613
|
rlm@452
|
1614 #+caption: Program to take a lits of set of points and ``collapse them''
|
rlm@452
|
1615 #+caption: so that the remaining sets in the list are siginificantly
|
rlm@452
|
1616 #+caption: different from each other. Prefer smaller sets to larger ones.
|
rlm@452
|
1617 #+name: remove-similiar
|
rlm@452
|
1618 #+begin_listing clojure
|
rlm@452
|
1619 #+begin_src clojure
|
rlm@452
|
1620 (defn remove-similar
|
rlm@452
|
1621 [coll]
|
rlm@452
|
1622 (loop [result () coll (sort-by (comp - count) coll)]
|
rlm@452
|
1623 (if (empty? coll) result
|
rlm@452
|
1624 (let [[x & xs] coll
|
rlm@452
|
1625 c (count x)]
|
rlm@452
|
1626 (if (some
|
rlm@452
|
1627 (fn [other-set]
|
rlm@452
|
1628 (let [oc (count other-set)]
|
rlm@452
|
1629 (< (- (count (union other-set x)) c) (* oc 0.1))))
|
rlm@452
|
1630 xs)
|
rlm@452
|
1631 (recur result xs)
|
rlm@452
|
1632 (recur (cons x result) xs))))))
|
rlm@452
|
1633 #+end_src
|
rlm@452
|
1634 #+end_listing
|
rlm@452
|
1635
|
rlm@452
|
1636 Actually running this simulation is easy given =CORTEX='s facilities.
|
rlm@452
|
1637
|
rlm@452
|
1638 #+caption: Collect experiences while the worm moves around. Filter the touch
|
rlm@452
|
1639 #+caption: sensations by stable ones, collapse similiar ones together,
|
rlm@452
|
1640 #+caption: and report the regions learned.
|
rlm@452
|
1641 #+name: learn-touch
|
rlm@452
|
1642 #+begin_listing clojure
|
rlm@452
|
1643 #+begin_src clojure
|
rlm@452
|
1644 (defn learn-touch-regions []
|
rlm@452
|
1645 (let [experiences (atom [])
|
rlm@452
|
1646 world (apply-map
|
rlm@452
|
1647 worm-world
|
rlm@452
|
1648 (assoc (worm-segment-defaults)
|
rlm@452
|
1649 :experiences experiences))]
|
rlm@452
|
1650 (run-world world)
|
rlm@452
|
1651 (->>
|
rlm@452
|
1652 @experiences
|
rlm@452
|
1653 (drop 175)
|
rlm@452
|
1654 ;; access the single segment's touch data
|
rlm@452
|
1655 (map (comp first :touch))
|
rlm@452
|
1656 ;; only deal with "pure" touch data to determine surfaces
|
rlm@452
|
1657 (filter pure-touch?)
|
rlm@452
|
1658 ;; associate coordinates with touch values
|
rlm@452
|
1659 (map (partial apply zipmap))
|
rlm@452
|
1660 ;; select those regions where contact is being made
|
rlm@452
|
1661 (map (partial group-by second))
|
rlm@452
|
1662 (map #(get % full-contact))
|
rlm@452
|
1663 (map (partial map first))
|
rlm@452
|
1664 ;; remove redundant/subset regions
|
rlm@452
|
1665 (map set)
|
rlm@452
|
1666 remove-similar)))
|
rlm@452
|
1667
|
rlm@452
|
1668 (defn learn-and-view-touch-regions []
|
rlm@452
|
1669 (map view-touch-region
|
rlm@452
|
1670 (learn-touch-regions)))
|
rlm@452
|
1671 #+end_src
|
rlm@452
|
1672 #+end_listing
|
rlm@452
|
1673
|
rlm@452
|
1674 The only thing remining to define is the particular motion the worm
|
rlm@452
|
1675 must take. I accomplish this with a simple motor control program.
|
rlm@452
|
1676
|
rlm@452
|
1677 #+caption: Motor control program for making the worm roll on the ground.
|
rlm@452
|
1678 #+caption: This could also be replaced with random motion.
|
rlm@452
|
1679 #+name: worm-roll
|
rlm@452
|
1680 #+begin_listing clojure
|
rlm@452
|
1681 #+begin_src clojure
|
rlm@452
|
1682 (defn touch-kinesthetics []
|
rlm@452
|
1683 [[170 :lift-1 40]
|
rlm@452
|
1684 [190 :lift-1 19]
|
rlm@452
|
1685 [206 :lift-1 0]
|
rlm@452
|
1686
|
rlm@452
|
1687 [400 :lift-2 40]
|
rlm@452
|
1688 [410 :lift-2 0]
|
rlm@452
|
1689
|
rlm@452
|
1690 [570 :lift-2 40]
|
rlm@452
|
1691 [590 :lift-2 21]
|
rlm@452
|
1692 [606 :lift-2 0]
|
rlm@452
|
1693
|
rlm@452
|
1694 [800 :lift-1 30]
|
rlm@452
|
1695 [809 :lift-1 0]
|
rlm@452
|
1696
|
rlm@452
|
1697 [900 :roll-2 40]
|
rlm@452
|
1698 [905 :roll-2 20]
|
rlm@452
|
1699 [910 :roll-2 0]
|
rlm@452
|
1700
|
rlm@452
|
1701 [1000 :roll-2 40]
|
rlm@452
|
1702 [1005 :roll-2 20]
|
rlm@452
|
1703 [1010 :roll-2 0]
|
rlm@452
|
1704
|
rlm@452
|
1705 [1100 :roll-2 40]
|
rlm@452
|
1706 [1105 :roll-2 20]
|
rlm@452
|
1707 [1110 :roll-2 0]
|
rlm@452
|
1708 ])
|
rlm@452
|
1709 #+end_src
|
rlm@452
|
1710 #+end_listing
|
rlm@452
|
1711
|
rlm@452
|
1712
|
rlm@452
|
1713 #+caption: The small worm rolls around on the floor, driven
|
rlm@452
|
1714 #+caption: by the motor control program in listing \ref{worm-roll}.
|
rlm@452
|
1715 #+name: worm-roll
|
rlm@452
|
1716 #+ATTR_LaTeX: :width 12cm
|
rlm@452
|
1717 [[./images/worm-roll.png]]
|
rlm@452
|
1718
|
rlm@452
|
1719
|
rlm@452
|
1720 #+caption: After completing its adventures, the worm now knows
|
rlm@452
|
1721 #+caption: how its touch sensors are arranged along its skin. These
|
rlm@452
|
1722 #+caption: are the regions that were deemed important by
|
rlm@452
|
1723 #+caption: =learn-touch-regions=. Note that the worm has discovered
|
rlm@452
|
1724 #+caption: that it has six sides.
|
rlm@452
|
1725 #+name: worm-touch-map
|
rlm@452
|
1726 #+ATTR_LaTeX: :width 12cm
|
rlm@452
|
1727 [[./images/touch-learn.png]]
|
rlm@452
|
1728
|
rlm@452
|
1729 While simple, =learn-touch-regions= exploits regularities in both
|
rlm@452
|
1730 the worm's physiology and the worm's environment to correctly
|
rlm@452
|
1731 deduce that the worm has six sides. Note that =learn-touch-regions=
|
rlm@452
|
1732 would work just as well even if the worm's touch sense data were
|
rlm@452
|
1733 completely scrambled. The cross shape is just for convienence. This
|
rlm@452
|
1734 example justifies the use of pre-defined touch regions in =EMPATH=.
|
rlm@452
|
1735
|
rlm@465
|
1736 * COMMENT Contributions
|
rlm@454
|
1737
|
rlm@461
|
1738 In this thesis you have seen the =CORTEX= system, a complete
|
rlm@461
|
1739 environment for creating simulated creatures. You have seen how to
|
rlm@461
|
1740 implement five senses including touch, proprioception, hearing,
|
rlm@461
|
1741 vision, and muscle tension. You have seen how to create new creatues
|
rlm@461
|
1742 using blender, a 3D modeling tool. I hope that =CORTEX= will be
|
rlm@461
|
1743 useful in further research projects. To this end I have included the
|
rlm@461
|
1744 full source to =CORTEX= along with a large suite of tests and
|
rlm@461
|
1745 examples. I have also created a user guide for =CORTEX= which is
|
rlm@461
|
1746 inculded in an appendix to this thesis.
|
rlm@447
|
1747
|
rlm@461
|
1748 You have also seen how I used =CORTEX= as a platform to attach the
|
rlm@461
|
1749 /action recognition/ problem, which is the problem of recognizing
|
rlm@461
|
1750 actions in video. You saw a simple system called =EMPATH= which
|
rlm@461
|
1751 ientifies actions by first describing actions in a body-centerd,
|
rlm@461
|
1752 rich sense language, then infering a full range of sensory
|
rlm@461
|
1753 experience from limited data using previous experience gained from
|
rlm@461
|
1754 free play.
|
rlm@447
|
1755
|
rlm@461
|
1756 As a minor digression, you also saw how I used =CORTEX= to enable a
|
rlm@461
|
1757 tiny worm to discover the topology of its skin simply by rolling on
|
rlm@461
|
1758 the ground.
|
rlm@461
|
1759
|
rlm@461
|
1760 In conclusion, the main contributions of this thesis are:
|
rlm@461
|
1761
|
rlm@461
|
1762 - =CORTEX=, a system for creating simulated creatures with rich
|
rlm@461
|
1763 senses.
|
rlm@461
|
1764 - =EMPATH=, a program for recognizing actions by imagining sensory
|
rlm@461
|
1765 experience.
|
rlm@447
|
1766
|
rlm@447
|
1767 # An anatomical joke:
|
rlm@447
|
1768 # - Training
|
rlm@447
|
1769 # - Skeletal imitation
|
rlm@447
|
1770 # - Sensory fleshing-out
|
rlm@447
|
1771 # - Classification
|