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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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12 #+caption:
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13 #+name: name
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14 #+begin_listing clojure
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15 #+end_listing
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16
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17 #+caption:
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20 #+name: name
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21 #+ATTR_LaTeX: :width 10cm
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22 [[./images/aurellem-gray.png]]
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23
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24 #+caption:
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26 #+caption:
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27 #+caption:
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28 #+name: name
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29 #+begin_listing clojure
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30 #+end_listing
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31
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32 #+caption:
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35 #+name: name
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36 #+ATTR_LaTeX: :width 10cm
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37 [[./images/aurellem-gray.png]]
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38
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39
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40 * COMMENT Empathy and Embodiment as problem solving strategies
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41
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42 By the end of this thesis, you will have seen a novel approach to
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43 interpreting video using embodiment and empathy. You will have also
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44 seen one way to efficiently implement empathy for embodied
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45 creatures. Finally, you will become familiar with =CORTEX=, a system
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46 for designing and simulating creatures with rich senses, which you
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47 may choose to use in your own research.
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48
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49 This is the core vision of my thesis: That one of the important ways
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50 in which we understand others is by imagining ourselves in their
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51 position and emphatically feeling experiences relative to our own
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52 bodies. By understanding events in terms of our own previous
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53 corporeal experience, we greatly constrain the possibilities of what
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54 would otherwise be an unwieldy exponential search. This extra
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55 constraint can be the difference between easily understanding what
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56 is happening in a video and being completely lost in a sea of
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57 incomprehensible color and movement.
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58
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59 ** Recognizing actions in video is extremely difficult
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60
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61 Consider for example the problem of determining what is happening
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62 in a video of which this is one frame:
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63
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64 #+caption: A cat drinking some water. Identifying this action is
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65 #+caption: beyond the state of the art for computers.
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66 #+ATTR_LaTeX: :width 7cm
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67 [[./images/cat-drinking.jpg]]
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68
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69 It is currently impossible for any computer program to reliably
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70 label such a video as ``drinking''. And rightly so -- it is a very
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71 hard problem! What features can you describe in terms of low level
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72 functions of pixels that can even begin to describe at a high level
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73 what is happening here?
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74
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75 Or suppose that you are building a program that recognizes chairs.
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76 How could you ``see'' the chair in figure \ref{hidden-chair}?
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77
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78 #+caption: The chair in this image is quite obvious to humans, but I
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79 #+caption: doubt that any modern computer vision program can find it.
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80 #+name: hidden-chair
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81 #+ATTR_LaTeX: :width 10cm
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82 [[./images/fat-person-sitting-at-desk.jpg]]
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83
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84 Finally, how is it that you can easily tell the difference between
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85 how the girls /muscles/ are working in figure \ref{girl}?
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86
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87 #+caption: The mysterious ``common sense'' appears here as you are able
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88 #+caption: to discern the difference in how the girl's arm muscles
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89 #+caption: are activated between the two images.
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90 #+name: girl
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91 #+ATTR_LaTeX: :width 7cm
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92 [[./images/wall-push.png]]
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93
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94 Each of these examples tells us something about what might be going
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95 on in our minds as we easily solve these recognition problems.
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96
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97 The hidden chairs show us that we are strongly triggered by cues
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98 relating to the position of human bodies, and that we can determine
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99 the overall physical configuration of a human body even if much of
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100 that body is occluded.
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101
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102 The picture of the girl pushing against the wall tells us that we
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103 have common sense knowledge about the kinetics of our own bodies.
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104 We know well how our muscles would have to work to maintain us in
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105 most positions, and we can easily project this self-knowledge to
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106 imagined positions triggered by images of the human body.
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107
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108 ** =EMPATH= neatly solves recognition problems
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109
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110 I propose a system that can express the types of recognition
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111 problems above in a form amenable to computation. It is split into
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112 four parts:
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113
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114 - Free/Guided Play :: The creature moves around and experiences the
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115 world through its unique perspective. Many otherwise
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116 complicated actions are easily described in the language of a
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117 full suite of body-centered, rich senses. For example,
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118 drinking is the feeling of water sliding down your throat, and
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119 cooling your insides. It's often accompanied by bringing your
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120 hand close to your face, or bringing your face close to water.
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121 Sitting down is the feeling of bending your knees, activating
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122 your quadriceps, then feeling a surface with your bottom and
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123 relaxing your legs. These body-centered action descriptions
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124 can be either learned or hard coded.
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125 - Posture Imitation :: When trying to interpret a video or image,
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126 the creature takes a model of itself and aligns it with
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127 whatever it sees. This alignment can even cross species, as
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128 when humans try to align themselves with things like ponies,
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129 dogs, or other humans with a different body type.
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130 - Empathy :: The alignment triggers associations with
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131 sensory data from prior experiences. For example, the
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132 alignment itself easily maps to proprioceptive data. Any
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133 sounds or obvious skin contact in the video can to a lesser
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134 extent trigger previous experience. Segments of previous
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135 experiences are stitched together to form a coherent and
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136 complete sensory portrait of the scene.
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137 - Recognition :: With the scene described in terms of first
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138 person sensory events, the creature can now run its
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139 action-identification programs on this synthesized sensory
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140 data, just as it would if it were actually experiencing the
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141 scene first-hand. If previous experience has been accurately
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142 retrieved, and if it is analogous enough to the scene, then
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143 the creature will correctly identify the action in the scene.
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144
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145 For example, I think humans are able to label the cat video as
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146 ``drinking'' because they imagine /themselves/ as the cat, and
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147 imagine putting their face up against a stream of water and
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148 sticking out their tongue. In that imagined world, they can feel
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149 the cool water hitting their tongue, and feel the water entering
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150 their body, and are able to recognize that /feeling/ as drinking.
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151 So, the label of the action is not really in the pixels of the
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152 image, but is found clearly in a simulation inspired by those
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153 pixels. An imaginative system, having been trained on drinking and
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154 non-drinking examples and learning that the most important
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155 component of drinking is the feeling of water sliding down one's
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156 throat, would analyze a video of a cat drinking in the following
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157 manner:
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158
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159 1. Create a physical model of the video by putting a ``fuzzy''
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160 model of its own body in place of the cat. Possibly also create
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161 a simulation of the stream of water.
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162
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163 2. Play out this simulated scene and generate imagined sensory
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164 experience. This will include relevant muscle contractions, a
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165 close up view of the stream from the cat's perspective, and most
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166 importantly, the imagined feeling of water entering the
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167 mouth. The imagined sensory experience can come from a
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168 simulation of the event, but can also be pattern-matched from
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169 previous, similar embodied experience.
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170
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171 3. The action is now easily identified as drinking by the sense of
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172 taste alone. The other senses (such as the tongue moving in and
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173 out) help to give plausibility to the simulated action. Note that
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174 the sense of vision, while critical in creating the simulation,
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175 is not critical for identifying the action from the simulation.
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176
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177 For the chair examples, the process is even easier:
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178
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179 1. Align a model of your body to the person in the image.
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180
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181 2. Generate proprioceptive sensory data from this alignment.
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182
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183 3. Use the imagined proprioceptive data as a key to lookup related
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184 sensory experience associated with that particular proproceptive
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185 feeling.
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186
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187 4. Retrieve the feeling of your bottom resting on a surface, your
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188 knees bent, and your leg muscles relaxed.
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189
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190 5. This sensory information is consistent with the =sitting?=
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191 sensory predicate, so you (and the entity in the image) must be
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192 sitting.
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193
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194 6. There must be a chair-like object since you are sitting.
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195
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196 Empathy offers yet another alternative to the age-old AI
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197 representation question: ``What is a chair?'' --- A chair is the
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198 feeling of sitting.
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199
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200 My program, =EMPATH= uses this empathic problem solving technique
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201 to interpret the actions of a simple, worm-like creature.
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202
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203 #+caption: The worm performs many actions during free play such as
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204 #+caption: curling, wiggling, and resting.
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205 #+name: worm-intro
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206 #+ATTR_LaTeX: :width 15cm
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207 [[./images/worm-intro-white.png]]
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208
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209 #+caption: =EMPATH= recognized and classified each of these
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210 #+caption: poses by inferring the complete sensory experience
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211 #+caption: from proprioceptive data.
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212 #+name: worm-recognition-intro
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213 #+ATTR_LaTeX: :width 15cm
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214 [[./images/worm-poses.png]]
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215
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216 One powerful advantage of empathic problem solving is that it
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217 factors the action recognition problem into two easier problems. To
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218 use empathy, you need an /aligner/, which takes the video and a
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219 model of your body, and aligns the model with the video. Then, you
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220 need a /recognizer/, which uses the aligned model to interpret the
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221 action. The power in this method lies in the fact that you describe
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222 all actions form a body-centered viewpoint. You are less tied to
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223 the particulars of any visual representation of the actions. If you
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224 teach the system what ``running'' is, and you have a good enough
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225 aligner, the system will from then on be able to recognize running
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226 from any point of view, even strange points of view like above or
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227 underneath the runner. This is in contrast to action recognition
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228 schemes that try to identify actions using a non-embodied approach.
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229 If these systems learn about running as viewed from the side, they
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230 will not automatically be able to recognize running from any other
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231 viewpoint.
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232
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233 Another powerful advantage is that using the language of multiple
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234 body-centered rich senses to describe body-centerd actions offers a
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235 massive boost in descriptive capability. Consider how difficult it
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236 would be to compose a set of HOG filters to describe the action of
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237 a simple worm-creature ``curling'' so that its head touches its
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238 tail, and then behold the simplicity of describing thus action in a
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239 language designed for the task (listing \ref{grand-circle-intro}):
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240
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241 #+caption: Body-centerd actions are best expressed in a body-centered
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242 #+caption: language. This code detects when the worm has curled into a
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243 #+caption: full circle. Imagine how you would replicate this functionality
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244 #+caption: using low-level pixel features such as HOG filters!
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245 #+name: grand-circle-intro
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246 #+attr_latex: [htpb]
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247 #+begin_listing clojure
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248 #+begin_src clojure
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249 (defn grand-circle?
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250 "Does the worm form a majestic circle (one end touching the other)?"
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251 [experiences]
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252 (and (curled? experiences)
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253 (let [worm-touch (:touch (peek experiences))
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254 tail-touch (worm-touch 0)
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255 head-touch (worm-touch 4)]
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256 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))
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257 (< 0.2 (contact worm-segment-top-tip head-touch))))))
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258 #+end_src
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259 #+end_listing
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260
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261
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262 ** =CORTEX= is a toolkit for building sensate creatures
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263
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264 I built =CORTEX= to be a general AI research platform for doing
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265 experiments involving multiple rich senses and a wide variety and
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266 number of creatures. I intend it to be useful as a library for many
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267 more projects than just this thesis. =CORTEX= was necessary to meet
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268 a need among AI researchers at CSAIL and beyond, which is that
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269 people often will invent neat ideas that are best expressed in the
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270 language of creatures and senses, but in order to explore those
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271 ideas they must first build a platform in which they can create
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272 simulated creatures with rich senses! There are many ideas that
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273 would be simple to execute (such as =EMPATH=), but attached to them
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274 is the multi-month effort to make a good creature simulator. Often,
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275 that initial investment of time proves to be too much, and the
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276 project must make do with a lesser environment.
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277
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278 =CORTEX= is well suited as an environment for embodied AI research
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279 for three reasons:
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280
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281 - You can create new creatures using Blender, a popular 3D modeling
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282 program. Each sense can be specified using special blender nodes
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283 with biologically inspired paramaters. You need not write any
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284 code to create a creature, and can use a wide library of
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285 pre-existing blender models as a base for your own creatures.
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286
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287 - =CORTEX= implements a wide variety of senses, including touch,
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288 proprioception, vision, hearing, and muscle tension. Complicated
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289 senses like touch, and vision involve multiple sensory elements
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290 embedded in a 2D surface. You have complete control over the
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291 distribution of these sensor elements through the use of simple
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292 png image files. In particular, =CORTEX= implements more
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293 comprehensive hearing than any other creature simulation system
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294 available.
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295
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296 - =CORTEX= supports any number of creatures and any number of
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297 senses. Time in =CORTEX= dialates so that the simulated creatures
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298 always precieve a perfectly smooth flow of time, regardless of
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299 the actual computational load.
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300
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301 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game
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302 engine designed to create cross-platform 3D desktop games. =CORTEX=
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303 is mainly written in clojure, a dialect of =LISP= that runs on the
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304 java virtual machine (JVM). The API for creating and simulating
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305 creatures and senses is entirely expressed in clojure, though many
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306 senses are implemented at the layer of jMonkeyEngine or below. For
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307 example, for the sense of hearing I use a layer of clojure code on
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308 top of a layer of java JNI bindings that drive a layer of =C++=
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309 code which implements a modified version of =OpenAL= to support
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310 multiple listeners. =CORTEX= is the only simulation environment
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311 that I know of that can support multiple entities that can each
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312 hear the world from their own perspective. Other senses also
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313 require a small layer of Java code. =CORTEX= also uses =bullet=, a
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314 physics simulator written in =C=.
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315
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316 #+caption: Here is the worm from above modeled in Blender, a free
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317 #+caption: 3D-modeling program. Senses and joints are described
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318 #+caption: using special nodes in Blender.
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319 #+name: worm-recognition-intro
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320 #+ATTR_LaTeX: :width 12cm
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321 [[./images/blender-worm.png]]
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322
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323 Here are some thing I anticipate that =CORTEX= might be used for:
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324
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325 - exploring new ideas about sensory integration
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326 - distributed communication among swarm creatures
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327 - self-learning using free exploration,
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328 - evolutionary algorithms involving creature construction
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329 - exploration of exoitic senses and effectors that are not possible
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330 in the real world (such as telekenisis or a semantic sense)
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331 - imagination using subworlds
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332
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333 During one test with =CORTEX=, I created 3,000 creatures each with
|
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334 their own independent senses and ran them all at only 1/80 real
|
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335 time. In another test, I created a detailed model of my own hand,
|
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336 equipped with a realistic distribution of touch (more sensitive at
|
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337 the fingertips), as well as eyes and ears, and it ran at around 1/4
|
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338 real time.
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339
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340 #+BEGIN_LaTeX
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341 \begin{sidewaysfigure}
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342 \includegraphics[width=9.5in]{images/full-hand.png}
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343 \caption{
|
rlm@451
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344 I modeled my own right hand in Blender and rigged it with all the
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345 senses that {\tt CORTEX} supports. My simulated hand has a
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346 biologically inspired distribution of touch sensors. The senses are
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347 displayed on the right, and the simulation is displayed on the
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348 left. Notice that my hand is curling its fingers, that it can see
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349 its own finger from the eye in its palm, and that it can feel its
|
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350 own thumb touching its palm.}
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351 \end{sidewaysfigure}
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rlm@451
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352 #+END_LaTeX
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353
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rlm@437
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354 ** Contributions
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rlm@435
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355
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rlm@451
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356 - I built =CORTEX=, a comprehensive platform for embodied AI
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rlm@451
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357 experiments. =CORTEX= supports many features lacking in other
|
rlm@451
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358 systems, such proper simulation of hearing. It is easy to create
|
rlm@451
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359 new =CORTEX= creatures using Blender, a free 3D modeling program.
|
rlm@449
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360
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rlm@451
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361 - I built =EMPATH=, which uses =CORTEX= to identify the actions of
|
rlm@451
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362 a worm-like creature using a computational model of empathy.
|
rlm@449
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363
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rlm@436
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364 * Building =CORTEX=
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rlm@435
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365
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rlm@462
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366 I intend for =CORTEX= to be used as a general purpose library for
|
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367 building creatures and outfitting them with senses, so that it will
|
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368 be useful for other researchers who want to test out ideas of their
|
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369 own. To this end, wherver I have had to make archetictural choices
|
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370 about =CORTEX=, I have chosen to give as much freedom to the user as
|
rlm@462
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371 possible, so that =CORTEX= may be used for things I have not
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372 forseen.
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373
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rlm@465
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374 ** COMMENT Simulation or Reality?
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375
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rlm@462
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376 The most important archetictural decision of all is the choice to
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rlm@462
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377 use a computer-simulated environemnt in the first place! The world
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rlm@462
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378 is a vast and rich place, and for now simulations are a very poor
|
rlm@462
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379 reflection of its complexity. It may be that there is a significant
|
rlm@462
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380 qualatative difference between dealing with senses in the real
|
rlm@468
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381 world and dealing with pale facilimilies of them in a simulation.
|
rlm@468
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382 What are the advantages and disadvantages of a simulation vs.
|
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383 reality?
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rlm@462
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384
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rlm@462
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385 *** Simulation
|
rlm@462
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386
|
rlm@462
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387 The advantages of virtual reality are that when everything is a
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rlm@462
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388 simulation, experiments in that simulation are absolutely
|
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389 reproducible. It's also easier to change the character and world
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rlm@462
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390 to explore new situations and different sensory combinations.
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391
|
rlm@462
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392 If the world is to be simulated on a computer, then not only do
|
rlm@462
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393 you have to worry about whether the character's senses are rich
|
rlm@462
|
394 enough to learn from the world, but whether the world itself is
|
rlm@462
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395 rendered with enough detail and realism to give enough working
|
rlm@462
|
396 material to the character's senses. To name just a few
|
rlm@462
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397 difficulties facing modern physics simulators: destructibility of
|
rlm@462
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398 the environment, simulation of water/other fluids, large areas,
|
rlm@462
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399 nonrigid bodies, lots of objects, smoke. I don't know of any
|
rlm@462
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400 computer simulation that would allow a character to take a rock
|
rlm@462
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401 and grind it into fine dust, then use that dust to make a clay
|
rlm@462
|
402 sculpture, at least not without spending years calculating the
|
rlm@462
|
403 interactions of every single small grain of dust. Maybe a
|
rlm@462
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404 simulated world with today's limitations doesn't provide enough
|
rlm@462
|
405 richness for real intelligence to evolve.
|
rlm@462
|
406
|
rlm@462
|
407 *** Reality
|
rlm@462
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408
|
rlm@462
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409 The other approach for playing with senses is to hook your
|
rlm@462
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410 software up to real cameras, microphones, robots, etc., and let it
|
rlm@462
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411 loose in the real world. This has the advantage of eliminating
|
rlm@462
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412 concerns about simulating the world at the expense of increasing
|
rlm@462
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413 the complexity of implementing the senses. Instead of just
|
rlm@462
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414 grabbing the current rendered frame for processing, you have to
|
rlm@462
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415 use an actual camera with real lenses and interact with photons to
|
rlm@462
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416 get an image. It is much harder to change the character, which is
|
rlm@462
|
417 now partly a physical robot of some sort, since doing so involves
|
rlm@462
|
418 changing things around in the real world instead of modifying
|
rlm@462
|
419 lines of code. While the real world is very rich and definitely
|
rlm@462
|
420 provides enough stimulation for intelligence to develop as
|
rlm@462
|
421 evidenced by our own existence, it is also uncontrollable in the
|
rlm@462
|
422 sense that a particular situation cannot be recreated perfectly or
|
rlm@462
|
423 saved for later use. It is harder to conduct science because it is
|
rlm@462
|
424 harder to repeat an experiment. The worst thing about using the
|
rlm@462
|
425 real world instead of a simulation is the matter of time. Instead
|
rlm@462
|
426 of simulated time you get the constant and unstoppable flow of
|
rlm@462
|
427 real time. This severely limits the sorts of software you can use
|
rlm@462
|
428 to program the AI because all sense inputs must be handled in real
|
rlm@462
|
429 time. Complicated ideas may have to be implemented in hardware or
|
rlm@462
|
430 may simply be impossible given the current speed of our
|
rlm@462
|
431 processors. Contrast this with a simulation, in which the flow of
|
rlm@462
|
432 time in the simulated world can be slowed down to accommodate the
|
rlm@462
|
433 limitations of the character's programming. In terms of cost,
|
rlm@462
|
434 doing everything in software is far cheaper than building custom
|
rlm@462
|
435 real-time hardware. All you need is a laptop and some patience.
|
rlm@435
|
436
|
rlm@465
|
437 ** COMMENT Because of Time, simulation is perferable to reality
|
rlm@435
|
438
|
rlm@462
|
439 I envision =CORTEX= being used to support rapid prototyping and
|
rlm@462
|
440 iteration of ideas. Even if I could put together a well constructed
|
rlm@462
|
441 kit for creating robots, it would still not be enough because of
|
rlm@462
|
442 the scourge of real-time processing. Anyone who wants to test their
|
rlm@462
|
443 ideas in the real world must always worry about getting their
|
rlm@465
|
444 algorithms to run fast enough to process information in real time.
|
rlm@465
|
445 The need for real time processing only increases if multiple senses
|
rlm@465
|
446 are involved. In the extreme case, even simple algorithms will have
|
rlm@465
|
447 to be accelerated by ASIC chips or FPGAs, turning what would
|
rlm@465
|
448 otherwise be a few lines of code and a 10x speed penality into a
|
rlm@465
|
449 multi-month ordeal. For this reason, =CORTEX= supports
|
rlm@462
|
450 /time-dialiation/, which scales back the framerate of the
|
rlm@465
|
451 simulation in proportion to the amount of processing each frame.
|
rlm@465
|
452 From the perspective of the creatures inside the simulation, time
|
rlm@465
|
453 always appears to flow at a constant rate, regardless of how
|
rlm@462
|
454 complicated the envorimnent becomes or how many creatures are in
|
rlm@462
|
455 the simulation. The cost is that =CORTEX= can sometimes run slower
|
rlm@462
|
456 than real time. This can also be an advantage, however ---
|
rlm@462
|
457 simulations of very simple creatures in =CORTEX= generally run at
|
rlm@462
|
458 40x on my machine!
|
rlm@462
|
459
|
rlm@469
|
460 ** COMMENT What is a sense?
|
rlm@468
|
461
|
rlm@468
|
462 If =CORTEX= is to support a wide variety of senses, it would help
|
rlm@468
|
463 to have a better understanding of what a ``sense'' actually is!
|
rlm@468
|
464 While vision, touch, and hearing all seem like they are quite
|
rlm@468
|
465 different things, I was supprised to learn during the course of
|
rlm@468
|
466 this thesis that they (and all physical senses) can be expressed as
|
rlm@468
|
467 exactly the same mathematical object due to a dimensional argument!
|
rlm@468
|
468
|
rlm@468
|
469 Human beings are three-dimensional objects, and the nerves that
|
rlm@468
|
470 transmit data from our various sense organs to our brain are
|
rlm@468
|
471 essentially one-dimensional. This leaves up to two dimensions in
|
rlm@468
|
472 which our sensory information may flow. For example, imagine your
|
rlm@468
|
473 skin: it is a two-dimensional surface around a three-dimensional
|
rlm@468
|
474 object (your body). It has discrete touch sensors embedded at
|
rlm@468
|
475 various points, and the density of these sensors corresponds to the
|
rlm@468
|
476 sensitivity of that region of skin. Each touch sensor connects to a
|
rlm@468
|
477 nerve, all of which eventually are bundled together as they travel
|
rlm@468
|
478 up the spinal cord to the brain. Intersect the spinal nerves with a
|
rlm@468
|
479 guillotining plane and you will see all of the sensory data of the
|
rlm@468
|
480 skin revealed in a roughly circular two-dimensional image which is
|
rlm@468
|
481 the cross section of the spinal cord. Points on this image that are
|
rlm@468
|
482 close together in this circle represent touch sensors that are
|
rlm@468
|
483 /probably/ close together on the skin, although there is of course
|
rlm@468
|
484 some cutting and rearrangement that has to be done to transfer the
|
rlm@468
|
485 complicated surface of the skin onto a two dimensional image.
|
rlm@468
|
486
|
rlm@468
|
487 Most human senses consist of many discrete sensors of various
|
rlm@468
|
488 properties distributed along a surface at various densities. For
|
rlm@468
|
489 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's
|
rlm@468
|
490 disks, and Ruffini's endings, which detect pressure and vibration
|
rlm@468
|
491 of various intensities. For ears, it is the stereocilia distributed
|
rlm@468
|
492 along the basilar membrane inside the cochlea; each one is
|
rlm@468
|
493 sensitive to a slightly different frequency of sound. For eyes, it
|
rlm@468
|
494 is rods and cones distributed along the surface of the retina. In
|
rlm@468
|
495 each case, we can describe the sense with a surface and a
|
rlm@468
|
496 distribution of sensors along that surface.
|
rlm@468
|
497
|
rlm@468
|
498 The neat idea is that every human sense can be effectively
|
rlm@468
|
499 described in terms of a surface containing embedded sensors. If the
|
rlm@468
|
500 sense had any more dimensions, then there wouldn't be enough room
|
rlm@468
|
501 in the spinal chord to transmit the information!
|
rlm@468
|
502
|
rlm@468
|
503 Therefore, =CORTEX= must support the ability to create objects and
|
rlm@468
|
504 then be able to ``paint'' points along their surfaces to describe
|
rlm@468
|
505 each sense.
|
rlm@468
|
506
|
rlm@468
|
507 Fortunately this idea is already a well known computer graphics
|
rlm@468
|
508 technique called called /UV-mapping/. The three-dimensional surface
|
rlm@468
|
509 of a model is cut and smooshed until it fits on a two-dimensional
|
rlm@468
|
510 image. You paint whatever you want on that image, and when the
|
rlm@468
|
511 three-dimensional shape is rendered in a game the smooshing and
|
rlm@468
|
512 cutting is reversed and the image appears on the three-dimensional
|
rlm@468
|
513 object.
|
rlm@468
|
514
|
rlm@468
|
515 To make a sense, interpret the UV-image as describing the
|
rlm@468
|
516 distribution of that senses sensors. To get different types of
|
rlm@468
|
517 sensors, you can either use a different color for each type of
|
rlm@468
|
518 sensor, or use multiple UV-maps, each labeled with that sensor
|
rlm@468
|
519 type. I generally use a white pixel to mean the presence of a
|
rlm@468
|
520 sensor and a black pixel to mean the absence of a sensor, and use
|
rlm@468
|
521 one UV-map for each sensor-type within a given sense.
|
rlm@468
|
522
|
rlm@468
|
523 #+CAPTION: The UV-map for an elongated icososphere. The white
|
rlm@468
|
524 #+caption: dots each represent a touch sensor. They are dense
|
rlm@468
|
525 #+caption: in the regions that describe the tip of the finger,
|
rlm@468
|
526 #+caption: and less dense along the dorsal side of the finger
|
rlm@468
|
527 #+caption: opposite the tip.
|
rlm@468
|
528 #+name: finger-UV
|
rlm@468
|
529 #+ATTR_latex: :width 10cm
|
rlm@468
|
530 [[./images/finger-UV.png]]
|
rlm@468
|
531
|
rlm@468
|
532 #+caption: Ventral side of the UV-mapped finger. Notice the
|
rlm@468
|
533 #+caption: density of touch sensors at the tip.
|
rlm@468
|
534 #+name: finger-side-view
|
rlm@468
|
535 #+ATTR_LaTeX: :width 10cm
|
rlm@468
|
536 [[./images/finger-1.png]]
|
rlm@468
|
537
|
rlm@465
|
538 ** COMMENT Video game engines are a great starting point
|
rlm@462
|
539
|
rlm@462
|
540 I did not need to write my own physics simulation code or shader to
|
rlm@462
|
541 build =CORTEX=. Doing so would lead to a system that is impossible
|
rlm@462
|
542 for anyone but myself to use anyway. Instead, I use a video game
|
rlm@462
|
543 engine as a base and modify it to accomodate the additional needs
|
rlm@462
|
544 of =CORTEX=. Video game engines are an ideal starting point to
|
rlm@462
|
545 build =CORTEX=, because they are not far from being creature
|
rlm@463
|
546 building systems themselves.
|
rlm@462
|
547
|
rlm@462
|
548 First off, general purpose video game engines come with a physics
|
rlm@462
|
549 engine and lighting / sound system. The physics system provides
|
rlm@462
|
550 tools that can be co-opted to serve as touch, proprioception, and
|
rlm@462
|
551 muscles. Since some games support split screen views, a good video
|
rlm@462
|
552 game engine will allow you to efficiently create multiple cameras
|
rlm@463
|
553 in the simulated world that can be used as eyes. Video game systems
|
rlm@463
|
554 offer integrated asset management for things like textures and
|
rlm@468
|
555 creatures models, providing an avenue for defining creatures. They
|
rlm@468
|
556 also understand UV-mapping, since this technique is used to apply a
|
rlm@468
|
557 texture to a model. Finally, because video game engines support a
|
rlm@468
|
558 large number of users, as long as =CORTEX= doesn't stray too far
|
rlm@468
|
559 from the base system, other researchers can turn to this community
|
rlm@468
|
560 for help when doing their research.
|
rlm@463
|
561
|
rlm@465
|
562 ** COMMENT =CORTEX= is based on jMonkeyEngine3
|
rlm@463
|
563
|
rlm@463
|
564 While preparing to build =CORTEX= I studied several video game
|
rlm@463
|
565 engines to see which would best serve as a base. The top contenders
|
rlm@463
|
566 were:
|
rlm@463
|
567
|
rlm@463
|
568 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
|
rlm@463
|
569 software in 1997. All the source code was released by ID
|
rlm@463
|
570 software into the Public Domain several years ago, and as a
|
rlm@463
|
571 result it has been ported to many different languages. This
|
rlm@463
|
572 engine was famous for its advanced use of realistic shading
|
rlm@463
|
573 and had decent and fast physics simulation. The main advantage
|
rlm@463
|
574 of the Quake II engine is its simplicity, but I ultimately
|
rlm@463
|
575 rejected it because the engine is too tied to the concept of a
|
rlm@463
|
576 first-person shooter game. One of the problems I had was that
|
rlm@463
|
577 there does not seem to be any easy way to attach multiple
|
rlm@463
|
578 cameras to a single character. There are also several physics
|
rlm@463
|
579 clipping issues that are corrected in a way that only applies
|
rlm@463
|
580 to the main character and do not apply to arbitrary objects.
|
rlm@463
|
581
|
rlm@463
|
582 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II
|
rlm@463
|
583 and Quake I engines and is used by Valve in the Half-Life
|
rlm@463
|
584 series of games. The physics simulation in the Source Engine
|
rlm@463
|
585 is quite accurate and probably the best out of all the engines
|
rlm@463
|
586 I investigated. There is also an extensive community actively
|
rlm@463
|
587 working with the engine. However, applications that use the
|
rlm@463
|
588 Source Engine must be written in C++, the code is not open, it
|
rlm@463
|
589 only runs on Windows, and the tools that come with the SDK to
|
rlm@463
|
590 handle models and textures are complicated and awkward to use.
|
rlm@463
|
591
|
rlm@463
|
592 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
|
rlm@463
|
593 games in Java. It uses OpenGL to render to the screen and uses
|
rlm@463
|
594 screengraphs to avoid drawing things that do not appear on the
|
rlm@463
|
595 screen. It has an active community and several games in the
|
rlm@463
|
596 pipeline. The engine was not built to serve any particular
|
rlm@463
|
597 game but is instead meant to be used for any 3D game.
|
rlm@463
|
598
|
rlm@463
|
599 I chose jMonkeyEngine3 because it because it had the most features
|
rlm@464
|
600 out of all the free projects I looked at, and because I could then
|
rlm@463
|
601 write my code in clojure, an implementation of =LISP= that runs on
|
rlm@463
|
602 the JVM.
|
rlm@435
|
603
|
rlm@469
|
604 ** COMMENT =CORTEX= uses Blender to create creature models
|
rlm@435
|
605
|
rlm@464
|
606 For the simple worm-like creatures I will use later on in this
|
rlm@464
|
607 thesis, I could define a simple API in =CORTEX= that would allow
|
rlm@464
|
608 one to create boxes, spheres, etc., and leave that API as the sole
|
rlm@464
|
609 way to create creatures. However, for =CORTEX= to truly be useful
|
rlm@468
|
610 for other projects, it needs a way to construct complicated
|
rlm@464
|
611 creatures. If possible, it would be nice to leverage work that has
|
rlm@464
|
612 already been done by the community of 3D modelers, or at least
|
rlm@464
|
613 enable people who are talented at moedling but not programming to
|
rlm@468
|
614 design =CORTEX= creatures.
|
rlm@464
|
615
|
rlm@464
|
616 Therefore, I use Blender, a free 3D modeling program, as the main
|
rlm@464
|
617 way to create creatures in =CORTEX=. However, the creatures modeled
|
rlm@464
|
618 in Blender must also be simple to simulate in jMonkeyEngine3's game
|
rlm@468
|
619 engine, and must also be easy to rig with =CORTEX='s senses. I
|
rlm@468
|
620 accomplish this with extensive use of Blender's ``empty nodes.''
|
rlm@464
|
621
|
rlm@468
|
622 Empty nodes have no mass, physical presence, or appearance, but
|
rlm@468
|
623 they can hold metadata and have names. I use a tree structure of
|
rlm@468
|
624 empty nodes to specify senses in the following manner:
|
rlm@468
|
625
|
rlm@468
|
626 - Create a single top-level empty node whose name is the name of
|
rlm@468
|
627 the sense.
|
rlm@468
|
628 - Add empty nodes which each contain meta-data relevant to the
|
rlm@468
|
629 sense, including a UV-map describing the number/distribution of
|
rlm@468
|
630 sensors if applicable.
|
rlm@468
|
631 - Make each empty-node the child of the top-level node.
|
rlm@468
|
632
|
rlm@468
|
633 #+caption: An example of annoting a creature model with empty
|
rlm@468
|
634 #+caption: nodes to describe the layout of senses. There are
|
rlm@468
|
635 #+caption: multiple empty nodes which each describe the position
|
rlm@468
|
636 #+caption: of muscles, ears, eyes, or joints.
|
rlm@468
|
637 #+name: sense-nodes
|
rlm@468
|
638 #+ATTR_LaTeX: :width 10cm
|
rlm@468
|
639 [[./images/empty-sense-nodes.png]]
|
rlm@468
|
640
|
rlm@469
|
641 ** COMMENT Bodies are composed of segments connected by joints
|
rlm@468
|
642
|
rlm@468
|
643 Blender is a general purpose animation tool, which has been used in
|
rlm@468
|
644 the past to create high quality movies such as Sintel
|
rlm@468
|
645 \cite{sintel}. Though Blender can model and render even complicated
|
rlm@468
|
646 things like water, it is crucual to keep models that are meant to
|
rlm@468
|
647 be simulated as creatures simple. =Bullet=, which =CORTEX= uses
|
rlm@468
|
648 though jMonkeyEngine3, is a rigid-body physics system. This offers
|
rlm@468
|
649 a compromise between the expressiveness of a game level and the
|
rlm@468
|
650 speed at which it can be simulated, and it means that creatures
|
rlm@468
|
651 should be naturally expressed as rigid components held together by
|
rlm@468
|
652 joint constraints.
|
rlm@468
|
653
|
rlm@468
|
654 But humans are more like a squishy bag with wrapped around some
|
rlm@468
|
655 hard bones which define the overall shape. When we move, our skin
|
rlm@468
|
656 bends and stretches to accomodate the new positions of our bones.
|
rlm@468
|
657
|
rlm@468
|
658 One way to make bodies composed of rigid pieces connected by joints
|
rlm@468
|
659 /seem/ more human-like is to use an /armature/, (or /rigging/)
|
rlm@468
|
660 system, which defines a overall ``body mesh'' and defines how the
|
rlm@468
|
661 mesh deforms as a function of the position of each ``bone'' which
|
rlm@468
|
662 is a standard rigid body. This technique is used extensively to
|
rlm@468
|
663 model humans and create realistic animations. It is not a good
|
rlm@468
|
664 technique for physical simulation, however because it creates a lie
|
rlm@468
|
665 -- the skin is not a physical part of the simulation and does not
|
rlm@468
|
666 interact with any objects in the world or itself. Objects will pass
|
rlm@468
|
667 right though the skin until they come in contact with the
|
rlm@468
|
668 underlying bone, which is a physical object. Whithout simulating
|
rlm@468
|
669 the skin, the sense of touch has little meaning, and the creature's
|
rlm@468
|
670 own vision will lie to it about the true extent of its body.
|
rlm@468
|
671 Simulating the skin as a physical object requires some way to
|
rlm@468
|
672 continuously update the physical model of the skin along with the
|
rlm@468
|
673 movement of the bones, which is unacceptably slow compared to rigid
|
rlm@468
|
674 body simulation.
|
rlm@468
|
675
|
rlm@468
|
676 Therefore, instead of using the human-like ``deformable bag of
|
rlm@468
|
677 bones'' approach, I decided to base my body plans on multiple solid
|
rlm@468
|
678 objects that are connected by joints, inspired by the robot =EVE=
|
rlm@468
|
679 from the movie WALL-E.
|
rlm@464
|
680
|
rlm@464
|
681 #+caption: =EVE= from the movie WALL-E. This body plan turns
|
rlm@464
|
682 #+caption: out to be much better suited to my purposes than a more
|
rlm@464
|
683 #+caption: human-like one.
|
rlm@465
|
684 #+ATTR_LaTeX: :width 10cm
|
rlm@464
|
685 [[./images/Eve.jpg]]
|
rlm@464
|
686
|
rlm@464
|
687 =EVE='s body is composed of several rigid components that are held
|
rlm@464
|
688 together by invisible joint constraints. This is what I mean by
|
rlm@464
|
689 ``eve-like''. The main reason that I use eve-style bodies is for
|
rlm@464
|
690 efficiency, and so that there will be correspondence between the
|
rlm@468
|
691 AI's semses and the physical presence of its body. Each individual
|
rlm@464
|
692 section is simulated by a separate rigid body that corresponds
|
rlm@464
|
693 exactly with its visual representation and does not change.
|
rlm@464
|
694 Sections are connected by invisible joints that are well supported
|
rlm@464
|
695 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
|
rlm@464
|
696 can efficiently simulate hundreds of rigid bodies connected by
|
rlm@468
|
697 joints. Just because sections are rigid does not mean they have to
|
rlm@468
|
698 stay as one piece forever; they can be dynamically replaced with
|
rlm@468
|
699 multiple sections to simulate splitting in two. This could be used
|
rlm@468
|
700 to simulate retractable claws or =EVE='s hands, which are able to
|
rlm@468
|
701 coalesce into one object in the movie.
|
rlm@465
|
702
|
rlm@469
|
703 *** Solidifying/Connecting a body
|
rlm@465
|
704
|
rlm@469
|
705 =CORTEX= creates a creature in two steps: first, it traverses the
|
rlm@469
|
706 nodes in the blender file and creates physical representations for
|
rlm@469
|
707 any of them that have mass defined in their blender meta-data.
|
rlm@466
|
708
|
rlm@466
|
709 #+caption: Program for iterating through the nodes in a blender file
|
rlm@466
|
710 #+caption: and generating physical jMonkeyEngine3 objects with mass
|
rlm@466
|
711 #+caption: and a matching physics shape.
|
rlm@466
|
712 #+name: name
|
rlm@466
|
713 #+begin_listing clojure
|
rlm@466
|
714 #+begin_src clojure
|
rlm@466
|
715 (defn physical!
|
rlm@466
|
716 "Iterate through the nodes in creature and make them real physical
|
rlm@466
|
717 objects in the simulation."
|
rlm@466
|
718 [#^Node creature]
|
rlm@466
|
719 (dorun
|
rlm@466
|
720 (map
|
rlm@466
|
721 (fn [geom]
|
rlm@466
|
722 (let [physics-control
|
rlm@466
|
723 (RigidBodyControl.
|
rlm@466
|
724 (HullCollisionShape.
|
rlm@466
|
725 (.getMesh geom))
|
rlm@466
|
726 (if-let [mass (meta-data geom "mass")]
|
rlm@466
|
727 (float mass) (float 1)))]
|
rlm@466
|
728 (.addControl geom physics-control)))
|
rlm@466
|
729 (filter #(isa? (class %) Geometry )
|
rlm@466
|
730 (node-seq creature)))))
|
rlm@466
|
731 #+end_src
|
rlm@466
|
732 #+end_listing
|
rlm@465
|
733
|
rlm@469
|
734 The next step to making a proper body is to connect those pieces
|
rlm@469
|
735 together with joints. jMonkeyEngine has a large array of joints
|
rlm@469
|
736 available via =bullet=, such as Point2Point, Cone, Hinge, and a
|
rlm@469
|
737 generic Six Degree of Freedom joint, with or without spring
|
rlm@469
|
738 restitution.
|
rlm@465
|
739
|
rlm@469
|
740 Joints are treated a lot like proper senses, in that there is a
|
rlm@469
|
741 top-level empty node named ``joints'' whose children each
|
rlm@469
|
742 represent a joint.
|
rlm@466
|
743
|
rlm@469
|
744 #+caption: View of the hand model in Blender showing the main ``joints''
|
rlm@469
|
745 #+caption: node (highlighted in yellow) and its children which each
|
rlm@469
|
746 #+caption: represent a joint in the hand. Each joint node has metadata
|
rlm@469
|
747 #+caption: specifying what sort of joint it is.
|
rlm@469
|
748 #+name: blender-hand
|
rlm@469
|
749 #+ATTR_LaTeX: :width 10cm
|
rlm@469
|
750 [[./images/hand-screenshot1.png]]
|
rlm@469
|
751
|
rlm@469
|
752
|
rlm@469
|
753 =CORTEX='s procedure for binding the creature together with joints
|
rlm@469
|
754 is as follows:
|
rlm@469
|
755
|
rlm@469
|
756 - Find the children of the ``joints'' node.
|
rlm@469
|
757 - Determine the two spatials the joint is meant to connect.
|
rlm@469
|
758 - Create the joint based on the meta-data of the empty node.
|
rlm@469
|
759
|
rlm@469
|
760 The higher order function =sense-nodes= from =cortex.sense=
|
rlm@469
|
761 simplifies finding the joints based on their parent ``joints''
|
rlm@469
|
762 node.
|
rlm@466
|
763
|
rlm@466
|
764 #+caption: Retrieving the children empty nodes from a single
|
rlm@466
|
765 #+caption: named empty node is a common pattern in =CORTEX=
|
rlm@466
|
766 #+caption: further instances of this technique for the senses
|
rlm@466
|
767 #+caption: will be omitted
|
rlm@466
|
768 #+name: get-empty-nodes
|
rlm@466
|
769 #+begin_listing clojure
|
rlm@466
|
770 #+begin_src clojure
|
rlm@466
|
771 (defn sense-nodes
|
rlm@466
|
772 "For some senses there is a special empty blender node whose
|
rlm@466
|
773 children are considered markers for an instance of that sense. This
|
rlm@466
|
774 function generates functions to find those children, given the name
|
rlm@466
|
775 of the special parent node."
|
rlm@466
|
776 [parent-name]
|
rlm@466
|
777 (fn [#^Node creature]
|
rlm@466
|
778 (if-let [sense-node (.getChild creature parent-name)]
|
rlm@466
|
779 (seq (.getChildren sense-node)) [])))
|
rlm@466
|
780
|
rlm@466
|
781 (def
|
rlm@466
|
782 ^{:doc "Return the children of the creature's \"joints\" node."
|
rlm@466
|
783 :arglists '([creature])}
|
rlm@466
|
784 joints
|
rlm@466
|
785 (sense-nodes "joints"))
|
rlm@466
|
786 #+end_src
|
rlm@466
|
787 #+end_listing
|
rlm@466
|
788
|
rlm@469
|
789 To find a joint's targets, =CORTEX= creates a small cube, centered
|
rlm@469
|
790 around the empty-node, and grows the cube exponentially until it
|
rlm@469
|
791 intersects two physical objects. The objects are ordered according
|
rlm@469
|
792 to the joint's rotation, with the first one being the object that
|
rlm@469
|
793 has more negative coordinates in the joint's reference frame.
|
rlm@469
|
794 Since the objects must be physical, the empty-node itself escapes
|
rlm@469
|
795 detection. Because the objects must be physical, =joint-targets=
|
rlm@469
|
796 must be called /after/ =physical!= is called.
|
rlm@464
|
797
|
rlm@469
|
798 #+caption: Program to find the targets of a joint node by
|
rlm@469
|
799 #+caption: exponentiallly growth of a search cube.
|
rlm@469
|
800 #+name: joint-targets
|
rlm@469
|
801 #+begin_listing clojure
|
rlm@469
|
802 #+begin_src clojure
|
rlm@466
|
803 (defn joint-targets
|
rlm@466
|
804 "Return the two closest two objects to the joint object, ordered
|
rlm@466
|
805 from bottom to top according to the joint's rotation."
|
rlm@466
|
806 [#^Node parts #^Node joint]
|
rlm@466
|
807 (loop [radius (float 0.01)]
|
rlm@466
|
808 (let [results (CollisionResults.)]
|
rlm@466
|
809 (.collideWith
|
rlm@466
|
810 parts
|
rlm@466
|
811 (BoundingBox. (.getWorldTranslation joint)
|
rlm@466
|
812 radius radius radius) results)
|
rlm@466
|
813 (let [targets
|
rlm@466
|
814 (distinct
|
rlm@466
|
815 (map #(.getGeometry %) results))]
|
rlm@466
|
816 (if (>= (count targets) 2)
|
rlm@466
|
817 (sort-by
|
rlm@466
|
818 #(let [joint-ref-frame-position
|
rlm@466
|
819 (jme-to-blender
|
rlm@466
|
820 (.mult
|
rlm@466
|
821 (.inverse (.getWorldRotation joint))
|
rlm@466
|
822 (.subtract (.getWorldTranslation %)
|
rlm@466
|
823 (.getWorldTranslation joint))))]
|
rlm@466
|
824 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
|
rlm@466
|
825 (take 2 targets))
|
rlm@466
|
826 (recur (float (* radius 2))))))))
|
rlm@469
|
827 #+end_src
|
rlm@469
|
828 #+end_listing
|
rlm@464
|
829
|
rlm@469
|
830 Once =CORTEX= finds all joints and targets, it creates them using
|
rlm@469
|
831 a dispatch on the metadata of each joint node.
|
rlm@466
|
832
|
rlm@469
|
833 #+caption: Program to dispatch on blender metadata and create joints
|
rlm@469
|
834 #+caption: sutiable for physical simulation.
|
rlm@469
|
835 #+name: joint-dispatch
|
rlm@469
|
836 #+begin_listing clojure
|
rlm@469
|
837 #+begin_src clojure
|
rlm@466
|
838 (defmulti joint-dispatch
|
rlm@466
|
839 "Translate blender pseudo-joints into real JME joints."
|
rlm@466
|
840 (fn [constraints & _]
|
rlm@466
|
841 (:type constraints)))
|
rlm@466
|
842
|
rlm@466
|
843 (defmethod joint-dispatch :point
|
rlm@466
|
844 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
845 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)
|
rlm@466
|
846 (.setLinearLowerLimit Vector3f/ZERO)
|
rlm@466
|
847 (.setLinearUpperLimit Vector3f/ZERO)))
|
rlm@466
|
848
|
rlm@466
|
849 (defmethod joint-dispatch :hinge
|
rlm@466
|
850 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
851 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)
|
rlm@466
|
852 [limit-1 limit-2] (:limit constraints)
|
rlm@466
|
853 hinge-axis (.mult rotation (blender-to-jme axis))]
|
rlm@466
|
854 (doto (HingeJoint. control-a control-b pivot-a pivot-b
|
rlm@466
|
855 hinge-axis hinge-axis)
|
rlm@466
|
856 (.setLimit limit-1 limit-2))))
|
rlm@466
|
857
|
rlm@466
|
858 (defmethod joint-dispatch :cone
|
rlm@466
|
859 [constraints control-a control-b pivot-a pivot-b rotation]
|
rlm@466
|
860 (let [limit-xz (:limit-xz constraints)
|
rlm@466
|
861 limit-xy (:limit-xy constraints)
|
rlm@466
|
862 twist (:twist constraints)]
|
rlm@466
|
863 (doto (ConeJoint. control-a control-b pivot-a pivot-b
|
rlm@466
|
864 rotation rotation)
|
rlm@466
|
865 (.setLimit (float limit-xz) (float limit-xy)
|
rlm@466
|
866 (float twist)))))
|
rlm@469
|
867 #+end_src
|
rlm@469
|
868 #+end_listing
|
rlm@466
|
869
|
rlm@469
|
870 All that is left for joints it to combine the above pieces into a
|
rlm@469
|
871 something that can operate on the collection of nodes that a
|
rlm@469
|
872 blender file represents.
|
rlm@466
|
873
|
rlm@469
|
874 #+caption: Program to completely create a joint given information
|
rlm@469
|
875 #+caption: from a blender file.
|
rlm@469
|
876 #+name: connect
|
rlm@469
|
877 #+begin_listing clojure
|
rlm@466
|
878 #+begin_src clojure
|
rlm@466
|
879 (defn connect
|
rlm@466
|
880 "Create a joint between 'obj-a and 'obj-b at the location of
|
rlm@466
|
881 'joint. The type of joint is determined by the metadata on 'joint.
|
rlm@466
|
882
|
rlm@466
|
883 Here are some examples:
|
rlm@466
|
884 {:type :point}
|
rlm@466
|
885 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
|
rlm@466
|
886 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
|
rlm@466
|
887
|
rlm@466
|
888 {:type :cone :limit-xz 0]
|
rlm@466
|
889 :limit-xy 0]
|
rlm@466
|
890 :twist 0]} (use XZY rotation mode in blender!)"
|
rlm@466
|
891 [#^Node obj-a #^Node obj-b #^Node joint]
|
rlm@466
|
892 (let [control-a (.getControl obj-a RigidBodyControl)
|
rlm@466
|
893 control-b (.getControl obj-b RigidBodyControl)
|
rlm@466
|
894 joint-center (.getWorldTranslation joint)
|
rlm@466
|
895 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
|
rlm@466
|
896 pivot-a (world-to-local obj-a joint-center)
|
rlm@466
|
897 pivot-b (world-to-local obj-b joint-center)]
|
rlm@466
|
898 (if-let
|
rlm@466
|
899 [constraints (map-vals eval (read-string (meta-data joint "joint")))]
|
rlm@466
|
900 ;; A side-effect of creating a joint registers
|
rlm@466
|
901 ;; it with both physics objects which in turn
|
rlm@466
|
902 ;; will register the joint with the physics system
|
rlm@466
|
903 ;; when the simulation is started.
|
rlm@466
|
904 (joint-dispatch constraints
|
rlm@466
|
905 control-a control-b
|
rlm@466
|
906 pivot-a pivot-b
|
rlm@466
|
907 joint-rotation))))
|
rlm@469
|
908 #+end_src
|
rlm@469
|
909 #+end_listing
|
rlm@466
|
910
|
rlm@469
|
911 In general, whenever =CORTEX= exposes a sense (or in this case
|
rlm@469
|
912 physicality), it provides a function of the type =sense!=, which
|
rlm@469
|
913 takes in a collection of nodes and augments it to support that
|
rlm@469
|
914 sense. The function returns any controlls necessary to use that
|
rlm@469
|
915 sense. In this case =body!= cerates a physical body and returns no
|
rlm@469
|
916 control functions.
|
rlm@466
|
917
|
rlm@469
|
918 #+caption: Program to give joints to a creature.
|
rlm@469
|
919 #+name: name
|
rlm@469
|
920 #+begin_listing clojure
|
rlm@469
|
921 #+begin_src clojure
|
rlm@466
|
922 (defn joints!
|
rlm@466
|
923 "Connect the solid parts of the creature with physical joints. The
|
rlm@466
|
924 joints are taken from the \"joints\" node in the creature."
|
rlm@466
|
925 [#^Node creature]
|
rlm@466
|
926 (dorun
|
rlm@466
|
927 (map
|
rlm@466
|
928 (fn [joint]
|
rlm@466
|
929 (let [[obj-a obj-b] (joint-targets creature joint)]
|
rlm@466
|
930 (connect obj-a obj-b joint)))
|
rlm@466
|
931 (joints creature))))
|
rlm@466
|
932 (defn body!
|
rlm@466
|
933 "Endow the creature with a physical body connected with joints. The
|
rlm@466
|
934 particulars of the joints and the masses of each body part are
|
rlm@466
|
935 determined in blender."
|
rlm@466
|
936 [#^Node creature]
|
rlm@466
|
937 (physical! creature)
|
rlm@466
|
938 (joints! creature))
|
rlm@469
|
939 #+end_src
|
rlm@469
|
940 #+end_listing
|
rlm@466
|
941
|
rlm@469
|
942 All of the code you have just seen amounts to only 130 lines, yet
|
rlm@469
|
943 because it builds on top of Blender and jMonkeyEngine3, those few
|
rlm@469
|
944 lines pack quite a punch!
|
rlm@466
|
945
|
rlm@469
|
946 The hand from figure \ref{blender-hand}, which was modeled after
|
rlm@469
|
947 my own right hand, can now be given joints and simulated as a
|
rlm@469
|
948 creature.
|
rlm@466
|
949
|
rlm@469
|
950 #+caption: With the ability to create physical creatures from blender,
|
rlm@469
|
951 #+caption: =CORTEX= gets one step closer to becomming a full creature
|
rlm@469
|
952 #+caption: simulation environment.
|
rlm@469
|
953 #+name: name
|
rlm@469
|
954 #+ATTR_LaTeX: :width 15cm
|
rlm@469
|
955 [[./images/physical-hand.png]]
|
rlm@468
|
956
|
rlm@472
|
957 ** COMMENT Eyes reuse standard video game components
|
rlm@436
|
958
|
rlm@470
|
959 Vision is one of the most important senses for humans, so I need to
|
rlm@470
|
960 build a simulated sense of vision for my AI. I will do this with
|
rlm@470
|
961 simulated eyes. Each eye can be independently moved and should see
|
rlm@470
|
962 its own version of the world depending on where it is.
|
rlm@470
|
963
|
rlm@470
|
964 Making these simulated eyes a reality is simple because
|
rlm@470
|
965 jMonkeyEngine already contains extensive support for multiple views
|
rlm@470
|
966 of the same 3D simulated world. The reason jMonkeyEngine has this
|
rlm@470
|
967 support is because the support is necessary to create games with
|
rlm@470
|
968 split-screen views. Multiple views are also used to create
|
rlm@470
|
969 efficient pseudo-reflections by rendering the scene from a certain
|
rlm@470
|
970 perspective and then projecting it back onto a surface in the 3D
|
rlm@470
|
971 world.
|
rlm@470
|
972
|
rlm@470
|
973 #+caption: jMonkeyEngine supports multiple views to enable
|
rlm@470
|
974 #+caption: split-screen games, like GoldenEye, which was one of
|
rlm@470
|
975 #+caption: the first games to use split-screen views.
|
rlm@470
|
976 #+name: name
|
rlm@470
|
977 #+ATTR_LaTeX: :width 10cm
|
rlm@470
|
978 [[./images/goldeneye-4-player.png]]
|
rlm@470
|
979
|
rlm@470
|
980 *** A Brief Description of jMonkeyEngine's Rendering Pipeline
|
rlm@470
|
981
|
rlm@470
|
982 jMonkeyEngine allows you to create a =ViewPort=, which represents a
|
rlm@470
|
983 view of the simulated world. You can create as many of these as you
|
rlm@470
|
984 want. Every frame, the =RenderManager= iterates through each
|
rlm@470
|
985 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there
|
rlm@470
|
986 is a =FrameBuffer= which represents the rendered image in the GPU.
|
rlm@470
|
987
|
rlm@470
|
988 #+caption: =ViewPorts= are cameras in the world. During each frame,
|
rlm@470
|
989 #+caption: the =RenderManager= records a snapshot of what each view
|
rlm@470
|
990 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.
|
rlm@470
|
991 #+name: name
|
rlm@470
|
992 #+ATTR_LaTeX: :width 10cm
|
rlm@470
|
993 [[../images/diagram_rendermanager2.png]]
|
rlm@470
|
994
|
rlm@470
|
995 Each =ViewPort= can have any number of attached =SceneProcessor=
|
rlm@470
|
996 objects, which are called every time a new frame is rendered. A
|
rlm@470
|
997 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do
|
rlm@470
|
998 whatever it wants to the data. Often this consists of invoking GPU
|
rlm@470
|
999 specific operations on the rendered image. The =SceneProcessor= can
|
rlm@470
|
1000 also copy the GPU image data to RAM and process it with the CPU.
|
rlm@470
|
1001
|
rlm@470
|
1002 *** Appropriating Views for Vision
|
rlm@470
|
1003
|
rlm@470
|
1004 Each eye in the simulated creature needs its own =ViewPort= so
|
rlm@470
|
1005 that it can see the world from its own perspective. To this
|
rlm@470
|
1006 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to
|
rlm@470
|
1007 any arbitrary continuation function for further processing. That
|
rlm@470
|
1008 continuation function may perform both CPU and GPU operations on
|
rlm@470
|
1009 the data. To make this easy for the continuation function, the
|
rlm@470
|
1010 =SceneProcessor= maintains appropriately sized buffers in RAM to
|
rlm@470
|
1011 hold the data. It does not do any copying from the GPU to the CPU
|
rlm@470
|
1012 itself because it is a slow operation.
|
rlm@470
|
1013
|
rlm@470
|
1014 #+caption: Function to make the rendered secne in jMonkeyEngine
|
rlm@470
|
1015 #+caption: available for further processing.
|
rlm@470
|
1016 #+name: pipeline-1
|
rlm@470
|
1017 #+begin_listing clojure
|
rlm@470
|
1018 #+begin_src clojure
|
rlm@470
|
1019 (defn vision-pipeline
|
rlm@470
|
1020 "Create a SceneProcessor object which wraps a vision processing
|
rlm@470
|
1021 continuation function. The continuation is a function that takes
|
rlm@470
|
1022 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],
|
rlm@470
|
1023 each of which has already been appropriately sized."
|
rlm@470
|
1024 [continuation]
|
rlm@470
|
1025 (let [byte-buffer (atom nil)
|
rlm@470
|
1026 renderer (atom nil)
|
rlm@470
|
1027 image (atom nil)]
|
rlm@470
|
1028 (proxy [SceneProcessor] []
|
rlm@470
|
1029 (initialize
|
rlm@470
|
1030 [renderManager viewPort]
|
rlm@470
|
1031 (let [cam (.getCamera viewPort)
|
rlm@470
|
1032 width (.getWidth cam)
|
rlm@470
|
1033 height (.getHeight cam)]
|
rlm@470
|
1034 (reset! renderer (.getRenderer renderManager))
|
rlm@470
|
1035 (reset! byte-buffer
|
rlm@470
|
1036 (BufferUtils/createByteBuffer
|
rlm@470
|
1037 (* width height 4)))
|
rlm@470
|
1038 (reset! image (BufferedImage.
|
rlm@470
|
1039 width height
|
rlm@470
|
1040 BufferedImage/TYPE_4BYTE_ABGR))))
|
rlm@470
|
1041 (isInitialized [] (not (nil? @byte-buffer)))
|
rlm@470
|
1042 (reshape [_ _ _])
|
rlm@470
|
1043 (preFrame [_])
|
rlm@470
|
1044 (postQueue [_])
|
rlm@470
|
1045 (postFrame
|
rlm@470
|
1046 [#^FrameBuffer fb]
|
rlm@470
|
1047 (.clear @byte-buffer)
|
rlm@470
|
1048 (continuation @renderer fb @byte-buffer @image))
|
rlm@470
|
1049 (cleanup []))))
|
rlm@470
|
1050 #+end_src
|
rlm@470
|
1051 #+end_listing
|
rlm@470
|
1052
|
rlm@470
|
1053 The continuation function given to =vision-pipeline= above will be
|
rlm@470
|
1054 given a =Renderer= and three containers for image data. The
|
rlm@470
|
1055 =FrameBuffer= references the GPU image data, but the pixel data
|
rlm@470
|
1056 can not be used directly on the CPU. The =ByteBuffer= and
|
rlm@470
|
1057 =BufferedImage= are initially "empty" but are sized to hold the
|
rlm@470
|
1058 data in the =FrameBuffer=. I call transferring the GPU image data
|
rlm@470
|
1059 to the CPU structures "mixing" the image data.
|
rlm@470
|
1060
|
rlm@470
|
1061 *** Optical sensor arrays are described with images and referenced with metadata
|
rlm@470
|
1062
|
rlm@470
|
1063 The vision pipeline described above handles the flow of rendered
|
rlm@470
|
1064 images. Now, =CORTEX= needs simulated eyes to serve as the source
|
rlm@470
|
1065 of these images.
|
rlm@470
|
1066
|
rlm@470
|
1067 An eye is described in blender in the same way as a joint. They
|
rlm@470
|
1068 are zero dimensional empty objects with no geometry whose local
|
rlm@470
|
1069 coordinate system determines the orientation of the resulting eye.
|
rlm@470
|
1070 All eyes are children of a parent node named "eyes" just as all
|
rlm@470
|
1071 joints have a parent named "joints". An eye binds to the nearest
|
rlm@470
|
1072 physical object with =bind-sense=.
|
rlm@470
|
1073
|
rlm@470
|
1074 #+caption: Here, the camera is created based on metadata on the
|
rlm@470
|
1075 #+caption: eye-node and attached to the nearest physical object
|
rlm@470
|
1076 #+caption: with =bind-sense=
|
rlm@470
|
1077 #+name: add-eye
|
rlm@470
|
1078 #+begin_listing clojure
|
rlm@470
|
1079 (defn add-eye!
|
rlm@470
|
1080 "Create a Camera centered on the current position of 'eye which
|
rlm@470
|
1081 follows the closest physical node in 'creature. The camera will
|
rlm@470
|
1082 point in the X direction and use the Z vector as up as determined
|
rlm@470
|
1083 by the rotation of these vectors in blender coordinate space. Use
|
rlm@470
|
1084 XZY rotation for the node in blender."
|
rlm@470
|
1085 [#^Node creature #^Spatial eye]
|
rlm@470
|
1086 (let [target (closest-node creature eye)
|
rlm@470
|
1087 [cam-width cam-height]
|
rlm@470
|
1088 ;;[640 480] ;; graphics card on laptop doesn't support
|
rlm@470
|
1089 ;; arbitray dimensions.
|
rlm@470
|
1090 (eye-dimensions eye)
|
rlm@470
|
1091 cam (Camera. cam-width cam-height)
|
rlm@470
|
1092 rot (.getWorldRotation eye)]
|
rlm@470
|
1093 (.setLocation cam (.getWorldTranslation eye))
|
rlm@470
|
1094 (.lookAtDirection
|
rlm@470
|
1095 cam ; this part is not a mistake and
|
rlm@470
|
1096 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in
|
rlm@470
|
1097 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.
|
rlm@470
|
1098 (.setFrustumPerspective
|
rlm@470
|
1099 cam (float 45)
|
rlm@470
|
1100 (float (/ (.getWidth cam) (.getHeight cam)))
|
rlm@470
|
1101 (float 1)
|
rlm@470
|
1102 (float 1000))
|
rlm@470
|
1103 (bind-sense target cam) cam))
|
rlm@470
|
1104 #+end_listing
|
rlm@470
|
1105
|
rlm@470
|
1106 *** Simulated Retina
|
rlm@470
|
1107
|
rlm@470
|
1108 An eye is a surface (the retina) which contains many discrete
|
rlm@470
|
1109 sensors to detect light. These sensors can have different
|
rlm@470
|
1110 light-sensing properties. In humans, each discrete sensor is
|
rlm@470
|
1111 sensitive to red, blue, green, or gray. These different types of
|
rlm@470
|
1112 sensors can have different spatial distributions along the retina.
|
rlm@470
|
1113 In humans, there is a fovea in the center of the retina which has
|
rlm@470
|
1114 a very high density of color sensors, and a blind spot which has
|
rlm@470
|
1115 no sensors at all. Sensor density decreases in proportion to
|
rlm@470
|
1116 distance from the fovea.
|
rlm@470
|
1117
|
rlm@470
|
1118 I want to be able to model any retinal configuration, so my
|
rlm@470
|
1119 eye-nodes in blender contain metadata pointing to images that
|
rlm@470
|
1120 describe the precise position of the individual sensors using
|
rlm@470
|
1121 white pixels. The meta-data also describes the precise sensitivity
|
rlm@470
|
1122 to light that the sensors described in the image have. An eye can
|
rlm@470
|
1123 contain any number of these images. For example, the metadata for
|
rlm@470
|
1124 an eye might look like this:
|
rlm@470
|
1125
|
rlm@470
|
1126 #+begin_src clojure
|
rlm@470
|
1127 {0xFF0000 "Models/test-creature/retina-small.png"}
|
rlm@470
|
1128 #+end_src
|
rlm@470
|
1129
|
rlm@470
|
1130 #+caption: An example retinal profile image. White pixels are
|
rlm@470
|
1131 #+caption: photo-sensitive elements. The distribution of white
|
rlm@470
|
1132 #+caption: pixels is denser in the middle and falls off at the
|
rlm@470
|
1133 #+caption: edges and is inspired by the human retina.
|
rlm@470
|
1134 #+name: retina
|
rlm@470
|
1135 #+ATTR_LaTeX: :width 10cm
|
rlm@470
|
1136 [[./images/retina-small.png]]
|
rlm@470
|
1137
|
rlm@470
|
1138 Together, the number 0xFF0000 and the image image above describe
|
rlm@470
|
1139 the placement of red-sensitive sensory elements.
|
rlm@470
|
1140
|
rlm@470
|
1141 Meta-data to very crudely approximate a human eye might be
|
rlm@470
|
1142 something like this:
|
rlm@470
|
1143
|
rlm@470
|
1144 #+begin_src clojure
|
rlm@470
|
1145 (let [retinal-profile "Models/test-creature/retina-small.png"]
|
rlm@470
|
1146 {0xFF0000 retinal-profile
|
rlm@470
|
1147 0x00FF00 retinal-profile
|
rlm@470
|
1148 0x0000FF retinal-profile
|
rlm@470
|
1149 0xFFFFFF retinal-profile})
|
rlm@470
|
1150 #+end_src
|
rlm@470
|
1151
|
rlm@470
|
1152 The numbers that serve as keys in the map determine a sensor's
|
rlm@470
|
1153 relative sensitivity to the channels red, green, and blue. These
|
rlm@470
|
1154 sensitivity values are packed into an integer in the order
|
rlm@470
|
1155 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the
|
rlm@470
|
1156 image are added together with these sensitivities as linear
|
rlm@470
|
1157 weights. Therefore, 0xFF0000 means sensitive to red only while
|
rlm@470
|
1158 0xFFFFFF means sensitive to all colors equally (gray).
|
rlm@470
|
1159
|
rlm@470
|
1160 #+caption: This is the core of vision in =CORTEX=. A given eye node
|
rlm@470
|
1161 #+caption: is converted into a function that returns visual
|
rlm@470
|
1162 #+caption: information from the simulation.
|
rlm@471
|
1163 #+name: vision-kernel
|
rlm@470
|
1164 #+begin_listing clojure
|
rlm@470
|
1165 (defn vision-kernel
|
rlm@470
|
1166 "Returns a list of functions, each of which will return a color
|
rlm@470
|
1167 channel's worth of visual information when called inside a running
|
rlm@470
|
1168 simulation."
|
rlm@470
|
1169 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]
|
rlm@470
|
1170 (let [retinal-map (retina-sensor-profile eye)
|
rlm@470
|
1171 camera (add-eye! creature eye)
|
rlm@470
|
1172 vision-image
|
rlm@470
|
1173 (atom
|
rlm@470
|
1174 (BufferedImage. (.getWidth camera)
|
rlm@470
|
1175 (.getHeight camera)
|
rlm@470
|
1176 BufferedImage/TYPE_BYTE_BINARY))
|
rlm@470
|
1177 register-eye!
|
rlm@470
|
1178 (runonce
|
rlm@470
|
1179 (fn [world]
|
rlm@470
|
1180 (add-camera!
|
rlm@470
|
1181 world camera
|
rlm@470
|
1182 (let [counter (atom 0)]
|
rlm@470
|
1183 (fn [r fb bb bi]
|
rlm@470
|
1184 (if (zero? (rem (swap! counter inc) (inc skip)))
|
rlm@470
|
1185 (reset! vision-image
|
rlm@470
|
1186 (BufferedImage! r fb bb bi))))))))]
|
rlm@470
|
1187 (vec
|
rlm@470
|
1188 (map
|
rlm@470
|
1189 (fn [[key image]]
|
rlm@470
|
1190 (let [whites (white-coordinates image)
|
rlm@470
|
1191 topology (vec (collapse whites))
|
rlm@470
|
1192 sensitivity (sensitivity-presets key key)]
|
rlm@470
|
1193 (attached-viewport.
|
rlm@470
|
1194 (fn [world]
|
rlm@470
|
1195 (register-eye! world)
|
rlm@470
|
1196 (vector
|
rlm@470
|
1197 topology
|
rlm@470
|
1198 (vec
|
rlm@470
|
1199 (for [[x y] whites]
|
rlm@470
|
1200 (pixel-sense
|
rlm@470
|
1201 sensitivity
|
rlm@470
|
1202 (.getRGB @vision-image x y))))))
|
rlm@470
|
1203 register-eye!)))
|
rlm@470
|
1204 retinal-map))))
|
rlm@470
|
1205 #+end_listing
|
rlm@470
|
1206
|
rlm@470
|
1207 Note that since each of the functions generated by =vision-kernel=
|
rlm@470
|
1208 shares the same =register-eye!= function, the eye will be
|
rlm@470
|
1209 registered only once the first time any of the functions from the
|
rlm@470
|
1210 list returned by =vision-kernel= is called. Each of the functions
|
rlm@470
|
1211 returned by =vision-kernel= also allows access to the =Viewport=
|
rlm@470
|
1212 through which it receives images.
|
rlm@470
|
1213
|
rlm@470
|
1214 All the hard work has been done; all that remains is to apply
|
rlm@470
|
1215 =vision-kernel= to each eye in the creature and gather the results
|
rlm@470
|
1216 into one list of functions.
|
rlm@470
|
1217
|
rlm@470
|
1218
|
rlm@470
|
1219 #+caption: With =vision!=, =CORTEX= is already a fine simulation
|
rlm@470
|
1220 #+caption: environment for experimenting with different types of
|
rlm@470
|
1221 #+caption: eyes.
|
rlm@470
|
1222 #+name: vision!
|
rlm@470
|
1223 #+begin_listing clojure
|
rlm@470
|
1224 (defn vision!
|
rlm@470
|
1225 "Returns a list of functions, each of which returns visual sensory
|
rlm@470
|
1226 data when called inside a running simulation."
|
rlm@470
|
1227 [#^Node creature & {skip :skip :or {skip 0}}]
|
rlm@470
|
1228 (reduce
|
rlm@470
|
1229 concat
|
rlm@470
|
1230 (for [eye (eyes creature)]
|
rlm@470
|
1231 (vision-kernel creature eye))))
|
rlm@470
|
1232 #+end_listing
|
rlm@470
|
1233
|
rlm@471
|
1234 #+caption: Simulated vision with a test creature and the
|
rlm@471
|
1235 #+caption: human-like eye approximation. Notice how each channel
|
rlm@471
|
1236 #+caption: of the eye responds differently to the differently
|
rlm@471
|
1237 #+caption: colored balls.
|
rlm@471
|
1238 #+name: worm-vision-test.
|
rlm@471
|
1239 #+ATTR_LaTeX: :width 13cm
|
rlm@471
|
1240 [[./images/worm-vision.png]]
|
rlm@470
|
1241
|
rlm@471
|
1242 The vision code is not much more complicated than the body code,
|
rlm@471
|
1243 and enables multiple further paths for simulated vision. For
|
rlm@471
|
1244 example, it is quite easy to create bifocal vision -- you just
|
rlm@471
|
1245 make two eyes next to each other in blender! It is also possible
|
rlm@471
|
1246 to encode vision transforms in the retinal files. For example, the
|
rlm@471
|
1247 human like retina file in figure \ref{retina} approximates a
|
rlm@471
|
1248 log-polar transform.
|
rlm@470
|
1249
|
rlm@471
|
1250 This vision code has already been absorbed by the jMonkeyEngine
|
rlm@471
|
1251 community and is now (in modified form) part of a system for
|
rlm@471
|
1252 capturing in-game video to a file.
|
rlm@470
|
1253
|
rlm@473
|
1254 ** COMMENT Hearing is hard; =CORTEX= does it right
|
rlm@473
|
1255
|
rlm@472
|
1256 At the end of this section I will have simulated ears that work the
|
rlm@472
|
1257 same way as the simulated eyes in the last section. I will be able to
|
rlm@472
|
1258 place any number of ear-nodes in a blender file, and they will bind to
|
rlm@472
|
1259 the closest physical object and follow it as it moves around. Each ear
|
rlm@472
|
1260 will provide access to the sound data it picks up between every frame.
|
rlm@472
|
1261
|
rlm@472
|
1262 Hearing is one of the more difficult senses to simulate, because there
|
rlm@472
|
1263 is less support for obtaining the actual sound data that is processed
|
rlm@472
|
1264 by jMonkeyEngine3. There is no "split-screen" support for rendering
|
rlm@472
|
1265 sound from different points of view, and there is no way to directly
|
rlm@472
|
1266 access the rendered sound data.
|
rlm@472
|
1267
|
rlm@472
|
1268 =CORTEX='s hearing is unique because it does not have any
|
rlm@472
|
1269 limitations compared to other simulation environments. As far as I
|
rlm@472
|
1270 know, there is no other system that supports multiple listerers,
|
rlm@472
|
1271 and the sound demo at the end of this section is the first time
|
rlm@472
|
1272 it's been done in a video game environment.
|
rlm@472
|
1273
|
rlm@472
|
1274 *** Brief Description of jMonkeyEngine's Sound System
|
rlm@472
|
1275
|
rlm@472
|
1276 jMonkeyEngine's sound system works as follows:
|
rlm@472
|
1277
|
rlm@472
|
1278 - jMonkeyEngine uses the =AppSettings= for the particular
|
rlm@472
|
1279 application to determine what sort of =AudioRenderer= should be
|
rlm@472
|
1280 used.
|
rlm@472
|
1281 - Although some support is provided for multiple AudioRendering
|
rlm@472
|
1282 backends, jMonkeyEngine at the time of this writing will either
|
rlm@472
|
1283 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.
|
rlm@472
|
1284 - jMonkeyEngine tries to figure out what sort of system you're
|
rlm@472
|
1285 running and extracts the appropriate native libraries.
|
rlm@472
|
1286 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game
|
rlm@472
|
1287 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]
|
rlm@472
|
1288 - =OpenAL= renders the 3D sound and feeds the rendered sound
|
rlm@472
|
1289 directly to any of various sound output devices with which it
|
rlm@472
|
1290 knows how to communicate.
|
rlm@472
|
1291
|
rlm@472
|
1292 A consequence of this is that there's no way to access the actual
|
rlm@472
|
1293 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports
|
rlm@472
|
1294 one /listener/ (it renders sound data from only one perspective),
|
rlm@472
|
1295 which normally isn't a problem for games, but becomes a problem
|
rlm@472
|
1296 when trying to make multiple AI creatures that can each hear the
|
rlm@472
|
1297 world from a different perspective.
|
rlm@472
|
1298
|
rlm@472
|
1299 To make many AI creatures in jMonkeyEngine that can each hear the
|
rlm@472
|
1300 world from their own perspective, or to make a single creature with
|
rlm@472
|
1301 many ears, it is necessary to go all the way back to =OpenAL= and
|
rlm@472
|
1302 implement support for simulated hearing there.
|
rlm@472
|
1303
|
rlm@472
|
1304 *** Extending =OpenAl=
|
rlm@472
|
1305
|
rlm@472
|
1306 Extending =OpenAL= to support multiple listeners requires 500
|
rlm@472
|
1307 lines of =C= code and is too hairy to mention here. Instead, I
|
rlm@472
|
1308 will show a small amount of extension code and go over the high
|
rlm@472
|
1309 level stragety. Full source is of course available with the
|
rlm@472
|
1310 =CORTEX= distribution if you're interested.
|
rlm@472
|
1311
|
rlm@472
|
1312 =OpenAL= goes to great lengths to support many different systems,
|
rlm@472
|
1313 all with different sound capabilities and interfaces. It
|
rlm@472
|
1314 accomplishes this difficult task by providing code for many
|
rlm@472
|
1315 different sound backends in pseudo-objects called /Devices/.
|
rlm@472
|
1316 There's a device for the Linux Open Sound System and the Advanced
|
rlm@472
|
1317 Linux Sound Architecture, there's one for Direct Sound on Windows,
|
rlm@472
|
1318 and there's even one for Solaris. =OpenAL= solves the problem of
|
rlm@472
|
1319 platform independence by providing all these Devices.
|
rlm@472
|
1320
|
rlm@472
|
1321 Wrapper libraries such as LWJGL are free to examine the system on
|
rlm@472
|
1322 which they are running and then select an appropriate device for
|
rlm@472
|
1323 that system.
|
rlm@472
|
1324
|
rlm@472
|
1325 There are also a few "special" devices that don't interface with
|
rlm@472
|
1326 any particular system. These include the Null Device, which
|
rlm@472
|
1327 doesn't do anything, and the Wave Device, which writes whatever
|
rlm@472
|
1328 sound it receives to a file, if everything has been set up
|
rlm@472
|
1329 correctly when configuring =OpenAL=.
|
rlm@472
|
1330
|
rlm@472
|
1331 Actual mixing (doppler shift and distance.environment-based
|
rlm@472
|
1332 attenuation) of the sound data happens in the Devices, and they
|
rlm@472
|
1333 are the only point in the sound rendering process where this data
|
rlm@472
|
1334 is available.
|
rlm@472
|
1335
|
rlm@472
|
1336 Therefore, in order to support multiple listeners, and get the
|
rlm@472
|
1337 sound data in a form that the AIs can use, it is necessary to
|
rlm@472
|
1338 create a new Device which supports this feature.
|
rlm@472
|
1339
|
rlm@472
|
1340 Adding a device to OpenAL is rather tricky -- there are five
|
rlm@472
|
1341 separate files in the =OpenAL= source tree that must be modified
|
rlm@472
|
1342 to do so. I named my device the "Multiple Audio Send" Device, or
|
rlm@472
|
1343 =Send= Device for short, since it sends audio data back to the
|
rlm@472
|
1344 calling application like an Aux-Send cable on a mixing board.
|
rlm@472
|
1345
|
rlm@472
|
1346 The main idea behind the Send device is to take advantage of the
|
rlm@472
|
1347 fact that LWJGL only manages one /context/ when using OpenAL. A
|
rlm@472
|
1348 /context/ is like a container that holds samples and keeps track
|
rlm@472
|
1349 of where the listener is. In order to support multiple listeners,
|
rlm@472
|
1350 the Send device identifies the LWJGL context as the master
|
rlm@472
|
1351 context, and creates any number of slave contexts to represent
|
rlm@472
|
1352 additional listeners. Every time the device renders sound, it
|
rlm@472
|
1353 synchronizes every source from the master LWJGL context to the
|
rlm@472
|
1354 slave contexts. Then, it renders each context separately, using a
|
rlm@472
|
1355 different listener for each one. The rendered sound is made
|
rlm@472
|
1356 available via JNI to jMonkeyEngine.
|
rlm@472
|
1357
|
rlm@472
|
1358 Switching between contexts is not the normal operation of a
|
rlm@472
|
1359 Device, and one of the problems with doing so is that a Device
|
rlm@472
|
1360 normally keeps around a few pieces of state such as the
|
rlm@472
|
1361 =ClickRemoval= array above which will become corrupted if the
|
rlm@472
|
1362 contexts are not rendered in parallel. The solution is to create a
|
rlm@472
|
1363 copy of this normally global device state for each context, and
|
rlm@472
|
1364 copy it back and forth into and out of the actual device state
|
rlm@472
|
1365 whenever a context is rendered.
|
rlm@472
|
1366
|
rlm@472
|
1367 The core of the =Send= device is the =syncSources= function, which
|
rlm@472
|
1368 does the job of copying all relevant data from one context to
|
rlm@472
|
1369 another.
|
rlm@472
|
1370
|
rlm@472
|
1371 #+caption: Program for extending =OpenAL= to support multiple
|
rlm@472
|
1372 #+caption: listeners via context copying/switching.
|
rlm@472
|
1373 #+name: sync-openal-sources
|
rlm@472
|
1374 #+begin_listing C
|
rlm@472
|
1375 void syncSources(ALsource *masterSource, ALsource *slaveSource,
|
rlm@472
|
1376 ALCcontext *masterCtx, ALCcontext *slaveCtx){
|
rlm@472
|
1377 ALuint master = masterSource->source;
|
rlm@472
|
1378 ALuint slave = slaveSource->source;
|
rlm@472
|
1379 ALCcontext *current = alcGetCurrentContext();
|
rlm@472
|
1380
|
rlm@472
|
1381 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);
|
rlm@472
|
1382 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);
|
rlm@472
|
1383 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);
|
rlm@472
|
1384 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);
|
rlm@472
|
1385 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);
|
rlm@472
|
1386 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);
|
rlm@472
|
1387 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);
|
rlm@472
|
1388 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);
|
rlm@472
|
1389 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);
|
rlm@472
|
1390 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);
|
rlm@472
|
1391 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);
|
rlm@472
|
1392 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);
|
rlm@472
|
1393 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);
|
rlm@472
|
1394
|
rlm@472
|
1395 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);
|
rlm@472
|
1396 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);
|
rlm@472
|
1397 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);
|
rlm@472
|
1398
|
rlm@472
|
1399 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);
|
rlm@472
|
1400 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);
|
rlm@472
|
1401
|
rlm@472
|
1402 alcMakeContextCurrent(masterCtx);
|
rlm@472
|
1403 ALint source_type;
|
rlm@472
|
1404 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);
|
rlm@472
|
1405
|
rlm@472
|
1406 // Only static sources are currently synchronized!
|
rlm@472
|
1407 if (AL_STATIC == source_type){
|
rlm@472
|
1408 ALint master_buffer;
|
rlm@472
|
1409 ALint slave_buffer;
|
rlm@472
|
1410 alGetSourcei(master, AL_BUFFER, &master_buffer);
|
rlm@472
|
1411 alcMakeContextCurrent(slaveCtx);
|
rlm@472
|
1412 alGetSourcei(slave, AL_BUFFER, &slave_buffer);
|
rlm@472
|
1413 if (master_buffer != slave_buffer){
|
rlm@472
|
1414 alSourcei(slave, AL_BUFFER, master_buffer);
|
rlm@472
|
1415 }
|
rlm@472
|
1416 }
|
rlm@472
|
1417
|
rlm@472
|
1418 // Synchronize the state of the two sources.
|
rlm@472
|
1419 alcMakeContextCurrent(masterCtx);
|
rlm@472
|
1420 ALint masterState;
|
rlm@472
|
1421 ALint slaveState;
|
rlm@472
|
1422
|
rlm@472
|
1423 alGetSourcei(master, AL_SOURCE_STATE, &masterState);
|
rlm@472
|
1424 alcMakeContextCurrent(slaveCtx);
|
rlm@472
|
1425 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);
|
rlm@472
|
1426
|
rlm@472
|
1427 if (masterState != slaveState){
|
rlm@472
|
1428 switch (masterState){
|
rlm@472
|
1429 case AL_INITIAL : alSourceRewind(slave); break;
|
rlm@472
|
1430 case AL_PLAYING : alSourcePlay(slave); break;
|
rlm@472
|
1431 case AL_PAUSED : alSourcePause(slave); break;
|
rlm@472
|
1432 case AL_STOPPED : alSourceStop(slave); break;
|
rlm@472
|
1433 }
|
rlm@472
|
1434 }
|
rlm@472
|
1435 // Restore whatever context was previously active.
|
rlm@472
|
1436 alcMakeContextCurrent(current);
|
rlm@472
|
1437 }
|
rlm@472
|
1438 #+end_listing
|
rlm@472
|
1439
|
rlm@472
|
1440 With this special context-switching device, and some ugly JNI
|
rlm@472
|
1441 bindings that are not worth mentioning, =CORTEX= gains the ability
|
rlm@472
|
1442 to access multiple sound streams from =OpenAL=.
|
rlm@472
|
1443
|
rlm@472
|
1444 #+caption: Program to create an ear from a blender empty node. The ear
|
rlm@472
|
1445 #+caption: follows around the nearest physical object and passes
|
rlm@472
|
1446 #+caption: all sensory data to a continuation function.
|
rlm@472
|
1447 #+name: add-ear
|
rlm@472
|
1448 #+begin_listing clojure
|
rlm@472
|
1449 (defn add-ear!
|
rlm@472
|
1450 "Create a Listener centered on the current position of 'ear
|
rlm@472
|
1451 which follows the closest physical node in 'creature and
|
rlm@472
|
1452 sends sound data to 'continuation."
|
rlm@472
|
1453 [#^Application world #^Node creature #^Spatial ear continuation]
|
rlm@472
|
1454 (let [target (closest-node creature ear)
|
rlm@472
|
1455 lis (Listener.)
|
rlm@472
|
1456 audio-renderer (.getAudioRenderer world)
|
rlm@472
|
1457 sp (hearing-pipeline continuation)]
|
rlm@472
|
1458 (.setLocation lis (.getWorldTranslation ear))
|
rlm@472
|
1459 (.setRotation lis (.getWorldRotation ear))
|
rlm@472
|
1460 (bind-sense target lis)
|
rlm@472
|
1461 (update-listener-velocity! target lis)
|
rlm@472
|
1462 (.addListener audio-renderer lis)
|
rlm@472
|
1463 (.registerSoundProcessor audio-renderer lis sp)))
|
rlm@472
|
1464 #+end_listing
|
rlm@472
|
1465
|
rlm@472
|
1466
|
rlm@472
|
1467 The =Send= device, unlike most of the other devices in =OpenAL=,
|
rlm@472
|
1468 does not render sound unless asked. This enables the system to
|
rlm@472
|
1469 slow down or speed up depending on the needs of the AIs who are
|
rlm@472
|
1470 using it to listen. If the device tried to render samples in
|
rlm@472
|
1471 real-time, a complicated AI whose mind takes 100 seconds of
|
rlm@472
|
1472 computer time to simulate 1 second of AI-time would miss almost
|
rlm@472
|
1473 all of the sound in its environment!
|
rlm@472
|
1474
|
rlm@472
|
1475 #+caption: Program to enable arbitrary hearing in =CORTEX=
|
rlm@472
|
1476 #+name: hearing
|
rlm@472
|
1477 #+begin_listing clojure
|
rlm@472
|
1478 (defn hearing-kernel
|
rlm@472
|
1479 "Returns a function which returns auditory sensory data when called
|
rlm@472
|
1480 inside a running simulation."
|
rlm@472
|
1481 [#^Node creature #^Spatial ear]
|
rlm@472
|
1482 (let [hearing-data (atom [])
|
rlm@472
|
1483 register-listener!
|
rlm@472
|
1484 (runonce
|
rlm@472
|
1485 (fn [#^Application world]
|
rlm@472
|
1486 (add-ear!
|
rlm@472
|
1487 world creature ear
|
rlm@472
|
1488 (comp #(reset! hearing-data %)
|
rlm@472
|
1489 byteBuffer->pulse-vector))))]
|
rlm@472
|
1490 (fn [#^Application world]
|
rlm@472
|
1491 (register-listener! world)
|
rlm@472
|
1492 (let [data @hearing-data
|
rlm@472
|
1493 topology
|
rlm@472
|
1494 (vec (map #(vector % 0) (range 0 (count data))))]
|
rlm@472
|
1495 [topology data]))))
|
rlm@472
|
1496
|
rlm@472
|
1497 (defn hearing!
|
rlm@472
|
1498 "Endow the creature in a particular world with the sense of
|
rlm@472
|
1499 hearing. Will return a sequence of functions, one for each ear,
|
rlm@472
|
1500 which when called will return the auditory data from that ear."
|
rlm@472
|
1501 [#^Node creature]
|
rlm@472
|
1502 (for [ear (ears creature)]
|
rlm@472
|
1503 (hearing-kernel creature ear)))
|
rlm@472
|
1504 #+end_listing
|
rlm@472
|
1505
|
rlm@472
|
1506 Armed with these functions, =CORTEX= is able to test possibly the
|
rlm@472
|
1507 first ever instance of multiple listeners in a video game engine
|
rlm@472
|
1508 based simulation!
|
rlm@472
|
1509
|
rlm@472
|
1510 #+caption: Here a simple creature responds to sound by changing
|
rlm@472
|
1511 #+caption: its color from gray to green when the total volume
|
rlm@472
|
1512 #+caption: goes over a threshold.
|
rlm@472
|
1513 #+name: sound-test
|
rlm@472
|
1514 #+begin_listing java
|
rlm@472
|
1515 /**
|
rlm@472
|
1516 * Respond to sound! This is the brain of an AI entity that
|
rlm@472
|
1517 * hears its surroundings and reacts to them.
|
rlm@472
|
1518 */
|
rlm@472
|
1519 public void process(ByteBuffer audioSamples,
|
rlm@472
|
1520 int numSamples, AudioFormat format) {
|
rlm@472
|
1521 audioSamples.clear();
|
rlm@472
|
1522 byte[] data = new byte[numSamples];
|
rlm@472
|
1523 float[] out = new float[numSamples];
|
rlm@472
|
1524 audioSamples.get(data);
|
rlm@472
|
1525 FloatSampleTools.
|
rlm@472
|
1526 byte2floatInterleaved
|
rlm@472
|
1527 (data, 0, out, 0, numSamples/format.getFrameSize(), format);
|
rlm@472
|
1528
|
rlm@472
|
1529 float max = Float.NEGATIVE_INFINITY;
|
rlm@472
|
1530 for (float f : out){if (f > max) max = f;}
|
rlm@472
|
1531 audioSamples.clear();
|
rlm@472
|
1532
|
rlm@472
|
1533 if (max > 0.1){
|
rlm@472
|
1534 entity.getMaterial().setColor("Color", ColorRGBA.Green);
|
rlm@472
|
1535 }
|
rlm@472
|
1536 else {
|
rlm@472
|
1537 entity.getMaterial().setColor("Color", ColorRGBA.Gray);
|
rlm@472
|
1538 }
|
rlm@472
|
1539 #+end_listing
|
rlm@472
|
1540
|
rlm@472
|
1541 #+caption: First ever simulation of multiple listerners in =CORTEX=.
|
rlm@472
|
1542 #+caption: Each cube is a creature which processes sound data with
|
rlm@472
|
1543 #+caption: the =process= function from listing \ref{sound-test}.
|
rlm@472
|
1544 #+caption: the ball is constantally emiting a pure tone of
|
rlm@472
|
1545 #+caption: constant volume. As it approaches the cubes, they each
|
rlm@472
|
1546 #+caption: change color in response to the sound.
|
rlm@472
|
1547 #+name: sound-cubes.
|
rlm@472
|
1548 #+ATTR_LaTeX: :width 10cm
|
rlm@472
|
1549 [[./images/aurellem-gray.png]]
|
rlm@472
|
1550
|
rlm@472
|
1551 This system of hearing has also been co-opted by the
|
rlm@472
|
1552 jMonkeyEngine3 community and is used to record audio for demo
|
rlm@472
|
1553 videos.
|
rlm@472
|
1554
|
rlm@436
|
1555 ** Touch uses hundreds of hair-like elements
|
rlm@436
|
1556
|
rlm@474
|
1557 Touch is critical to navigation and spatial reasoning and as such I
|
rlm@474
|
1558 need a simulated version of it to give to my AI creatures.
|
rlm@474
|
1559
|
rlm@474
|
1560 Human skin has a wide array of touch sensors, each of which
|
rlm@474
|
1561 specialize in detecting different vibrational modes and pressures.
|
rlm@474
|
1562 These sensors can integrate a vast expanse of skin (i.e. your
|
rlm@474
|
1563 entire palm), or a tiny patch of skin at the tip of your finger.
|
rlm@474
|
1564 The hairs of the skin help detect objects before they even come
|
rlm@474
|
1565 into contact with the skin proper.
|
rlm@474
|
1566
|
rlm@474
|
1567 However, touch in my simulated world can not exactly correspond to
|
rlm@474
|
1568 human touch because my creatures are made out of completely rigid
|
rlm@474
|
1569 segments that don't deform like human skin.
|
rlm@474
|
1570
|
rlm@474
|
1571 Instead of measuring deformation or vibration, I surround each
|
rlm@474
|
1572 rigid part with a plenitude of hair-like objects (/feelers/) which
|
rlm@474
|
1573 do not interact with the physical world. Physical objects can pass
|
rlm@474
|
1574 through them with no effect. The feelers are able to tell when
|
rlm@474
|
1575 other objects pass through them, and they constantly report how
|
rlm@474
|
1576 much of their extent is covered. So even though the creature's body
|
rlm@474
|
1577 parts do not deform, the feelers create a margin around those body
|
rlm@474
|
1578 parts which achieves a sense of touch which is a hybrid between a
|
rlm@474
|
1579 human's sense of deformation and sense from hairs.
|
rlm@474
|
1580
|
rlm@474
|
1581 Implementing touch in jMonkeyEngine follows a different technical
|
rlm@474
|
1582 route than vision and hearing. Those two senses piggybacked off
|
rlm@474
|
1583 jMonkeyEngine's 3D audio and video rendering subsystems. To
|
rlm@474
|
1584 simulate touch, I use jMonkeyEngine's physics system to execute
|
rlm@474
|
1585 many small collision detections, one for each feeler. The placement
|
rlm@474
|
1586 of the feelers is determined by a UV-mapped image which shows where
|
rlm@474
|
1587 each feeler should be on the 3D surface of the body.
|
rlm@474
|
1588
|
rlm@474
|
1589 *** Defining Touch Meta-Data in Blender
|
rlm@474
|
1590
|
rlm@474
|
1591 Each geometry can have a single UV map which describes the
|
rlm@474
|
1592 position of the feelers which will constitute its sense of touch.
|
rlm@474
|
1593 This image path is stored under the ``touch'' key. The image itself
|
rlm@474
|
1594 is black and white, with black meaning a feeler length of 0 (no
|
rlm@474
|
1595 feeler is present) and white meaning a feeler length of =scale=,
|
rlm@474
|
1596 which is a float stored under the key "scale".
|
rlm@474
|
1597
|
rlm@474
|
1598 #+name: meta-data
|
rlm@474
|
1599 #+begin_src clojure
|
rlm@474
|
1600 (defn tactile-sensor-profile
|
rlm@474
|
1601 "Return the touch-sensor distribution image in BufferedImage format,
|
rlm@474
|
1602 or nil if it does not exist."
|
rlm@474
|
1603 [#^Geometry obj]
|
rlm@474
|
1604 (if-let [image-path (meta-data obj "touch")]
|
rlm@474
|
1605 (load-image image-path)))
|
rlm@474
|
1606
|
rlm@474
|
1607 (defn tactile-scale
|
rlm@474
|
1608 "Return the length of each feeler. Default scale is 0.01
|
rlm@474
|
1609 jMonkeyEngine units."
|
rlm@474
|
1610 [#^Geometry obj]
|
rlm@474
|
1611 (if-let [scale (meta-data obj "scale")]
|
rlm@474
|
1612 scale 0.1))
|
rlm@474
|
1613 #+end_src
|
rlm@474
|
1614
|
rlm@474
|
1615 Here is an example of a UV-map which specifies the position of touch
|
rlm@474
|
1616 sensors along the surface of the upper segment of the worm.
|
rlm@474
|
1617
|
rlm@474
|
1618 #+attr_html: width=755
|
rlm@474
|
1619 #+caption: This is the tactile-sensor-profile for the upper segment of the worm. It defines regions of high touch sensitivity (where there are many white pixels) and regions of low sensitivity (where white pixels are sparse).
|
rlm@474
|
1620 [[../images/finger-UV.png]]
|
rlm@474
|
1621
|
rlm@474
|
1622 *** Implementation Summary
|
rlm@474
|
1623
|
rlm@474
|
1624 To simulate touch there are three conceptual steps. For each solid
|
rlm@474
|
1625 object in the creature, you first have to get UV image and scale
|
rlm@474
|
1626 parameter which define the position and length of the feelers.
|
rlm@474
|
1627 Then, you use the triangles which comprise the mesh and the UV
|
rlm@474
|
1628 data stored in the mesh to determine the world-space position and
|
rlm@474
|
1629 orientation of each feeler. Then once every frame, update these
|
rlm@474
|
1630 positions and orientations to match the current position and
|
rlm@474
|
1631 orientation of the object, and use physics collision detection to
|
rlm@474
|
1632 gather tactile data.
|
rlm@474
|
1633
|
rlm@474
|
1634 Extracting the meta-data has already been described. The third
|
rlm@474
|
1635 step, physics collision detection, is handled in =touch-kernel=.
|
rlm@474
|
1636 Translating the positions and orientations of the feelers from the
|
rlm@474
|
1637 UV-map to world-space is itself a three-step process.
|
rlm@474
|
1638
|
rlm@474
|
1639 - Find the triangles which make up the mesh in pixel-space and in
|
rlm@474
|
1640 world-space. =triangles= =pixel-triangles=.
|
rlm@474
|
1641
|
rlm@474
|
1642 - Find the coordinates of each feeler in world-space. These are the
|
rlm@474
|
1643 origins of the feelers. =feeler-origins=.
|
rlm@474
|
1644
|
rlm@474
|
1645 - Calculate the normals of the triangles in world space, and add
|
rlm@474
|
1646 them to each of the origins of the feelers. These are the
|
rlm@474
|
1647 normalized coordinates of the tips of the feelers. =feeler-tips=.
|
rlm@474
|
1648
|
rlm@474
|
1649 *** Triangle Math
|
rlm@474
|
1650
|
rlm@474
|
1651 The rigid objects which make up a creature have an underlying
|
rlm@474
|
1652 =Geometry=, which is a =Mesh= plus a =Material= and other important
|
rlm@474
|
1653 data involved with displaying the object.
|
rlm@474
|
1654
|
rlm@474
|
1655 A =Mesh= is composed of =Triangles=, and each =Triangle= has three
|
rlm@474
|
1656 vertices which have coordinates in world space and UV space.
|
rlm@474
|
1657
|
rlm@474
|
1658 Here, =triangles= gets all the world-space triangles which comprise a
|
rlm@474
|
1659 mesh, while =pixel-triangles= gets those same triangles expressed in
|
rlm@474
|
1660 pixel coordinates (which are UV coordinates scaled to fit the height
|
rlm@474
|
1661 and width of the UV image).
|
rlm@474
|
1662
|
rlm@474
|
1663 #+name: triangles-2
|
rlm@474
|
1664 #+begin_src clojure
|
rlm@474
|
1665 (in-ns 'cortex.touch)
|
rlm@474
|
1666 (defn triangle
|
rlm@474
|
1667 "Get the triangle specified by triangle-index from the mesh."
|
rlm@474
|
1668 [#^Geometry geo triangle-index]
|
rlm@474
|
1669 (triangle-seq
|
rlm@474
|
1670 (let [scratch (Triangle.)]
|
rlm@474
|
1671 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))
|
rlm@474
|
1672
|
rlm@474
|
1673 (defn triangles
|
rlm@474
|
1674 "Return a sequence of all the Triangles which comprise a given
|
rlm@474
|
1675 Geometry."
|
rlm@474
|
1676 [#^Geometry geo]
|
rlm@474
|
1677 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))
|
rlm@474
|
1678
|
rlm@474
|
1679 (defn triangle-vertex-indices
|
rlm@474
|
1680 "Get the triangle vertex indices of a given triangle from a given
|
rlm@474
|
1681 mesh."
|
rlm@474
|
1682 [#^Mesh mesh triangle-index]
|
rlm@474
|
1683 (let [indices (int-array 3)]
|
rlm@474
|
1684 (.getTriangle mesh triangle-index indices)
|
rlm@474
|
1685 (vec indices)))
|
rlm@474
|
1686
|
rlm@474
|
1687 (defn vertex-UV-coord
|
rlm@474
|
1688 "Get the UV-coordinates of the vertex named by vertex-index"
|
rlm@474
|
1689 [#^Mesh mesh vertex-index]
|
rlm@474
|
1690 (let [UV-buffer
|
rlm@474
|
1691 (.getData
|
rlm@474
|
1692 (.getBuffer
|
rlm@474
|
1693 mesh
|
rlm@474
|
1694 VertexBuffer$Type/TexCoord))]
|
rlm@474
|
1695 [(.get UV-buffer (* vertex-index 2))
|
rlm@474
|
1696 (.get UV-buffer (+ 1 (* vertex-index 2)))]))
|
rlm@474
|
1697
|
rlm@474
|
1698 (defn pixel-triangle [#^Geometry geo image index]
|
rlm@474
|
1699 (let [mesh (.getMesh geo)
|
rlm@474
|
1700 width (.getWidth image)
|
rlm@474
|
1701 height (.getHeight image)]
|
rlm@474
|
1702 (vec (map (fn [[u v]] (vector (* width u) (* height v)))
|
rlm@474
|
1703 (map (partial vertex-UV-coord mesh)
|
rlm@474
|
1704 (triangle-vertex-indices mesh index))))))
|
rlm@474
|
1705
|
rlm@474
|
1706 (defn pixel-triangles
|
rlm@474
|
1707 "The pixel-space triangles of the Geometry, in the same order as
|
rlm@474
|
1708 (triangles geo)"
|
rlm@474
|
1709 [#^Geometry geo image]
|
rlm@474
|
1710 (let [height (.getHeight image)
|
rlm@474
|
1711 width (.getWidth image)]
|
rlm@474
|
1712 (map (partial pixel-triangle geo image)
|
rlm@474
|
1713 (range (.getTriangleCount (.getMesh geo))))))
|
rlm@474
|
1714 #+end_src
|
rlm@474
|
1715
|
rlm@474
|
1716 *** The Affine Transform from one Triangle to Another
|
rlm@474
|
1717
|
rlm@474
|
1718 =pixel-triangles= gives us the mesh triangles expressed in pixel
|
rlm@474
|
1719 coordinates and =triangles= gives us the mesh triangles expressed in
|
rlm@474
|
1720 world coordinates. The tactile-sensor-profile gives the position of
|
rlm@474
|
1721 each feeler in pixel-space. In order to convert pixel-space
|
rlm@474
|
1722 coordinates into world-space coordinates we need something that takes
|
rlm@474
|
1723 coordinates on the surface of one triangle and gives the corresponding
|
rlm@474
|
1724 coordinates on the surface of another triangle.
|
rlm@474
|
1725
|
rlm@474
|
1726 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed into
|
rlm@474
|
1727 any other by a combination of translation, scaling, and
|
rlm@474
|
1728 rotation. The affine transformation from one triangle to another
|
rlm@474
|
1729 is readily computable if the triangle is expressed in terms of a $4x4$
|
rlm@474
|
1730 matrix.
|
rlm@474
|
1731
|
rlm@474
|
1732 \begin{bmatrix}
|
rlm@474
|
1733 x_1 & x_2 & x_3 & n_x \\
|
rlm@474
|
1734 y_1 & y_2 & y_3 & n_y \\
|
rlm@474
|
1735 z_1 & z_2 & z_3 & n_z \\
|
rlm@474
|
1736 1 & 1 & 1 & 1
|
rlm@474
|
1737 \end{bmatrix}
|
rlm@474
|
1738
|
rlm@474
|
1739 Here, the first three columns of the matrix are the vertices of the
|
rlm@474
|
1740 triangle. The last column is the right-handed unit normal of the
|
rlm@474
|
1741 triangle.
|
rlm@474
|
1742
|
rlm@474
|
1743 With two triangles $T_{1}$ and $T_{2}$ each expressed as a matrix like
|
rlm@474
|
1744 above, the affine transform from $T_{1}$ to $T_{2}$ is
|
rlm@474
|
1745
|
rlm@474
|
1746 $T_{2}T_{1}^{-1}$
|
rlm@474
|
1747
|
rlm@474
|
1748 The clojure code below recapitulates the formulas above, using
|
rlm@474
|
1749 jMonkeyEngine's =Matrix4f= objects, which can describe any affine
|
rlm@474
|
1750 transformation.
|
rlm@474
|
1751
|
rlm@474
|
1752 #+name: triangles-3
|
rlm@474
|
1753 #+begin_src clojure
|
rlm@474
|
1754 (in-ns 'cortex.touch)
|
rlm@474
|
1755
|
rlm@474
|
1756 (defn triangle->matrix4f
|
rlm@474
|
1757 "Converts the triangle into a 4x4 matrix: The first three columns
|
rlm@474
|
1758 contain the vertices of the triangle; the last contains the unit
|
rlm@474
|
1759 normal of the triangle. The bottom row is filled with 1s."
|
rlm@474
|
1760 [#^Triangle t]
|
rlm@474
|
1761 (let [mat (Matrix4f.)
|
rlm@474
|
1762 [vert-1 vert-2 vert-3]
|
rlm@474
|
1763 (mapv #(.get t %) (range 3))
|
rlm@474
|
1764 unit-normal (do (.calculateNormal t)(.getNormal t))
|
rlm@474
|
1765 vertices [vert-1 vert-2 vert-3 unit-normal]]
|
rlm@474
|
1766 (dorun
|
rlm@474
|
1767 (for [row (range 4) col (range 3)]
|
rlm@474
|
1768 (do
|
rlm@474
|
1769 (.set mat col row (.get (vertices row) col))
|
rlm@474
|
1770 (.set mat 3 row 1)))) mat))
|
rlm@474
|
1771
|
rlm@474
|
1772 (defn triangles->affine-transform
|
rlm@474
|
1773 "Returns the affine transformation that converts each vertex in the
|
rlm@474
|
1774 first triangle into the corresponding vertex in the second
|
rlm@474
|
1775 triangle."
|
rlm@474
|
1776 [#^Triangle tri-1 #^Triangle tri-2]
|
rlm@474
|
1777 (.mult
|
rlm@474
|
1778 (triangle->matrix4f tri-2)
|
rlm@474
|
1779 (.invert (triangle->matrix4f tri-1))))
|
rlm@474
|
1780 #+end_src
|
rlm@474
|
1781
|
rlm@474
|
1782 *** Triangle Boundaries
|
rlm@474
|
1783
|
rlm@474
|
1784 For efficiency's sake I will divide the tactile-profile image into
|
rlm@474
|
1785 small squares which inscribe each pixel-triangle, then extract the
|
rlm@474
|
1786 points which lie inside the triangle and map them to 3D-space using
|
rlm@474
|
1787 =triangle-transform= above. To do this I need a function,
|
rlm@474
|
1788 =convex-bounds= which finds the smallest box which inscribes a 2D
|
rlm@474
|
1789 triangle.
|
rlm@474
|
1790
|
rlm@474
|
1791 =inside-triangle?= determines whether a point is inside a triangle
|
rlm@474
|
1792 in 2D pixel-space.
|
rlm@474
|
1793
|
rlm@474
|
1794 #+name: triangles-4
|
rlm@474
|
1795 #+begin_src clojure
|
rlm@474
|
1796 (defn convex-bounds
|
rlm@474
|
1797 "Returns the smallest square containing the given vertices, as a
|
rlm@474
|
1798 vector of integers [left top width height]."
|
rlm@474
|
1799 [verts]
|
rlm@474
|
1800 (let [xs (map first verts)
|
rlm@474
|
1801 ys (map second verts)
|
rlm@474
|
1802 x0 (Math/floor (apply min xs))
|
rlm@474
|
1803 y0 (Math/floor (apply min ys))
|
rlm@474
|
1804 x1 (Math/ceil (apply max xs))
|
rlm@474
|
1805 y1 (Math/ceil (apply max ys))]
|
rlm@474
|
1806 [x0 y0 (- x1 x0) (- y1 y0)]))
|
rlm@474
|
1807
|
rlm@474
|
1808 (defn same-side?
|
rlm@474
|
1809 "Given the points p1 and p2 and the reference point ref, is point p
|
rlm@474
|
1810 on the same side of the line that goes through p1 and p2 as ref is?"
|
rlm@474
|
1811 [p1 p2 ref p]
|
rlm@474
|
1812 (<=
|
rlm@474
|
1813 0
|
rlm@474
|
1814 (.dot
|
rlm@474
|
1815 (.cross (.subtract p2 p1) (.subtract p p1))
|
rlm@474
|
1816 (.cross (.subtract p2 p1) (.subtract ref p1)))))
|
rlm@474
|
1817
|
rlm@474
|
1818 (defn inside-triangle?
|
rlm@474
|
1819 "Is the point inside the triangle?"
|
rlm@474
|
1820 {:author "Dylan Holmes"}
|
rlm@474
|
1821 [#^Triangle tri #^Vector3f p]
|
rlm@474
|
1822 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]
|
rlm@474
|
1823 (and
|
rlm@474
|
1824 (same-side? vert-1 vert-2 vert-3 p)
|
rlm@474
|
1825 (same-side? vert-2 vert-3 vert-1 p)
|
rlm@474
|
1826 (same-side? vert-3 vert-1 vert-2 p))))
|
rlm@474
|
1827 #+end_src
|
rlm@474
|
1828
|
rlm@474
|
1829 *** Feeler Coordinates
|
rlm@474
|
1830
|
rlm@474
|
1831 The triangle-related functions above make short work of calculating
|
rlm@474
|
1832 the positions and orientations of each feeler in world-space.
|
rlm@474
|
1833
|
rlm@474
|
1834 #+name: sensors
|
rlm@474
|
1835 #+begin_src clojure
|
rlm@474
|
1836 (in-ns 'cortex.touch)
|
rlm@474
|
1837
|
rlm@474
|
1838 (defn feeler-pixel-coords
|
rlm@474
|
1839 "Returns the coordinates of the feelers in pixel space in lists, one
|
rlm@474
|
1840 list for each triangle, ordered in the same way as (triangles) and
|
rlm@474
|
1841 (pixel-triangles)."
|
rlm@474
|
1842 [#^Geometry geo image]
|
rlm@474
|
1843 (map
|
rlm@474
|
1844 (fn [pixel-triangle]
|
rlm@474
|
1845 (filter
|
rlm@474
|
1846 (fn [coord]
|
rlm@474
|
1847 (inside-triangle? (->triangle pixel-triangle)
|
rlm@474
|
1848 (->vector3f coord)))
|
rlm@474
|
1849 (white-coordinates image (convex-bounds pixel-triangle))))
|
rlm@474
|
1850 (pixel-triangles geo image)))
|
rlm@474
|
1851
|
rlm@474
|
1852 (defn feeler-world-coords
|
rlm@474
|
1853 "Returns the coordinates of the feelers in world space in lists, one
|
rlm@474
|
1854 list for each triangle, ordered in the same way as (triangles) and
|
rlm@474
|
1855 (pixel-triangles)."
|
rlm@474
|
1856 [#^Geometry geo image]
|
rlm@474
|
1857 (let [transforms
|
rlm@474
|
1858 (map #(triangles->affine-transform
|
rlm@474
|
1859 (->triangle %1) (->triangle %2))
|
rlm@474
|
1860 (pixel-triangles geo image)
|
rlm@474
|
1861 (triangles geo))]
|
rlm@474
|
1862 (map (fn [transform coords]
|
rlm@474
|
1863 (map #(.mult transform (->vector3f %)) coords))
|
rlm@474
|
1864 transforms (feeler-pixel-coords geo image))))
|
rlm@474
|
1865
|
rlm@474
|
1866 (defn feeler-origins
|
rlm@474
|
1867 "The world space coordinates of the root of each feeler."
|
rlm@474
|
1868 [#^Geometry geo image]
|
rlm@474
|
1869 (reduce concat (feeler-world-coords geo image)))
|
rlm@474
|
1870
|
rlm@474
|
1871 (defn feeler-tips
|
rlm@474
|
1872 "The world space coordinates of the tip of each feeler."
|
rlm@474
|
1873 [#^Geometry geo image]
|
rlm@474
|
1874 (let [world-coords (feeler-world-coords geo image)
|
rlm@474
|
1875 normals
|
rlm@474
|
1876 (map
|
rlm@474
|
1877 (fn [triangle]
|
rlm@474
|
1878 (.calculateNormal triangle)
|
rlm@474
|
1879 (.clone (.getNormal triangle)))
|
rlm@474
|
1880 (map ->triangle (triangles geo)))]
|
rlm@474
|
1881
|
rlm@474
|
1882 (mapcat (fn [origins normal]
|
rlm@474
|
1883 (map #(.add % normal) origins))
|
rlm@474
|
1884 world-coords normals)))
|
rlm@474
|
1885
|
rlm@474
|
1886 (defn touch-topology
|
rlm@474
|
1887 "touch-topology? is not a function."
|
rlm@474
|
1888 [#^Geometry geo image]
|
rlm@474
|
1889 (collapse (reduce concat (feeler-pixel-coords geo image))))
|
rlm@474
|
1890 #+end_src
|
rlm@474
|
1891 *** Simulated Touch
|
rlm@474
|
1892
|
rlm@474
|
1893 =touch-kernel= generates functions to be called from within a
|
rlm@474
|
1894 simulation that perform the necessary physics collisions to collect
|
rlm@474
|
1895 tactile data, and =touch!= recursively applies it to every node in
|
rlm@474
|
1896 the creature.
|
rlm@474
|
1897
|
rlm@474
|
1898 #+name: kernel
|
rlm@474
|
1899 #+begin_src clojure
|
rlm@474
|
1900 (in-ns 'cortex.touch)
|
rlm@474
|
1901
|
rlm@474
|
1902 (defn set-ray [#^Ray ray #^Matrix4f transform
|
rlm@474
|
1903 #^Vector3f origin #^Vector3f tip]
|
rlm@474
|
1904 ;; Doing everything locally reduces garbage collection by enough to
|
rlm@474
|
1905 ;; be worth it.
|
rlm@474
|
1906 (.mult transform origin (.getOrigin ray))
|
rlm@474
|
1907 (.mult transform tip (.getDirection ray))
|
rlm@474
|
1908 (.subtractLocal (.getDirection ray) (.getOrigin ray))
|
rlm@474
|
1909 (.normalizeLocal (.getDirection ray)))
|
rlm@474
|
1910
|
rlm@474
|
1911 (import com.jme3.math.FastMath)
|
rlm@474
|
1912
|
rlm@474
|
1913 (defn touch-kernel
|
rlm@474
|
1914 "Constructs a function which will return tactile sensory data from
|
rlm@474
|
1915 'geo when called from inside a running simulation"
|
rlm@474
|
1916 [#^Geometry geo]
|
rlm@474
|
1917 (if-let
|
rlm@474
|
1918 [profile (tactile-sensor-profile geo)]
|
rlm@474
|
1919 (let [ray-reference-origins (feeler-origins geo profile)
|
rlm@474
|
1920 ray-reference-tips (feeler-tips geo profile)
|
rlm@474
|
1921 ray-length (tactile-scale geo)
|
rlm@474
|
1922 current-rays (map (fn [_] (Ray.)) ray-reference-origins)
|
rlm@474
|
1923 topology (touch-topology geo profile)
|
rlm@474
|
1924 correction (float (* ray-length -0.2))]
|
rlm@474
|
1925
|
rlm@474
|
1926 ;; slight tolerance for very close collisions.
|
rlm@474
|
1927 (dorun
|
rlm@474
|
1928 (map (fn [origin tip]
|
rlm@474
|
1929 (.addLocal origin (.mult (.subtract tip origin)
|
rlm@474
|
1930 correction)))
|
rlm@474
|
1931 ray-reference-origins ray-reference-tips))
|
rlm@474
|
1932 (dorun (map #(.setLimit % ray-length) current-rays))
|
rlm@474
|
1933 (fn [node]
|
rlm@474
|
1934 (let [transform (.getWorldMatrix geo)]
|
rlm@474
|
1935 (dorun
|
rlm@474
|
1936 (map (fn [ray ref-origin ref-tip]
|
rlm@474
|
1937 (set-ray ray transform ref-origin ref-tip))
|
rlm@474
|
1938 current-rays ray-reference-origins
|
rlm@474
|
1939 ray-reference-tips))
|
rlm@474
|
1940 (vector
|
rlm@474
|
1941 topology
|
rlm@474
|
1942 (vec
|
rlm@474
|
1943 (for [ray current-rays]
|
rlm@474
|
1944 (do
|
rlm@474
|
1945 (let [results (CollisionResults.)]
|
rlm@474
|
1946 (.collideWith node ray results)
|
rlm@474
|
1947 (let [touch-objects
|
rlm@474
|
1948 (filter #(not (= geo (.getGeometry %)))
|
rlm@474
|
1949 results)
|
rlm@474
|
1950 limit (.getLimit ray)]
|
rlm@474
|
1951 [(if (empty? touch-objects)
|
rlm@474
|
1952 limit
|
rlm@474
|
1953 (let [response
|
rlm@474
|
1954 (apply min (map #(.getDistance %)
|
rlm@474
|
1955 touch-objects))]
|
rlm@474
|
1956 (FastMath/clamp
|
rlm@474
|
1957 (float
|
rlm@474
|
1958 (if (> response limit) (float 0.0)
|
rlm@474
|
1959 (+ response correction)))
|
rlm@474
|
1960 (float 0.0)
|
rlm@474
|
1961 limit)))
|
rlm@474
|
1962 limit])))))))))))
|
rlm@474
|
1963
|
rlm@474
|
1964 (defn touch!
|
rlm@474
|
1965 "Endow the creature with the sense of touch. Returns a sequence of
|
rlm@474
|
1966 functions, one for each body part with a tactile-sensor-profile,
|
rlm@474
|
1967 each of which when called returns sensory data for that body part."
|
rlm@474
|
1968 [#^Node creature]
|
rlm@474
|
1969 (filter
|
rlm@474
|
1970 (comp not nil?)
|
rlm@474
|
1971 (map touch-kernel
|
rlm@474
|
1972 (filter #(isa? (class %) Geometry)
|
rlm@474
|
1973 (node-seq creature)))))
|
rlm@474
|
1974 #+end_src
|
rlm@474
|
1975
|
rlm@474
|
1976
|
rlm@474
|
1977 Armed with the =touch!= function, =CORTEX= becomes capable of giving
|
rlm@474
|
1978 creatures a sense of touch. A simple test is to create a cube that is
|
rlm@474
|
1979 outfitted with a uniform distrubition of touch sensors. It can feel
|
rlm@474
|
1980 the ground and any balls that it touches.
|
rlm@474
|
1981
|
rlm@474
|
1982 # insert touch cube image; UV map
|
rlm@474
|
1983 # insert video
|
rlm@474
|
1984
|
rlm@440
|
1985 ** Proprioception is the sense that makes everything ``real''
|
rlm@436
|
1986
|
rlm@436
|
1987 ** Muscles are both effectors and sensors
|
rlm@436
|
1988
|
rlm@436
|
1989 ** =CORTEX= brings complex creatures to life!
|
rlm@436
|
1990
|
rlm@436
|
1991 ** =CORTEX= enables many possiblities for further research
|
rlm@474
|
1992
|
rlm@465
|
1993 * COMMENT Empathy in a simulated worm
|
rlm@435
|
1994
|
rlm@449
|
1995 Here I develop a computational model of empathy, using =CORTEX= as a
|
rlm@449
|
1996 base. Empathy in this context is the ability to observe another
|
rlm@449
|
1997 creature and infer what sorts of sensations that creature is
|
rlm@449
|
1998 feeling. My empathy algorithm involves multiple phases. First is
|
rlm@449
|
1999 free-play, where the creature moves around and gains sensory
|
rlm@449
|
2000 experience. From this experience I construct a representation of the
|
rlm@449
|
2001 creature's sensory state space, which I call \Phi-space. Using
|
rlm@449
|
2002 \Phi-space, I construct an efficient function which takes the
|
rlm@449
|
2003 limited data that comes from observing another creature and enriches
|
rlm@449
|
2004 it full compliment of imagined sensory data. I can then use the
|
rlm@449
|
2005 imagined sensory data to recognize what the observed creature is
|
rlm@449
|
2006 doing and feeling, using straightforward embodied action predicates.
|
rlm@449
|
2007 This is all demonstrated with using a simple worm-like creature, and
|
rlm@449
|
2008 recognizing worm-actions based on limited data.
|
rlm@449
|
2009
|
rlm@449
|
2010 #+caption: Here is the worm with which we will be working.
|
rlm@449
|
2011 #+caption: It is composed of 5 segments. Each segment has a
|
rlm@449
|
2012 #+caption: pair of extensor and flexor muscles. Each of the
|
rlm@449
|
2013 #+caption: worm's four joints is a hinge joint which allows
|
rlm@451
|
2014 #+caption: about 30 degrees of rotation to either side. Each segment
|
rlm@449
|
2015 #+caption: of the worm is touch-capable and has a uniform
|
rlm@449
|
2016 #+caption: distribution of touch sensors on each of its faces.
|
rlm@449
|
2017 #+caption: Each joint has a proprioceptive sense to detect
|
rlm@449
|
2018 #+caption: relative positions. The worm segments are all the
|
rlm@449
|
2019 #+caption: same except for the first one, which has a much
|
rlm@449
|
2020 #+caption: higher weight than the others to allow for easy
|
rlm@449
|
2021 #+caption: manual motor control.
|
rlm@449
|
2022 #+name: basic-worm-view
|
rlm@449
|
2023 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
2024 [[./images/basic-worm-view.png]]
|
rlm@449
|
2025
|
rlm@449
|
2026 #+caption: Program for reading a worm from a blender file and
|
rlm@449
|
2027 #+caption: outfitting it with the senses of proprioception,
|
rlm@449
|
2028 #+caption: touch, and the ability to move, as specified in the
|
rlm@449
|
2029 #+caption: blender file.
|
rlm@449
|
2030 #+name: get-worm
|
rlm@449
|
2031 #+begin_listing clojure
|
rlm@449
|
2032 #+begin_src clojure
|
rlm@449
|
2033 (defn worm []
|
rlm@449
|
2034 (let [model (load-blender-model "Models/worm/worm.blend")]
|
rlm@449
|
2035 {:body (doto model (body!))
|
rlm@449
|
2036 :touch (touch! model)
|
rlm@449
|
2037 :proprioception (proprioception! model)
|
rlm@449
|
2038 :muscles (movement! model)}))
|
rlm@449
|
2039 #+end_src
|
rlm@449
|
2040 #+end_listing
|
rlm@452
|
2041
|
rlm@436
|
2042 ** Embodiment factors action recognition into managable parts
|
rlm@435
|
2043
|
rlm@449
|
2044 Using empathy, I divide the problem of action recognition into a
|
rlm@449
|
2045 recognition process expressed in the language of a full compliment
|
rlm@449
|
2046 of senses, and an imaganitive process that generates full sensory
|
rlm@449
|
2047 data from partial sensory data. Splitting the action recognition
|
rlm@449
|
2048 problem in this manner greatly reduces the total amount of work to
|
rlm@449
|
2049 recognize actions: The imaganitive process is mostly just matching
|
rlm@449
|
2050 previous experience, and the recognition process gets to use all
|
rlm@449
|
2051 the senses to directly describe any action.
|
rlm@449
|
2052
|
rlm@436
|
2053 ** Action recognition is easy with a full gamut of senses
|
rlm@435
|
2054
|
rlm@449
|
2055 Embodied representations using multiple senses such as touch,
|
rlm@449
|
2056 proprioception, and muscle tension turns out be be exceedingly
|
rlm@449
|
2057 efficient at describing body-centered actions. It is the ``right
|
rlm@449
|
2058 language for the job''. For example, it takes only around 5 lines
|
rlm@449
|
2059 of LISP code to describe the action of ``curling'' using embodied
|
rlm@451
|
2060 primitives. It takes about 10 lines to describe the seemingly
|
rlm@449
|
2061 complicated action of wiggling.
|
rlm@449
|
2062
|
rlm@449
|
2063 The following action predicates each take a stream of sensory
|
rlm@449
|
2064 experience, observe however much of it they desire, and decide
|
rlm@449
|
2065 whether the worm is doing the action they describe. =curled?=
|
rlm@449
|
2066 relies on proprioception, =resting?= relies on touch, =wiggling?=
|
rlm@449
|
2067 relies on a fourier analysis of muscle contraction, and
|
rlm@449
|
2068 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
|
rlm@449
|
2069
|
rlm@449
|
2070 #+caption: Program for detecting whether the worm is curled. This is the
|
rlm@449
|
2071 #+caption: simplest action predicate, because it only uses the last frame
|
rlm@449
|
2072 #+caption: of sensory experience, and only uses proprioceptive data. Even
|
rlm@449
|
2073 #+caption: this simple predicate, however, is automatically frame
|
rlm@449
|
2074 #+caption: independent and ignores vermopomorphic differences such as
|
rlm@449
|
2075 #+caption: worm textures and colors.
|
rlm@449
|
2076 #+name: curled
|
rlm@452
|
2077 #+attr_latex: [htpb]
|
rlm@452
|
2078 #+begin_listing clojure
|
rlm@449
|
2079 #+begin_src clojure
|
rlm@449
|
2080 (defn curled?
|
rlm@449
|
2081 "Is the worm curled up?"
|
rlm@449
|
2082 [experiences]
|
rlm@449
|
2083 (every?
|
rlm@449
|
2084 (fn [[_ _ bend]]
|
rlm@449
|
2085 (> (Math/sin bend) 0.64))
|
rlm@449
|
2086 (:proprioception (peek experiences))))
|
rlm@449
|
2087 #+end_src
|
rlm@449
|
2088 #+end_listing
|
rlm@449
|
2089
|
rlm@449
|
2090 #+caption: Program for summarizing the touch information in a patch
|
rlm@449
|
2091 #+caption: of skin.
|
rlm@449
|
2092 #+name: touch-summary
|
rlm@452
|
2093 #+attr_latex: [htpb]
|
rlm@452
|
2094
|
rlm@452
|
2095 #+begin_listing clojure
|
rlm@449
|
2096 #+begin_src clojure
|
rlm@449
|
2097 (defn contact
|
rlm@449
|
2098 "Determine how much contact a particular worm segment has with
|
rlm@449
|
2099 other objects. Returns a value between 0 and 1, where 1 is full
|
rlm@449
|
2100 contact and 0 is no contact."
|
rlm@449
|
2101 [touch-region [coords contact :as touch]]
|
rlm@449
|
2102 (-> (zipmap coords contact)
|
rlm@449
|
2103 (select-keys touch-region)
|
rlm@449
|
2104 (vals)
|
rlm@449
|
2105 (#(map first %))
|
rlm@449
|
2106 (average)
|
rlm@449
|
2107 (* 10)
|
rlm@449
|
2108 (- 1)
|
rlm@449
|
2109 (Math/abs)))
|
rlm@449
|
2110 #+end_src
|
rlm@449
|
2111 #+end_listing
|
rlm@449
|
2112
|
rlm@449
|
2113
|
rlm@449
|
2114 #+caption: Program for detecting whether the worm is at rest. This program
|
rlm@449
|
2115 #+caption: uses a summary of the tactile information from the underbelly
|
rlm@449
|
2116 #+caption: of the worm, and is only true if every segment is touching the
|
rlm@449
|
2117 #+caption: floor. Note that this function contains no references to
|
rlm@449
|
2118 #+caption: proprioction at all.
|
rlm@449
|
2119 #+name: resting
|
rlm@452
|
2120 #+attr_latex: [htpb]
|
rlm@452
|
2121 #+begin_listing clojure
|
rlm@449
|
2122 #+begin_src clojure
|
rlm@449
|
2123 (def worm-segment-bottom (rect-region [8 15] [14 22]))
|
rlm@449
|
2124
|
rlm@449
|
2125 (defn resting?
|
rlm@449
|
2126 "Is the worm resting on the ground?"
|
rlm@449
|
2127 [experiences]
|
rlm@449
|
2128 (every?
|
rlm@449
|
2129 (fn [touch-data]
|
rlm@449
|
2130 (< 0.9 (contact worm-segment-bottom touch-data)))
|
rlm@449
|
2131 (:touch (peek experiences))))
|
rlm@449
|
2132 #+end_src
|
rlm@449
|
2133 #+end_listing
|
rlm@449
|
2134
|
rlm@449
|
2135 #+caption: Program for detecting whether the worm is curled up into a
|
rlm@449
|
2136 #+caption: full circle. Here the embodied approach begins to shine, as
|
rlm@449
|
2137 #+caption: I am able to both use a previous action predicate (=curled?=)
|
rlm@449
|
2138 #+caption: as well as the direct tactile experience of the head and tail.
|
rlm@449
|
2139 #+name: grand-circle
|
rlm@452
|
2140 #+attr_latex: [htpb]
|
rlm@452
|
2141 #+begin_listing clojure
|
rlm@449
|
2142 #+begin_src clojure
|
rlm@449
|
2143 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
|
rlm@449
|
2144
|
rlm@449
|
2145 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
|
rlm@449
|
2146
|
rlm@449
|
2147 (defn grand-circle?
|
rlm@449
|
2148 "Does the worm form a majestic circle (one end touching the other)?"
|
rlm@449
|
2149 [experiences]
|
rlm@449
|
2150 (and (curled? experiences)
|
rlm@449
|
2151 (let [worm-touch (:touch (peek experiences))
|
rlm@449
|
2152 tail-touch (worm-touch 0)
|
rlm@449
|
2153 head-touch (worm-touch 4)]
|
rlm@449
|
2154 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
|
rlm@449
|
2155 (< 0.55 (contact worm-segment-top-tip head-touch))))))
|
rlm@449
|
2156 #+end_src
|
rlm@449
|
2157 #+end_listing
|
rlm@449
|
2158
|
rlm@449
|
2159
|
rlm@449
|
2160 #+caption: Program for detecting whether the worm has been wiggling for
|
rlm@449
|
2161 #+caption: the last few frames. It uses a fourier analysis of the muscle
|
rlm@449
|
2162 #+caption: contractions of the worm's tail to determine wiggling. This is
|
rlm@449
|
2163 #+caption: signigicant because there is no particular frame that clearly
|
rlm@449
|
2164 #+caption: indicates that the worm is wiggling --- only when multiple frames
|
rlm@449
|
2165 #+caption: are analyzed together is the wiggling revealed. Defining
|
rlm@449
|
2166 #+caption: wiggling this way also gives the worm an opportunity to learn
|
rlm@449
|
2167 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
|
rlm@449
|
2168 #+caption: wiggle but can't. Frustrated wiggling is very visually different
|
rlm@449
|
2169 #+caption: from actual wiggling, but this definition gives it to us for free.
|
rlm@449
|
2170 #+name: wiggling
|
rlm@452
|
2171 #+attr_latex: [htpb]
|
rlm@452
|
2172 #+begin_listing clojure
|
rlm@449
|
2173 #+begin_src clojure
|
rlm@449
|
2174 (defn fft [nums]
|
rlm@449
|
2175 (map
|
rlm@449
|
2176 #(.getReal %)
|
rlm@449
|
2177 (.transform
|
rlm@449
|
2178 (FastFourierTransformer. DftNormalization/STANDARD)
|
rlm@449
|
2179 (double-array nums) TransformType/FORWARD)))
|
rlm@449
|
2180
|
rlm@449
|
2181 (def indexed (partial map-indexed vector))
|
rlm@449
|
2182
|
rlm@449
|
2183 (defn max-indexed [s]
|
rlm@449
|
2184 (first (sort-by (comp - second) (indexed s))))
|
rlm@449
|
2185
|
rlm@449
|
2186 (defn wiggling?
|
rlm@449
|
2187 "Is the worm wiggling?"
|
rlm@449
|
2188 [experiences]
|
rlm@449
|
2189 (let [analysis-interval 0x40]
|
rlm@449
|
2190 (when (> (count experiences) analysis-interval)
|
rlm@449
|
2191 (let [a-flex 3
|
rlm@449
|
2192 a-ex 2
|
rlm@449
|
2193 muscle-activity
|
rlm@449
|
2194 (map :muscle (vector:last-n experiences analysis-interval))
|
rlm@449
|
2195 base-activity
|
rlm@449
|
2196 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
|
rlm@449
|
2197 (= 2
|
rlm@449
|
2198 (first
|
rlm@449
|
2199 (max-indexed
|
rlm@449
|
2200 (map #(Math/abs %)
|
rlm@449
|
2201 (take 20 (fft base-activity))))))))))
|
rlm@449
|
2202 #+end_src
|
rlm@449
|
2203 #+end_listing
|
rlm@449
|
2204
|
rlm@449
|
2205 With these action predicates, I can now recognize the actions of
|
rlm@449
|
2206 the worm while it is moving under my control and I have access to
|
rlm@449
|
2207 all the worm's senses.
|
rlm@449
|
2208
|
rlm@449
|
2209 #+caption: Use the action predicates defined earlier to report on
|
rlm@449
|
2210 #+caption: what the worm is doing while in simulation.
|
rlm@449
|
2211 #+name: report-worm-activity
|
rlm@452
|
2212 #+attr_latex: [htpb]
|
rlm@452
|
2213 #+begin_listing clojure
|
rlm@449
|
2214 #+begin_src clojure
|
rlm@449
|
2215 (defn debug-experience
|
rlm@449
|
2216 [experiences text]
|
rlm@449
|
2217 (cond
|
rlm@449
|
2218 (grand-circle? experiences) (.setText text "Grand Circle")
|
rlm@449
|
2219 (curled? experiences) (.setText text "Curled")
|
rlm@449
|
2220 (wiggling? experiences) (.setText text "Wiggling")
|
rlm@449
|
2221 (resting? experiences) (.setText text "Resting")))
|
rlm@449
|
2222 #+end_src
|
rlm@449
|
2223 #+end_listing
|
rlm@449
|
2224
|
rlm@449
|
2225 #+caption: Using =debug-experience=, the body-centered predicates
|
rlm@449
|
2226 #+caption: work together to classify the behaviour of the worm.
|
rlm@451
|
2227 #+caption: the predicates are operating with access to the worm's
|
rlm@451
|
2228 #+caption: full sensory data.
|
rlm@449
|
2229 #+name: basic-worm-view
|
rlm@449
|
2230 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
2231 [[./images/worm-identify-init.png]]
|
rlm@449
|
2232
|
rlm@449
|
2233 These action predicates satisfy the recognition requirement of an
|
rlm@451
|
2234 empathic recognition system. There is power in the simplicity of
|
rlm@451
|
2235 the action predicates. They describe their actions without getting
|
rlm@451
|
2236 confused in visual details of the worm. Each one is frame
|
rlm@451
|
2237 independent, but more than that, they are each indepent of
|
rlm@449
|
2238 irrelevant visual details of the worm and the environment. They
|
rlm@449
|
2239 will work regardless of whether the worm is a different color or
|
rlm@451
|
2240 hevaily textured, or if the environment has strange lighting.
|
rlm@449
|
2241
|
rlm@449
|
2242 The trick now is to make the action predicates work even when the
|
rlm@449
|
2243 sensory data on which they depend is absent. If I can do that, then
|
rlm@449
|
2244 I will have gained much,
|
rlm@435
|
2245
|
rlm@436
|
2246 ** \Phi-space describes the worm's experiences
|
rlm@449
|
2247
|
rlm@449
|
2248 As a first step towards building empathy, I need to gather all of
|
rlm@449
|
2249 the worm's experiences during free play. I use a simple vector to
|
rlm@449
|
2250 store all the experiences.
|
rlm@449
|
2251
|
rlm@449
|
2252 Each element of the experience vector exists in the vast space of
|
rlm@449
|
2253 all possible worm-experiences. Most of this vast space is actually
|
rlm@449
|
2254 unreachable due to physical constraints of the worm's body. For
|
rlm@449
|
2255 example, the worm's segments are connected by hinge joints that put
|
rlm@451
|
2256 a practical limit on the worm's range of motions without limiting
|
rlm@451
|
2257 its degrees of freedom. Some groupings of senses are impossible;
|
rlm@451
|
2258 the worm can not be bent into a circle so that its ends are
|
rlm@451
|
2259 touching and at the same time not also experience the sensation of
|
rlm@451
|
2260 touching itself.
|
rlm@449
|
2261
|
rlm@451
|
2262 As the worm moves around during free play and its experience vector
|
rlm@451
|
2263 grows larger, the vector begins to define a subspace which is all
|
rlm@451
|
2264 the sensations the worm can practicaly experience during normal
|
rlm@451
|
2265 operation. I call this subspace \Phi-space, short for
|
rlm@451
|
2266 physical-space. The experience vector defines a path through
|
rlm@451
|
2267 \Phi-space. This path has interesting properties that all derive
|
rlm@451
|
2268 from physical embodiment. The proprioceptive components are
|
rlm@451
|
2269 completely smooth, because in order for the worm to move from one
|
rlm@451
|
2270 position to another, it must pass through the intermediate
|
rlm@451
|
2271 positions. The path invariably forms loops as actions are repeated.
|
rlm@451
|
2272 Finally and most importantly, proprioception actually gives very
|
rlm@451
|
2273 strong inference about the other senses. For example, when the worm
|
rlm@451
|
2274 is flat, you can infer that it is touching the ground and that its
|
rlm@451
|
2275 muscles are not active, because if the muscles were active, the
|
rlm@451
|
2276 worm would be moving and would not be perfectly flat. In order to
|
rlm@451
|
2277 stay flat, the worm has to be touching the ground, or it would
|
rlm@451
|
2278 again be moving out of the flat position due to gravity. If the
|
rlm@451
|
2279 worm is positioned in such a way that it interacts with itself,
|
rlm@451
|
2280 then it is very likely to be feeling the same tactile feelings as
|
rlm@451
|
2281 the last time it was in that position, because it has the same body
|
rlm@451
|
2282 as then. If you observe multiple frames of proprioceptive data,
|
rlm@451
|
2283 then you can become increasingly confident about the exact
|
rlm@451
|
2284 activations of the worm's muscles, because it generally takes a
|
rlm@451
|
2285 unique combination of muscle contractions to transform the worm's
|
rlm@451
|
2286 body along a specific path through \Phi-space.
|
rlm@449
|
2287
|
rlm@449
|
2288 There is a simple way of taking \Phi-space and the total ordering
|
rlm@449
|
2289 provided by an experience vector and reliably infering the rest of
|
rlm@449
|
2290 the senses.
|
rlm@435
|
2291
|
rlm@436
|
2292 ** Empathy is the process of tracing though \Phi-space
|
rlm@449
|
2293
|
rlm@450
|
2294 Here is the core of a basic empathy algorithm, starting with an
|
rlm@451
|
2295 experience vector:
|
rlm@451
|
2296
|
rlm@451
|
2297 First, group the experiences into tiered proprioceptive bins. I use
|
rlm@451
|
2298 powers of 10 and 3 bins, and the smallest bin has an approximate
|
rlm@451
|
2299 size of 0.001 radians in all proprioceptive dimensions.
|
rlm@450
|
2300
|
rlm@450
|
2301 Then, given a sequence of proprioceptive input, generate a set of
|
rlm@451
|
2302 matching experience records for each input, using the tiered
|
rlm@451
|
2303 proprioceptive bins.
|
rlm@449
|
2304
|
rlm@450
|
2305 Finally, to infer sensory data, select the longest consective chain
|
rlm@451
|
2306 of experiences. Conecutive experience means that the experiences
|
rlm@451
|
2307 appear next to each other in the experience vector.
|
rlm@449
|
2308
|
rlm@450
|
2309 This algorithm has three advantages:
|
rlm@450
|
2310
|
rlm@450
|
2311 1. It's simple
|
rlm@450
|
2312
|
rlm@451
|
2313 3. It's very fast -- retrieving possible interpretations takes
|
rlm@451
|
2314 constant time. Tracing through chains of interpretations takes
|
rlm@451
|
2315 time proportional to the average number of experiences in a
|
rlm@451
|
2316 proprioceptive bin. Redundant experiences in \Phi-space can be
|
rlm@451
|
2317 merged to save computation.
|
rlm@450
|
2318
|
rlm@450
|
2319 2. It protects from wrong interpretations of transient ambiguous
|
rlm@451
|
2320 proprioceptive data. For example, if the worm is flat for just
|
rlm@450
|
2321 an instant, this flattness will not be interpreted as implying
|
rlm@450
|
2322 that the worm has its muscles relaxed, since the flattness is
|
rlm@450
|
2323 part of a longer chain which includes a distinct pattern of
|
rlm@451
|
2324 muscle activation. Markov chains or other memoryless statistical
|
rlm@451
|
2325 models that operate on individual frames may very well make this
|
rlm@451
|
2326 mistake.
|
rlm@450
|
2327
|
rlm@450
|
2328 #+caption: Program to convert an experience vector into a
|
rlm@450
|
2329 #+caption: proprioceptively binned lookup function.
|
rlm@450
|
2330 #+name: bin
|
rlm@452
|
2331 #+attr_latex: [htpb]
|
rlm@452
|
2332 #+begin_listing clojure
|
rlm@450
|
2333 #+begin_src clojure
|
rlm@449
|
2334 (defn bin [digits]
|
rlm@449
|
2335 (fn [angles]
|
rlm@449
|
2336 (->> angles
|
rlm@449
|
2337 (flatten)
|
rlm@449
|
2338 (map (juxt #(Math/sin %) #(Math/cos %)))
|
rlm@449
|
2339 (flatten)
|
rlm@449
|
2340 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
|
rlm@449
|
2341
|
rlm@449
|
2342 (defn gen-phi-scan
|
rlm@450
|
2343 "Nearest-neighbors with binning. Only returns a result if
|
rlm@450
|
2344 the propriceptive data is within 10% of a previously recorded
|
rlm@450
|
2345 result in all dimensions."
|
rlm@450
|
2346 [phi-space]
|
rlm@449
|
2347 (let [bin-keys (map bin [3 2 1])
|
rlm@449
|
2348 bin-maps
|
rlm@449
|
2349 (map (fn [bin-key]
|
rlm@449
|
2350 (group-by
|
rlm@449
|
2351 (comp bin-key :proprioception phi-space)
|
rlm@449
|
2352 (range (count phi-space)))) bin-keys)
|
rlm@449
|
2353 lookups (map (fn [bin-key bin-map]
|
rlm@450
|
2354 (fn [proprio] (bin-map (bin-key proprio))))
|
rlm@450
|
2355 bin-keys bin-maps)]
|
rlm@449
|
2356 (fn lookup [proprio-data]
|
rlm@449
|
2357 (set (some #(% proprio-data) lookups)))))
|
rlm@450
|
2358 #+end_src
|
rlm@450
|
2359 #+end_listing
|
rlm@449
|
2360
|
rlm@451
|
2361 #+caption: =longest-thread= finds the longest path of consecutive
|
rlm@451
|
2362 #+caption: experiences to explain proprioceptive worm data.
|
rlm@451
|
2363 #+name: phi-space-history-scan
|
rlm@451
|
2364 #+ATTR_LaTeX: :width 10cm
|
rlm@451
|
2365 [[./images/aurellem-gray.png]]
|
rlm@451
|
2366
|
rlm@451
|
2367 =longest-thread= infers sensory data by stitching together pieces
|
rlm@451
|
2368 from previous experience. It prefers longer chains of previous
|
rlm@451
|
2369 experience to shorter ones. For example, during training the worm
|
rlm@451
|
2370 might rest on the ground for one second before it performs its
|
rlm@451
|
2371 excercises. If during recognition the worm rests on the ground for
|
rlm@451
|
2372 five seconds, =longest-thread= will accomodate this five second
|
rlm@451
|
2373 rest period by looping the one second rest chain five times.
|
rlm@451
|
2374
|
rlm@451
|
2375 =longest-thread= takes time proportinal to the average number of
|
rlm@451
|
2376 entries in a proprioceptive bin, because for each element in the
|
rlm@451
|
2377 starting bin it performes a series of set lookups in the preceeding
|
rlm@451
|
2378 bins. If the total history is limited, then this is only a constant
|
rlm@451
|
2379 multiple times the number of entries in the starting bin. This
|
rlm@451
|
2380 analysis also applies even if the action requires multiple longest
|
rlm@451
|
2381 chains -- it's still the average number of entries in a
|
rlm@451
|
2382 proprioceptive bin times the desired chain length. Because
|
rlm@451
|
2383 =longest-thread= is so efficient and simple, I can interpret
|
rlm@451
|
2384 worm-actions in real time.
|
rlm@449
|
2385
|
rlm@450
|
2386 #+caption: Program to calculate empathy by tracing though \Phi-space
|
rlm@450
|
2387 #+caption: and finding the longest (ie. most coherent) interpretation
|
rlm@450
|
2388 #+caption: of the data.
|
rlm@450
|
2389 #+name: longest-thread
|
rlm@452
|
2390 #+attr_latex: [htpb]
|
rlm@452
|
2391 #+begin_listing clojure
|
rlm@450
|
2392 #+begin_src clojure
|
rlm@449
|
2393 (defn longest-thread
|
rlm@449
|
2394 "Find the longest thread from phi-index-sets. The index sets should
|
rlm@449
|
2395 be ordered from most recent to least recent."
|
rlm@449
|
2396 [phi-index-sets]
|
rlm@449
|
2397 (loop [result '()
|
rlm@449
|
2398 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
|
rlm@449
|
2399 (if (empty? phi-index-sets)
|
rlm@449
|
2400 (vec result)
|
rlm@449
|
2401 (let [threads
|
rlm@449
|
2402 (for [thread-base thread-bases]
|
rlm@449
|
2403 (loop [thread (list thread-base)
|
rlm@449
|
2404 remaining remaining]
|
rlm@449
|
2405 (let [next-index (dec (first thread))]
|
rlm@449
|
2406 (cond (empty? remaining) thread
|
rlm@449
|
2407 (contains? (first remaining) next-index)
|
rlm@449
|
2408 (recur
|
rlm@449
|
2409 (cons next-index thread) (rest remaining))
|
rlm@449
|
2410 :else thread))))
|
rlm@449
|
2411 longest-thread
|
rlm@449
|
2412 (reduce (fn [thread-a thread-b]
|
rlm@449
|
2413 (if (> (count thread-a) (count thread-b))
|
rlm@449
|
2414 thread-a thread-b))
|
rlm@449
|
2415 '(nil)
|
rlm@449
|
2416 threads)]
|
rlm@449
|
2417 (recur (concat longest-thread result)
|
rlm@449
|
2418 (drop (count longest-thread) phi-index-sets))))))
|
rlm@450
|
2419 #+end_src
|
rlm@450
|
2420 #+end_listing
|
rlm@450
|
2421
|
rlm@451
|
2422 There is one final piece, which is to replace missing sensory data
|
rlm@451
|
2423 with a best-guess estimate. While I could fill in missing data by
|
rlm@451
|
2424 using a gradient over the closest known sensory data points,
|
rlm@451
|
2425 averages can be misleading. It is certainly possible to create an
|
rlm@451
|
2426 impossible sensory state by averaging two possible sensory states.
|
rlm@451
|
2427 Therefore, I simply replicate the most recent sensory experience to
|
rlm@451
|
2428 fill in the gaps.
|
rlm@449
|
2429
|
rlm@449
|
2430 #+caption: Fill in blanks in sensory experience by replicating the most
|
rlm@449
|
2431 #+caption: recent experience.
|
rlm@449
|
2432 #+name: infer-nils
|
rlm@452
|
2433 #+attr_latex: [htpb]
|
rlm@452
|
2434 #+begin_listing clojure
|
rlm@449
|
2435 #+begin_src clojure
|
rlm@449
|
2436 (defn infer-nils
|
rlm@449
|
2437 "Replace nils with the next available non-nil element in the
|
rlm@449
|
2438 sequence, or barring that, 0."
|
rlm@449
|
2439 [s]
|
rlm@449
|
2440 (loop [i (dec (count s))
|
rlm@449
|
2441 v (transient s)]
|
rlm@449
|
2442 (if (zero? i) (persistent! v)
|
rlm@449
|
2443 (if-let [cur (v i)]
|
rlm@449
|
2444 (if (get v (dec i) 0)
|
rlm@449
|
2445 (recur (dec i) v)
|
rlm@449
|
2446 (recur (dec i) (assoc! v (dec i) cur)))
|
rlm@449
|
2447 (recur i (assoc! v i 0))))))
|
rlm@449
|
2448 #+end_src
|
rlm@449
|
2449 #+end_listing
|
rlm@435
|
2450
|
rlm@441
|
2451 ** Efficient action recognition with =EMPATH=
|
rlm@451
|
2452
|
rlm@451
|
2453 To use =EMPATH= with the worm, I first need to gather a set of
|
rlm@451
|
2454 experiences from the worm that includes the actions I want to
|
rlm@452
|
2455 recognize. The =generate-phi-space= program (listing
|
rlm@451
|
2456 \ref{generate-phi-space} runs the worm through a series of
|
rlm@451
|
2457 exercices and gatheres those experiences into a vector. The
|
rlm@451
|
2458 =do-all-the-things= program is a routine expressed in a simple
|
rlm@452
|
2459 muscle contraction script language for automated worm control. It
|
rlm@452
|
2460 causes the worm to rest, curl, and wiggle over about 700 frames
|
rlm@452
|
2461 (approx. 11 seconds).
|
rlm@425
|
2462
|
rlm@451
|
2463 #+caption: Program to gather the worm's experiences into a vector for
|
rlm@451
|
2464 #+caption: further processing. The =motor-control-program= line uses
|
rlm@451
|
2465 #+caption: a motor control script that causes the worm to execute a series
|
rlm@451
|
2466 #+caption: of ``exercices'' that include all the action predicates.
|
rlm@451
|
2467 #+name: generate-phi-space
|
rlm@452
|
2468 #+attr_latex: [htpb]
|
rlm@452
|
2469 #+begin_listing clojure
|
rlm@451
|
2470 #+begin_src clojure
|
rlm@451
|
2471 (def do-all-the-things
|
rlm@451
|
2472 (concat
|
rlm@451
|
2473 curl-script
|
rlm@451
|
2474 [[300 :d-ex 40]
|
rlm@451
|
2475 [320 :d-ex 0]]
|
rlm@451
|
2476 (shift-script 280 (take 16 wiggle-script))))
|
rlm@451
|
2477
|
rlm@451
|
2478 (defn generate-phi-space []
|
rlm@451
|
2479 (let [experiences (atom [])]
|
rlm@451
|
2480 (run-world
|
rlm@451
|
2481 (apply-map
|
rlm@451
|
2482 worm-world
|
rlm@451
|
2483 (merge
|
rlm@451
|
2484 (worm-world-defaults)
|
rlm@451
|
2485 {:end-frame 700
|
rlm@451
|
2486 :motor-control
|
rlm@451
|
2487 (motor-control-program worm-muscle-labels do-all-the-things)
|
rlm@451
|
2488 :experiences experiences})))
|
rlm@451
|
2489 @experiences))
|
rlm@451
|
2490 #+end_src
|
rlm@451
|
2491 #+end_listing
|
rlm@451
|
2492
|
rlm@451
|
2493 #+caption: Use longest thread and a phi-space generated from a short
|
rlm@451
|
2494 #+caption: exercise routine to interpret actions during free play.
|
rlm@451
|
2495 #+name: empathy-debug
|
rlm@452
|
2496 #+attr_latex: [htpb]
|
rlm@452
|
2497 #+begin_listing clojure
|
rlm@451
|
2498 #+begin_src clojure
|
rlm@451
|
2499 (defn init []
|
rlm@451
|
2500 (def phi-space (generate-phi-space))
|
rlm@451
|
2501 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
2502
|
rlm@451
|
2503 (defn empathy-demonstration []
|
rlm@451
|
2504 (let [proprio (atom ())]
|
rlm@451
|
2505 (fn
|
rlm@451
|
2506 [experiences text]
|
rlm@451
|
2507 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
2508 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
2509 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
2510 empathy (mapv phi-space (infer-nils exp-thread))]
|
rlm@451
|
2511 (println-repl (vector:last-n exp-thread 22))
|
rlm@451
|
2512 (cond
|
rlm@451
|
2513 (grand-circle? empathy) (.setText text "Grand Circle")
|
rlm@451
|
2514 (curled? empathy) (.setText text "Curled")
|
rlm@451
|
2515 (wiggling? empathy) (.setText text "Wiggling")
|
rlm@451
|
2516 (resting? empathy) (.setText text "Resting")
|
rlm@451
|
2517 :else (.setText text "Unknown")))))))
|
rlm@451
|
2518
|
rlm@451
|
2519 (defn empathy-experiment [record]
|
rlm@451
|
2520 (.start (worm-world :experience-watch (debug-experience-phi)
|
rlm@451
|
2521 :record record :worm worm*)))
|
rlm@451
|
2522 #+end_src
|
rlm@451
|
2523 #+end_listing
|
rlm@451
|
2524
|
rlm@451
|
2525 The result of running =empathy-experiment= is that the system is
|
rlm@451
|
2526 generally able to interpret worm actions using the action-predicates
|
rlm@451
|
2527 on simulated sensory data just as well as with actual data. Figure
|
rlm@451
|
2528 \ref{empathy-debug-image} was generated using =empathy-experiment=:
|
rlm@451
|
2529
|
rlm@451
|
2530 #+caption: From only proprioceptive data, =EMPATH= was able to infer
|
rlm@451
|
2531 #+caption: the complete sensory experience and classify four poses
|
rlm@451
|
2532 #+caption: (The last panel shows a composite image of \emph{wriggling},
|
rlm@451
|
2533 #+caption: a dynamic pose.)
|
rlm@451
|
2534 #+name: empathy-debug-image
|
rlm@451
|
2535 #+ATTR_LaTeX: :width 10cm :placement [H]
|
rlm@451
|
2536 [[./images/empathy-1.png]]
|
rlm@451
|
2537
|
rlm@451
|
2538 One way to measure the performance of =EMPATH= is to compare the
|
rlm@451
|
2539 sutiability of the imagined sense experience to trigger the same
|
rlm@451
|
2540 action predicates as the real sensory experience.
|
rlm@451
|
2541
|
rlm@451
|
2542 #+caption: Determine how closely empathy approximates actual
|
rlm@451
|
2543 #+caption: sensory data.
|
rlm@451
|
2544 #+name: test-empathy-accuracy
|
rlm@452
|
2545 #+attr_latex: [htpb]
|
rlm@452
|
2546 #+begin_listing clojure
|
rlm@451
|
2547 #+begin_src clojure
|
rlm@451
|
2548 (def worm-action-label
|
rlm@451
|
2549 (juxt grand-circle? curled? wiggling?))
|
rlm@451
|
2550
|
rlm@451
|
2551 (defn compare-empathy-with-baseline [matches]
|
rlm@451
|
2552 (let [proprio (atom ())]
|
rlm@451
|
2553 (fn
|
rlm@451
|
2554 [experiences text]
|
rlm@451
|
2555 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
2556 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
2557 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
2558 empathy (mapv phi-space (infer-nils exp-thread))
|
rlm@451
|
2559 experience-matches-empathy
|
rlm@451
|
2560 (= (worm-action-label experiences)
|
rlm@451
|
2561 (worm-action-label empathy))]
|
rlm@451
|
2562 (println-repl experience-matches-empathy)
|
rlm@451
|
2563 (swap! matches #(conj % experience-matches-empathy)))))))
|
rlm@451
|
2564
|
rlm@451
|
2565 (defn accuracy [v]
|
rlm@451
|
2566 (float (/ (count (filter true? v)) (count v))))
|
rlm@451
|
2567
|
rlm@451
|
2568 (defn test-empathy-accuracy []
|
rlm@451
|
2569 (let [res (atom [])]
|
rlm@451
|
2570 (run-world
|
rlm@451
|
2571 (worm-world :experience-watch
|
rlm@451
|
2572 (compare-empathy-with-baseline res)
|
rlm@451
|
2573 :worm worm*))
|
rlm@451
|
2574 (accuracy @res)))
|
rlm@451
|
2575 #+end_src
|
rlm@451
|
2576 #+end_listing
|
rlm@451
|
2577
|
rlm@451
|
2578 Running =test-empathy-accuracy= using the very short exercise
|
rlm@451
|
2579 program defined in listing \ref{generate-phi-space}, and then doing
|
rlm@451
|
2580 a similar pattern of activity manually yeilds an accuracy of around
|
rlm@451
|
2581 73%. This is based on very limited worm experience. By training the
|
rlm@451
|
2582 worm for longer, the accuracy dramatically improves.
|
rlm@451
|
2583
|
rlm@451
|
2584 #+caption: Program to generate \Phi-space using manual training.
|
rlm@451
|
2585 #+name: manual-phi-space
|
rlm@452
|
2586 #+attr_latex: [htpb]
|
rlm@451
|
2587 #+begin_listing clojure
|
rlm@451
|
2588 #+begin_src clojure
|
rlm@451
|
2589 (defn init-interactive []
|
rlm@451
|
2590 (def phi-space
|
rlm@451
|
2591 (let [experiences (atom [])]
|
rlm@451
|
2592 (run-world
|
rlm@451
|
2593 (apply-map
|
rlm@451
|
2594 worm-world
|
rlm@451
|
2595 (merge
|
rlm@451
|
2596 (worm-world-defaults)
|
rlm@451
|
2597 {:experiences experiences})))
|
rlm@451
|
2598 @experiences))
|
rlm@451
|
2599 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
2600 #+end_src
|
rlm@451
|
2601 #+end_listing
|
rlm@451
|
2602
|
rlm@451
|
2603 After about 1 minute of manual training, I was able to achieve 95%
|
rlm@451
|
2604 accuracy on manual testing of the worm using =init-interactive= and
|
rlm@452
|
2605 =test-empathy-accuracy=. The majority of errors are near the
|
rlm@452
|
2606 boundaries of transitioning from one type of action to another.
|
rlm@452
|
2607 During these transitions the exact label for the action is more open
|
rlm@452
|
2608 to interpretation, and dissaggrement between empathy and experience
|
rlm@452
|
2609 is more excusable.
|
rlm@450
|
2610
|
rlm@449
|
2611 ** Digression: bootstrapping touch using free exploration
|
rlm@449
|
2612
|
rlm@452
|
2613 In the previous section I showed how to compute actions in terms of
|
rlm@452
|
2614 body-centered predicates which relied averate touch activation of
|
rlm@452
|
2615 pre-defined regions of the worm's skin. What if, instead of recieving
|
rlm@452
|
2616 touch pre-grouped into the six faces of each worm segment, the true
|
rlm@452
|
2617 topology of the worm's skin was unknown? This is more similiar to how
|
rlm@452
|
2618 a nerve fiber bundle might be arranged. While two fibers that are
|
rlm@452
|
2619 close in a nerve bundle /might/ correspond to two touch sensors that
|
rlm@452
|
2620 are close together on the skin, the process of taking a complicated
|
rlm@452
|
2621 surface and forcing it into essentially a circle requires some cuts
|
rlm@452
|
2622 and rerragenments.
|
rlm@452
|
2623
|
rlm@452
|
2624 In this section I show how to automatically learn the skin-topology of
|
rlm@452
|
2625 a worm segment by free exploration. As the worm rolls around on the
|
rlm@452
|
2626 floor, large sections of its surface get activated. If the worm has
|
rlm@452
|
2627 stopped moving, then whatever region of skin that is touching the
|
rlm@452
|
2628 floor is probably an important region, and should be recorded.
|
rlm@452
|
2629
|
rlm@452
|
2630 #+caption: Program to detect whether the worm is in a resting state
|
rlm@452
|
2631 #+caption: with one face touching the floor.
|
rlm@452
|
2632 #+name: pure-touch
|
rlm@452
|
2633 #+begin_listing clojure
|
rlm@452
|
2634 #+begin_src clojure
|
rlm@452
|
2635 (def full-contact [(float 0.0) (float 0.1)])
|
rlm@452
|
2636
|
rlm@452
|
2637 (defn pure-touch?
|
rlm@452
|
2638 "This is worm specific code to determine if a large region of touch
|
rlm@452
|
2639 sensors is either all on or all off."
|
rlm@452
|
2640 [[coords touch :as touch-data]]
|
rlm@452
|
2641 (= (set (map first touch)) (set full-contact)))
|
rlm@452
|
2642 #+end_src
|
rlm@452
|
2643 #+end_listing
|
rlm@452
|
2644
|
rlm@452
|
2645 After collecting these important regions, there will many nearly
|
rlm@452
|
2646 similiar touch regions. While for some purposes the subtle
|
rlm@452
|
2647 differences between these regions will be important, for my
|
rlm@452
|
2648 purposes I colapse them into mostly non-overlapping sets using
|
rlm@452
|
2649 =remove-similiar= in listing \ref{remove-similiar}
|
rlm@452
|
2650
|
rlm@452
|
2651 #+caption: Program to take a lits of set of points and ``collapse them''
|
rlm@452
|
2652 #+caption: so that the remaining sets in the list are siginificantly
|
rlm@452
|
2653 #+caption: different from each other. Prefer smaller sets to larger ones.
|
rlm@452
|
2654 #+name: remove-similiar
|
rlm@452
|
2655 #+begin_listing clojure
|
rlm@452
|
2656 #+begin_src clojure
|
rlm@452
|
2657 (defn remove-similar
|
rlm@452
|
2658 [coll]
|
rlm@452
|
2659 (loop [result () coll (sort-by (comp - count) coll)]
|
rlm@452
|
2660 (if (empty? coll) result
|
rlm@452
|
2661 (let [[x & xs] coll
|
rlm@452
|
2662 c (count x)]
|
rlm@452
|
2663 (if (some
|
rlm@452
|
2664 (fn [other-set]
|
rlm@452
|
2665 (let [oc (count other-set)]
|
rlm@452
|
2666 (< (- (count (union other-set x)) c) (* oc 0.1))))
|
rlm@452
|
2667 xs)
|
rlm@452
|
2668 (recur result xs)
|
rlm@452
|
2669 (recur (cons x result) xs))))))
|
rlm@452
|
2670 #+end_src
|
rlm@452
|
2671 #+end_listing
|
rlm@452
|
2672
|
rlm@452
|
2673 Actually running this simulation is easy given =CORTEX='s facilities.
|
rlm@452
|
2674
|
rlm@452
|
2675 #+caption: Collect experiences while the worm moves around. Filter the touch
|
rlm@452
|
2676 #+caption: sensations by stable ones, collapse similiar ones together,
|
rlm@452
|
2677 #+caption: and report the regions learned.
|
rlm@452
|
2678 #+name: learn-touch
|
rlm@452
|
2679 #+begin_listing clojure
|
rlm@452
|
2680 #+begin_src clojure
|
rlm@452
|
2681 (defn learn-touch-regions []
|
rlm@452
|
2682 (let [experiences (atom [])
|
rlm@452
|
2683 world (apply-map
|
rlm@452
|
2684 worm-world
|
rlm@452
|
2685 (assoc (worm-segment-defaults)
|
rlm@452
|
2686 :experiences experiences))]
|
rlm@452
|
2687 (run-world world)
|
rlm@452
|
2688 (->>
|
rlm@452
|
2689 @experiences
|
rlm@452
|
2690 (drop 175)
|
rlm@452
|
2691 ;; access the single segment's touch data
|
rlm@452
|
2692 (map (comp first :touch))
|
rlm@452
|
2693 ;; only deal with "pure" touch data to determine surfaces
|
rlm@452
|
2694 (filter pure-touch?)
|
rlm@452
|
2695 ;; associate coordinates with touch values
|
rlm@452
|
2696 (map (partial apply zipmap))
|
rlm@452
|
2697 ;; select those regions where contact is being made
|
rlm@452
|
2698 (map (partial group-by second))
|
rlm@452
|
2699 (map #(get % full-contact))
|
rlm@452
|
2700 (map (partial map first))
|
rlm@452
|
2701 ;; remove redundant/subset regions
|
rlm@452
|
2702 (map set)
|
rlm@452
|
2703 remove-similar)))
|
rlm@452
|
2704
|
rlm@452
|
2705 (defn learn-and-view-touch-regions []
|
rlm@452
|
2706 (map view-touch-region
|
rlm@452
|
2707 (learn-touch-regions)))
|
rlm@452
|
2708 #+end_src
|
rlm@452
|
2709 #+end_listing
|
rlm@452
|
2710
|
rlm@452
|
2711 The only thing remining to define is the particular motion the worm
|
rlm@452
|
2712 must take. I accomplish this with a simple motor control program.
|
rlm@452
|
2713
|
rlm@452
|
2714 #+caption: Motor control program for making the worm roll on the ground.
|
rlm@452
|
2715 #+caption: This could also be replaced with random motion.
|
rlm@452
|
2716 #+name: worm-roll
|
rlm@452
|
2717 #+begin_listing clojure
|
rlm@452
|
2718 #+begin_src clojure
|
rlm@452
|
2719 (defn touch-kinesthetics []
|
rlm@452
|
2720 [[170 :lift-1 40]
|
rlm@452
|
2721 [190 :lift-1 19]
|
rlm@452
|
2722 [206 :lift-1 0]
|
rlm@452
|
2723
|
rlm@452
|
2724 [400 :lift-2 40]
|
rlm@452
|
2725 [410 :lift-2 0]
|
rlm@452
|
2726
|
rlm@452
|
2727 [570 :lift-2 40]
|
rlm@452
|
2728 [590 :lift-2 21]
|
rlm@452
|
2729 [606 :lift-2 0]
|
rlm@452
|
2730
|
rlm@452
|
2731 [800 :lift-1 30]
|
rlm@452
|
2732 [809 :lift-1 0]
|
rlm@452
|
2733
|
rlm@452
|
2734 [900 :roll-2 40]
|
rlm@452
|
2735 [905 :roll-2 20]
|
rlm@452
|
2736 [910 :roll-2 0]
|
rlm@452
|
2737
|
rlm@452
|
2738 [1000 :roll-2 40]
|
rlm@452
|
2739 [1005 :roll-2 20]
|
rlm@452
|
2740 [1010 :roll-2 0]
|
rlm@452
|
2741
|
rlm@452
|
2742 [1100 :roll-2 40]
|
rlm@452
|
2743 [1105 :roll-2 20]
|
rlm@452
|
2744 [1110 :roll-2 0]
|
rlm@452
|
2745 ])
|
rlm@452
|
2746 #+end_src
|
rlm@452
|
2747 #+end_listing
|
rlm@452
|
2748
|
rlm@452
|
2749
|
rlm@452
|
2750 #+caption: The small worm rolls around on the floor, driven
|
rlm@452
|
2751 #+caption: by the motor control program in listing \ref{worm-roll}.
|
rlm@452
|
2752 #+name: worm-roll
|
rlm@452
|
2753 #+ATTR_LaTeX: :width 12cm
|
rlm@452
|
2754 [[./images/worm-roll.png]]
|
rlm@452
|
2755
|
rlm@452
|
2756
|
rlm@452
|
2757 #+caption: After completing its adventures, the worm now knows
|
rlm@452
|
2758 #+caption: how its touch sensors are arranged along its skin. These
|
rlm@452
|
2759 #+caption: are the regions that were deemed important by
|
rlm@452
|
2760 #+caption: =learn-touch-regions=. Note that the worm has discovered
|
rlm@452
|
2761 #+caption: that it has six sides.
|
rlm@452
|
2762 #+name: worm-touch-map
|
rlm@452
|
2763 #+ATTR_LaTeX: :width 12cm
|
rlm@452
|
2764 [[./images/touch-learn.png]]
|
rlm@452
|
2765
|
rlm@452
|
2766 While simple, =learn-touch-regions= exploits regularities in both
|
rlm@452
|
2767 the worm's physiology and the worm's environment to correctly
|
rlm@452
|
2768 deduce that the worm has six sides. Note that =learn-touch-regions=
|
rlm@452
|
2769 would work just as well even if the worm's touch sense data were
|
rlm@452
|
2770 completely scrambled. The cross shape is just for convienence. This
|
rlm@452
|
2771 example justifies the use of pre-defined touch regions in =EMPATH=.
|
rlm@452
|
2772
|
rlm@465
|
2773 * COMMENT Contributions
|
rlm@454
|
2774
|
rlm@461
|
2775 In this thesis you have seen the =CORTEX= system, a complete
|
rlm@461
|
2776 environment for creating simulated creatures. You have seen how to
|
rlm@461
|
2777 implement five senses including touch, proprioception, hearing,
|
rlm@461
|
2778 vision, and muscle tension. You have seen how to create new creatues
|
rlm@461
|
2779 using blender, a 3D modeling tool. I hope that =CORTEX= will be
|
rlm@461
|
2780 useful in further research projects. To this end I have included the
|
rlm@461
|
2781 full source to =CORTEX= along with a large suite of tests and
|
rlm@461
|
2782 examples. I have also created a user guide for =CORTEX= which is
|
rlm@461
|
2783 inculded in an appendix to this thesis.
|
rlm@447
|
2784
|
rlm@461
|
2785 You have also seen how I used =CORTEX= as a platform to attach the
|
rlm@461
|
2786 /action recognition/ problem, which is the problem of recognizing
|
rlm@461
|
2787 actions in video. You saw a simple system called =EMPATH= which
|
rlm@461
|
2788 ientifies actions by first describing actions in a body-centerd,
|
rlm@461
|
2789 rich sense language, then infering a full range of sensory
|
rlm@461
|
2790 experience from limited data using previous experience gained from
|
rlm@461
|
2791 free play.
|
rlm@447
|
2792
|
rlm@461
|
2793 As a minor digression, you also saw how I used =CORTEX= to enable a
|
rlm@461
|
2794 tiny worm to discover the topology of its skin simply by rolling on
|
rlm@461
|
2795 the ground.
|
rlm@461
|
2796
|
rlm@461
|
2797 In conclusion, the main contributions of this thesis are:
|
rlm@461
|
2798
|
rlm@461
|
2799 - =CORTEX=, a system for creating simulated creatures with rich
|
rlm@461
|
2800 senses.
|
rlm@461
|
2801 - =EMPATH=, a program for recognizing actions by imagining sensory
|
rlm@461
|
2802 experience.
|
rlm@447
|
2803
|
rlm@447
|
2804 # An anatomical joke:
|
rlm@447
|
2805 # - Training
|
rlm@447
|
2806 # - Skeletal imitation
|
rlm@447
|
2807 # - Sensory fleshing-out
|
rlm@447
|
2808 # - Classification
|