view thesis/cortex.org @ 526:01934317b25b

changes from conference.
author Robert McIntyre <rlm@mit.edu>
date Mon, 21 Apr 2014 02:11:29 -0400
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1 #+title: =CORTEX=
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: Using embodied AI to facilitate Artificial Imagination.
5 #+keywords: AI, clojure, embodiment
6 #+LaTeX_CLASS_OPTIONS: [nofloat]
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44 * Empathy \& Embodiment: problem solving strategies
46 By the end of this thesis, you will have seen a novel approach to
47 interpreting video using embodiment and empathy. You will have also
48 seen one way to efficiently implement empathy for embodied
49 creatures. Finally, you will become familiar with =CORTEX=, a system
50 for designing and simulating creatures with rich senses, which you
51 may choose to use in your own research.
53 This is the core vision of my thesis: That one of the important ways
54 in which we understand others is by imagining ourselves in their
55 position and emphatically feeling experiences relative to our own
56 bodies. By understanding events in terms of our own previous
57 corporeal experience, we greatly constrain the possibilities of what
58 would otherwise be an unwieldy exponential search. This extra
59 constraint can be the difference between easily understanding what
60 is happening in a video and being completely lost in a sea of
61 incomprehensible color and movement.
63 ** The problem: recognizing actions in video is hard!
65 Examine the following image. What is happening? As you, and indeed
66 very young children, can easily determine, this is an image of
67 drinking.
69 #+caption: A cat drinking some water. Identifying this action is
70 #+caption: beyond the capabilities of existing computer vision systems.
71 #+ATTR_LaTeX: :width 7cm
72 [[./images/cat-drinking.jpg]]
74 Nevertheless, it is beyond the state of the art for a computer
75 vision program to describe what's happening in this image. Part of
76 the problem is that many computer vision systems focus on
77 pixel-level details or comparisons to example images (such as
78 \cite{volume-action-recognition}), but the 3D world is so variable
79 that it is hard to describe the world in terms of possible images.
81 In fact, the contents of scene may have much less to do with pixel
82 probabilities than with recognizing various affordances: things you
83 can move, objects you can grasp, spaces that can be filled . For
84 example, what processes might enable you to see the chair in figure
85 \ref{hidden-chair}?
87 #+caption: The chair in this image is quite obvious to humans, but I
88 #+caption: doubt that any modern computer vision program can find it.
89 #+name: hidden-chair
90 #+ATTR_LaTeX: :width 10cm
91 [[./images/fat-person-sitting-at-desk.jpg]]
93 Finally, how is it that you can easily tell the difference between
94 how the girls /muscles/ are working in figure \ref{girl}?
96 #+caption: The mysterious ``common sense'' appears here as you are able
97 #+caption: to discern the difference in how the girl's arm muscles
98 #+caption: are activated between the two images.
99 #+name: girl
100 #+ATTR_LaTeX: :width 7cm
101 [[./images/wall-push.png]]
103 Each of these examples tells us something about what might be going
104 on in our minds as we easily solve these recognition problems:
106 The hidden chair shows us that we are strongly triggered by cues
107 relating to the position of human bodies, and that we can determine
108 the overall physical configuration of a human body even if much of
109 that body is occluded.
111 The picture of the girl pushing against the wall tells us that we
112 have common sense knowledge about the kinetics of our own bodies.
113 We know well how our muscles would have to work to maintain us in
114 most positions, and we can easily project this self-knowledge to
115 imagined positions triggered by images of the human body.
117 The cat tells us that imagination of some kind plays an important
118 role in understanding actions. The question is: Can we be more
119 precise about what sort of imagination is required to understand
120 these actions?
122 ** A step forward: the sensorimotor-centered approach
124 In this thesis, I explore the idea that our knowledge of our own
125 bodies, combined with our own rich senses, enables us to recognize
126 the actions of others.
128 For example, I think humans are able to label the cat video as
129 ``drinking'' because they imagine /themselves/ as the cat, and
130 imagine putting their face up against a stream of water and
131 sticking out their tongue. In that imagined world, they can feel
132 the cool water hitting their tongue, and feel the water entering
133 their body, and are able to recognize that /feeling/ as drinking.
134 So, the label of the action is not really in the pixels of the
135 image, but is found clearly in a simulation inspired by those
136 pixels. An imaginative system, having been trained on drinking and
137 non-drinking examples and learning that the most important
138 component of drinking is the feeling of water sliding down one's
139 throat, would analyze a video of a cat drinking in the following
140 manner:
142 1. Create a physical model of the video by putting a ``fuzzy''
143 model of its own body in place of the cat. Possibly also create
144 a simulation of the stream of water.
146 2. ``Play out'' this simulated scene and generate imagined sensory
147 experience. This will include relevant muscle contractions, a
148 close up view of the stream from the cat's perspective, and most
149 importantly, the imagined feeling of water entering the mouth.
150 The imagined sensory experience can come from a simulation of
151 the event, but can also be pattern-matched from previous,
152 similar embodied experience.
154 3. The action is now easily identified as drinking by the sense of
155 taste alone. The other senses (such as the tongue moving in and
156 out) help to give plausibility to the simulated action. Note that
157 the sense of vision, while critical in creating the simulation,
158 is not critical for identifying the action from the simulation.
160 For the chair examples, the process is even easier:
162 1. Align a model of your body to the person in the image.
164 2. Generate proprioceptive sensory data from this alignment.
166 3. Use the imagined proprioceptive data as a key to lookup related
167 sensory experience associated with that particular proprioceptive
168 feeling.
170 4. Retrieve the feeling of your bottom resting on a surface, your
171 knees bent, and your leg muscles relaxed.
173 5. This sensory information is consistent with your =sitting?=
174 sensory predicate, so you (and the entity in the image) must be
175 sitting.
177 6. There must be a chair-like object since you are sitting.
179 Empathy offers yet another alternative to the age-old AI
180 representation question: ``What is a chair?'' --- A chair is the
181 feeling of sitting!
183 One powerful advantage of empathic problem solving is that it
184 factors the action recognition problem into two easier problems. To
185 use empathy, you need an /aligner/, which takes the video and a
186 model of your body, and aligns the model with the video. Then, you
187 need a /recognizer/, which uses the aligned model to interpret the
188 action. The power in this method lies in the fact that you describe
189 all actions from a body-centered viewpoint. You are less tied to
190 the particulars of any visual representation of the actions. If you
191 teach the system what ``running'' is, and you have a good enough
192 aligner, the system will from then on be able to recognize running
193 from any point of view, even strange points of view like above or
194 underneath the runner. This is in contrast to action recognition
195 schemes that try to identify actions using a non-embodied approach.
196 If these systems learn about running as viewed from the side, they
197 will not automatically be able to recognize running from any other
198 viewpoint.
200 Another powerful advantage is that using the language of multiple
201 body-centered rich senses to describe body-centered actions offers a
202 massive boost in descriptive capability. Consider how difficult it
203 would be to compose a set of HOG filters to describe the action of
204 a simple worm-creature ``curling'' so that its head touches its
205 tail, and then behold the simplicity of describing thus action in a
206 language designed for the task (listing \ref{grand-circle-intro}):
208 #+caption: Body-centered actions are best expressed in a body-centered
209 #+caption: language. This code detects when the worm has curled into a
210 #+caption: full circle. Imagine how you would replicate this functionality
211 #+caption: using low-level pixel features such as HOG filters!
212 #+name: grand-circle-intro
213 #+begin_listing clojure
214 #+begin_src clojure
215 (defn grand-circle?
216 "Does the worm form a majestic circle (one end touching the other)?"
217 [experiences]
218 (and (curled? experiences)
219 (let [worm-touch (:touch (peek experiences))
220 tail-touch (worm-touch 0)
221 head-touch (worm-touch 4)]
222 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))
223 (< 0.2 (contact worm-segment-top-tip head-touch))))))
224 #+end_src
225 #+end_listing
227 ** =EMPATH= recognizes actions using empathy
229 Exploring these ideas further demands a concrete implementation, so
230 first, I built a system for constructing virtual creatures with
231 physiologically plausible sensorimotor systems and detailed
232 environments. The result is =CORTEX=, which is described in section
233 \ref{sec-2}.
235 Next, I wrote routines which enabled a simple worm-like creature to
236 infer the actions of a second worm-like creature, using only its
237 own prior sensorimotor experiences and knowledge of the second
238 worm's joint positions. This program, =EMPATH=, is described in
239 section \ref{sec-3}. It's main components are:
241 - Embodied Action Definitions :: Many otherwise complicated actions
242 are easily described in the language of a full suite of
243 body-centered, rich senses and experiences. For example,
244 drinking is the feeling of water sliding down your throat, and
245 cooling your insides. It's often accompanied by bringing your
246 hand close to your face, or bringing your face close to water.
247 Sitting down is the feeling of bending your knees, activating
248 your quadriceps, then feeling a surface with your bottom and
249 relaxing your legs. These body-centered action descriptions
250 can be either learned or hard coded.
252 - Guided Play :: The creature moves around and experiences the
253 world through its unique perspective. As the creature moves,
254 it gathers experiences that satisfy the embodied action
255 definitions.
257 - Posture imitation :: When trying to interpret a video or image,
258 the creature takes a model of itself and aligns it with
259 whatever it sees. This alignment might even cross species, as
260 when humans try to align themselves with things like ponies,
261 dogs, or other humans with a different body type.
263 - Empathy :: The alignment triggers associations with
264 sensory data from prior experiences. For example, the
265 alignment itself easily maps to proprioceptive data. Any
266 sounds or obvious skin contact in the video can to a lesser
267 extent trigger previous experience keyed to hearing or touch.
268 Segments of previous experiences gained from play are stitched
269 together to form a coherent and complete sensory portrait of
270 the scene.
272 - Recognition :: With the scene described in terms of
273 remembered first person sensory events, the creature can now
274 run its action-identified programs (such as the one in listing
275 \ref{grand-circle-intro} on this synthesized sensory data,
276 just as it would if it were actually experiencing the scene
277 first-hand. If previous experience has been accurately
278 retrieved, and if it is analogous enough to the scene, then
279 the creature will correctly identify the action in the scene.
281 My program, =EMPATH= uses this empathic problem solving technique
282 to interpret the actions of a simple, worm-like creature.
284 #+caption: The worm performs many actions during free play such as
285 #+caption: curling, wiggling, and resting.
286 #+name: worm-intro
287 #+ATTR_LaTeX: :width 15cm
288 [[./images/worm-intro-white.png]]
290 #+caption: =EMPATH= recognized and classified each of these
291 #+caption: poses by inferring the complete sensory experience
292 #+caption: from proprioceptive data.
293 #+name: worm-recognition-intro
294 #+ATTR_LaTeX: :width 15cm
295 [[./images/worm-poses.png]]
297 *** Main Results
299 - After one-shot supervised training, =EMPATH= was able to
300 recognize a wide variety of static poses and dynamic
301 actions---ranging from curling in a circle to wiggling with a
302 particular frequency --- with 95\% accuracy.
304 - These results were completely independent of viewing angle
305 because the underlying body-centered language fundamentally is
306 independent; once an action is learned, it can be recognized
307 equally well from any viewing angle.
309 - =EMPATH= is surprisingly short; the sensorimotor-centered
310 language provided by =CORTEX= resulted in extremely economical
311 recognition routines --- about 500 lines in all --- suggesting
312 that such representations are very powerful, and often
313 indispensable for the types of recognition tasks considered here.
315 - Although for expediency's sake, I relied on direct knowledge of
316 joint positions in this proof of concept, it would be
317 straightforward to extend =EMPATH= so that it (more
318 realistically) infers joint positions from its visual data.
320 ** =EMPATH= is built on =CORTEX=, a creature builder.
322 I built =CORTEX= to be a general AI research platform for doing
323 experiments involving multiple rich senses and a wide variety and
324 number of creatures. I intend it to be useful as a library for many
325 more projects than just this thesis. =CORTEX= was necessary to meet
326 a need among AI researchers at CSAIL and beyond, which is that
327 people often will invent neat ideas that are best expressed in the
328 language of creatures and senses, but in order to explore those
329 ideas they must first build a platform in which they can create
330 simulated creatures with rich senses! There are many ideas that
331 would be simple to execute (such as =EMPATH= or
332 \cite{larson-symbols}), but attached to them is the multi-month
333 effort to make a good creature simulator. Often, that initial
334 investment of time proves to be too much, and the project must make
335 do with a lesser environment.
337 =CORTEX= is well suited as an environment for embodied AI research
338 for three reasons:
340 - You can create new creatures using Blender (\cite{blender}), a
341 popular 3D modeling program. Each sense can be specified using
342 special blender nodes with biologically inspired parameters. You
343 need not write any code to create a creature, and can use a wide
344 library of pre-existing blender models as a base for your own
345 creatures.
347 - =CORTEX= implements a wide variety of senses: touch,
348 proprioception, vision, hearing, and muscle tension. Complicated
349 senses like touch, and vision involve multiple sensory elements
350 embedded in a 2D surface. You have complete control over the
351 distribution of these sensor elements through the use of simple
352 png image files. In particular, =CORTEX= implements more
353 comprehensive hearing than any other creature simulation system
354 available.
356 - =CORTEX= supports any number of creatures and any number of
357 senses. Time in =CORTEX= dilates so that the simulated creatures
358 always perceive a perfectly smooth flow of time, regardless of
359 the actual computational load.
361 =CORTEX= is built on top of =jMonkeyEngine3=
362 (\cite{jmonkeyengine}), which is a video game engine designed to
363 create cross-platform 3D desktop games. =CORTEX= is mainly written
364 in clojure, a dialect of =LISP= that runs on the java virtual
365 machine (JVM). The API for creating and simulating creatures and
366 senses is entirely expressed in clojure, though many senses are
367 implemented at the layer of jMonkeyEngine or below. For example,
368 for the sense of hearing I use a layer of clojure code on top of a
369 layer of java JNI bindings that drive a layer of =C++= code which
370 implements a modified version of =OpenAL= to support multiple
371 listeners. =CORTEX= is the only simulation environment that I know
372 of that can support multiple entities that can each hear the world
373 from their own perspective. Other senses also require a small layer
374 of Java code. =CORTEX= also uses =bullet=, a physics simulator
375 written in =C=.
377 #+caption: Here is the worm from figure \ref{worm-intro} modeled
378 #+caption: in Blender, a free 3D-modeling program. Senses and
379 #+caption: joints are described using special nodes in Blender.
380 #+name: worm-recognition-intro-2
381 #+ATTR_LaTeX: :width 12cm
382 [[./images/blender-worm.png]]
384 Here are some things I anticipate that =CORTEX= might be used for:
386 - exploring new ideas about sensory integration
387 - distributed communication among swarm creatures
388 - self-learning using free exploration,
389 - evolutionary algorithms involving creature construction
390 - exploration of exotic senses and effectors that are not possible
391 in the real world (such as telekinesis or a semantic sense)
392 - imagination using subworlds
394 During one test with =CORTEX=, I created 3,000 creatures each with
395 their own independent senses and ran them all at only 1/80 real
396 time. In another test, I created a detailed model of my own hand,
397 equipped with a realistic distribution of touch (more sensitive at
398 the fingertips), as well as eyes and ears, and it ran at around 1/4
399 real time.
401 #+BEGIN_LaTeX
402 \begin{sidewaysfigure}
403 \includegraphics[width=9.5in]{images/full-hand.png}
404 \caption{
405 I modeled my own right hand in Blender and rigged it with all the
406 senses that {\tt CORTEX} supports. My simulated hand has a
407 biologically inspired distribution of touch sensors. The senses are
408 displayed on the right, and the simulation is displayed on the
409 left. Notice that my hand is curling its fingers, that it can see
410 its own finger from the eye in its palm, and that it can feel its
411 own thumb touching its palm.}
412 \end{sidewaysfigure}
413 #+END_LaTeX
415 * Designing =CORTEX=
417 In this section, I outline the design decisions that went into
418 making =CORTEX=, along with some details about its implementation.
419 (A practical guide to getting started with =CORTEX=, which skips
420 over the history and implementation details presented here, is
421 provided in an appendix at the end of this thesis.)
423 Throughout this project, I intended for =CORTEX= to be flexible and
424 extensible enough to be useful for other researchers who want to
425 test out ideas of their own. To this end, wherever I have had to make
426 architectural choices about =CORTEX=, I have chosen to give as much
427 freedom to the user as possible, so that =CORTEX= may be used for
428 things I have not foreseen.
430 ** Building in simulation versus reality
431 The most important architectural decision of all is the choice to
432 use a computer-simulated environment in the first place! The world
433 is a vast and rich place, and for now simulations are a very poor
434 reflection of its complexity. It may be that there is a significant
435 qualitative difference between dealing with senses in the real
436 world and dealing with pale facsimiles of them in a simulation
437 \cite{brooks-representation}. What are the advantages and
438 disadvantages of a simulation vs. reality?
440 *** Simulation
442 The advantages of virtual reality are that when everything is a
443 simulation, experiments in that simulation are absolutely
444 reproducible. It's also easier to change the character and world
445 to explore new situations and different sensory combinations.
447 If the world is to be simulated on a computer, then not only do
448 you have to worry about whether the character's senses are rich
449 enough to learn from the world, but whether the world itself is
450 rendered with enough detail and realism to give enough working
451 material to the character's senses. To name just a few
452 difficulties facing modern physics simulators: destructibility of
453 the environment, simulation of water/other fluids, large areas,
454 nonrigid bodies, lots of objects, smoke. I don't know of any
455 computer simulation that would allow a character to take a rock
456 and grind it into fine dust, then use that dust to make a clay
457 sculpture, at least not without spending years calculating the
458 interactions of every single small grain of dust. Maybe a
459 simulated world with today's limitations doesn't provide enough
460 richness for real intelligence to evolve.
462 *** Reality
464 The other approach for playing with senses is to hook your
465 software up to real cameras, microphones, robots, etc., and let it
466 loose in the real world. This has the advantage of eliminating
467 concerns about simulating the world at the expense of increasing
468 the complexity of implementing the senses. Instead of just
469 grabbing the current rendered frame for processing, you have to
470 use an actual camera with real lenses and interact with photons to
471 get an image. It is much harder to change the character, which is
472 now partly a physical robot of some sort, since doing so involves
473 changing things around in the real world instead of modifying
474 lines of code. While the real world is very rich and definitely
475 provides enough stimulation for intelligence to develop as
476 evidenced by our own existence, it is also uncontrollable in the
477 sense that a particular situation cannot be recreated perfectly or
478 saved for later use. It is harder to conduct science because it is
479 harder to repeat an experiment. The worst thing about using the
480 real world instead of a simulation is the matter of time. Instead
481 of simulated time you get the constant and unstoppable flow of
482 real time. This severely limits the sorts of software you can use
483 to program the AI because all sense inputs must be handled in real
484 time. Complicated ideas may have to be implemented in hardware or
485 may simply be impossible given the current speed of our
486 processors. Contrast this with a simulation, in which the flow of
487 time in the simulated world can be slowed down to accommodate the
488 limitations of the character's programming. In terms of cost,
489 doing everything in software is far cheaper than building custom
490 real-time hardware. All you need is a laptop and some patience.
492 ** Simulated time enables rapid prototyping \& simple programs
494 I envision =CORTEX= being used to support rapid prototyping and
495 iteration of ideas. Even if I could put together a well constructed
496 kit for creating robots, it would still not be enough because of
497 the scourge of real-time processing. Anyone who wants to test their
498 ideas in the real world must always worry about getting their
499 algorithms to run fast enough to process information in real time.
500 The need for real time processing only increases if multiple senses
501 are involved. In the extreme case, even simple algorithms will have
502 to be accelerated by ASIC chips or FPGAs, turning what would
503 otherwise be a few lines of code and a 10x speed penalty into a
504 multi-month ordeal. For this reason, =CORTEX= supports
505 /time-dilation/, which scales back the framerate of the
506 simulation in proportion to the amount of processing each frame.
507 From the perspective of the creatures inside the simulation, time
508 always appears to flow at a constant rate, regardless of how
509 complicated the environment becomes or how many creatures are in
510 the simulation. The cost is that =CORTEX= can sometimes run slower
511 than real time. This can also be an advantage, however ---
512 simulations of very simple creatures in =CORTEX= generally run at
513 40x on my machine!
515 ** All sense organs are two-dimensional surfaces
517 If =CORTEX= is to support a wide variety of senses, it would help
518 to have a better understanding of what a ``sense'' actually is!
519 While vision, touch, and hearing all seem like they are quite
520 different things, I was surprised to learn during the course of
521 this thesis that they (and all physical senses) can be expressed as
522 exactly the same mathematical object due to a dimensional argument!
524 Human beings are three-dimensional objects, and the nerves that
525 transmit data from our various sense organs to our brain are
526 essentially one-dimensional. This leaves up to two dimensions in
527 which our sensory information may flow. For example, imagine your
528 skin: it is a two-dimensional surface around a three-dimensional
529 object (your body). It has discrete touch sensors embedded at
530 various points, and the density of these sensors corresponds to the
531 sensitivity of that region of skin. Each touch sensor connects to a
532 nerve, all of which eventually are bundled together as they travel
533 up the spinal cord to the brain. Intersect the spinal nerves with a
534 guillotining plane and you will see all of the sensory data of the
535 skin revealed in a roughly circular two-dimensional image which is
536 the cross section of the spinal cord. Points on this image that are
537 close together in this circle represent touch sensors that are
538 /probably/ close together on the skin, although there is of course
539 some cutting and rearrangement that has to be done to transfer the
540 complicated surface of the skin onto a two dimensional image.
542 Most human senses consist of many discrete sensors of various
543 properties distributed along a surface at various densities. For
544 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's
545 disks, and Ruffini's endings \cite{textbook901}, which detect
546 pressure and vibration of various intensities. For ears, it is the
547 stereocilia distributed along the basilar membrane inside the
548 cochlea; each one is sensitive to a slightly different frequency of
549 sound. For eyes, it is rods and cones distributed along the surface
550 of the retina. In each case, we can describe the sense with a
551 surface and a distribution of sensors along that surface.
553 The neat idea is that every human sense can be effectively
554 described in terms of a surface containing embedded sensors. If the
555 sense had any more dimensions, then there wouldn't be enough room
556 in the spinal chord to transmit the information!
558 Therefore, =CORTEX= must support the ability to create objects and
559 then be able to ``paint'' points along their surfaces to describe
560 each sense.
562 Fortunately this idea is already a well known computer graphics
563 technique called /UV-mapping/. The three-dimensional surface of a
564 model is cut and smooshed until it fits on a two-dimensional
565 image. You paint whatever you want on that image, and when the
566 three-dimensional shape is rendered in a game the smooshing and
567 cutting is reversed and the image appears on the three-dimensional
568 object.
570 To make a sense, interpret the UV-image as describing the
571 distribution of that senses sensors. To get different types of
572 sensors, you can either use a different color for each type of
573 sensor, or use multiple UV-maps, each labeled with that sensor
574 type. I generally use a white pixel to mean the presence of a
575 sensor and a black pixel to mean the absence of a sensor, and use
576 one UV-map for each sensor-type within a given sense.
578 #+CAPTION: The UV-map for an elongated icososphere. The white
579 #+caption: dots each represent a touch sensor. They are dense
580 #+caption: in the regions that describe the tip of the finger,
581 #+caption: and less dense along the dorsal side of the finger
582 #+caption: opposite the tip.
583 #+name: finger-UV
584 #+ATTR_latex: :width 10cm
585 [[./images/finger-UV.png]]
587 #+caption: Ventral side of the UV-mapped finger. Notice the
588 #+caption: density of touch sensors at the tip.
589 #+name: finger-side-view
590 #+ATTR_LaTeX: :width 10cm
591 [[./images/finger-1.png]]
593 ** Video game engines provide ready-made physics and shading
595 I did not need to write my own physics simulation code or shader to
596 build =CORTEX=. Doing so would lead to a system that is impossible
597 for anyone but myself to use anyway. Instead, I use a video game
598 engine as a base and modify it to accommodate the additional needs
599 of =CORTEX=. Video game engines are an ideal starting point to
600 build =CORTEX=, because they are not far from being creature
601 building systems themselves.
603 First off, general purpose video game engines come with a physics
604 engine and lighting / sound system. The physics system provides
605 tools that can be co-opted to serve as touch, proprioception, and
606 muscles. Since some games support split screen views, a good video
607 game engine will allow you to efficiently create multiple cameras
608 in the simulated world that can be used as eyes. Video game systems
609 offer integrated asset management for things like textures and
610 creatures models, providing an avenue for defining creatures. They
611 also understand UV-mapping, since this technique is used to apply a
612 texture to a model. Finally, because video game engines support a
613 large number of users, as long as =CORTEX= doesn't stray too far
614 from the base system, other researchers can turn to this community
615 for help when doing their research.
617 ** =CORTEX= is based on jMonkeyEngine3
619 While preparing to build =CORTEX= I studied several video game
620 engines to see which would best serve as a base. The top contenders
621 were:
623 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
624 software in 1997. All the source code was released by ID
625 software into the Public Domain several years ago, and as a
626 result it has been ported to many different languages. This
627 engine was famous for its advanced use of realistic shading
628 and had decent and fast physics simulation. The main advantage
629 of the Quake II engine is its simplicity, but I ultimately
630 rejected it because the engine is too tied to the concept of a
631 first-person shooter game. One of the problems I had was that
632 there does not seem to be any easy way to attach multiple
633 cameras to a single character. There are also several physics
634 clipping issues that are corrected in a way that only applies
635 to the main character and do not apply to arbitrary objects.
637 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II
638 and Quake I engines and is used by Valve in the Half-Life
639 series of games. The physics simulation in the Source Engine
640 is quite accurate and probably the best out of all the engines
641 I investigated. There is also an extensive community actively
642 working with the engine. However, applications that use the
643 Source Engine must be written in C++, the code is not open, it
644 only runs on Windows, and the tools that come with the SDK to
645 handle models and textures are complicated and awkward to use.
647 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
648 games in Java. It uses OpenGL to render to the screen and uses
649 screengraphs to avoid drawing things that do not appear on the
650 screen. It has an active community and several games in the
651 pipeline. The engine was not built to serve any particular
652 game but is instead meant to be used for any 3D game.
654 I chose jMonkeyEngine3 because it had the most features out of all
655 the free projects I looked at, and because I could then write my
656 code in clojure, an implementation of =LISP= that runs on the JVM.
658 ** =CORTEX= uses Blender to create creature models
660 For the simple worm-like creatures I will use later on in this
661 thesis, I could define a simple API in =CORTEX= that would allow
662 one to create boxes, spheres, etc., and leave that API as the sole
663 way to create creatures. However, for =CORTEX= to truly be useful
664 for other projects, it needs a way to construct complicated
665 creatures. If possible, it would be nice to leverage work that has
666 already been done by the community of 3D modelers, or at least
667 enable people who are talented at modeling but not programming to
668 design =CORTEX= creatures.
670 Therefore, I use Blender, a free 3D modeling program, as the main
671 way to create creatures in =CORTEX=. However, the creatures modeled
672 in Blender must also be simple to simulate in jMonkeyEngine3's game
673 engine, and must also be easy to rig with =CORTEX='s senses. I
674 accomplish this with extensive use of Blender's ``empty nodes.''
676 Empty nodes have no mass, physical presence, or appearance, but
677 they can hold metadata and have names. I use a tree structure of
678 empty nodes to specify senses in the following manner:
680 - Create a single top-level empty node whose name is the name of
681 the sense.
682 - Add empty nodes which each contain meta-data relevant to the
683 sense, including a UV-map describing the number/distribution of
684 sensors if applicable.
685 - Make each empty-node the child of the top-level node.
687 #+caption: An example of annotating a creature model with empty
688 #+caption: nodes to describe the layout of senses. There are
689 #+caption: multiple empty nodes which each describe the position
690 #+caption: of muscles, ears, eyes, or joints.
691 #+name: sense-nodes
692 #+ATTR_LaTeX: :width 10cm
693 [[./images/empty-sense-nodes.png]]
695 ** Bodies are composed of segments connected by joints
697 Blender is a general purpose animation tool, which has been used in
698 the past to create high quality movies such as Sintel
699 \cite{blender}. Though Blender can model and render even complicated
700 things like water, it is crucial to keep models that are meant to
701 be simulated as creatures simple. =Bullet=, which =CORTEX= uses
702 though jMonkeyEngine3, is a rigid-body physics system. This offers
703 a compromise between the expressiveness of a game level and the
704 speed at which it can be simulated, and it means that creatures
705 should be naturally expressed as rigid components held together by
706 joint constraints.
708 But humans are more like a squishy bag wrapped around some hard
709 bones which define the overall shape. When we move, our skin bends
710 and stretches to accommodate the new positions of our bones.
712 One way to make bodies composed of rigid pieces connected by joints
713 /seem/ more human-like is to use an /armature/, (or /rigging/)
714 system, which defines a overall ``body mesh'' and defines how the
715 mesh deforms as a function of the position of each ``bone'' which
716 is a standard rigid body. This technique is used extensively to
717 model humans and create realistic animations. It is not a good
718 technique for physical simulation because it is a lie -- the skin
719 is not a physical part of the simulation and does not interact with
720 any objects in the world or itself. Objects will pass right though
721 the skin until they come in contact with the underlying bone, which
722 is a physical object. Without simulating the skin, the sense of
723 touch has little meaning, and the creature's own vision will lie to
724 it about the true extent of its body. Simulating the skin as a
725 physical object requires some way to continuously update the
726 physical model of the skin along with the movement of the bones,
727 which is unacceptably slow compared to rigid body simulation.
729 Therefore, instead of using the human-like ``deformable bag of
730 bones'' approach, I decided to base my body plans on multiple solid
731 objects that are connected by joints, inspired by the robot =EVE=
732 from the movie WALL-E.
734 #+caption: =EVE= from the movie WALL-E. This body plan turns
735 #+caption: out to be much better suited to my purposes than a more
736 #+caption: human-like one.
737 #+ATTR_LaTeX: :width 10cm
738 [[./images/Eve.jpg]]
740 =EVE='s body is composed of several rigid components that are held
741 together by invisible joint constraints. This is what I mean by
742 ``eve-like''. The main reason that I use eve-style bodies is for
743 efficiency, and so that there will be correspondence between the
744 AI's senses and the physical presence of its body. Each individual
745 section is simulated by a separate rigid body that corresponds
746 exactly with its visual representation and does not change.
747 Sections are connected by invisible joints that are well supported
748 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
749 can efficiently simulate hundreds of rigid bodies connected by
750 joints. Just because sections are rigid does not mean they have to
751 stay as one piece forever; they can be dynamically replaced with
752 multiple sections to simulate splitting in two. This could be used
753 to simulate retractable claws or =EVE='s hands, which are able to
754 coalesce into one object in the movie.
756 *** Solidifying/Connecting a body
758 =CORTEX= creates a creature in two steps: first, it traverses the
759 nodes in the blender file and creates physical representations for
760 any of them that have mass defined in their blender meta-data.
762 #+caption: Program for iterating through the nodes in a blender file
763 #+caption: and generating physical jMonkeyEngine3 objects with mass
764 #+caption: and a matching physics shape.
765 #+name: physical
766 #+begin_listing clojure
767 #+begin_src clojure
768 (defn physical!
769 "Iterate through the nodes in creature and make them real physical
770 objects in the simulation."
771 [#^Node creature]
772 (dorun
773 (map
774 (fn [geom]
775 (let [physics-control
776 (RigidBodyControl.
777 (HullCollisionShape.
778 (.getMesh geom))
779 (if-let [mass (meta-data geom "mass")]
780 (float mass) (float 1)))]
781 (.addControl geom physics-control)))
782 (filter #(isa? (class %) Geometry )
783 (node-seq creature)))))
784 #+end_src
785 #+end_listing
787 The next step to making a proper body is to connect those pieces
788 together with joints. jMonkeyEngine has a large array of joints
789 available via =bullet=, such as Point2Point, Cone, Hinge, and a
790 generic Six Degree of Freedom joint, with or without spring
791 restitution.
793 Joints are treated a lot like proper senses, in that there is a
794 top-level empty node named ``joints'' whose children each
795 represent a joint.
797 #+caption: View of the hand model in Blender showing the main ``joints''
798 #+caption: node (highlighted in yellow) and its children which each
799 #+caption: represent a joint in the hand. Each joint node has metadata
800 #+caption: specifying what sort of joint it is.
801 #+name: blender-hand
802 #+ATTR_LaTeX: :width 10cm
803 [[./images/hand-screenshot1.png]]
806 =CORTEX='s procedure for binding the creature together with joints
807 is as follows:
809 - Find the children of the ``joints'' node.
810 - Determine the two spatials the joint is meant to connect.
811 - Create the joint based on the meta-data of the empty node.
813 The higher order function =sense-nodes= from =cortex.sense=
814 simplifies finding the joints based on their parent ``joints''
815 node.
817 #+caption: Retrieving the children empty nodes from a single
818 #+caption: named empty node is a common pattern in =CORTEX=
819 #+caption: further instances of this technique for the senses
820 #+caption: will be omitted
821 #+name: get-empty-nodes
822 #+begin_listing clojure
823 #+begin_src clojure
824 (defn sense-nodes
825 "For some senses there is a special empty blender node whose
826 children are considered markers for an instance of that sense. This
827 function generates functions to find those children, given the name
828 of the special parent node."
829 [parent-name]
830 (fn [#^Node creature]
831 (if-let [sense-node (.getChild creature parent-name)]
832 (seq (.getChildren sense-node)) [])))
834 (def
835 ^{:doc "Return the children of the creature's \"joints\" node."
836 :arglists '([creature])}
837 joints
838 (sense-nodes "joints"))
839 #+end_src
840 #+end_listing
842 To find a joint's targets, =CORTEX= creates a small cube, centered
843 around the empty-node, and grows the cube exponentially until it
844 intersects two physical objects. The objects are ordered according
845 to the joint's rotation, with the first one being the object that
846 has more negative coordinates in the joint's reference frame.
847 Since the objects must be physical, the empty-node itself escapes
848 detection. Because the objects must be physical, =joint-targets=
849 must be called /after/ =physical!= is called.
851 #+caption: Program to find the targets of a joint node by
852 #+caption: exponentially growth of a search cube.
853 #+name: joint-targets
854 #+begin_listing clojure
855 #+begin_src clojure
856 (defn joint-targets
857 "Return the two closest two objects to the joint object, ordered
858 from bottom to top according to the joint's rotation."
859 [#^Node parts #^Node joint]
860 (loop [radius (float 0.01)]
861 (let [results (CollisionResults.)]
862 (.collideWith
863 parts
864 (BoundingBox. (.getWorldTranslation joint)
865 radius radius radius) results)
866 (let [targets
867 (distinct
868 (map #(.getGeometry %) results))]
869 (if (>= (count targets) 2)
870 (sort-by
871 #(let [joint-ref-frame-position
872 (jme-to-blender
873 (.mult
874 (.inverse (.getWorldRotation joint))
875 (.subtract (.getWorldTranslation %)
876 (.getWorldTranslation joint))))]
877 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
878 (take 2 targets))
879 (recur (float (* radius 2))))))))
880 #+end_src
881 #+end_listing
883 Once =CORTEX= finds all joints and targets, it creates them using
884 a dispatch on the metadata of each joint node.
886 #+caption: Program to dispatch on blender metadata and create joints
887 #+caption: suitable for physical simulation.
888 #+name: joint-dispatch
889 #+begin_listing clojure
890 #+begin_src clojure
891 (defmulti joint-dispatch
892 "Translate blender pseudo-joints into real JME joints."
893 (fn [constraints & _]
894 (:type constraints)))
896 (defmethod joint-dispatch :point
897 [constraints control-a control-b pivot-a pivot-b rotation]
898 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)
899 (.setLinearLowerLimit Vector3f/ZERO)
900 (.setLinearUpperLimit Vector3f/ZERO)))
902 (defmethod joint-dispatch :hinge
903 [constraints control-a control-b pivot-a pivot-b rotation]
904 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)
905 [limit-1 limit-2] (:limit constraints)
906 hinge-axis (.mult rotation (blender-to-jme axis))]
907 (doto (HingeJoint. control-a control-b pivot-a pivot-b
908 hinge-axis hinge-axis)
909 (.setLimit limit-1 limit-2))))
911 (defmethod joint-dispatch :cone
912 [constraints control-a control-b pivot-a pivot-b rotation]
913 (let [limit-xz (:limit-xz constraints)
914 limit-xy (:limit-xy constraints)
915 twist (:twist constraints)]
916 (doto (ConeJoint. control-a control-b pivot-a pivot-b
917 rotation rotation)
918 (.setLimit (float limit-xz) (float limit-xy)
919 (float twist)))))
920 #+end_src
921 #+end_listing
923 All that is left for joints is to combine the above pieces into
924 something that can operate on the collection of nodes that a
925 blender file represents.
927 #+caption: Program to completely create a joint given information
928 #+caption: from a blender file.
929 #+name: connect
930 #+begin_listing clojure
931 #+begin_src clojure
932 (defn connect
933 "Create a joint between 'obj-a and 'obj-b at the location of
934 'joint. The type of joint is determined by the metadata on 'joint.
936 Here are some examples:
937 {:type :point}
938 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
939 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
941 {:type :cone :limit-xz 0]
942 :limit-xy 0]
943 :twist 0]} (use XZY rotation mode in blender!)"
944 [#^Node obj-a #^Node obj-b #^Node joint]
945 (let [control-a (.getControl obj-a RigidBodyControl)
946 control-b (.getControl obj-b RigidBodyControl)
947 joint-center (.getWorldTranslation joint)
948 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
949 pivot-a (world-to-local obj-a joint-center)
950 pivot-b (world-to-local obj-b joint-center)]
951 (if-let
952 [constraints (map-vals eval (read-string (meta-data joint "joint")))]
953 ;; A side-effect of creating a joint registers
954 ;; it with both physics objects which in turn
955 ;; will register the joint with the physics system
956 ;; when the simulation is started.
957 (joint-dispatch constraints
958 control-a control-b
959 pivot-a pivot-b
960 joint-rotation))))
961 #+end_src
962 #+end_listing
964 In general, whenever =CORTEX= exposes a sense (or in this case
965 physicality), it provides a function of the type =sense!=, which
966 takes in a collection of nodes and augments it to support that
967 sense. The function returns any controls necessary to use that
968 sense. In this case =body!= creates a physical body and returns no
969 control functions.
971 #+caption: Program to give joints to a creature.
972 #+name: joints
973 #+begin_listing clojure
974 #+begin_src clojure
975 (defn joints!
976 "Connect the solid parts of the creature with physical joints. The
977 joints are taken from the \"joints\" node in the creature."
978 [#^Node creature]
979 (dorun
980 (map
981 (fn [joint]
982 (let [[obj-a obj-b] (joint-targets creature joint)]
983 (connect obj-a obj-b joint)))
984 (joints creature))))
985 (defn body!
986 "Endow the creature with a physical body connected with joints. The
987 particulars of the joints and the masses of each body part are
988 determined in blender."
989 [#^Node creature]
990 (physical! creature)
991 (joints! creature))
992 #+end_src
993 #+end_listing
995 All of the code you have just seen amounts to only 130 lines, yet
996 because it builds on top of Blender and jMonkeyEngine3, those few
997 lines pack quite a punch!
999 The hand from figure \ref{blender-hand}, which was modeled after
1000 my own right hand, can now be given joints and simulated as a
1001 creature.
1003 #+caption: With the ability to create physical creatures from blender,
1004 #+caption: =CORTEX= gets one step closer to becoming a full creature
1005 #+caption: simulation environment.
1006 #+name: physical-hand
1007 #+ATTR_LaTeX: :width 15cm
1008 [[./images/physical-hand.png]]
1010 ** Sight reuses standard video game components...
1012 Vision is one of the most important senses for humans, so I need to
1013 build a simulated sense of vision for my AI. I will do this with
1014 simulated eyes. Each eye can be independently moved and should see
1015 its own version of the world depending on where it is.
1017 Making these simulated eyes a reality is simple because
1018 jMonkeyEngine already contains extensive support for multiple views
1019 of the same 3D simulated world. The reason jMonkeyEngine has this
1020 support is because the support is necessary to create games with
1021 split-screen views. Multiple views are also used to create
1022 efficient pseudo-reflections by rendering the scene from a certain
1023 perspective and then projecting it back onto a surface in the 3D
1024 world.
1026 #+caption: jMonkeyEngine supports multiple views to enable
1027 #+caption: split-screen games, like GoldenEye, which was one of
1028 #+caption: the first games to use split-screen views.
1029 #+name: goldeneye
1030 #+ATTR_LaTeX: :width 10cm
1031 [[./images/goldeneye-4-player.png]]
1033 *** A Brief Description of jMonkeyEngine's Rendering Pipeline
1035 jMonkeyEngine allows you to create a =ViewPort=, which represents a
1036 view of the simulated world. You can create as many of these as you
1037 want. Every frame, the =RenderManager= iterates through each
1038 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there
1039 is a =FrameBuffer= which represents the rendered image in the GPU.
1041 #+caption: =ViewPorts= are cameras in the world. During each frame,
1042 #+caption: the =RenderManager= records a snapshot of what each view
1043 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.
1044 #+name: rendermanagers
1045 #+ATTR_LaTeX: :width 10cm
1046 [[./images/diagram_rendermanager2.png]]
1048 Each =ViewPort= can have any number of attached =SceneProcessor=
1049 objects, which are called every time a new frame is rendered. A
1050 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do
1051 whatever it wants to the data. Often this consists of invoking GPU
1052 specific operations on the rendered image. The =SceneProcessor= can
1053 also copy the GPU image data to RAM and process it with the CPU.
1055 *** Appropriating Views for Vision
1057 Each eye in the simulated creature needs its own =ViewPort= so
1058 that it can see the world from its own perspective. To this
1059 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to
1060 any arbitrary continuation function for further processing. That
1061 continuation function may perform both CPU and GPU operations on
1062 the data. To make this easy for the continuation function, the
1063 =SceneProcessor= maintains appropriately sized buffers in RAM to
1064 hold the data. It does not do any copying from the GPU to the CPU
1065 itself because it is a slow operation.
1067 #+caption: Function to make the rendered scene in jMonkeyEngine
1068 #+caption: available for further processing.
1069 #+name: pipeline-1
1070 #+begin_listing clojure
1071 #+begin_src clojure
1072 (defn vision-pipeline
1073 "Create a SceneProcessor object which wraps a vision processing
1074 continuation function. The continuation is a function that takes
1075 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],
1076 each of which has already been appropriately sized."
1077 [continuation]
1078 (let [byte-buffer (atom nil)
1079 renderer (atom nil)
1080 image (atom nil)]
1081 (proxy [SceneProcessor] []
1082 (initialize
1083 [renderManager viewPort]
1084 (let [cam (.getCamera viewPort)
1085 width (.getWidth cam)
1086 height (.getHeight cam)]
1087 (reset! renderer (.getRenderer renderManager))
1088 (reset! byte-buffer
1089 (BufferUtils/createByteBuffer
1090 (* width height 4)))
1091 (reset! image (BufferedImage.
1092 width height
1093 BufferedImage/TYPE_4BYTE_ABGR))))
1094 (isInitialized [] (not (nil? @byte-buffer)))
1095 (reshape [_ _ _])
1096 (preFrame [_])
1097 (postQueue [_])
1098 (postFrame
1099 [#^FrameBuffer fb]
1100 (.clear @byte-buffer)
1101 (continuation @renderer fb @byte-buffer @image))
1102 (cleanup []))))
1103 #+end_src
1104 #+end_listing
1106 The continuation function given to =vision-pipeline= above will be
1107 given a =Renderer= and three containers for image data. The
1108 =FrameBuffer= references the GPU image data, but the pixel data
1109 can not be used directly on the CPU. The =ByteBuffer= and
1110 =BufferedImage= are initially "empty" but are sized to hold the
1111 data in the =FrameBuffer=. I call transferring the GPU image data
1112 to the CPU structures "mixing" the image data.
1114 *** Optical sensor arrays are described with images and referenced with metadata
1116 The vision pipeline described above handles the flow of rendered
1117 images. Now, =CORTEX= needs simulated eyes to serve as the source
1118 of these images.
1120 An eye is described in blender in the same way as a joint. They
1121 are zero dimensional empty objects with no geometry whose local
1122 coordinate system determines the orientation of the resulting eye.
1123 All eyes are children of a parent node named "eyes" just as all
1124 joints have a parent named "joints". An eye binds to the nearest
1125 physical object with =bind-sense=.
1127 #+caption: Here, the camera is created based on metadata on the
1128 #+caption: eye-node and attached to the nearest physical object
1129 #+caption: with =bind-sense=
1130 #+name: add-eye
1131 #+begin_listing clojure
1132 (defn add-eye!
1133 "Create a Camera centered on the current position of 'eye which
1134 follows the closest physical node in 'creature. The camera will
1135 point in the X direction and use the Z vector as up as determined
1136 by the rotation of these vectors in blender coordinate space. Use
1137 XZY rotation for the node in blender."
1138 [#^Node creature #^Spatial eye]
1139 (let [target (closest-node creature eye)
1140 [cam-width cam-height]
1141 ;;[640 480] ;; graphics card on laptop doesn't support
1142 ;; arbitrary dimensions.
1143 (eye-dimensions eye)
1144 cam (Camera. cam-width cam-height)
1145 rot (.getWorldRotation eye)]
1146 (.setLocation cam (.getWorldTranslation eye))
1147 (.lookAtDirection
1148 cam ; this part is not a mistake and
1149 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in
1150 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.
1151 (.setFrustumPerspective
1152 cam (float 45)
1153 (float (/ (.getWidth cam) (.getHeight cam)))
1154 (float 1)
1155 (float 1000))
1156 (bind-sense target cam) cam))
1157 #+end_listing
1159 *** Simulated Retina
1161 An eye is a surface (the retina) which contains many discrete
1162 sensors to detect light. These sensors can have different
1163 light-sensing properties. In humans, each discrete sensor is
1164 sensitive to red, blue, green, or gray. These different types of
1165 sensors can have different spatial distributions along the retina.
1166 In humans, there is a fovea in the center of the retina which has
1167 a very high density of color sensors, and a blind spot which has
1168 no sensors at all. Sensor density decreases in proportion to
1169 distance from the fovea.
1171 I want to be able to model any retinal configuration, so my
1172 eye-nodes in blender contain metadata pointing to images that
1173 describe the precise position of the individual sensors using
1174 white pixels. The meta-data also describes the precise sensitivity
1175 to light that the sensors described in the image have. An eye can
1176 contain any number of these images. For example, the metadata for
1177 an eye might look like this:
1179 #+begin_src clojure
1180 {0xFF0000 "Models/test-creature/retina-small.png"}
1181 #+end_src
1183 #+caption: An example retinal profile image. White pixels are
1184 #+caption: photo-sensitive elements. The distribution of white
1185 #+caption: pixels is denser in the middle and falls off at the
1186 #+caption: edges and is inspired by the human retina.
1187 #+name: retina
1188 #+ATTR_LaTeX: :width 7cm
1189 [[./images/retina-small.png]]
1191 Together, the number 0xFF0000 and the image image above describe
1192 the placement of red-sensitive sensory elements.
1194 Meta-data to very crudely approximate a human eye might be
1195 something like this:
1197 #+begin_src clojure
1198 (let [retinal-profile "Models/test-creature/retina-small.png"]
1199 {0xFF0000 retinal-profile
1200 0x00FF00 retinal-profile
1201 0x0000FF retinal-profile
1202 0xFFFFFF retinal-profile})
1203 #+end_src
1205 The numbers that serve as keys in the map determine a sensor's
1206 relative sensitivity to the channels red, green, and blue. These
1207 sensitivity values are packed into an integer in the order
1208 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the
1209 image are added together with these sensitivities as linear
1210 weights. Therefore, 0xFF0000 means sensitive to red only while
1211 0xFFFFFF means sensitive to all colors equally (gray).
1213 #+caption: This is the core of vision in =CORTEX=. A given eye node
1214 #+caption: is converted into a function that returns visual
1215 #+caption: information from the simulation.
1216 #+name: vision-kernel
1217 #+begin_listing clojure
1218 #+BEGIN_SRC clojure
1219 (defn vision-kernel
1220 "Returns a list of functions, each of which will return a color
1221 channel's worth of visual information when called inside a running
1222 simulation."
1223 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]
1224 (let [retinal-map (retina-sensor-profile eye)
1225 camera (add-eye! creature eye)
1226 vision-image
1227 (atom
1228 (BufferedImage. (.getWidth camera)
1229 (.getHeight camera)
1230 BufferedImage/TYPE_BYTE_BINARY))
1231 register-eye!
1232 (runonce
1233 (fn [world]
1234 (add-camera!
1235 world camera
1236 (let [counter (atom 0)]
1237 (fn [r fb bb bi]
1238 (if (zero? (rem (swap! counter inc) (inc skip)))
1239 (reset! vision-image
1240 (BufferedImage! r fb bb bi))))))))]
1241 (vec
1242 (map
1243 (fn [[key image]]
1244 (let [whites (white-coordinates image)
1245 topology (vec (collapse whites))
1246 sensitivity (sensitivity-presets key key)]
1247 (attached-viewport.
1248 (fn [world]
1249 (register-eye! world)
1250 (vector
1251 topology
1252 (vec
1253 (for [[x y] whites]
1254 (pixel-sense
1255 sensitivity
1256 (.getRGB @vision-image x y))))))
1257 register-eye!)))
1258 retinal-map))))
1259 #+END_SRC
1260 #+end_listing
1262 Note that since each of the functions generated by =vision-kernel=
1263 shares the same =register-eye!= function, the eye will be
1264 registered only once the first time any of the functions from the
1265 list returned by =vision-kernel= is called. Each of the functions
1266 returned by =vision-kernel= also allows access to the =Viewport=
1267 through which it receives images.
1269 All the hard work has been done; all that remains is to apply
1270 =vision-kernel= to each eye in the creature and gather the results
1271 into one list of functions.
1274 #+caption: With =vision!=, =CORTEX= is already a fine simulation
1275 #+caption: environment for experimenting with different types of
1276 #+caption: eyes.
1277 #+name: vision!
1278 #+begin_listing clojure
1279 #+BEGIN_SRC clojure
1280 (defn vision!
1281 "Returns a list of functions, each of which returns visual sensory
1282 data when called inside a running simulation."
1283 [#^Node creature & {skip :skip :or {skip 0}}]
1284 (reduce
1285 concat
1286 (for [eye (eyes creature)]
1287 (vision-kernel creature eye))))
1288 #+END_SRC
1289 #+end_listing
1291 #+caption: Simulated vision with a test creature and the
1292 #+caption: human-like eye approximation. Notice how each channel
1293 #+caption: of the eye responds differently to the differently
1294 #+caption: colored balls.
1295 #+name: worm-vision-test.
1296 #+ATTR_LaTeX: :width 13cm
1297 [[./images/worm-vision.png]]
1299 The vision code is not much more complicated than the body code,
1300 and enables multiple further paths for simulated vision. For
1301 example, it is quite easy to create bifocal vision -- you just
1302 make two eyes next to each other in blender! It is also possible
1303 to encode vision transforms in the retinal files. For example, the
1304 human like retina file in figure \ref{retina} approximates a
1305 log-polar transform.
1307 This vision code has already been absorbed by the jMonkeyEngine
1308 community and is now (in modified form) part of a system for
1309 capturing in-game video to a file.
1311 ** ...but hearing must be built from scratch
1313 At the end of this section I will have simulated ears that work the
1314 same way as the simulated eyes in the last section. I will be able to
1315 place any number of ear-nodes in a blender file, and they will bind to
1316 the closest physical object and follow it as it moves around. Each ear
1317 will provide access to the sound data it picks up between every frame.
1319 Hearing is one of the more difficult senses to simulate, because there
1320 is less support for obtaining the actual sound data that is processed
1321 by jMonkeyEngine3. There is no "split-screen" support for rendering
1322 sound from different points of view, and there is no way to directly
1323 access the rendered sound data.
1325 =CORTEX='s hearing is unique because it does not have any
1326 limitations compared to other simulation environments. As far as I
1327 know, there is no other system that supports multiple listeners,
1328 and the sound demo at the end of this section is the first time
1329 it's been done in a video game environment.
1331 *** Brief Description of jMonkeyEngine's Sound System
1333 jMonkeyEngine's sound system works as follows:
1335 - jMonkeyEngine uses the =AppSettings= for the particular
1336 application to determine what sort of =AudioRenderer= should be
1337 used.
1338 - Although some support is provided for multiple AudioRendering
1339 backends, jMonkeyEngine at the time of this writing will either
1340 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.
1341 - jMonkeyEngine tries to figure out what sort of system you're
1342 running and extracts the appropriate native libraries.
1343 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game
1344 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]
1345 - =OpenAL= renders the 3D sound and feeds the rendered sound
1346 directly to any of various sound output devices with which it
1347 knows how to communicate.
1349 A consequence of this is that there's no way to access the actual
1350 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports
1351 one /listener/ (it renders sound data from only one perspective),
1352 which normally isn't a problem for games, but becomes a problem
1353 when trying to make multiple AI creatures that can each hear the
1354 world from a different perspective.
1356 To make many AI creatures in jMonkeyEngine that can each hear the
1357 world from their own perspective, or to make a single creature with
1358 many ears, it is necessary to go all the way back to =OpenAL= and
1359 implement support for simulated hearing there.
1361 *** Extending =OpenAl=
1363 Extending =OpenAL= to support multiple listeners requires 500
1364 lines of =C= code and is too hairy to mention here. Instead, I
1365 will show a small amount of extension code and go over the high
1366 level strategy. Full source is of course available with the
1367 =CORTEX= distribution if you're interested.
1369 =OpenAL= goes to great lengths to support many different systems,
1370 all with different sound capabilities and interfaces. It
1371 accomplishes this difficult task by providing code for many
1372 different sound backends in pseudo-objects called /Devices/.
1373 There's a device for the Linux Open Sound System and the Advanced
1374 Linux Sound Architecture, there's one for Direct Sound on Windows,
1375 and there's even one for Solaris. =OpenAL= solves the problem of
1376 platform independence by providing all these Devices.
1378 Wrapper libraries such as LWJGL are free to examine the system on
1379 which they are running and then select an appropriate device for
1380 that system.
1382 There are also a few "special" devices that don't interface with
1383 any particular system. These include the Null Device, which
1384 doesn't do anything, and the Wave Device, which writes whatever
1385 sound it receives to a file, if everything has been set up
1386 correctly when configuring =OpenAL=.
1388 Actual mixing (Doppler shift and distance.environment-based
1389 attenuation) of the sound data happens in the Devices, and they
1390 are the only point in the sound rendering process where this data
1391 is available.
1393 Therefore, in order to support multiple listeners, and get the
1394 sound data in a form that the AIs can use, it is necessary to
1395 create a new Device which supports this feature.
1397 Adding a device to OpenAL is rather tricky -- there are five
1398 separate files in the =OpenAL= source tree that must be modified
1399 to do so. I named my device the "Multiple Audio Send" Device, or
1400 =Send= Device for short, since it sends audio data back to the
1401 calling application like an Aux-Send cable on a mixing board.
1403 The main idea behind the Send device is to take advantage of the
1404 fact that LWJGL only manages one /context/ when using OpenAL. A
1405 /context/ is like a container that holds samples and keeps track
1406 of where the listener is. In order to support multiple listeners,
1407 the Send device identifies the LWJGL context as the master
1408 context, and creates any number of slave contexts to represent
1409 additional listeners. Every time the device renders sound, it
1410 synchronizes every source from the master LWJGL context to the
1411 slave contexts. Then, it renders each context separately, using a
1412 different listener for each one. The rendered sound is made
1413 available via JNI to jMonkeyEngine.
1415 Switching between contexts is not the normal operation of a
1416 Device, and one of the problems with doing so is that a Device
1417 normally keeps around a few pieces of state such as the
1418 =ClickRemoval= array above which will become corrupted if the
1419 contexts are not rendered in parallel. The solution is to create a
1420 copy of this normally global device state for each context, and
1421 copy it back and forth into and out of the actual device state
1422 whenever a context is rendered.
1424 The core of the =Send= device is the =syncSources= function, which
1425 does the job of copying all relevant data from one context to
1426 another.
1428 #+caption: Program for extending =OpenAL= to support multiple
1429 #+caption: listeners via context copying/switching.
1430 #+name: sync-openal-sources
1431 #+begin_listing c
1432 #+BEGIN_SRC c
1433 void syncSources(ALsource *masterSource, ALsource *slaveSource,
1434 ALCcontext *masterCtx, ALCcontext *slaveCtx){
1435 ALuint master = masterSource->source;
1436 ALuint slave = slaveSource->source;
1437 ALCcontext *current = alcGetCurrentContext();
1439 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);
1440 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);
1441 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);
1442 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);
1443 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);
1444 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);
1445 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);
1446 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);
1447 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);
1448 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);
1449 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);
1450 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);
1451 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);
1453 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);
1454 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);
1455 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);
1457 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);
1458 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);
1460 alcMakeContextCurrent(masterCtx);
1461 ALint source_type;
1462 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);
1464 // Only static sources are currently synchronized!
1465 if (AL_STATIC == source_type){
1466 ALint master_buffer;
1467 ALint slave_buffer;
1468 alGetSourcei(master, AL_BUFFER, &master_buffer);
1469 alcMakeContextCurrent(slaveCtx);
1470 alGetSourcei(slave, AL_BUFFER, &slave_buffer);
1471 if (master_buffer != slave_buffer){
1472 alSourcei(slave, AL_BUFFER, master_buffer);
1476 // Synchronize the state of the two sources.
1477 alcMakeContextCurrent(masterCtx);
1478 ALint masterState;
1479 ALint slaveState;
1481 alGetSourcei(master, AL_SOURCE_STATE, &masterState);
1482 alcMakeContextCurrent(slaveCtx);
1483 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);
1485 if (masterState != slaveState){
1486 switch (masterState){
1487 case AL_INITIAL : alSourceRewind(slave); break;
1488 case AL_PLAYING : alSourcePlay(slave); break;
1489 case AL_PAUSED : alSourcePause(slave); break;
1490 case AL_STOPPED : alSourceStop(slave); break;
1493 // Restore whatever context was previously active.
1494 alcMakeContextCurrent(current);
1496 #+END_SRC
1497 #+end_listing
1499 With this special context-switching device, and some ugly JNI
1500 bindings that are not worth mentioning, =CORTEX= gains the ability
1501 to access multiple sound streams from =OpenAL=.
1503 #+caption: Program to create an ear from a blender empty node. The ear
1504 #+caption: follows around the nearest physical object and passes
1505 #+caption: all sensory data to a continuation function.
1506 #+name: add-ear
1507 #+begin_listing clojure
1508 #+BEGIN_SRC clojure
1509 (defn add-ear!
1510 "Create a Listener centered on the current position of 'ear
1511 which follows the closest physical node in 'creature and
1512 sends sound data to 'continuation."
1513 [#^Application world #^Node creature #^Spatial ear continuation]
1514 (let [target (closest-node creature ear)
1515 lis (Listener.)
1516 audio-renderer (.getAudioRenderer world)
1517 sp (hearing-pipeline continuation)]
1518 (.setLocation lis (.getWorldTranslation ear))
1519 (.setRotation lis (.getWorldRotation ear))
1520 (bind-sense target lis)
1521 (update-listener-velocity! target lis)
1522 (.addListener audio-renderer lis)
1523 (.registerSoundProcessor audio-renderer lis sp)))
1524 #+END_SRC
1525 #+end_listing
1527 The =Send= device, unlike most of the other devices in =OpenAL=,
1528 does not render sound unless asked. This enables the system to
1529 slow down or speed up depending on the needs of the AIs who are
1530 using it to listen. If the device tried to render samples in
1531 real-time, a complicated AI whose mind takes 100 seconds of
1532 computer time to simulate 1 second of AI-time would miss almost
1533 all of the sound in its environment!
1535 #+caption: Program to enable arbitrary hearing in =CORTEX=
1536 #+name: hearing
1537 #+begin_listing clojure
1538 #+BEGIN_SRC clojure
1539 (defn hearing-kernel
1540 "Returns a function which returns auditory sensory data when called
1541 inside a running simulation."
1542 [#^Node creature #^Spatial ear]
1543 (let [hearing-data (atom [])
1544 register-listener!
1545 (runonce
1546 (fn [#^Application world]
1547 (add-ear!
1548 world creature ear
1549 (comp #(reset! hearing-data %)
1550 byteBuffer->pulse-vector))))]
1551 (fn [#^Application world]
1552 (register-listener! world)
1553 (let [data @hearing-data
1554 topology
1555 (vec (map #(vector % 0) (range 0 (count data))))]
1556 [topology data]))))
1558 (defn hearing!
1559 "Endow the creature in a particular world with the sense of
1560 hearing. Will return a sequence of functions, one for each ear,
1561 which when called will return the auditory data from that ear."
1562 [#^Node creature]
1563 (for [ear (ears creature)]
1564 (hearing-kernel creature ear)))
1565 #+END_SRC
1566 #+end_listing
1568 Armed with these functions, =CORTEX= is able to test possibly the
1569 first ever instance of multiple listeners in a video game engine
1570 based simulation!
1572 #+caption: Here a simple creature responds to sound by changing
1573 #+caption: its color from gray to green when the total volume
1574 #+caption: goes over a threshold.
1575 #+name: sound-test
1576 #+begin_listing java
1577 #+BEGIN_SRC java
1578 /**
1579 * Respond to sound! This is the brain of an AI entity that
1580 * hears its surroundings and reacts to them.
1581 */
1582 public void process(ByteBuffer audioSamples,
1583 int numSamples, AudioFormat format) {
1584 audioSamples.clear();
1585 byte[] data = new byte[numSamples];
1586 float[] out = new float[numSamples];
1587 audioSamples.get(data);
1588 FloatSampleTools.
1589 byte2floatInterleaved
1590 (data, 0, out, 0, numSamples/format.getFrameSize(), format);
1592 float max = Float.NEGATIVE_INFINITY;
1593 for (float f : out){if (f > max) max = f;}
1594 audioSamples.clear();
1596 if (max > 0.1){
1597 entity.getMaterial().setColor("Color", ColorRGBA.Green);
1599 else {
1600 entity.getMaterial().setColor("Color", ColorRGBA.Gray);
1602 #+END_SRC
1603 #+end_listing
1605 #+caption: First ever simulation of multiple listeners in =CORTEX=.
1606 #+caption: Each cube is a creature which processes sound data with
1607 #+caption: the =process= function from listing \ref{sound-test}.
1608 #+caption: the ball is constantly emitting a pure tone of
1609 #+caption: constant volume. As it approaches the cubes, they each
1610 #+caption: change color in response to the sound.
1611 #+name: sound-cubes.
1612 #+ATTR_LaTeX: :width 10cm
1613 [[./images/java-hearing-test.png]]
1615 This system of hearing has also been co-opted by the
1616 jMonkeyEngine3 community and is used to record audio for demo
1617 videos.
1619 ** Hundreds of hair-like elements provide a sense of touch
1621 Touch is critical to navigation and spatial reasoning and as such I
1622 need a simulated version of it to give to my AI creatures.
1624 Human skin has a wide array of touch sensors, each of which
1625 specialize in detecting different vibrational modes and pressures.
1626 These sensors can integrate a vast expanse of skin (i.e. your
1627 entire palm), or a tiny patch of skin at the tip of your finger.
1628 The hairs of the skin help detect objects before they even come
1629 into contact with the skin proper.
1631 However, touch in my simulated world can not exactly correspond to
1632 human touch because my creatures are made out of completely rigid
1633 segments that don't deform like human skin.
1635 Instead of measuring deformation or vibration, I surround each
1636 rigid part with a plenitude of hair-like objects (/feelers/) which
1637 do not interact with the physical world. Physical objects can pass
1638 through them with no effect. The feelers are able to tell when
1639 other objects pass through them, and they constantly report how
1640 much of their extent is covered. So even though the creature's body
1641 parts do not deform, the feelers create a margin around those body
1642 parts which achieves a sense of touch which is a hybrid between a
1643 human's sense of deformation and sense from hairs.
1645 Implementing touch in jMonkeyEngine follows a different technical
1646 route than vision and hearing. Those two senses piggybacked off
1647 jMonkeyEngine's 3D audio and video rendering subsystems. To
1648 simulate touch, I use jMonkeyEngine's physics system to execute
1649 many small collision detections, one for each feeler. The placement
1650 of the feelers is determined by a UV-mapped image which shows where
1651 each feeler should be on the 3D surface of the body.
1653 *** Defining Touch Meta-Data in Blender
1655 Each geometry can have a single UV map which describes the
1656 position of the feelers which will constitute its sense of touch.
1657 This image path is stored under the ``touch'' key. The image itself
1658 is black and white, with black meaning a feeler length of 0 (no
1659 feeler is present) and white meaning a feeler length of =scale=,
1660 which is a float stored under the key "scale".
1662 #+caption: Touch does not use empty nodes, to store metadata,
1663 #+caption: because the metadata of each solid part of a
1664 #+caption: creature's body is sufficient.
1665 #+name: touch-meta-data
1666 #+begin_listing clojure
1667 #+BEGIN_SRC clojure
1668 (defn tactile-sensor-profile
1669 "Return the touch-sensor distribution image in BufferedImage format,
1670 or nil if it does not exist."
1671 [#^Geometry obj]
1672 (if-let [image-path (meta-data obj "touch")]
1673 (load-image image-path)))
1675 (defn tactile-scale
1676 "Return the length of each feeler. Default scale is 0.01
1677 jMonkeyEngine units."
1678 [#^Geometry obj]
1679 (if-let [scale (meta-data obj "scale")]
1680 scale 0.1))
1681 #+END_SRC
1682 #+end_listing
1684 Here is an example of a UV-map which specifies the position of
1685 touch sensors along the surface of the upper segment of a fingertip.
1687 #+caption: This is the tactile-sensor-profile for the upper segment
1688 #+caption: of a fingertip. It defines regions of high touch sensitivity
1689 #+caption: (where there are many white pixels) and regions of low
1690 #+caption: sensitivity (where white pixels are sparse).
1691 #+name: fingertip-UV
1692 #+ATTR_LaTeX: :width 13cm
1693 [[./images/finger-UV.png]]
1695 *** Implementation Summary
1697 To simulate touch there are three conceptual steps. For each solid
1698 object in the creature, you first have to get UV image and scale
1699 parameter which define the position and length of the feelers.
1700 Then, you use the triangles which comprise the mesh and the UV
1701 data stored in the mesh to determine the world-space position and
1702 orientation of each feeler. Then once every frame, update these
1703 positions and orientations to match the current position and
1704 orientation of the object, and use physics collision detection to
1705 gather tactile data.
1707 Extracting the meta-data has already been described. The third
1708 step, physics collision detection, is handled in =touch-kernel=.
1709 Translating the positions and orientations of the feelers from the
1710 UV-map to world-space is itself a three-step process.
1712 - Find the triangles which make up the mesh in pixel-space and in
1713 world-space. \\(=triangles=, =pixel-triangles=).
1715 - Find the coordinates of each feeler in world-space. These are
1716 the origins of the feelers. (=feeler-origins=).
1718 - Calculate the normals of the triangles in world space, and add
1719 them to each of the origins of the feelers. These are the
1720 normalized coordinates of the tips of the feelers.
1721 (=feeler-tips=).
1723 *** Triangle Math
1725 The rigid objects which make up a creature have an underlying
1726 =Geometry=, which is a =Mesh= plus a =Material= and other
1727 important data involved with displaying the object.
1729 A =Mesh= is composed of =Triangles=, and each =Triangle= has three
1730 vertices which have coordinates in world space and UV space.
1732 Here, =triangles= gets all the world-space triangles which
1733 comprise a mesh, while =pixel-triangles= gets those same triangles
1734 expressed in pixel coordinates (which are UV coordinates scaled to
1735 fit the height and width of the UV image).
1737 #+caption: Programs to extract triangles from a geometry and get
1738 #+caption: their vertices in both world and UV-coordinates.
1739 #+name: get-triangles
1740 #+begin_listing clojure
1741 #+BEGIN_SRC clojure
1742 (defn triangle
1743 "Get the triangle specified by triangle-index from the mesh."
1744 [#^Geometry geo triangle-index]
1745 (triangle-seq
1746 (let [scratch (Triangle.)]
1747 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))
1749 (defn triangles
1750 "Return a sequence of all the Triangles which comprise a given
1751 Geometry."
1752 [#^Geometry geo]
1753 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))
1755 (defn triangle-vertex-indices
1756 "Get the triangle vertex indices of a given triangle from a given
1757 mesh."
1758 [#^Mesh mesh triangle-index]
1759 (let [indices (int-array 3)]
1760 (.getTriangle mesh triangle-index indices)
1761 (vec indices)))
1763 (defn vertex-UV-coord
1764 "Get the UV-coordinates of the vertex named by vertex-index"
1765 [#^Mesh mesh vertex-index]
1766 (let [UV-buffer
1767 (.getData
1768 (.getBuffer
1769 mesh
1770 VertexBuffer$Type/TexCoord))]
1771 [(.get UV-buffer (* vertex-index 2))
1772 (.get UV-buffer (+ 1 (* vertex-index 2)))]))
1774 (defn pixel-triangle [#^Geometry geo image index]
1775 (let [mesh (.getMesh geo)
1776 width (.getWidth image)
1777 height (.getHeight image)]
1778 (vec (map (fn [[u v]] (vector (* width u) (* height v)))
1779 (map (partial vertex-UV-coord mesh)
1780 (triangle-vertex-indices mesh index))))))
1782 (defn pixel-triangles
1783 "The pixel-space triangles of the Geometry, in the same order as
1784 (triangles geo)"
1785 [#^Geometry geo image]
1786 (let [height (.getHeight image)
1787 width (.getWidth image)]
1788 (map (partial pixel-triangle geo image)
1789 (range (.getTriangleCount (.getMesh geo))))))
1790 #+END_SRC
1791 #+end_listing
1793 *** The Affine Transform from one Triangle to Another
1795 =pixel-triangles= gives us the mesh triangles expressed in pixel
1796 coordinates and =triangles= gives us the mesh triangles expressed
1797 in world coordinates. The tactile-sensor-profile gives the
1798 position of each feeler in pixel-space. In order to convert
1799 pixel-space coordinates into world-space coordinates we need
1800 something that takes coordinates on the surface of one triangle
1801 and gives the corresponding coordinates on the surface of another
1802 triangle.
1804 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed
1805 into any other by a combination of translation, scaling, and
1806 rotation. The affine transformation from one triangle to another
1807 is readily computable if the triangle is expressed in terms of a
1808 $4x4$ matrix.
1810 #+BEGIN_LaTeX
1811 $$
1812 \begin{bmatrix}
1813 x_1 & x_2 & x_3 & n_x \\
1814 y_1 & y_2 & y_3 & n_y \\
1815 z_1 & z_2 & z_3 & n_z \\
1816 1 & 1 & 1 & 1
1817 \end{bmatrix}
1818 $$
1819 #+END_LaTeX
1821 Here, the first three columns of the matrix are the vertices of
1822 the triangle. The last column is the right-handed unit normal of
1823 the triangle.
1825 With two triangles $T_{1}$ and $T_{2}$ each expressed as a
1826 matrix like above, the affine transform from $T_{1}$ to $T_{2}$
1827 is $T_{2}T_{1}^{-1}$.
1829 The clojure code below recapitulates the formulas above, using
1830 jMonkeyEngine's =Matrix4f= objects, which can describe any affine
1831 transformation.
1833 #+caption: Program to interpret triangles as affine transforms.
1834 #+name: triangle-affine
1835 #+begin_listing clojure
1836 #+BEGIN_SRC clojure
1837 (defn triangle->matrix4f
1838 "Converts the triangle into a 4x4 matrix: The first three columns
1839 contain the vertices of the triangle; the last contains the unit
1840 normal of the triangle. The bottom row is filled with 1s."
1841 [#^Triangle t]
1842 (let [mat (Matrix4f.)
1843 [vert-1 vert-2 vert-3]
1844 (mapv #(.get t %) (range 3))
1845 unit-normal (do (.calculateNormal t)(.getNormal t))
1846 vertices [vert-1 vert-2 vert-3 unit-normal]]
1847 (dorun
1848 (for [row (range 4) col (range 3)]
1849 (do
1850 (.set mat col row (.get (vertices row) col))
1851 (.set mat 3 row 1)))) mat))
1853 (defn triangles->affine-transform
1854 "Returns the affine transformation that converts each vertex in the
1855 first triangle into the corresponding vertex in the second
1856 triangle."
1857 [#^Triangle tri-1 #^Triangle tri-2]
1858 (.mult
1859 (triangle->matrix4f tri-2)
1860 (.invert (triangle->matrix4f tri-1))))
1861 #+END_SRC
1862 #+end_listing
1864 *** Triangle Boundaries
1866 For efficiency's sake I will divide the tactile-profile image into
1867 small squares which inscribe each pixel-triangle, then extract the
1868 points which lie inside the triangle and map them to 3D-space using
1869 =triangle-transform= above. To do this I need a function,
1870 =convex-bounds= which finds the smallest box which inscribes a 2D
1871 triangle.
1873 =inside-triangle?= determines whether a point is inside a triangle
1874 in 2D pixel-space.
1876 #+caption: Program to efficiently determine point inclusion
1877 #+caption: in a triangle.
1878 #+name: in-triangle
1879 #+begin_listing clojure
1880 #+BEGIN_SRC clojure
1881 (defn convex-bounds
1882 "Returns the smallest square containing the given vertices, as a
1883 vector of integers [left top width height]."
1884 [verts]
1885 (let [xs (map first verts)
1886 ys (map second verts)
1887 x0 (Math/floor (apply min xs))
1888 y0 (Math/floor (apply min ys))
1889 x1 (Math/ceil (apply max xs))
1890 y1 (Math/ceil (apply max ys))]
1891 [x0 y0 (- x1 x0) (- y1 y0)]))
1893 (defn same-side?
1894 "Given the points p1 and p2 and the reference point ref, is point p
1895 on the same side of the line that goes through p1 and p2 as ref is?"
1896 [p1 p2 ref p]
1897 (<=
1899 (.dot
1900 (.cross (.subtract p2 p1) (.subtract p p1))
1901 (.cross (.subtract p2 p1) (.subtract ref p1)))))
1903 (defn inside-triangle?
1904 "Is the point inside the triangle?"
1905 {:author "Dylan Holmes"}
1906 [#^Triangle tri #^Vector3f p]
1907 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]
1908 (and
1909 (same-side? vert-1 vert-2 vert-3 p)
1910 (same-side? vert-2 vert-3 vert-1 p)
1911 (same-side? vert-3 vert-1 vert-2 p))))
1912 #+END_SRC
1913 #+end_listing
1915 *** Feeler Coordinates
1917 The triangle-related functions above make short work of
1918 calculating the positions and orientations of each feeler in
1919 world-space.
1921 #+caption: Program to get the coordinates of ``feelers '' in
1922 #+caption: both world and UV-coordinates.
1923 #+name: feeler-coordinates
1924 #+begin_listing clojure
1925 #+BEGIN_SRC clojure
1926 (defn feeler-pixel-coords
1927 "Returns the coordinates of the feelers in pixel space in lists, one
1928 list for each triangle, ordered in the same way as (triangles) and
1929 (pixel-triangles)."
1930 [#^Geometry geo image]
1931 (map
1932 (fn [pixel-triangle]
1933 (filter
1934 (fn [coord]
1935 (inside-triangle? (->triangle pixel-triangle)
1936 (->vector3f coord)))
1937 (white-coordinates image (convex-bounds pixel-triangle))))
1938 (pixel-triangles geo image)))
1940 (defn feeler-world-coords
1941 "Returns the coordinates of the feelers in world space in lists, one
1942 list for each triangle, ordered in the same way as (triangles) and
1943 (pixel-triangles)."
1944 [#^Geometry geo image]
1945 (let [transforms
1946 (map #(triangles->affine-transform
1947 (->triangle %1) (->triangle %2))
1948 (pixel-triangles geo image)
1949 (triangles geo))]
1950 (map (fn [transform coords]
1951 (map #(.mult transform (->vector3f %)) coords))
1952 transforms (feeler-pixel-coords geo image))))
1953 #+END_SRC
1954 #+end_listing
1956 #+caption: Program to get the position of the base and tip of
1957 #+caption: each ``feeler''
1958 #+name: feeler-tips
1959 #+begin_listing clojure
1960 #+BEGIN_SRC clojure
1961 (defn feeler-origins
1962 "The world space coordinates of the root of each feeler."
1963 [#^Geometry geo image]
1964 (reduce concat (feeler-world-coords geo image)))
1966 (defn feeler-tips
1967 "The world space coordinates of the tip of each feeler."
1968 [#^Geometry geo image]
1969 (let [world-coords (feeler-world-coords geo image)
1970 normals
1971 (map
1972 (fn [triangle]
1973 (.calculateNormal triangle)
1974 (.clone (.getNormal triangle)))
1975 (map ->triangle (triangles geo)))]
1977 (mapcat (fn [origins normal]
1978 (map #(.add % normal) origins))
1979 world-coords normals)))
1981 (defn touch-topology
1982 [#^Geometry geo image]
1983 (collapse (reduce concat (feeler-pixel-coords geo image))))
1984 #+END_SRC
1985 #+end_listing
1987 *** Simulated Touch
1989 Now that the functions to construct feelers are complete,
1990 =touch-kernel= generates functions to be called from within a
1991 simulation that perform the necessary physics collisions to
1992 collect tactile data, and =touch!= recursively applies it to every
1993 node in the creature.
1995 #+caption: Efficient program to transform a ray from
1996 #+caption: one position to another.
1997 #+name: set-ray
1998 #+begin_listing clojure
1999 #+BEGIN_SRC clojure
2000 (defn set-ray [#^Ray ray #^Matrix4f transform
2001 #^Vector3f origin #^Vector3f tip]
2002 ;; Doing everything locally reduces garbage collection by enough to
2003 ;; be worth it.
2004 (.mult transform origin (.getOrigin ray))
2005 (.mult transform tip (.getDirection ray))
2006 (.subtractLocal (.getDirection ray) (.getOrigin ray))
2007 (.normalizeLocal (.getDirection ray)))
2008 #+END_SRC
2009 #+end_listing
2011 #+caption: This is the core of touch in =CORTEX= each feeler
2012 #+caption: follows the object it is bound to, reporting any
2013 #+caption: collisions that may happen.
2014 #+name: touch-kernel
2015 #+begin_listing clojure
2016 #+BEGIN_SRC clojure
2017 (defn touch-kernel
2018 "Constructs a function which will return tactile sensory data from
2019 'geo when called from inside a running simulation"
2020 [#^Geometry geo]
2021 (if-let
2022 [profile (tactile-sensor-profile geo)]
2023 (let [ray-reference-origins (feeler-origins geo profile)
2024 ray-reference-tips (feeler-tips geo profile)
2025 ray-length (tactile-scale geo)
2026 current-rays (map (fn [_] (Ray.)) ray-reference-origins)
2027 topology (touch-topology geo profile)
2028 correction (float (* ray-length -0.2))]
2029 ;; slight tolerance for very close collisions.
2030 (dorun
2031 (map (fn [origin tip]
2032 (.addLocal origin (.mult (.subtract tip origin)
2033 correction)))
2034 ray-reference-origins ray-reference-tips))
2035 (dorun (map #(.setLimit % ray-length) current-rays))
2036 (fn [node]
2037 (let [transform (.getWorldMatrix geo)]
2038 (dorun
2039 (map (fn [ray ref-origin ref-tip]
2040 (set-ray ray transform ref-origin ref-tip))
2041 current-rays ray-reference-origins
2042 ray-reference-tips))
2043 (vector
2044 topology
2045 (vec
2046 (for [ray current-rays]
2047 (do
2048 (let [results (CollisionResults.)]
2049 (.collideWith node ray results)
2050 (let [touch-objects
2051 (filter #(not (= geo (.getGeometry %)))
2052 results)
2053 limit (.getLimit ray)]
2054 [(if (empty? touch-objects)
2055 limit
2056 (let [response
2057 (apply min (map #(.getDistance %)
2058 touch-objects))]
2059 (FastMath/clamp
2060 (float
2061 (if (> response limit) (float 0.0)
2062 (+ response correction)))
2063 (float 0.0)
2064 limit)))
2065 limit])))))))))))
2066 #+END_SRC
2067 #+end_listing
2069 Armed with the =touch!= function, =CORTEX= becomes capable of
2070 giving creatures a sense of touch. A simple test is to create a
2071 cube that is outfitted with a uniform distribution of touch
2072 sensors. It can feel the ground and any balls that it touches.
2074 #+caption: =CORTEX= interface for creating touch in a simulated
2075 #+caption: creature.
2076 #+name: touch
2077 #+begin_listing clojure
2078 #+BEGIN_SRC clojure
2079 (defn touch!
2080 "Endow the creature with the sense of touch. Returns a sequence of
2081 functions, one for each body part with a tactile-sensor-profile,
2082 each of which when called returns sensory data for that body part."
2083 [#^Node creature]
2084 (filter
2085 (comp not nil?)
2086 (map touch-kernel
2087 (filter #(isa? (class %) Geometry)
2088 (node-seq creature)))))
2089 #+END_SRC
2090 #+end_listing
2092 The tactile-sensor-profile image for the touch cube is a simple
2093 cross with a uniform distribution of touch sensors:
2095 #+caption: The touch profile for the touch-cube. Each pure white
2096 #+caption: pixel defines a touch sensitive feeler.
2097 #+name: touch-cube-uv-map
2098 #+ATTR_LaTeX: :width 7cm
2099 [[./images/touch-profile.png]]
2101 #+caption: The touch cube reacts to cannonballs. The black, red,
2102 #+caption: and white cross on the right is a visual display of
2103 #+caption: the creature's touch. White means that it is feeling
2104 #+caption: something strongly, black is not feeling anything,
2105 #+caption: and gray is in-between. The cube can feel both the
2106 #+caption: floor and the ball. Notice that when the ball causes
2107 #+caption: the cube to tip, that the bottom face can still feel
2108 #+caption: part of the ground.
2109 #+name: touch-cube-uv-map-2
2110 #+ATTR_LaTeX: :width 15cm
2111 [[./images/touch-cube.png]]
2113 ** Proprioception provides knowledge of your own body's position
2115 Close your eyes, and touch your nose with your right index finger.
2116 How did you do it? You could not see your hand, and neither your
2117 hand nor your nose could use the sense of touch to guide the path
2118 of your hand. There are no sound cues, and Taste and Smell
2119 certainly don't provide any help. You know where your hand is
2120 without your other senses because of Proprioception.
2122 Humans can sometimes loose this sense through viral infections or
2123 damage to the spinal cord or brain, and when they do, they loose
2124 the ability to control their own bodies without looking directly at
2125 the parts they want to move. In [[http://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat][The Man Who Mistook His Wife for a
2126 Hat]] (\cite{man-wife-hat}), a woman named Christina looses this
2127 sense and has to learn how to move by carefully watching her arms
2128 and legs. She describes proprioception as the "eyes of the body,
2129 the way the body sees itself".
2131 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle
2132 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative
2133 positions of each body part by monitoring muscle strain and length.
2135 It's clear that this is a vital sense for fluid, graceful movement.
2136 It's also particularly easy to implement in jMonkeyEngine.
2138 My simulated proprioception calculates the relative angles of each
2139 joint from the rest position defined in the blender file. This
2140 simulates the muscle-spindles and joint capsules. I will deal with
2141 Golgi tendon organs, which calculate muscle strain, in the next
2142 section.
2144 *** Helper functions
2146 =absolute-angle= calculates the angle between two vectors,
2147 relative to a third axis vector. This angle is the number of
2148 radians you have to move counterclockwise around the axis vector
2149 to get from the first to the second vector. It is not commutative
2150 like a normal dot-product angle is.
2152 The purpose of these functions is to build a system of angle
2153 measurement that is biologically plausible.
2155 #+caption: Program to measure angles along a vector
2156 #+name: helpers
2157 #+begin_listing clojure
2158 #+BEGIN_SRC clojure
2159 (defn right-handed?
2160 "true iff the three vectors form a right handed coordinate
2161 system. The three vectors do not have to be normalized or
2162 orthogonal."
2163 [vec1 vec2 vec3]
2164 (pos? (.dot (.cross vec1 vec2) vec3)))
2166 (defn absolute-angle
2167 "The angle between 'vec1 and 'vec2 around 'axis. In the range
2168 [0 (* 2 Math/PI)]."
2169 [vec1 vec2 axis]
2170 (let [angle (.angleBetween vec1 vec2)]
2171 (if (right-handed? vec1 vec2 axis)
2172 angle (- (* 2 Math/PI) angle))))
2173 #+END_SRC
2174 #+end_listing
2176 *** Proprioception Kernel
2178 Given a joint, =proprioception-kernel= produces a function that
2179 calculates the Euler angles between the the objects the joint
2180 connects. The only tricky part here is making the angles relative
2181 to the joint's initial ``straightness''.
2183 #+caption: Program to return biologically reasonable proprioceptive
2184 #+caption: data for each joint.
2185 #+name: proprioception
2186 #+begin_listing clojure
2187 #+BEGIN_SRC clojure
2188 (defn proprioception-kernel
2189 "Returns a function which returns proprioceptive sensory data when
2190 called inside a running simulation."
2191 [#^Node parts #^Node joint]
2192 (let [[obj-a obj-b] (joint-targets parts joint)
2193 joint-rot (.getWorldRotation joint)
2194 x0 (.mult joint-rot Vector3f/UNIT_X)
2195 y0 (.mult joint-rot Vector3f/UNIT_Y)
2196 z0 (.mult joint-rot Vector3f/UNIT_Z)]
2197 (fn []
2198 (let [rot-a (.clone (.getWorldRotation obj-a))
2199 rot-b (.clone (.getWorldRotation obj-b))
2200 x (.mult rot-a x0)
2201 y (.mult rot-a y0)
2202 z (.mult rot-a z0)
2204 X (.mult rot-b x0)
2205 Y (.mult rot-b y0)
2206 Z (.mult rot-b z0)
2207 heading (Math/atan2 (.dot X z) (.dot X x))
2208 pitch (Math/atan2 (.dot X y) (.dot X x))
2210 ;; rotate x-vector back to origin
2211 reverse
2212 (doto (Quaternion.)
2213 (.fromAngleAxis
2214 (.angleBetween X x)
2215 (let [cross (.normalize (.cross X x))]
2216 (if (= 0 (.length cross)) y cross))))
2217 roll (absolute-angle (.mult reverse Y) y x)]
2218 [heading pitch roll]))))
2220 (defn proprioception!
2221 "Endow the creature with the sense of proprioception. Returns a
2222 sequence of functions, one for each child of the \"joints\" node in
2223 the creature, which each report proprioceptive information about
2224 that joint."
2225 [#^Node creature]
2226 ;; extract the body's joints
2227 (let [senses (map (partial proprioception-kernel creature)
2228 (joints creature))]
2229 (fn []
2230 (map #(%) senses))))
2231 #+END_SRC
2232 #+end_listing
2234 =proprioception!= maps =proprioception-kernel= across all the
2235 joints of the creature. It uses the same list of joints that
2236 =joints= uses. Proprioception is the easiest sense to implement in
2237 =CORTEX=, and it will play a crucial role when efficiently
2238 implementing empathy.
2240 #+caption: In the upper right corner, the three proprioceptive
2241 #+caption: angle measurements are displayed. Red is yaw, Green is
2242 #+caption: pitch, and White is roll.
2243 #+name: proprio
2244 #+ATTR_LaTeX: :width 11cm
2245 [[./images/proprio.png]]
2247 ** Muscles contain both sensors and effectors
2249 Surprisingly enough, terrestrial creatures only move by using
2250 torque applied about their joints. There's not a single straight
2251 line of force in the human body at all! (A straight line of force
2252 would correspond to some sort of jet or rocket propulsion.)
2254 In humans, muscles are composed of muscle fibers which can contract
2255 to exert force. The muscle fibers which compose a muscle are
2256 partitioned into discrete groups which are each controlled by a
2257 single alpha motor neuron. A single alpha motor neuron might
2258 control as little as three or as many as one thousand muscle
2259 fibers. When the alpha motor neuron is engaged by the spinal cord,
2260 it activates all of the muscle fibers to which it is attached. The
2261 spinal cord generally engages the alpha motor neurons which control
2262 few muscle fibers before the motor neurons which control many
2263 muscle fibers. This recruitment strategy allows for precise
2264 movements at low strength. The collection of all motor neurons that
2265 control a muscle is called the motor pool. The brain essentially
2266 says "activate 30% of the motor pool" and the spinal cord recruits
2267 motor neurons until 30% are activated. Since the distribution of
2268 power among motor neurons is unequal and recruitment goes from
2269 weakest to strongest, the first 30% of the motor pool might be 5%
2270 of the strength of the muscle.
2272 My simulated muscles follow a similar design: Each muscle is
2273 defined by a 1-D array of numbers (the "motor pool"). Each entry in
2274 the array represents a motor neuron which controls a number of
2275 muscle fibers equal to the value of the entry. Each muscle has a
2276 scalar strength factor which determines the total force the muscle
2277 can exert when all motor neurons are activated. The effector
2278 function for a muscle takes a number to index into the motor pool,
2279 and then "activates" all the motor neurons whose index is lower or
2280 equal to the number. Each motor-neuron will apply force in
2281 proportion to its value in the array. Lower values cause less
2282 force. The lower values can be put at the "beginning" of the 1-D
2283 array to simulate the layout of actual human muscles, which are
2284 capable of more precise movements when exerting less force. Or, the
2285 motor pool can simulate more exotic recruitment strategies which do
2286 not correspond to human muscles.
2288 This 1D array is defined in an image file for ease of
2289 creation/visualization. Here is an example muscle profile image.
2291 #+caption: A muscle profile image that describes the strengths
2292 #+caption: of each motor neuron in a muscle. White is weakest
2293 #+caption: and dark red is strongest. This particular pattern
2294 #+caption: has weaker motor neurons at the beginning, just
2295 #+caption: like human muscle.
2296 #+name: muscle-recruit
2297 #+ATTR_LaTeX: :width 7cm
2298 [[./images/basic-muscle.png]]
2300 *** Muscle meta-data
2302 #+caption: Program to deal with loading muscle data from a blender
2303 #+caption: file's metadata.
2304 #+name: motor-pool
2305 #+begin_listing clojure
2306 #+BEGIN_SRC clojure
2307 (defn muscle-profile-image
2308 "Get the muscle-profile image from the node's blender meta-data."
2309 [#^Node muscle]
2310 (if-let [image (meta-data muscle "muscle")]
2311 (load-image image)))
2313 (defn muscle-strength
2314 "Return the strength of this muscle, or 1 if it is not defined."
2315 [#^Node muscle]
2316 (if-let [strength (meta-data muscle "strength")]
2317 strength 1))
2319 (defn motor-pool
2320 "Return a vector where each entry is the strength of the \"motor
2321 neuron\" at that part in the muscle."
2322 [#^Node muscle]
2323 (let [profile (muscle-profile-image muscle)]
2324 (vec
2325 (let [width (.getWidth profile)]
2326 (for [x (range width)]
2327 (- 255
2328 (bit-and
2329 0x0000FF
2330 (.getRGB profile x 0))))))))
2331 #+END_SRC
2332 #+end_listing
2334 Of note here is =motor-pool= which interprets the muscle-profile
2335 image in a way that allows me to use gradients between white and
2336 red, instead of shades of gray as I've been using for all the
2337 other senses. This is purely an aesthetic touch.
2339 *** Creating muscles
2341 #+caption: This is the core movement function in =CORTEX=, which
2342 #+caption: implements muscles that report on their activation.
2343 #+name: muscle-kernel
2344 #+begin_listing clojure
2345 #+BEGIN_SRC clojure
2346 (defn movement-kernel
2347 "Returns a function which when called with a integer value inside a
2348 running simulation will cause movement in the creature according
2349 to the muscle's position and strength profile. Each function
2350 returns the amount of force applied / max force."
2351 [#^Node creature #^Node muscle]
2352 (let [target (closest-node creature muscle)
2353 axis
2354 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)
2355 strength (muscle-strength muscle)
2357 pool (motor-pool muscle)
2358 pool-integral (reductions + pool)
2359 forces
2360 (vec (map #(float (* strength (/ % (last pool-integral))))
2361 pool-integral))
2362 control (.getControl target RigidBodyControl)]
2363 ;;(println-repl (.getName target) axis)
2364 (fn [n]
2365 (let [pool-index (max 0 (min n (dec (count pool))))
2366 force (forces pool-index)]
2367 (.applyTorque control (.mult axis force))
2368 (float (/ force strength))))))
2370 (defn movement!
2371 "Endow the creature with the power of movement. Returns a sequence
2372 of functions, each of which accept an integer value and will
2373 activate their corresponding muscle."
2374 [#^Node creature]
2375 (for [muscle (muscles creature)]
2376 (movement-kernel creature muscle)))
2377 #+END_SRC
2378 #+end_listing
2381 =movement-kernel= creates a function that will move the nearest
2382 physical object to the muscle node. The muscle exerts a rotational
2383 force dependent on it's orientation to the object in the blender
2384 file. The function returned by =movement-kernel= is also a sense
2385 function: it returns the percent of the total muscle strength that
2386 is currently being employed. This is analogous to muscle tension
2387 in humans and completes the sense of proprioception begun in the
2388 last section.
2390 ** =CORTEX= brings complex creatures to life!
2392 The ultimate test of =CORTEX= is to create a creature with the full
2393 gamut of senses and put it though its paces.
2395 With all senses enabled, my right hand model looks like an
2396 intricate marionette hand with several strings for each finger:
2398 #+caption: View of the hand model with all sense nodes. You can see
2399 #+caption: the joint, muscle, ear, and eye nodes here.
2400 #+name: hand-nodes-1
2401 #+ATTR_LaTeX: :width 11cm
2402 [[./images/hand-with-all-senses2.png]]
2404 #+caption: An alternate view of the hand.
2405 #+name: hand-nodes-2
2406 #+ATTR_LaTeX: :width 15cm
2407 [[./images/hand-with-all-senses3.png]]
2409 With the hand fully rigged with senses, I can run it though a test
2410 that will test everything.
2412 #+caption: A full test of the hand with all senses. Note especially
2413 #+caption: the interactions the hand has with itself: it feels
2414 #+caption: its own palm and fingers, and when it curls its fingers,
2415 #+caption: it sees them with its eye (which is located in the center
2416 #+caption: of the palm. The red block appears with a pure tone sound.
2417 #+caption: The hand then uses its muscles to launch the cube!
2418 #+name: integration
2419 #+ATTR_LaTeX: :width 16cm
2420 [[./images/integration.png]]
2422 ** =CORTEX= enables many possibilities for further research
2424 Often times, the hardest part of building a system involving
2425 creatures is dealing with physics and graphics. =CORTEX= removes
2426 much of this initial difficulty and leaves researchers free to
2427 directly pursue their ideas. I hope that even undergrads with a
2428 passing curiosity about simulated touch or creature evolution will
2429 be able to use cortex for experimentation. =CORTEX= is a completely
2430 simulated world, and far from being a disadvantage, its simulated
2431 nature enables you to create senses and creatures that would be
2432 impossible to make in the real world.
2434 While not by any means a complete list, here are some paths
2435 =CORTEX= is well suited to help you explore:
2437 - Empathy :: my empathy program leaves many areas for
2438 improvement, among which are using vision to infer
2439 proprioception and looking up sensory experience with imagined
2440 vision, touch, and sound.
2441 - Evolution :: Karl Sims created a rich environment for
2442 simulating the evolution of creatures on a connection
2443 machine. Today, this can be redone and expanded with =CORTEX=
2444 on an ordinary computer.
2445 - Exotic senses :: Cortex enables many fascinating senses that are
2446 not possible to build in the real world. For example,
2447 telekinesis is an interesting avenue to explore. You can also
2448 make a ``semantic'' sense which looks up metadata tags on
2449 objects in the environment the metadata tags might contain
2450 other sensory information.
2451 - Imagination via subworlds :: this would involve a creature with
2452 an effector which creates an entire new sub-simulation where
2453 the creature has direct control over placement/creation of
2454 objects via simulated telekinesis. The creature observes this
2455 sub-world through it's normal senses and uses its observations
2456 to make predictions about its top level world.
2457 - Simulated prescience :: step the simulation forward a few ticks,
2458 gather sensory data, then supply this data for the creature as
2459 one of its actual senses. The cost of prescience is slowing
2460 the simulation down by a factor proportional to however far
2461 you want the entities to see into the future. What happens
2462 when two evolved creatures that can each see into the future
2463 fight each other?
2464 - Swarm creatures :: Program a group of creatures that cooperate
2465 with each other. Because the creatures would be simulated, you
2466 could investigate computationally complex rules of behavior
2467 which still, from the group's point of view, would happen in
2468 ``real time''. Interactions could be as simple as cellular
2469 organisms communicating via flashing lights, or as complex as
2470 humanoids completing social tasks, etc.
2471 - =HACKER= for writing muscle-control programs :: Presented with
2472 low-level muscle control/ sense API, generate higher level
2473 programs for accomplishing various stated goals. Example goals
2474 might be "extend all your fingers" or "move your hand into the
2475 area with blue light" or "decrease the angle of this joint".
2476 It would be like Sussman's HACKER, except it would operate
2477 with much more data in a more realistic world. Start off with
2478 "calisthenics" to develop subroutines over the motor control
2479 API. This would be the "spinal chord" of a more intelligent
2480 creature. The low level programming code might be a turning
2481 machine that could develop programs to iterate over a "tape"
2482 where each entry in the tape could control recruitment of the
2483 fibers in a muscle.
2484 - Sense fusion :: There is much work to be done on sense
2485 integration -- building up a coherent picture of the world and
2486 the things in it with =CORTEX= as a base, you can explore
2487 concepts like self-organizing maps or cross modal clustering
2488 in ways that have never before been tried.
2489 - Inverse kinematics :: experiments in sense guided motor control
2490 are easy given =CORTEX='s support -- you can get right to the
2491 hard control problems without worrying about physics or
2492 senses.
2494 * =EMPATH=: action recognition in a simulated worm
2496 Here I develop a computational model of empathy, using =CORTEX= as a
2497 base. Empathy in this context is the ability to observe another
2498 creature and infer what sorts of sensations that creature is
2499 feeling. My empathy algorithm involves multiple phases. First is
2500 free-play, where the creature moves around and gains sensory
2501 experience. From this experience I construct a representation of the
2502 creature's sensory state space, which I call \Phi-space. Using
2503 \Phi-space, I construct an efficient function which takes the
2504 limited data that comes from observing another creature and enriches
2505 it full compliment of imagined sensory data. I can then use the
2506 imagined sensory data to recognize what the observed creature is
2507 doing and feeling, using straightforward embodied action predicates.
2508 This is all demonstrated with using a simple worm-like creature, and
2509 recognizing worm-actions based on limited data.
2511 #+caption: Here is the worm with which we will be working.
2512 #+caption: It is composed of 5 segments. Each segment has a
2513 #+caption: pair of extensor and flexor muscles. Each of the
2514 #+caption: worm's four joints is a hinge joint which allows
2515 #+caption: about 30 degrees of rotation to either side. Each segment
2516 #+caption: of the worm is touch-capable and has a uniform
2517 #+caption: distribution of touch sensors on each of its faces.
2518 #+caption: Each joint has a proprioceptive sense to detect
2519 #+caption: relative positions. The worm segments are all the
2520 #+caption: same except for the first one, which has a much
2521 #+caption: higher weight than the others to allow for easy
2522 #+caption: manual motor control.
2523 #+name: basic-worm-view
2524 #+ATTR_LaTeX: :width 10cm
2525 [[./images/basic-worm-view.png]]
2527 #+caption: Program for reading a worm from a blender file and
2528 #+caption: outfitting it with the senses of proprioception,
2529 #+caption: touch, and the ability to move, as specified in the
2530 #+caption: blender file.
2531 #+name: get-worm
2532 #+begin_listing clojure
2533 #+begin_src clojure
2534 (defn worm []
2535 (let [model (load-blender-model "Models/worm/worm.blend")]
2536 {:body (doto model (body!))
2537 :touch (touch! model)
2538 :proprioception (proprioception! model)
2539 :muscles (movement! model)}))
2540 #+end_src
2541 #+end_listing
2543 ** Embodiment factors action recognition into manageable parts
2545 Using empathy, I divide the problem of action recognition into a
2546 recognition process expressed in the language of a full compliment
2547 of senses, and an imaginative process that generates full sensory
2548 data from partial sensory data. Splitting the action recognition
2549 problem in this manner greatly reduces the total amount of work to
2550 recognize actions: The imaginative process is mostly just matching
2551 previous experience, and the recognition process gets to use all
2552 the senses to directly describe any action.
2554 ** Action recognition is easy with a full gamut of senses
2556 Embodied representations using multiple senses such as touch,
2557 proprioception, and muscle tension turns out be be exceedingly
2558 efficient at describing body-centered actions. It is the ``right
2559 language for the job''. For example, it takes only around 5 lines
2560 of LISP code to describe the action of ``curling'' using embodied
2561 primitives. It takes about 10 lines to describe the seemingly
2562 complicated action of wiggling.
2564 The following action predicates each take a stream of sensory
2565 experience, observe however much of it they desire, and decide
2566 whether the worm is doing the action they describe. =curled?=
2567 relies on proprioception, =resting?= relies on touch, =wiggling?=
2568 relies on a Fourier analysis of muscle contraction, and
2569 =grand-circle?= relies on touch and reuses =curled?= as a guard.
2571 #+caption: Program for detecting whether the worm is curled. This is the
2572 #+caption: simplest action predicate, because it only uses the last frame
2573 #+caption: of sensory experience, and only uses proprioceptive data. Even
2574 #+caption: this simple predicate, however, is automatically frame
2575 #+caption: independent and ignores vermopomorphic differences such as
2576 #+caption: worm textures and colors.
2577 #+name: curled
2578 #+begin_listing clojure
2579 #+begin_src clojure
2580 (defn curled?
2581 "Is the worm curled up?"
2582 [experiences]
2583 (every?
2584 (fn [[_ _ bend]]
2585 (> (Math/sin bend) 0.64))
2586 (:proprioception (peek experiences))))
2587 #+end_src
2588 #+end_listing
2590 #+caption: Program for summarizing the touch information in a patch
2591 #+caption: of skin.
2592 #+name: touch-summary
2593 #+begin_listing clojure
2594 #+begin_src clojure
2595 (defn contact
2596 "Determine how much contact a particular worm segment has with
2597 other objects. Returns a value between 0 and 1, where 1 is full
2598 contact and 0 is no contact."
2599 [touch-region [coords contact :as touch]]
2600 (-> (zipmap coords contact)
2601 (select-keys touch-region)
2602 (vals)
2603 (#(map first %))
2604 (average)
2605 (* 10)
2606 (- 1)
2607 (Math/abs)))
2608 #+end_src
2609 #+end_listing
2612 #+caption: Program for detecting whether the worm is at rest. This program
2613 #+caption: uses a summary of the tactile information from the underbelly
2614 #+caption: of the worm, and is only true if every segment is touching the
2615 #+caption: floor. Note that this function contains no references to
2616 #+caption: proprioception at all.
2617 #+name: resting
2618 #+begin_listing clojure
2619 #+begin_src clojure
2620 (def worm-segment-bottom (rect-region [8 15] [14 22]))
2622 (defn resting?
2623 "Is the worm resting on the ground?"
2624 [experiences]
2625 (every?
2626 (fn [touch-data]
2627 (< 0.9 (contact worm-segment-bottom touch-data)))
2628 (:touch (peek experiences))))
2629 #+end_src
2630 #+end_listing
2632 #+caption: Program for detecting whether the worm is curled up into a
2633 #+caption: full circle. Here the embodied approach begins to shine, as
2634 #+caption: I am able to both use a previous action predicate (=curled?=)
2635 #+caption: as well as the direct tactile experience of the head and tail.
2636 #+name: grand-circle
2637 #+begin_listing clojure
2638 #+begin_src clojure
2639 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
2641 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
2643 (defn grand-circle?
2644 "Does the worm form a majestic circle (one end touching the other)?"
2645 [experiences]
2646 (and (curled? experiences)
2647 (let [worm-touch (:touch (peek experiences))
2648 tail-touch (worm-touch 0)
2649 head-touch (worm-touch 4)]
2650 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
2651 (< 0.55 (contact worm-segment-top-tip head-touch))))))
2652 #+end_src
2653 #+end_listing
2656 #+caption: Program for detecting whether the worm has been wiggling for
2657 #+caption: the last few frames. It uses a Fourier analysis of the muscle
2658 #+caption: contractions of the worm's tail to determine wiggling. This is
2659 #+caption: significant because there is no particular frame that clearly
2660 #+caption: indicates that the worm is wiggling --- only when multiple frames
2661 #+caption: are analyzed together is the wiggling revealed. Defining
2662 #+caption: wiggling this way also gives the worm an opportunity to learn
2663 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
2664 #+caption: wiggle but can't. Frustrated wiggling is very visually different
2665 #+caption: from actual wiggling, but this definition gives it to us for free.
2666 #+name: wiggling
2667 #+begin_listing clojure
2668 #+begin_src clojure
2669 (defn fft [nums]
2670 (map
2671 #(.getReal %)
2672 (.transform
2673 (FastFourierTransformer. DftNormalization/STANDARD)
2674 (double-array nums) TransformType/FORWARD)))
2676 (def indexed (partial map-indexed vector))
2678 (defn max-indexed [s]
2679 (first (sort-by (comp - second) (indexed s))))
2681 (defn wiggling?
2682 "Is the worm wiggling?"
2683 [experiences]
2684 (let [analysis-interval 0x40]
2685 (when (> (count experiences) analysis-interval)
2686 (let [a-flex 3
2687 a-ex 2
2688 muscle-activity
2689 (map :muscle (vector:last-n experiences analysis-interval))
2690 base-activity
2691 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
2692 (= 2
2693 (first
2694 (max-indexed
2695 (map #(Math/abs %)
2696 (take 20 (fft base-activity))))))))))
2697 #+end_src
2698 #+end_listing
2700 With these action predicates, I can now recognize the actions of
2701 the worm while it is moving under my control and I have access to
2702 all the worm's senses.
2704 #+caption: Use the action predicates defined earlier to report on
2705 #+caption: what the worm is doing while in simulation.
2706 #+name: report-worm-activity
2707 #+begin_listing clojure
2708 #+begin_src clojure
2709 (defn debug-experience
2710 [experiences text]
2711 (cond
2712 (grand-circle? experiences) (.setText text "Grand Circle")
2713 (curled? experiences) (.setText text "Curled")
2714 (wiggling? experiences) (.setText text "Wiggling")
2715 (resting? experiences) (.setText text "Resting")))
2716 #+end_src
2717 #+end_listing
2719 #+caption: Using =debug-experience=, the body-centered predicates
2720 #+caption: work together to classify the behavior of the worm.
2721 #+caption: the predicates are operating with access to the worm's
2722 #+caption: full sensory data.
2723 #+name: basic-worm-view
2724 #+ATTR_LaTeX: :width 10cm
2725 [[./images/worm-identify-init.png]]
2727 These action predicates satisfy the recognition requirement of an
2728 empathic recognition system. There is power in the simplicity of
2729 the action predicates. They describe their actions without getting
2730 confused in visual details of the worm. Each one is frame
2731 independent, but more than that, they are each independent of
2732 irrelevant visual details of the worm and the environment. They
2733 will work regardless of whether the worm is a different color or
2734 heavily textured, or if the environment has strange lighting.
2736 The trick now is to make the action predicates work even when the
2737 sensory data on which they depend is absent. If I can do that, then
2738 I will have gained much,
2740 ** \Phi-space describes the worm's experiences
2742 As a first step towards building empathy, I need to gather all of
2743 the worm's experiences during free play. I use a simple vector to
2744 store all the experiences.
2746 Each element of the experience vector exists in the vast space of
2747 all possible worm-experiences. Most of this vast space is actually
2748 unreachable due to physical constraints of the worm's body. For
2749 example, the worm's segments are connected by hinge joints that put
2750 a practical limit on the worm's range of motions without limiting
2751 its degrees of freedom. Some groupings of senses are impossible;
2752 the worm can not be bent into a circle so that its ends are
2753 touching and at the same time not also experience the sensation of
2754 touching itself.
2756 As the worm moves around during free play and its experience vector
2757 grows larger, the vector begins to define a subspace which is all
2758 the sensations the worm can practically experience during normal
2759 operation. I call this subspace \Phi-space, short for
2760 physical-space. The experience vector defines a path through
2761 \Phi-space. This path has interesting properties that all derive
2762 from physical embodiment. The proprioceptive components are
2763 completely smooth, because in order for the worm to move from one
2764 position to another, it must pass through the intermediate
2765 positions. The path invariably forms loops as actions are repeated.
2766 Finally and most importantly, proprioception actually gives very
2767 strong inference about the other senses. For example, when the worm
2768 is flat, you can infer that it is touching the ground and that its
2769 muscles are not active, because if the muscles were active, the
2770 worm would be moving and would not be perfectly flat. In order to
2771 stay flat, the worm has to be touching the ground, or it would
2772 again be moving out of the flat position due to gravity. If the
2773 worm is positioned in such a way that it interacts with itself,
2774 then it is very likely to be feeling the same tactile feelings as
2775 the last time it was in that position, because it has the same body
2776 as then. If you observe multiple frames of proprioceptive data,
2777 then you can become increasingly confident about the exact
2778 activations of the worm's muscles, because it generally takes a
2779 unique combination of muscle contractions to transform the worm's
2780 body along a specific path through \Phi-space.
2782 There is a simple way of taking \Phi-space and the total ordering
2783 provided by an experience vector and reliably inferring the rest of
2784 the senses.
2786 ** Empathy is the process of tracing though \Phi-space
2788 Here is the core of a basic empathy algorithm, starting with an
2789 experience vector:
2791 First, group the experiences into tiered proprioceptive bins. I use
2792 powers of 10 and 3 bins, and the smallest bin has an approximate
2793 size of 0.001 radians in all proprioceptive dimensions.
2795 Then, given a sequence of proprioceptive input, generate a set of
2796 matching experience records for each input, using the tiered
2797 proprioceptive bins.
2799 Finally, to infer sensory data, select the longest consecutive chain
2800 of experiences. Consecutive experience means that the experiences
2801 appear next to each other in the experience vector.
2803 This algorithm has three advantages:
2805 1. It's simple
2807 3. It's very fast -- retrieving possible interpretations takes
2808 constant time. Tracing through chains of interpretations takes
2809 time proportional to the average number of experiences in a
2810 proprioceptive bin. Redundant experiences in \Phi-space can be
2811 merged to save computation.
2813 2. It protects from wrong interpretations of transient ambiguous
2814 proprioceptive data. For example, if the worm is flat for just
2815 an instant, this flatness will not be interpreted as implying
2816 that the worm has its muscles relaxed, since the flatness is
2817 part of a longer chain which includes a distinct pattern of
2818 muscle activation. Markov chains or other memoryless statistical
2819 models that operate on individual frames may very well make this
2820 mistake.
2822 #+caption: Program to convert an experience vector into a
2823 #+caption: proprioceptively binned lookup function.
2824 #+name: bin
2825 #+begin_listing clojure
2826 #+begin_src clojure
2827 (defn bin [digits]
2828 (fn [angles]
2829 (->> angles
2830 (flatten)
2831 (map (juxt #(Math/sin %) #(Math/cos %)))
2832 (flatten)
2833 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
2835 (defn gen-phi-scan
2836 "Nearest-neighbors with binning. Only returns a result if
2837 the proprioceptive data is within 10% of a previously recorded
2838 result in all dimensions."
2839 [phi-space]
2840 (let [bin-keys (map bin [3 2 1])
2841 bin-maps
2842 (map (fn [bin-key]
2843 (group-by
2844 (comp bin-key :proprioception phi-space)
2845 (range (count phi-space)))) bin-keys)
2846 lookups (map (fn [bin-key bin-map]
2847 (fn [proprio] (bin-map (bin-key proprio))))
2848 bin-keys bin-maps)]
2849 (fn lookup [proprio-data]
2850 (set (some #(% proprio-data) lookups)))))
2851 #+end_src
2852 #+end_listing
2854 #+caption: =longest-thread= finds the longest path of consecutive
2855 #+caption: experiences to explain proprioceptive worm data from
2856 #+caption: previous data. Here, the film strip represents the
2857 #+caption: creature's previous experience. Sort sequeuces of
2858 #+caption: memories are spliced together to match the
2859 #+caption: proprioceptive data. Their carry the other senses
2860 #+caption: along with them.
2861 #+name: phi-space-history-scan
2862 #+ATTR_LaTeX: :width 10cm
2863 [[./images/film-of-imagination.png]]
2865 =longest-thread= infers sensory data by stitching together pieces
2866 from previous experience. It prefers longer chains of previous
2867 experience to shorter ones. For example, during training the worm
2868 might rest on the ground for one second before it performs its
2869 exercises. If during recognition the worm rests on the ground for
2870 five seconds, =longest-thread= will accommodate this five second
2871 rest period by looping the one second rest chain five times.
2873 =longest-thread= takes time proportional to the average number of
2874 entries in a proprioceptive bin, because for each element in the
2875 starting bin it performs a series of set lookups in the preceding
2876 bins. If the total history is limited, then this is only a constant
2877 multiple times the number of entries in the starting bin. This
2878 analysis also applies even if the action requires multiple longest
2879 chains -- it's still the average number of entries in a
2880 proprioceptive bin times the desired chain length. Because
2881 =longest-thread= is so efficient and simple, I can interpret
2882 worm-actions in real time.
2884 #+caption: Program to calculate empathy by tracing though \Phi-space
2885 #+caption: and finding the longest (ie. most coherent) interpretation
2886 #+caption: of the data.
2887 #+name: longest-thread
2888 #+begin_listing clojure
2889 #+begin_src clojure
2890 (defn longest-thread
2891 "Find the longest thread from phi-index-sets. The index sets should
2892 be ordered from most recent to least recent."
2893 [phi-index-sets]
2894 (loop [result '()
2895 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
2896 (if (empty? phi-index-sets)
2897 (vec result)
2898 (let [threads
2899 (for [thread-base thread-bases]
2900 (loop [thread (list thread-base)
2901 remaining remaining]
2902 (let [next-index (dec (first thread))]
2903 (cond (empty? remaining) thread
2904 (contains? (first remaining) next-index)
2905 (recur
2906 (cons next-index thread) (rest remaining))
2907 :else thread))))
2908 longest-thread
2909 (reduce (fn [thread-a thread-b]
2910 (if (> (count thread-a) (count thread-b))
2911 thread-a thread-b))
2912 '(nil)
2913 threads)]
2914 (recur (concat longest-thread result)
2915 (drop (count longest-thread) phi-index-sets))))))
2916 #+end_src
2917 #+end_listing
2919 There is one final piece, which is to replace missing sensory data
2920 with a best-guess estimate. While I could fill in missing data by
2921 using a gradient over the closest known sensory data points,
2922 averages can be misleading. It is certainly possible to create an
2923 impossible sensory state by averaging two possible sensory states.
2924 Therefore, I simply replicate the most recent sensory experience to
2925 fill in the gaps.
2927 #+caption: Fill in blanks in sensory experience by replicating the most
2928 #+caption: recent experience.
2929 #+name: infer-nils
2930 #+begin_listing clojure
2931 #+begin_src clojure
2932 (defn infer-nils
2933 "Replace nils with the next available non-nil element in the
2934 sequence, or barring that, 0."
2935 [s]
2936 (loop [i (dec (count s))
2937 v (transient s)]
2938 (if (zero? i) (persistent! v)
2939 (if-let [cur (v i)]
2940 (if (get v (dec i) 0)
2941 (recur (dec i) v)
2942 (recur (dec i) (assoc! v (dec i) cur)))
2943 (recur i (assoc! v i 0))))))
2944 #+end_src
2945 #+end_listing
2947 ** =EMPATH= recognizes actions efficiently
2949 To use =EMPATH= with the worm, I first need to gather a set of
2950 experiences from the worm that includes the actions I want to
2951 recognize. The =generate-phi-space= program (listing
2952 \ref{generate-phi-space} runs the worm through a series of
2953 exercises and gatherers those experiences into a vector. The
2954 =do-all-the-things= program is a routine expressed in a simple
2955 muscle contraction script language for automated worm control. It
2956 causes the worm to rest, curl, and wiggle over about 700 frames
2957 (approx. 11 seconds).
2959 #+caption: Program to gather the worm's experiences into a vector for
2960 #+caption: further processing. The =motor-control-program= line uses
2961 #+caption: a motor control script that causes the worm to execute a series
2962 #+caption: of ``exercises'' that include all the action predicates.
2963 #+name: generate-phi-space
2964 #+begin_listing clojure
2965 #+begin_src clojure
2966 (def do-all-the-things
2967 (concat
2968 curl-script
2969 [[300 :d-ex 40]
2970 [320 :d-ex 0]]
2971 (shift-script 280 (take 16 wiggle-script))))
2973 (defn generate-phi-space []
2974 (let [experiences (atom [])]
2975 (run-world
2976 (apply-map
2977 worm-world
2978 (merge
2979 (worm-world-defaults)
2980 {:end-frame 700
2981 :motor-control
2982 (motor-control-program worm-muscle-labels do-all-the-things)
2983 :experiences experiences})))
2984 @experiences))
2985 #+end_src
2986 #+end_listing
2988 #+caption: Use longest thread and a phi-space generated from a short
2989 #+caption: exercise routine to interpret actions during free play.
2990 #+name: empathy-debug
2991 #+begin_listing clojure
2992 #+begin_src clojure
2993 (defn init []
2994 (def phi-space (generate-phi-space))
2995 (def phi-scan (gen-phi-scan phi-space)))
2997 (defn empathy-demonstration []
2998 (let [proprio (atom ())]
2999 (fn
3000 [experiences text]
3001 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
3002 (swap! proprio (partial cons phi-indices))
3003 (let [exp-thread (longest-thread (take 300 @proprio))
3004 empathy (mapv phi-space (infer-nils exp-thread))]
3005 (println-repl (vector:last-n exp-thread 22))
3006 (cond
3007 (grand-circle? empathy) (.setText text "Grand Circle")
3008 (curled? empathy) (.setText text "Curled")
3009 (wiggling? empathy) (.setText text "Wiggling")
3010 (resting? empathy) (.setText text "Resting")
3011 :else (.setText text "Unknown")))))))
3013 (defn empathy-experiment [record]
3014 (.start (worm-world :experience-watch (debug-experience-phi)
3015 :record record :worm worm*)))
3016 #+end_src
3017 #+end_listing
3019 The result of running =empathy-experiment= is that the system is
3020 generally able to interpret worm actions using the action-predicates
3021 on simulated sensory data just as well as with actual data. Figure
3022 \ref{empathy-debug-image} was generated using =empathy-experiment=:
3024 #+caption: From only proprioceptive data, =EMPATH= was able to infer
3025 #+caption: the complete sensory experience and classify four poses
3026 #+caption: (The last panel shows a composite image of /wiggling/,
3027 #+caption: a dynamic pose.)
3028 #+name: empathy-debug-image
3029 #+ATTR_LaTeX: :width 10cm :placement [H]
3030 [[./images/empathy-1.png]]
3032 One way to measure the performance of =EMPATH= is to compare the
3033 suitability of the imagined sense experience to trigger the same
3034 action predicates as the real sensory experience.
3036 #+caption: Determine how closely empathy approximates actual
3037 #+caption: sensory data.
3038 #+name: test-empathy-accuracy
3039 #+begin_listing clojure
3040 #+begin_src clojure
3041 (def worm-action-label
3042 (juxt grand-circle? curled? wiggling?))
3044 (defn compare-empathy-with-baseline [matches]
3045 (let [proprio (atom ())]
3046 (fn
3047 [experiences text]
3048 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
3049 (swap! proprio (partial cons phi-indices))
3050 (let [exp-thread (longest-thread (take 300 @proprio))
3051 empathy (mapv phi-space (infer-nils exp-thread))
3052 experience-matches-empathy
3053 (= (worm-action-label experiences)
3054 (worm-action-label empathy))]
3055 (println-repl experience-matches-empathy)
3056 (swap! matches #(conj % experience-matches-empathy)))))))
3058 (defn accuracy [v]
3059 (float (/ (count (filter true? v)) (count v))))
3061 (defn test-empathy-accuracy []
3062 (let [res (atom [])]
3063 (run-world
3064 (worm-world :experience-watch
3065 (compare-empathy-with-baseline res)
3066 :worm worm*))
3067 (accuracy @res)))
3068 #+end_src
3069 #+end_listing
3071 Running =test-empathy-accuracy= using the very short exercise
3072 program defined in listing \ref{generate-phi-space}, and then doing
3073 a similar pattern of activity manually yields an accuracy of around
3074 73%. This is based on very limited worm experience. By training the
3075 worm for longer, the accuracy dramatically improves.
3077 #+caption: Program to generate \Phi-space using manual training.
3078 #+name: manual-phi-space
3079 #+begin_listing clojure
3080 #+begin_src clojure
3081 (defn init-interactive []
3082 (def phi-space
3083 (let [experiences (atom [])]
3084 (run-world
3085 (apply-map
3086 worm-world
3087 (merge
3088 (worm-world-defaults)
3089 {:experiences experiences})))
3090 @experiences))
3091 (def phi-scan (gen-phi-scan phi-space)))
3092 #+end_src
3093 #+end_listing
3095 After about 1 minute of manual training, I was able to achieve 95%
3096 accuracy on manual testing of the worm using =init-interactive= and
3097 =test-empathy-accuracy=. The majority of errors are near the
3098 boundaries of transitioning from one type of action to another.
3099 During these transitions the exact label for the action is more open
3100 to interpretation, and disagreement between empathy and experience
3101 is more excusable.
3103 ** Digression: Learn touch sensor layout through free play
3105 In the previous section I showed how to compute actions in terms of
3106 body-centered predicates which relied on the average touch
3107 activation of pre-defined regions of the worm's skin. What if,
3108 instead of receiving touch pre-grouped into the six faces of each
3109 worm segment, the true topology of the worm's skin was unknown?
3110 This is more similar to how a nerve fiber bundle might be
3111 arranged. While two fibers that are close in a nerve bundle /might/
3112 correspond to two touch sensors that are close together on the
3113 skin, the process of taking a complicated surface and forcing it
3114 into essentially a circle requires some cuts and rearrangements.
3116 In this section I show how to automatically learn the skin-topology of
3117 a worm segment by free exploration. As the worm rolls around on the
3118 floor, large sections of its surface get activated. If the worm has
3119 stopped moving, then whatever region of skin that is touching the
3120 floor is probably an important region, and should be recorded.
3122 #+caption: Program to detect whether the worm is in a resting state
3123 #+caption: with one face touching the floor.
3124 #+name: pure-touch
3125 #+begin_listing clojure
3126 #+begin_src clojure
3127 (def full-contact [(float 0.0) (float 0.1)])
3129 (defn pure-touch?
3130 "This is worm specific code to determine if a large region of touch
3131 sensors is either all on or all off."
3132 [[coords touch :as touch-data]]
3133 (= (set (map first touch)) (set full-contact)))
3134 #+end_src
3135 #+end_listing
3137 After collecting these important regions, there will many nearly
3138 similar touch regions. While for some purposes the subtle
3139 differences between these regions will be important, for my
3140 purposes I collapse them into mostly non-overlapping sets using
3141 =remove-similar= in listing \ref{remove-similar}
3143 #+caption: Program to take a list of sets of points and ``collapse them''
3144 #+caption: so that the remaining sets in the list are significantly
3145 #+caption: different from each other. Prefer smaller sets to larger ones.
3146 #+name: remove-similar
3147 #+begin_listing clojure
3148 #+begin_src clojure
3149 (defn remove-similar
3150 [coll]
3151 (loop [result () coll (sort-by (comp - count) coll)]
3152 (if (empty? coll) result
3153 (let [[x & xs] coll
3154 c (count x)]
3155 (if (some
3156 (fn [other-set]
3157 (let [oc (count other-set)]
3158 (< (- (count (union other-set x)) c) (* oc 0.1))))
3159 xs)
3160 (recur result xs)
3161 (recur (cons x result) xs))))))
3162 #+end_src
3163 #+end_listing
3165 Actually running this simulation is easy given =CORTEX='s facilities.
3167 #+caption: Collect experiences while the worm moves around. Filter the touch
3168 #+caption: sensations by stable ones, collapse similar ones together,
3169 #+caption: and report the regions learned.
3170 #+name: learn-touch
3171 #+begin_listing clojure
3172 #+begin_src clojure
3173 (defn learn-touch-regions []
3174 (let [experiences (atom [])
3175 world (apply-map
3176 worm-world
3177 (assoc (worm-segment-defaults)
3178 :experiences experiences))]
3179 (run-world world)
3180 (->>
3181 @experiences
3182 (drop 175)
3183 ;; access the single segment's touch data
3184 (map (comp first :touch))
3185 ;; only deal with "pure" touch data to determine surfaces
3186 (filter pure-touch?)
3187 ;; associate coordinates with touch values
3188 (map (partial apply zipmap))
3189 ;; select those regions where contact is being made
3190 (map (partial group-by second))
3191 (map #(get % full-contact))
3192 (map (partial map first))
3193 ;; remove redundant/subset regions
3194 (map set)
3195 remove-similar)))
3197 (defn learn-and-view-touch-regions []
3198 (map view-touch-region
3199 (learn-touch-regions)))
3200 #+end_src
3201 #+end_listing
3203 The only thing remaining to define is the particular motion the worm
3204 must take. I accomplish this with a simple motor control program.
3206 #+caption: Motor control program for making the worm roll on the ground.
3207 #+caption: This could also be replaced with random motion.
3208 #+name: worm-roll
3209 #+begin_listing clojure
3210 #+begin_src clojure
3211 (defn touch-kinesthetics []
3212 [[170 :lift-1 40]
3213 [190 :lift-1 19]
3214 [206 :lift-1 0]
3216 [400 :lift-2 40]
3217 [410 :lift-2 0]
3219 [570 :lift-2 40]
3220 [590 :lift-2 21]
3221 [606 :lift-2 0]
3223 [800 :lift-1 30]
3224 [809 :lift-1 0]
3226 [900 :roll-2 40]
3227 [905 :roll-2 20]
3228 [910 :roll-2 0]
3230 [1000 :roll-2 40]
3231 [1005 :roll-2 20]
3232 [1010 :roll-2 0]
3234 [1100 :roll-2 40]
3235 [1105 :roll-2 20]
3236 [1110 :roll-2 0]
3237 ])
3238 #+end_src
3239 #+end_listing
3242 #+caption: The small worm rolls around on the floor, driven
3243 #+caption: by the motor control program in listing \ref{worm-roll}.
3244 #+name: worm-roll
3245 #+ATTR_LaTeX: :width 12cm
3246 [[./images/worm-roll.png]]
3249 #+caption: After completing its adventures, the worm now knows
3250 #+caption: how its touch sensors are arranged along its skin. These
3251 #+caption: are the regions that were deemed important by
3252 #+caption: =learn-touch-regions=. Note that the worm has discovered
3253 #+caption: that it has six sides.
3254 #+name: worm-touch-map
3255 #+ATTR_LaTeX: :width 12cm
3256 [[./images/touch-learn.png]]
3258 While simple, =learn-touch-regions= exploits regularities in both
3259 the worm's physiology and the worm's environment to correctly
3260 deduce that the worm has six sides. Note that =learn-touch-regions=
3261 would work just as well even if the worm's touch sense data were
3262 completely scrambled. The cross shape is just for convenience. This
3263 example justifies the use of pre-defined touch regions in =EMPATH=.
3265 * Contributions
3267 In this thesis you have seen the =CORTEX= system, a complete
3268 environment for creating simulated creatures. You have seen how to
3269 implement five senses: touch, proprioception, hearing, vision, and
3270 muscle tension. You have seen how to create new creatures using
3271 blender, a 3D modeling tool. I hope that =CORTEX= will be useful in
3272 further research projects. To this end I have included the full
3273 source to =CORTEX= along with a large suite of tests and examples. I
3274 have also created a user guide for =CORTEX= which is included in an
3275 appendix to this thesis.
3277 You have also seen how I used =CORTEX= as a platform to attach the
3278 /action recognition/ problem, which is the problem of recognizing
3279 actions in video. You saw a simple system called =EMPATH= which
3280 identifies actions by first describing actions in a body-centered,
3281 rich sense language, then inferring a full range of sensory
3282 experience from limited data using previous experience gained from
3283 free play.
3285 As a minor digression, you also saw how I used =CORTEX= to enable a
3286 tiny worm to discover the topology of its skin simply by rolling on
3287 the ground.
3289 In conclusion, the main contributions of this thesis are:
3291 - =CORTEX=, a comprehensive platform for embodied AI experiments.
3292 =CORTEX= supports many features lacking in other systems, such
3293 proper simulation of hearing. It is easy to create new =CORTEX=
3294 creatures using Blender, a free 3D modeling program.
3296 - =EMPATH=, which uses =CORTEX= to identify the actions of a
3297 worm-like creature using a computational model of empathy.
3299 #+BEGIN_LaTeX
3300 \appendix
3301 #+END_LaTeX
3303 * Appendix: =CORTEX= User Guide
3305 Those who write a thesis should endeavor to make their code not only
3306 accessible, but actually usable, as a way to pay back the community
3307 that made the thesis possible in the first place. This thesis would
3308 not be possible without Free Software such as jMonkeyEngine3,
3309 Blender, clojure, emacs, ffmpeg, and many other tools. That is why I
3310 have included this user guide, in the hope that someone else might
3311 find =CORTEX= useful.
3313 ** Obtaining =CORTEX=
3315 You can get cortex from its mercurial repository at
3316 http://hg.bortreb.com/cortex. You may also download =CORTEX=
3317 releases at http://aurellem.org/cortex/releases/. As a condition of
3318 making this thesis, I have also provided Professor Winston the
3319 =CORTEX= source, and he knows how to run the demos and get started.
3320 You may also email me at =cortex@aurellem.org= and I may help where
3321 I can.
3323 ** Running =CORTEX=
3325 =CORTEX= comes with README and INSTALL files that will guide you
3326 through installation and running the test suite. In particular you
3327 should look at test =cortex.test= which contains test suites that
3328 run through all senses and multiple creatures.
3330 ** Creating creatures
3332 Creatures are created using /Blender/, a free 3D modeling program.
3333 You will need Blender version 2.6 when using the =CORTEX= included
3334 in this thesis. You create a =CORTEX= creature in a similar manner
3335 to modeling anything in Blender, except that you also create
3336 several trees of empty nodes which define the creature's senses.
3338 *** Mass
3340 To give an object mass in =CORTEX=, add a ``mass'' metadata label
3341 to the object with the mass in jMonkeyEngine units. Note that
3342 setting the mass to 0 causes the object to be immovable.
3344 *** Joints
3346 Joints are created by creating an empty node named =joints= and
3347 then creating any number of empty child nodes to represent your
3348 creature's joints. The joint will automatically connect the
3349 closest two physical objects. It will help to set the empty node's
3350 display mode to ``Arrows'' so that you can clearly see the
3351 direction of the axes.
3353 Joint nodes should have the following metadata under the ``joint''
3354 label:
3356 #+BEGIN_SRC clojure
3357 ;; ONE OF the following, under the label "joint":
3358 {:type :point}
3360 ;; OR
3362 {:type :hinge
3363 :limit [<limit-low> <limit-high>]
3364 :axis (Vector3f. <x> <y> <z>)}
3365 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
3367 ;; OR
3369 {:type :cone
3370 :limit-xz <lim-xz>
3371 :limit-xy <lim-xy>
3372 :twist <lim-twist>} ;(use XZY rotation mode in blender!)
3373 #+END_SRC
3375 *** Eyes
3377 Eyes are created by creating an empty node named =eyes= and then
3378 creating any number of empty child nodes to represent your
3379 creature's eyes.
3381 Eye nodes should have the following metadata under the ``eye''
3382 label:
3384 #+BEGIN_SRC clojure
3385 {:red <red-retina-definition>
3386 :blue <blue-retina-definition>
3387 :green <green-retina-definition>
3388 :all <all-retina-definition>
3389 (<0xrrggbb> <custom-retina-image>)...
3391 #+END_SRC
3393 Any of the color channels may be omitted. You may also include
3394 your own color selectors, and in fact :red is equivalent to
3395 0xFF0000 and so forth. The eye will be placed at the same position
3396 as the empty node and will bind to the neatest physical object.
3397 The eye will point outward from the X-axis of the node, and ``up''
3398 will be in the direction of the X-axis of the node. It will help
3399 to set the empty node's display mode to ``Arrows'' so that you can
3400 clearly see the direction of the axes.
3402 Each retina file should contain white pixels wherever you want to be
3403 sensitive to your chosen color. If you want the entire field of
3404 view, specify :all of 0xFFFFFF and a retinal map that is entirely
3405 white.
3407 Here is a sample retinal map:
3409 #+caption: An example retinal profile image. White pixels are
3410 #+caption: photo-sensitive elements. The distribution of white
3411 #+caption: pixels is denser in the middle and falls off at the
3412 #+caption: edges and is inspired by the human retina.
3413 #+name: retina
3414 #+ATTR_LaTeX: :width 7cm :placement [H]
3415 [[./images/retina-small.png]]
3417 *** Hearing
3419 Ears are created by creating an empty node named =ears= and then
3420 creating any number of empty child nodes to represent your
3421 creature's ears.
3423 Ear nodes do not require any metadata.
3425 The ear will bind to and follow the closest physical node.
3427 *** Touch
3429 Touch is handled similarly to mass. To make a particular object
3430 touch sensitive, add metadata of the following form under the
3431 object's ``touch'' metadata field:
3433 #+BEGIN_EXAMPLE
3434 <touch-UV-map-file-name>
3435 #+END_EXAMPLE
3437 You may also include an optional ``scale'' metadata number to
3438 specify the length of the touch feelers. The default is $0.1$,
3439 and this is generally sufficient.
3441 The touch UV should contain white pixels for each touch sensor.
3443 Here is an example touch-uv map that approximates a human finger,
3444 and its corresponding model.
3446 #+caption: This is the tactile-sensor-profile for the upper segment
3447 #+caption: of a fingertip. It defines regions of high touch sensitivity
3448 #+caption: (where there are many white pixels) and regions of low
3449 #+caption: sensitivity (where white pixels are sparse).
3450 #+name: guide-fingertip-UV
3451 #+ATTR_LaTeX: :width 9cm :placement [H]
3452 [[./images/finger-UV.png]]
3454 #+caption: The fingertip UV-image form above applied to a simple
3455 #+caption: model of a fingertip.
3456 #+name: guide-fingertip
3457 #+ATTR_LaTeX: :width 9cm :placement [H]
3458 [[./images/finger-2.png]]
3460 *** Proprioception
3462 Proprioception is tied to each joint node -- nothing special must
3463 be done in a blender model to enable proprioception other than
3464 creating joint nodes.
3466 *** Muscles
3468 Muscles are created by creating an empty node named =muscles= and
3469 then creating any number of empty child nodes to represent your
3470 creature's muscles.
3473 Muscle nodes should have the following metadata under the
3474 ``muscle'' label:
3476 #+BEGIN_EXAMPLE
3477 <muscle-profile-file-name>
3478 #+END_EXAMPLE
3480 Muscles should also have a ``strength'' metadata entry describing
3481 the muscle's total strength at full activation.
3483 Muscle profiles are simple images that contain the relative amount
3484 of muscle power in each simulated alpha motor neuron. The width of
3485 the image is the total size of the motor pool, and the redness of
3486 each neuron is the relative power of that motor pool.
3488 While the profile image can have any dimensions, only the first
3489 line of pixels is used to define the muscle. Here is a sample
3490 muscle profile image that defines a human-like muscle.
3492 #+caption: A muscle profile image that describes the strengths
3493 #+caption: of each motor neuron in a muscle. White is weakest
3494 #+caption: and dark red is strongest. This particular pattern
3495 #+caption: has weaker motor neurons at the beginning, just
3496 #+caption: like human muscle.
3497 #+name: muscle-recruit
3498 #+ATTR_LaTeX: :width 7cm :placement [H]
3499 [[./images/basic-muscle.png]]
3501 Muscles twist the nearest physical object about the muscle node's
3502 Z-axis. I recommend using the ``Single Arrow'' display mode for
3503 muscles and using the right hand rule to determine which way the
3504 muscle will twist. To make a segment that can twist in multiple
3505 directions, create multiple, differently aligned muscles.
3507 ** =CORTEX= API
3509 These are the some functions exposed by =CORTEX= for creating
3510 worlds and simulating creatures. These are in addition to
3511 jMonkeyEngine3's extensive library, which is documented elsewhere.
3513 *** Simulation
3514 - =(world root-node key-map setup-fn update-fn)= :: create
3515 a simulation.
3516 - /root-node/ :: a =com.jme3.scene.Node= object which
3517 contains all of the objects that should be in the
3518 simulation.
3520 - /key-map/ :: a map from strings describing keys to
3521 functions that should be executed whenever that key is
3522 pressed. the functions should take a SimpleApplication
3523 object and a boolean value. The SimpleApplication is the
3524 current simulation that is running, and the boolean is true
3525 if the key is being pressed, and false if it is being
3526 released. As an example,
3527 #+BEGIN_SRC clojure
3528 {"key-j" (fn [game value] (if value (println "key j pressed")))}
3529 #+END_SRC
3530 is a valid key-map which will cause the simulation to print
3531 a message whenever the 'j' key on the keyboard is pressed.
3533 - /setup-fn/ :: a function that takes a =SimpleApplication=
3534 object. It is called once when initializing the simulation.
3535 Use it to create things like lights, change the gravity,
3536 initialize debug nodes, etc.
3538 - /update-fn/ :: this function takes a =SimpleApplication=
3539 object and a float and is called every frame of the
3540 simulation. The float tells how many seconds is has been
3541 since the last frame was rendered, according to whatever
3542 clock jme is currently using. The default is to use IsoTimer
3543 which will result in this value always being the same.
3545 - =(position-camera world position rotation)= :: set the position
3546 of the simulation's main camera.
3548 - =(enable-debug world)= :: turn on debug wireframes for each
3549 simulated object.
3551 - =(set-gravity world gravity)= :: set the gravity of a running
3552 simulation.
3554 - =(box length width height & {options})= :: create a box in the
3555 simulation. Options is a hash map specifying texture, mass,
3556 etc. Possible options are =:name=, =:color=, =:mass=,
3557 =:friction=, =:texture=, =:material=, =:position=,
3558 =:rotation=, =:shape=, and =:physical?=.
3560 - =(sphere radius & {options})= :: create a sphere in the simulation.
3561 Options are the same as in =box=.
3563 - =(load-blender-model file-name)= :: create a node structure
3564 representing that described in a blender file.
3566 - =(light-up-everything world)= :: distribute a standard compliment
3567 of lights throughout the simulation. Should be adequate for most
3568 purposes.
3570 - =(node-seq node)= :: return a recursive list of the node's
3571 children.
3573 - =(nodify name children)= :: construct a node given a node-name and
3574 desired children.
3576 - =(add-element world element)= :: add an object to a running world
3577 simulation.
3579 - =(set-accuracy world accuracy)= :: change the accuracy of the
3580 world's physics simulator.
3582 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine
3583 construct that is useful for loading textures and is required
3584 for smooth interaction with jMonkeyEngine library functions.
3586 - =(load-bullet)= :: unpack native libraries and initialize
3587 blender. This function is required before other world building
3588 functions are called.
3590 *** Creature Manipulation / Import
3592 - =(body! creature)= :: give the creature a physical body.
3594 - =(vision! creature)= :: give the creature a sense of vision.
3595 Returns a list of functions which will each, when called
3596 during a simulation, return the vision data for the channel of
3597 one of the eyes. The functions are ordered depending on the
3598 alphabetical order of the names of the eye nodes in the
3599 blender file. The data returned by the functions is a vector
3600 containing the eye's /topology/, a vector of coordinates, and
3601 the eye's /data/, a vector of RGB values filtered by the eye's
3602 sensitivity.
3604 - =(hearing! creature)= :: give the creature a sense of hearing.
3605 Returns a list of functions, one for each ear, that when
3606 called will return a frame's worth of hearing data for that
3607 ear. The functions are ordered depending on the alphabetical
3608 order of the names of the ear nodes in the blender file. The
3609 data returned by the functions is an array PCM encoded wav
3610 data.
3612 - =(touch! creature)= :: give the creature a sense of touch. Returns
3613 a single function that must be called with the /root node/ of
3614 the world, and which will return a vector of /touch-data/
3615 one entry for each touch sensitive component, each entry of
3616 which contains a /topology/ that specifies the distribution of
3617 touch sensors, and the /data/, which is a vector of
3618 =[activation, length]= pairs for each touch hair.
3620 - =(proprioception! creature)= :: give the creature the sense of
3621 proprioception. Returns a list of functions, one for each
3622 joint, that when called during a running simulation will
3623 report the =[heading, pitch, roll]= of the joint.
3625 - =(movement! creature)= :: give the creature the power of movement.
3626 Creates a list of functions, one for each muscle, that when
3627 called with an integer, will set the recruitment of that
3628 muscle to that integer, and will report the current power
3629 being exerted by the muscle. Order of muscles is determined by
3630 the alphabetical sort order of the names of the muscle nodes.
3632 *** Visualization/Debug
3634 - =(view-vision)= :: create a function that when called with a list
3635 of visual data returned from the functions made by =vision!=,
3636 will display that visual data on the screen.
3638 - =(view-hearing)= :: same as =view-vision= but for hearing.
3640 - =(view-touch)= :: same as =view-vision= but for touch.
3642 - =(view-proprioception)= :: same as =view-vision= but for
3643 proprioception.
3645 - =(view-movement)= :: same as =view-vision= but for
3646 proprioception.
3648 - =(view anything)= :: =view= is a polymorphic function that allows
3649 you to inspect almost anything you could reasonably expect to
3650 be able to ``see'' in =CORTEX=.
3652 - =(text anything)= :: =text= is a polymorphic function that allows
3653 you to convert practically anything into a text string.
3655 - =(println-repl anything)= :: print messages to clojure's repl
3656 instead of the simulation's terminal window.
3658 - =(mega-import-jme3)= :: for experimenting at the REPL. This
3659 function will import all jMonkeyEngine3 classes for immediate
3660 use.
3662 - =(display-dilated-time world timer)= :: Shows the time as it is
3663 flowing in the simulation on a HUD display.