Mercurial > cortex
view thesis/cortex.org @ 451:0a4362d1f138
finishing up chapter 3.
author | Robert McIntyre <rlm@mit.edu> |
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date | Wed, 26 Mar 2014 20:38:17 -0400 |
parents | 432f2c4646cb |
children | f339e3d5cc8c |
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1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment6 #+LaTeX_CLASS_OPTIONS: [nofloat]8 * Empathy and Embodiment as problem solving strategieszzzzzzz10 By the end of this thesis, you will have seen a novel approach to11 interpreting video using embodiment and empathy. You will have also12 seen one way to efficiently implement empathy for embodied13 creatures. Finally, you will become familiar with =CORTEX=, a system14 for designing and simulating creatures with rich senses, which you15 may choose to use in your own research.17 This is the core vision of my thesis: That one of the important ways18 in which we understand others is by imagining ourselves in their19 position and emphatically feeling experiences relative to our own20 bodies. By understanding events in terms of our own previous21 corporeal experience, we greatly constrain the possibilities of what22 would otherwise be an unwieldy exponential search. This extra23 constraint can be the difference between easily understanding what24 is happening in a video and being completely lost in a sea of25 incomprehensible color and movement.27 ** Recognizing actions in video is extremely difficult29 Consider for example the problem of determining what is happening30 in a video of which this is one frame:32 #+caption: A cat drinking some water. Identifying this action is33 #+caption: beyond the state of the art for computers.34 #+ATTR_LaTeX: :width 7cm35 [[./images/cat-drinking.jpg]]37 It is currently impossible for any computer program to reliably38 label such a video as ``drinking''. And rightly so -- it is a very39 hard problem! What features can you describe in terms of low level40 functions of pixels that can even begin to describe at a high level41 what is happening here?43 Or suppose that you are building a program that recognizes chairs.44 How could you ``see'' the chair in figure \ref{hidden-chair}?46 #+caption: The chair in this image is quite obvious to humans, but I47 #+caption: doubt that any modern computer vision program can find it.48 #+name: hidden-chair49 #+ATTR_LaTeX: :width 10cm50 [[./images/fat-person-sitting-at-desk.jpg]]52 Finally, how is it that you can easily tell the difference between53 how the girls /muscles/ are working in figure \ref{girl}?55 #+caption: The mysterious ``common sense'' appears here as you are able56 #+caption: to discern the difference in how the girl's arm muscles57 #+caption: are activated between the two images.58 #+name: girl59 #+ATTR_LaTeX: :width 7cm60 [[./images/wall-push.png]]62 Each of these examples tells us something about what might be going63 on in our minds as we easily solve these recognition problems.65 The hidden chairs show us that we are strongly triggered by cues66 relating to the position of human bodies, and that we can determine67 the overall physical configuration of a human body even if much of68 that body is occluded.70 The picture of the girl pushing against the wall tells us that we71 have common sense knowledge about the kinetics of our own bodies.72 We know well how our muscles would have to work to maintain us in73 most positions, and we can easily project this self-knowledge to74 imagined positions triggered by images of the human body.76 ** =EMPATH= neatly solves recognition problems78 I propose a system that can express the types of recognition79 problems above in a form amenable to computation. It is split into80 four parts:82 - Free/Guided Play :: The creature moves around and experiences the83 world through its unique perspective. Many otherwise84 complicated actions are easily described in the language of a85 full suite of body-centered, rich senses. For example,86 drinking is the feeling of water sliding down your throat, and87 cooling your insides. It's often accompanied by bringing your88 hand close to your face, or bringing your face close to water.89 Sitting down is the feeling of bending your knees, activating90 your quadriceps, then feeling a surface with your bottom and91 relaxing your legs. These body-centered action descriptions92 can be either learned or hard coded.93 - Posture Imitation :: When trying to interpret a video or image,94 the creature takes a model of itself and aligns it with95 whatever it sees. This alignment can even cross species, as96 when humans try to align themselves with things like ponies,97 dogs, or other humans with a different body type.98 - Empathy :: The alignment triggers associations with99 sensory data from prior experiences. For example, the100 alignment itself easily maps to proprioceptive data. Any101 sounds or obvious skin contact in the video can to a lesser102 extent trigger previous experience. Segments of previous103 experiences are stitched together to form a coherent and104 complete sensory portrait of the scene.105 - Recognition :: With the scene described in terms of first106 person sensory events, the creature can now run its107 action-identification programs on this synthesized sensory108 data, just as it would if it were actually experiencing the109 scene first-hand. If previous experience has been accurately110 retrieved, and if it is analogous enough to the scene, then111 the creature will correctly identify the action in the scene.113 For example, I think humans are able to label the cat video as114 ``drinking'' because they imagine /themselves/ as the cat, and115 imagine putting their face up against a stream of water and116 sticking out their tongue. In that imagined world, they can feel117 the cool water hitting their tongue, and feel the water entering118 their body, and are able to recognize that /feeling/ as drinking.119 So, the label of the action is not really in the pixels of the120 image, but is found clearly in a simulation inspired by those121 pixels. An imaginative system, having been trained on drinking and122 non-drinking examples and learning that the most important123 component of drinking is the feeling of water sliding down one's124 throat, would analyze a video of a cat drinking in the following125 manner:127 1. Create a physical model of the video by putting a ``fuzzy''128 model of its own body in place of the cat. Possibly also create129 a simulation of the stream of water.131 2. Play out this simulated scene and generate imagined sensory132 experience. This will include relevant muscle contractions, a133 close up view of the stream from the cat's perspective, and most134 importantly, the imagined feeling of water entering the135 mouth. The imagined sensory experience can come from a136 simulation of the event, but can also be pattern-matched from137 previous, similar embodied experience.139 3. The action is now easily identified as drinking by the sense of140 taste alone. The other senses (such as the tongue moving in and141 out) help to give plausibility to the simulated action. Note that142 the sense of vision, while critical in creating the simulation,143 is not critical for identifying the action from the simulation.145 For the chair examples, the process is even easier:147 1. Align a model of your body to the person in the image.149 2. Generate proprioceptive sensory data from this alignment.151 3. Use the imagined proprioceptive data as a key to lookup related152 sensory experience associated with that particular proproceptive153 feeling.155 4. Retrieve the feeling of your bottom resting on a surface, your156 knees bent, and your leg muscles relaxed.158 5. This sensory information is consistent with the =sitting?=159 sensory predicate, so you (and the entity in the image) must be160 sitting.162 6. There must be a chair-like object since you are sitting.164 Empathy offers yet another alternative to the age-old AI165 representation question: ``What is a chair?'' --- A chair is the166 feeling of sitting.168 My program, =EMPATH= uses this empathic problem solving technique169 to interpret the actions of a simple, worm-like creature.171 #+caption: The worm performs many actions during free play such as172 #+caption: curling, wiggling, and resting.173 #+name: worm-intro174 #+ATTR_LaTeX: :width 15cm175 [[./images/worm-intro-white.png]]177 #+caption: =EMPATH= recognized and classified each of these poses by178 #+caption: inferring the complete sensory experience from179 #+caption: proprioceptive data.180 #+name: worm-recognition-intro181 #+ATTR_LaTeX: :width 15cm182 [[./images/worm-poses.png]]184 One powerful advantage of empathic problem solving is that it185 factors the action recognition problem into two easier problems. To186 use empathy, you need an /aligner/, which takes the video and a187 model of your body, and aligns the model with the video. Then, you188 need a /recognizer/, which uses the aligned model to interpret the189 action. The power in this method lies in the fact that you describe190 all actions form a body-centered viewpoint. You are less tied to191 the particulars of any visual representation of the actions. If you192 teach the system what ``running'' is, and you have a good enough193 aligner, the system will from then on be able to recognize running194 from any point of view, even strange points of view like above or195 underneath the runner. This is in contrast to action recognition196 schemes that try to identify actions using a non-embodied approach.197 If these systems learn about running as viewed from the side, they198 will not automatically be able to recognize running from any other199 viewpoint.201 Another powerful advantage is that using the language of multiple202 body-centered rich senses to describe body-centerd actions offers a203 massive boost in descriptive capability. Consider how difficult it204 would be to compose a set of HOG filters to describe the action of205 a simple worm-creature ``curling'' so that its head touches its206 tail, and then behold the simplicity of describing thus action in a207 language designed for the task (listing \ref{grand-circle-intro}):209 #+caption: Body-centerd actions are best expressed in a body-centered210 #+caption: language. This code detects when the worm has curled into a211 #+caption: full circle. Imagine how you would replicate this functionality212 #+caption: using low-level pixel features such as HOG filters!213 #+name: grand-circle-intro214 #+begin_listing clojure215 #+begin_src clojure216 (defn grand-circle?217 "Does the worm form a majestic circle (one end touching the other)?"218 [experiences]219 (and (curled? experiences)220 (let [worm-touch (:touch (peek experiences))221 tail-touch (worm-touch 0)222 head-touch (worm-touch 4)]223 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))224 (< 0.55 (contact worm-segment-top-tip head-touch))))))225 #+end_src226 #+end_listing229 ** =CORTEX= is a toolkit for building sensate creatures231 I built =CORTEX= to be a general AI research platform for doing232 experiments involving multiple rich senses and a wide variety and233 number of creatures. I intend it to be useful as a library for many234 more projects than just this one. =CORTEX= was necessary to meet a235 need among AI researchers at CSAIL and beyond, which is that people236 often will invent neat ideas that are best expressed in the237 language of creatures and senses, but in order to explore those238 ideas they must first build a platform in which they can create239 simulated creatures with rich senses! There are many ideas that240 would be simple to execute (such as =EMPATH=), but attached to them241 is the multi-month effort to make a good creature simulator. Often,242 that initial investment of time proves to be too much, and the243 project must make do with a lesser environment.245 =CORTEX= is well suited as an environment for embodied AI research246 for three reasons:248 - You can create new creatures using Blender, a popular 3D modeling249 program. Each sense can be specified using special blender nodes250 with biologically inspired paramaters. You need not write any251 code to create a creature, and can use a wide library of252 pre-existing blender models as a base for your own creatures.254 - =CORTEX= implements a wide variety of senses, including touch,255 proprioception, vision, hearing, and muscle tension. Complicated256 senses like touch, and vision involve multiple sensory elements257 embedded in a 2D surface. You have complete control over the258 distribution of these sensor elements through the use of simple259 png image files. In particular, =CORTEX= implements more260 comprehensive hearing than any other creature simulation system261 available.263 - =CORTEX= supports any number of creatures and any number of264 senses. Time in =CORTEX= dialates so that the simulated creatures265 always precieve a perfectly smooth flow of time, regardless of266 the actual computational load.268 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game269 engine designed to create cross-platform 3D desktop games. =CORTEX=270 is mainly written in clojure, a dialect of =LISP= that runs on the271 java virtual machine (JVM). The API for creating and simulating272 creatures and senses is entirely expressed in clojure, though many273 senses are implemented at the layer of jMonkeyEngine or below. For274 example, for the sense of hearing I use a layer of clojure code on275 top of a layer of java JNI bindings that drive a layer of =C++=276 code which implements a modified version of =OpenAL= to support277 multiple listeners. =CORTEX= is the only simulation environment278 that I know of that can support multiple entities that can each279 hear the world from their own perspective. Other senses also280 require a small layer of Java code. =CORTEX= also uses =bullet=, a281 physics simulator written in =C=.283 #+caption: Here is the worm from above modeled in Blender, a free284 #+caption: 3D-modeling program. Senses and joints are described285 #+caption: using special nodes in Blender.286 #+name: worm-recognition-intro287 #+ATTR_LaTeX: :width 12cm288 [[./images/blender-worm.png]]290 Here are some thing I anticipate that =CORTEX= might be used for:292 - exploring new ideas about sensory integration293 - distributed communication among swarm creatures294 - self-learning using free exploration,295 - evolutionary algorithms involving creature construction296 - exploration of exoitic senses and effectors that are not possible297 in the real world (such as telekenisis or a semantic sense)298 - imagination using subworlds300 During one test with =CORTEX=, I created 3,000 creatures each with301 their own independent senses and ran them all at only 1/80 real302 time. In another test, I created a detailed model of my own hand,303 equipped with a realistic distribution of touch (more sensitive at304 the fingertips), as well as eyes and ears, and it ran at around 1/4305 real time.307 #+BEGIN_LaTeX308 \begin{sidewaysfigure}309 \includegraphics[width=9.5in]{images/full-hand.png}310 \caption{311 I modeled my own right hand in Blender and rigged it with all the312 senses that {\tt CORTEX} supports. My simulated hand has a313 biologically inspired distribution of touch sensors. The senses are314 displayed on the right, and the simulation is displayed on the315 left. Notice that my hand is curling its fingers, that it can see316 its own finger from the eye in its palm, and that it can feel its317 own thumb touching its palm.}318 \end{sidewaysfigure}319 #+END_LaTeX321 ** Contributions323 - I built =CORTEX=, a comprehensive platform for embodied AI324 experiments. =CORTEX= supports many features lacking in other325 systems, such proper simulation of hearing. It is easy to create326 new =CORTEX= creatures using Blender, a free 3D modeling program.328 - I built =EMPATH=, which uses =CORTEX= to identify the actions of329 a worm-like creature using a computational model of empathy.331 * Building =CORTEX=333 ** To explore embodiment, we need a world, body, and senses335 ** Because of Time, simulation is perferable to reality337 ** Video game engines are a great starting point339 ** Bodies are composed of segments connected by joints341 ** Eyes reuse standard video game components343 ** Hearing is hard; =CORTEX= does it right345 ** Touch uses hundreds of hair-like elements347 ** Proprioception is the sense that makes everything ``real''349 ** Muscles are both effectors and sensors351 ** =CORTEX= brings complex creatures to life!353 ** =CORTEX= enables many possiblities for further research355 * Empathy in a simulated worm357 Here I develop a computational model of empathy, using =CORTEX= as a358 base. Empathy in this context is the ability to observe another359 creature and infer what sorts of sensations that creature is360 feeling. My empathy algorithm involves multiple phases. First is361 free-play, where the creature moves around and gains sensory362 experience. From this experience I construct a representation of the363 creature's sensory state space, which I call \Phi-space. Using364 \Phi-space, I construct an efficient function which takes the365 limited data that comes from observing another creature and enriches366 it full compliment of imagined sensory data. I can then use the367 imagined sensory data to recognize what the observed creature is368 doing and feeling, using straightforward embodied action predicates.369 This is all demonstrated with using a simple worm-like creature, and370 recognizing worm-actions based on limited data.372 #+caption: Here is the worm with which we will be working.373 #+caption: It is composed of 5 segments. Each segment has a374 #+caption: pair of extensor and flexor muscles. Each of the375 #+caption: worm's four joints is a hinge joint which allows376 #+caption: about 30 degrees of rotation to either side. Each segment377 #+caption: of the worm is touch-capable and has a uniform378 #+caption: distribution of touch sensors on each of its faces.379 #+caption: Each joint has a proprioceptive sense to detect380 #+caption: relative positions. The worm segments are all the381 #+caption: same except for the first one, which has a much382 #+caption: higher weight than the others to allow for easy383 #+caption: manual motor control.384 #+name: basic-worm-view385 #+ATTR_LaTeX: :width 10cm386 [[./images/basic-worm-view.png]]388 #+caption: Program for reading a worm from a blender file and389 #+caption: outfitting it with the senses of proprioception,390 #+caption: touch, and the ability to move, as specified in the391 #+caption: blender file.392 #+name: get-worm393 #+begin_listing clojure394 #+begin_src clojure395 (defn worm []396 (let [model (load-blender-model "Models/worm/worm.blend")]397 {:body (doto model (body!))398 :touch (touch! model)399 :proprioception (proprioception! model)400 :muscles (movement! model)}))401 #+end_src402 #+end_listing404 ** Embodiment factors action recognition into managable parts406 Using empathy, I divide the problem of action recognition into a407 recognition process expressed in the language of a full compliment408 of senses, and an imaganitive process that generates full sensory409 data from partial sensory data. Splitting the action recognition410 problem in this manner greatly reduces the total amount of work to411 recognize actions: The imaganitive process is mostly just matching412 previous experience, and the recognition process gets to use all413 the senses to directly describe any action.415 ** Action recognition is easy with a full gamut of senses417 Embodied representations using multiple senses such as touch,418 proprioception, and muscle tension turns out be be exceedingly419 efficient at describing body-centered actions. It is the ``right420 language for the job''. For example, it takes only around 5 lines421 of LISP code to describe the action of ``curling'' using embodied422 primitives. It takes about 10 lines to describe the seemingly423 complicated action of wiggling.425 The following action predicates each take a stream of sensory426 experience, observe however much of it they desire, and decide427 whether the worm is doing the action they describe. =curled?=428 relies on proprioception, =resting?= relies on touch, =wiggling?=429 relies on a fourier analysis of muscle contraction, and430 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.432 #+caption: Program for detecting whether the worm is curled. This is the433 #+caption: simplest action predicate, because it only uses the last frame434 #+caption: of sensory experience, and only uses proprioceptive data. Even435 #+caption: this simple predicate, however, is automatically frame436 #+caption: independent and ignores vermopomorphic differences such as437 #+caption: worm textures and colors.438 #+name: curled439 #+begin_listing clojure440 #+begin_src clojure441 (defn curled?442 "Is the worm curled up?"443 [experiences]444 (every?445 (fn [[_ _ bend]]446 (> (Math/sin bend) 0.64))447 (:proprioception (peek experiences))))448 #+end_src449 #+end_listing451 #+caption: Program for summarizing the touch information in a patch452 #+caption: of skin.453 #+name: touch-summary454 #+begin_listing clojure455 #+begin_src clojure456 (defn contact457 "Determine how much contact a particular worm segment has with458 other objects. Returns a value between 0 and 1, where 1 is full459 contact and 0 is no contact."460 [touch-region [coords contact :as touch]]461 (-> (zipmap coords contact)462 (select-keys touch-region)463 (vals)464 (#(map first %))465 (average)466 (* 10)467 (- 1)468 (Math/abs)))469 #+end_src470 #+end_listing473 #+caption: Program for detecting whether the worm is at rest. This program474 #+caption: uses a summary of the tactile information from the underbelly475 #+caption: of the worm, and is only true if every segment is touching the476 #+caption: floor. Note that this function contains no references to477 #+caption: proprioction at all.478 #+name: resting479 #+begin_listing clojure480 #+begin_src clojure481 (def worm-segment-bottom (rect-region [8 15] [14 22]))483 (defn resting?484 "Is the worm resting on the ground?"485 [experiences]486 (every?487 (fn [touch-data]488 (< 0.9 (contact worm-segment-bottom touch-data)))489 (:touch (peek experiences))))490 #+end_src491 #+end_listing493 #+caption: Program for detecting whether the worm is curled up into a494 #+caption: full circle. Here the embodied approach begins to shine, as495 #+caption: I am able to both use a previous action predicate (=curled?=)496 #+caption: as well as the direct tactile experience of the head and tail.497 #+name: grand-circle498 #+begin_listing clojure499 #+begin_src clojure500 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))502 (def worm-segment-top-tip (rect-region [0 15] [7 22]))504 (defn grand-circle?505 "Does the worm form a majestic circle (one end touching the other)?"506 [experiences]507 (and (curled? experiences)508 (let [worm-touch (:touch (peek experiences))509 tail-touch (worm-touch 0)510 head-touch (worm-touch 4)]511 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))512 (< 0.55 (contact worm-segment-top-tip head-touch))))))513 #+end_src514 #+end_listing517 #+caption: Program for detecting whether the worm has been wiggling for518 #+caption: the last few frames. It uses a fourier analysis of the muscle519 #+caption: contractions of the worm's tail to determine wiggling. This is520 #+caption: signigicant because there is no particular frame that clearly521 #+caption: indicates that the worm is wiggling --- only when multiple frames522 #+caption: are analyzed together is the wiggling revealed. Defining523 #+caption: wiggling this way also gives the worm an opportunity to learn524 #+caption: and recognize ``frustrated wiggling'', where the worm tries to525 #+caption: wiggle but can't. Frustrated wiggling is very visually different526 #+caption: from actual wiggling, but this definition gives it to us for free.527 #+name: wiggling528 #+begin_listing clojure529 #+begin_src clojure530 (defn fft [nums]531 (map532 #(.getReal %)533 (.transform534 (FastFourierTransformer. DftNormalization/STANDARD)535 (double-array nums) TransformType/FORWARD)))537 (def indexed (partial map-indexed vector))539 (defn max-indexed [s]540 (first (sort-by (comp - second) (indexed s))))542 (defn wiggling?543 "Is the worm wiggling?"544 [experiences]545 (let [analysis-interval 0x40]546 (when (> (count experiences) analysis-interval)547 (let [a-flex 3548 a-ex 2549 muscle-activity550 (map :muscle (vector:last-n experiences analysis-interval))551 base-activity552 (map #(- (% a-flex) (% a-ex)) muscle-activity)]553 (= 2554 (first555 (max-indexed556 (map #(Math/abs %)557 (take 20 (fft base-activity))))))))))558 #+end_src559 #+end_listing561 With these action predicates, I can now recognize the actions of562 the worm while it is moving under my control and I have access to563 all the worm's senses.565 #+caption: Use the action predicates defined earlier to report on566 #+caption: what the worm is doing while in simulation.567 #+name: report-worm-activity568 #+begin_listing clojure569 #+begin_src clojure570 (defn debug-experience571 [experiences text]572 (cond573 (grand-circle? experiences) (.setText text "Grand Circle")574 (curled? experiences) (.setText text "Curled")575 (wiggling? experiences) (.setText text "Wiggling")576 (resting? experiences) (.setText text "Resting")))577 #+end_src578 #+end_listing580 #+caption: Using =debug-experience=, the body-centered predicates581 #+caption: work together to classify the behaviour of the worm.582 #+caption: the predicates are operating with access to the worm's583 #+caption: full sensory data.584 #+name: basic-worm-view585 #+ATTR_LaTeX: :width 10cm586 [[./images/worm-identify-init.png]]588 These action predicates satisfy the recognition requirement of an589 empathic recognition system. There is power in the simplicity of590 the action predicates. They describe their actions without getting591 confused in visual details of the worm. Each one is frame592 independent, but more than that, they are each indepent of593 irrelevant visual details of the worm and the environment. They594 will work regardless of whether the worm is a different color or595 hevaily textured, or if the environment has strange lighting.597 The trick now is to make the action predicates work even when the598 sensory data on which they depend is absent. If I can do that, then599 I will have gained much,601 ** \Phi-space describes the worm's experiences603 As a first step towards building empathy, I need to gather all of604 the worm's experiences during free play. I use a simple vector to605 store all the experiences.607 Each element of the experience vector exists in the vast space of608 all possible worm-experiences. Most of this vast space is actually609 unreachable due to physical constraints of the worm's body. For610 example, the worm's segments are connected by hinge joints that put611 a practical limit on the worm's range of motions without limiting612 its degrees of freedom. Some groupings of senses are impossible;613 the worm can not be bent into a circle so that its ends are614 touching and at the same time not also experience the sensation of615 touching itself.617 As the worm moves around during free play and its experience vector618 grows larger, the vector begins to define a subspace which is all619 the sensations the worm can practicaly experience during normal620 operation. I call this subspace \Phi-space, short for621 physical-space. The experience vector defines a path through622 \Phi-space. This path has interesting properties that all derive623 from physical embodiment. The proprioceptive components are624 completely smooth, because in order for the worm to move from one625 position to another, it must pass through the intermediate626 positions. The path invariably forms loops as actions are repeated.627 Finally and most importantly, proprioception actually gives very628 strong inference about the other senses. For example, when the worm629 is flat, you can infer that it is touching the ground and that its630 muscles are not active, because if the muscles were active, the631 worm would be moving and would not be perfectly flat. In order to632 stay flat, the worm has to be touching the ground, or it would633 again be moving out of the flat position due to gravity. If the634 worm is positioned in such a way that it interacts with itself,635 then it is very likely to be feeling the same tactile feelings as636 the last time it was in that position, because it has the same body637 as then. If you observe multiple frames of proprioceptive data,638 then you can become increasingly confident about the exact639 activations of the worm's muscles, because it generally takes a640 unique combination of muscle contractions to transform the worm's641 body along a specific path through \Phi-space.643 There is a simple way of taking \Phi-space and the total ordering644 provided by an experience vector and reliably infering the rest of645 the senses.647 ** Empathy is the process of tracing though \Phi-space649 Here is the core of a basic empathy algorithm, starting with an650 experience vector:652 First, group the experiences into tiered proprioceptive bins. I use653 powers of 10 and 3 bins, and the smallest bin has an approximate654 size of 0.001 radians in all proprioceptive dimensions.656 Then, given a sequence of proprioceptive input, generate a set of657 matching experience records for each input, using the tiered658 proprioceptive bins.660 Finally, to infer sensory data, select the longest consective chain661 of experiences. Conecutive experience means that the experiences662 appear next to each other in the experience vector.664 This algorithm has three advantages:666 1. It's simple668 3. It's very fast -- retrieving possible interpretations takes669 constant time. Tracing through chains of interpretations takes670 time proportional to the average number of experiences in a671 proprioceptive bin. Redundant experiences in \Phi-space can be672 merged to save computation.674 2. It protects from wrong interpretations of transient ambiguous675 proprioceptive data. For example, if the worm is flat for just676 an instant, this flattness will not be interpreted as implying677 that the worm has its muscles relaxed, since the flattness is678 part of a longer chain which includes a distinct pattern of679 muscle activation. Markov chains or other memoryless statistical680 models that operate on individual frames may very well make this681 mistake.683 #+caption: Program to convert an experience vector into a684 #+caption: proprioceptively binned lookup function.685 #+name: bin686 #+begin_listing clojure687 #+begin_src clojure688 (defn bin [digits]689 (fn [angles]690 (->> angles691 (flatten)692 (map (juxt #(Math/sin %) #(Math/cos %)))693 (flatten)694 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))696 (defn gen-phi-scan697 "Nearest-neighbors with binning. Only returns a result if698 the propriceptive data is within 10% of a previously recorded699 result in all dimensions."700 [phi-space]701 (let [bin-keys (map bin [3 2 1])702 bin-maps703 (map (fn [bin-key]704 (group-by705 (comp bin-key :proprioception phi-space)706 (range (count phi-space)))) bin-keys)707 lookups (map (fn [bin-key bin-map]708 (fn [proprio] (bin-map (bin-key proprio))))709 bin-keys bin-maps)]710 (fn lookup [proprio-data]711 (set (some #(% proprio-data) lookups)))))712 #+end_src713 #+end_listing715 #+caption: =longest-thread= finds the longest path of consecutive716 #+caption: experiences to explain proprioceptive worm data.717 #+name: phi-space-history-scan718 #+ATTR_LaTeX: :width 10cm719 [[./images/aurellem-gray.png]]721 =longest-thread= infers sensory data by stitching together pieces722 from previous experience. It prefers longer chains of previous723 experience to shorter ones. For example, during training the worm724 might rest on the ground for one second before it performs its725 excercises. If during recognition the worm rests on the ground for726 five seconds, =longest-thread= will accomodate this five second727 rest period by looping the one second rest chain five times.729 =longest-thread= takes time proportinal to the average number of730 entries in a proprioceptive bin, because for each element in the731 starting bin it performes a series of set lookups in the preceeding732 bins. If the total history is limited, then this is only a constant733 multiple times the number of entries in the starting bin. This734 analysis also applies even if the action requires multiple longest735 chains -- it's still the average number of entries in a736 proprioceptive bin times the desired chain length. Because737 =longest-thread= is so efficient and simple, I can interpret738 worm-actions in real time.740 #+caption: Program to calculate empathy by tracing though \Phi-space741 #+caption: and finding the longest (ie. most coherent) interpretation742 #+caption: of the data.743 #+name: longest-thread744 #+begin_listing clojure745 #+begin_src clojure746 (defn longest-thread747 "Find the longest thread from phi-index-sets. The index sets should748 be ordered from most recent to least recent."749 [phi-index-sets]750 (loop [result '()751 [thread-bases & remaining :as phi-index-sets] phi-index-sets]752 (if (empty? phi-index-sets)753 (vec result)754 (let [threads755 (for [thread-base thread-bases]756 (loop [thread (list thread-base)757 remaining remaining]758 (let [next-index (dec (first thread))]759 (cond (empty? remaining) thread760 (contains? (first remaining) next-index)761 (recur762 (cons next-index thread) (rest remaining))763 :else thread))))764 longest-thread765 (reduce (fn [thread-a thread-b]766 (if (> (count thread-a) (count thread-b))767 thread-a thread-b))768 '(nil)769 threads)]770 (recur (concat longest-thread result)771 (drop (count longest-thread) phi-index-sets))))))772 #+end_src773 #+end_listing775 There is one final piece, which is to replace missing sensory data776 with a best-guess estimate. While I could fill in missing data by777 using a gradient over the closest known sensory data points,778 averages can be misleading. It is certainly possible to create an779 impossible sensory state by averaging two possible sensory states.780 Therefore, I simply replicate the most recent sensory experience to781 fill in the gaps.783 #+caption: Fill in blanks in sensory experience by replicating the most784 #+caption: recent experience.785 #+name: infer-nils786 #+begin_listing clojure787 #+begin_src clojure788 (defn infer-nils789 "Replace nils with the next available non-nil element in the790 sequence, or barring that, 0."791 [s]792 (loop [i (dec (count s))793 v (transient s)]794 (if (zero? i) (persistent! v)795 (if-let [cur (v i)]796 (if (get v (dec i) 0)797 (recur (dec i) v)798 (recur (dec i) (assoc! v (dec i) cur)))799 (recur i (assoc! v i 0))))))800 #+end_src801 #+end_listing803 ** Efficient action recognition with =EMPATH=805 To use =EMPATH= with the worm, I first need to gather a set of806 experiences from the worm that includes the actions I want to807 recognize. The =generate-phi-space= program (listint808 \ref{generate-phi-space} runs the worm through a series of809 exercices and gatheres those experiences into a vector. The810 =do-all-the-things= program is a routine expressed in a simple811 muscle contraction script language for automated worm control.813 #+caption: Program to gather the worm's experiences into a vector for814 #+caption: further processing. The =motor-control-program= line uses815 #+caption: a motor control script that causes the worm to execute a series816 #+caption: of ``exercices'' that include all the action predicates.817 #+name: generate-phi-space818 #+attr_latex: [!H]819 #+begin_listing clojure820 #+begin_src clojure821 (def do-all-the-things822 (concat823 curl-script824 [[300 :d-ex 40]825 [320 :d-ex 0]]826 (shift-script 280 (take 16 wiggle-script))))828 (defn generate-phi-space []829 (let [experiences (atom [])]830 (run-world831 (apply-map832 worm-world833 (merge834 (worm-world-defaults)835 {:end-frame 700836 :motor-control837 (motor-control-program worm-muscle-labels do-all-the-things)838 :experiences experiences})))839 @experiences))840 #+end_src841 #+end_listing843 #+caption: Use longest thread and a phi-space generated from a short844 #+caption: exercise routine to interpret actions during free play.845 #+name: empathy-debug846 #+begin_listing clojure847 #+begin_src clojure848 (defn init []849 (def phi-space (generate-phi-space))850 (def phi-scan (gen-phi-scan phi-space)))852 (defn empathy-demonstration []853 (let [proprio (atom ())]854 (fn855 [experiences text]856 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]857 (swap! proprio (partial cons phi-indices))858 (let [exp-thread (longest-thread (take 300 @proprio))859 empathy (mapv phi-space (infer-nils exp-thread))]860 (println-repl (vector:last-n exp-thread 22))861 (cond862 (grand-circle? empathy) (.setText text "Grand Circle")863 (curled? empathy) (.setText text "Curled")864 (wiggling? empathy) (.setText text "Wiggling")865 (resting? empathy) (.setText text "Resting")866 :else (.setText text "Unknown")))))))868 (defn empathy-experiment [record]869 (.start (worm-world :experience-watch (debug-experience-phi)870 :record record :worm worm*)))871 #+end_src872 #+end_listing874 The result of running =empathy-experiment= is that the system is875 generally able to interpret worm actions using the action-predicates876 on simulated sensory data just as well as with actual data. Figure877 \ref{empathy-debug-image} was generated using =empathy-experiment=:879 #+caption: From only proprioceptive data, =EMPATH= was able to infer880 #+caption: the complete sensory experience and classify four poses881 #+caption: (The last panel shows a composite image of \emph{wriggling},882 #+caption: a dynamic pose.)883 #+name: empathy-debug-image884 #+ATTR_LaTeX: :width 10cm :placement [H]885 [[./images/empathy-1.png]]887 One way to measure the performance of =EMPATH= is to compare the888 sutiability of the imagined sense experience to trigger the same889 action predicates as the real sensory experience.891 #+caption: Determine how closely empathy approximates actual892 #+caption: sensory data.893 #+name: test-empathy-accuracy894 #+begin_listing clojure895 #+begin_src clojure896 (def worm-action-label897 (juxt grand-circle? curled? wiggling?))899 (defn compare-empathy-with-baseline [matches]900 (let [proprio (atom ())]901 (fn902 [experiences text]903 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]904 (swap! proprio (partial cons phi-indices))905 (let [exp-thread (longest-thread (take 300 @proprio))906 empathy (mapv phi-space (infer-nils exp-thread))907 experience-matches-empathy908 (= (worm-action-label experiences)909 (worm-action-label empathy))]910 (println-repl experience-matches-empathy)911 (swap! matches #(conj % experience-matches-empathy)))))))913 (defn accuracy [v]914 (float (/ (count (filter true? v)) (count v))))916 (defn test-empathy-accuracy []917 (let [res (atom [])]918 (run-world919 (worm-world :experience-watch920 (compare-empathy-with-baseline res)921 :worm worm*))922 (accuracy @res)))923 #+end_src924 #+end_listing926 Running =test-empathy-accuracy= using the very short exercise927 program defined in listing \ref{generate-phi-space}, and then doing928 a similar pattern of activity manually yeilds an accuracy of around929 73%. This is based on very limited worm experience. By training the930 worm for longer, the accuracy dramatically improves.932 #+caption: Program to generate \Phi-space using manual training.933 #+name: manual-phi-space934 #+begin_listing clojure935 #+begin_src clojure936 (defn init-interactive []937 (def phi-space938 (let [experiences (atom [])]939 (run-world940 (apply-map941 worm-world942 (merge943 (worm-world-defaults)944 {:experiences experiences})))945 @experiences))946 (def phi-scan (gen-phi-scan phi-space)))947 #+end_src948 #+end_listing950 After about 1 minute of manual training, I was able to achieve 95%951 accuracy on manual testing of the worm using =init-interactive= and952 =test-empathy-accuracy=. The ability of the system to infer sensory953 states is truly impressive.955 ** Digression: bootstrapping touch using free exploration957 * Contributions962 # An anatomical joke:963 # - Training964 # - Skeletal imitation965 # - Sensory fleshing-out966 # - Classification