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author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 02 May 2014 15:36:36 -0400 |
parents | 830dc2e426b6 |
children | 6a61b637a4c5 |
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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 * COMMENT templates9 #+caption:10 #+caption:11 #+caption:12 #+caption:13 #+name: name14 #+begin_listing clojure15 #+BEGIN_SRC clojure16 #+END_SRC17 #+end_listing19 #+caption:20 #+caption:21 #+caption:22 #+name: name23 #+ATTR_LaTeX: :width 10cm24 [[./images/aurellem-gray.png]]26 #+caption:27 #+caption:28 #+caption:29 #+caption:30 #+name: name31 #+begin_listing clojure32 #+BEGIN_SRC clojure33 #+END_SRC34 #+end_listing36 #+caption:37 #+caption:38 #+caption:39 #+name: name40 #+ATTR_LaTeX: :width 10cm41 [[./images/aurellem-gray.png]]44 * Empathy \& Embodiment: problem solving strategies46 By the time you have read this thesis, you will understand a novel47 approach to representing and recognizing physical actions using48 embodiment and empathy. You will also see one way to efficiently49 implement physical empathy for embodied creatures. Finally, you will50 become familiar with =CORTEX=, a system for designing and simulating51 creatures with rich senses, which I have designed as a library that52 you can use in your own research. Note that I /do not/ process video53 directly --- I start with knowledge of the positions of a creature's54 body parts and work from there.56 This is the core vision of my thesis: That one of the important ways57 in which we understand others is by imagining ourselves in their58 position and emphatically feeling experiences relative to our own59 bodies. By understanding events in terms of our own previous60 corporeal experience, we greatly constrain the possibilities of what61 would otherwise be an unwieldy exponential search. This extra62 constraint can be the difference between easily understanding what63 is happening in a video and being completely lost in a sea of64 incomprehensible color and movement.66 ** The problem: recognizing actions is hard!68 Examine figure \ref{cat-drink}. What is happening? As you, and69 indeed very young children, can easily determine, this is an image70 of drinking.72 #+caption: A cat drinking some water. Identifying this action is73 #+caption: beyond the capabilities of existing computer vision systems.74 #+name: cat-drink75 #+ATTR_LaTeX: :width 7cm76 [[./images/cat-drinking.jpg]]78 Nevertheless, it is beyond the state of the art for a computer79 vision program to describe what's happening in this image. Part of80 the problem is that many computer vision systems focus on81 pixel-level details or comparisons to example images (such as82 \cite{volume-action-recognition}), but the 3D world is so variable83 that it is hard to describe the world in terms of possible images.85 In fact, the contents of a scene may have much less to do with86 pixel probabilities than with recognizing various affordances:87 things you can move, objects you can grasp, spaces that can be88 filled . For example, what processes might enable you to see the89 chair in figure \ref{hidden-chair}?91 #+caption: The chair in this image is quite obvious to humans, but92 #+caption: it can't be found by any modern computer vision program.93 #+name: hidden-chair94 #+ATTR_LaTeX: :width 10cm95 [[./images/fat-person-sitting-at-desk.jpg]]97 Finally, how is it that you can easily tell the difference between98 how the girl's /muscles/ are working in figure \ref{girl}?100 #+caption: The mysterious ``common sense'' appears here as you are able101 #+caption: to discern the difference in how the girl's arm muscles102 #+caption: are activated between the two images. When you compare103 #+caption: these two images, do you feel something in your own arm104 #+caption: muscles?105 #+name: girl106 #+ATTR_LaTeX: :width 7cm107 [[./images/wall-push.png]]109 Each of these examples tells us something about what might be going110 on in our minds as we easily solve these recognition problems:112 - The hidden chair shows us that we are strongly triggered by cues113 relating to the position of human bodies, and that we can114 determine the overall physical configuration of a human body even115 if much of that body is occluded.117 - The picture of the girl pushing against the wall tells us that we118 have common sense knowledge about the kinetics of our own bodies.119 We know well how our muscles would have to work to maintain us in120 most positions, and we can easily project this self-knowledge to121 imagined positions triggered by images of the human body.123 - The cat tells us that imagination of some kind plays an important124 role in understanding actions. The question is: Can we be more125 precise about what sort of imagination is required to understand126 these actions?128 ** A step forward: the sensorimotor-centered approach130 In this thesis, I explore the idea that our knowledge of our own131 bodies, combined with our own rich senses, enables us to recognize132 the actions of others.134 For example, I think humans are able to label the cat video as135 ``drinking'' because they imagine /themselves/ as the cat, and136 imagine putting their face up against a stream of water and137 sticking out their tongue. In that imagined world, they can feel138 the cool water hitting their tongue, and feel the water entering139 their body, and are able to recognize that /feeling/ as drinking.140 So, the label of the action is not really in the pixels of the141 image, but is found clearly in a simulation / recollection inspired142 by those pixels. An imaginative system, having been trained on143 drinking and non-drinking examples and learning that the most144 important component of drinking is the feeling of water flowing145 down one's throat, would analyze a video of a cat drinking in the146 following manner:148 1. Create a physical model of the video by putting a ``fuzzy''149 model of its own body in place of the cat. Possibly also create150 a simulation of the stream of water.152 2. Play out this simulated scene and generate imagined sensory153 experience. This will include relevant muscle contractions, a154 close up view of the stream from the cat's perspective, and most155 importantly, the imagined feeling of water entering the mouth.156 The imagined sensory experience can come from a simulation of157 the event, but can also be pattern-matched from previous,158 similar embodied experience.160 3. The action is now easily identified as drinking by the sense of161 taste alone. The other senses (such as the tongue moving in and162 out) help to give plausibility to the simulated action. Note that163 the sense of vision, while critical in creating the simulation,164 is not critical for identifying the action from the simulation.166 For the chair examples, the process is even easier:168 1. Align a model of your body to the person in the image.170 2. Generate proprioceptive sensory data from this alignment.172 3. Use the imagined proprioceptive data as a key to lookup related173 sensory experience associated with that particular proprioceptive174 feeling.176 4. Retrieve the feeling of your bottom resting on a surface, your177 knees bent, and your leg muscles relaxed.179 5. This sensory information is consistent with your =sitting?=180 sensory predicate, so you (and the entity in the image) must be181 sitting.183 6. There must be a chair-like object since you are sitting.185 Empathy offers yet another alternative to the age-old AI186 representation question: ``What is a chair?'' --- A chair is the187 feeling of sitting!189 One powerful advantage of empathic problem solving is that it190 factors the action recognition problem into two easier problems. To191 use empathy, you need an /aligner/, which takes the video and a192 model of your body, and aligns the model with the video. Then, you193 need a /recognizer/, which uses the aligned model to interpret the194 action. The power in this method lies in the fact that you describe195 all actions from a body-centered viewpoint. You are less tied to196 the particulars of any visual representation of the actions. If you197 teach the system what ``running'' is, and you have a good enough198 aligner, the system will from then on be able to recognize running199 from any point of view -- even strange points of view like above or200 underneath the runner. This is in contrast to action recognition201 schemes that try to identify actions using a non-embodied approach.202 If these systems learn about running as viewed from the side, they203 will not automatically be able to recognize running from any other204 viewpoint.206 Another powerful advantage is that using the language of multiple207 body-centered rich senses to describe body-centered actions offers208 a massive boost in descriptive capability. Consider how difficult209 it would be to compose a set of HOG (Histogram of Oriented210 Gradients) filters to describe the action of a simple worm-creature211 ``curling'' so that its head touches its tail, and then behold the212 simplicity of describing thus action in a language designed for the213 task (listing \ref{grand-circle-intro}):215 #+caption: Body-centered actions are best expressed in a body-centered216 #+caption: language. This code detects when the worm has curled into a217 #+caption: full circle. Imagine how you would replicate this functionality218 #+caption: using low-level pixel features such as HOG filters!219 #+name: grand-circle-intro220 #+begin_listing clojure221 #+begin_src clojure222 (defn grand-circle?223 "Does the worm form a majestic circle (one end touching the other)?"224 [experiences]225 (and (curled? experiences)226 (let [worm-touch (:touch (peek experiences))227 tail-touch (worm-touch 0)228 head-touch (worm-touch 4)]229 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))230 (< 0.2 (contact worm-segment-top-tip head-touch))))))231 #+end_src232 #+end_listing234 ** =EMPATH= recognizes actions using empathy236 Exploring these ideas further demands a concrete implementation, so237 first, I built a system for constructing virtual creatures with238 physiologically plausible sensorimotor systems and detailed239 environments. The result is =CORTEX=, which I describe in chapter240 \ref{sec-2}.242 Next, I wrote routines which enabled a simple worm-like creature to243 infer the actions of a second worm-like creature, using only its244 own prior sensorimotor experiences and knowledge of the second245 worm's joint positions. This program, =EMPATH=, is described in246 chapter \ref{sec-3}. It's main components are:248 - Embodied Action Definitions :: Many otherwise complicated actions249 are easily described in the language of a full suite of250 body-centered, rich senses and experiences. For example,251 drinking is the feeling of water flowing down your throat, and252 cooling your insides. It's often accompanied by bringing your253 hand close to your face, or bringing your face close to water.254 Sitting down is the feeling of bending your knees, activating255 your quadriceps, then feeling a surface with your bottom and256 relaxing your legs. These body-centered action descriptions257 can be either learned or hard coded.259 - Guided Play :: The creature moves around and experiences the260 world through its unique perspective. As the creature moves,261 it gathers experiences that satisfy the embodied action262 definitions.264 - Posture imitation :: When trying to interpret a video or image,265 the creature takes a model of itself and aligns it with266 whatever it sees. This alignment might even cross species, as267 when humans try to align themselves with things like ponies,268 dogs, or other humans with a different body type.270 - Empathy :: The alignment triggers associations with271 sensory data from prior experiences. For example, the272 alignment itself easily maps to proprioceptive data. Any273 sounds or obvious skin contact in the video can to a lesser274 extent trigger previous experience keyed to hearing or touch.275 Segments of previous experiences gained from play are stitched276 together to form a coherent and complete sensory portrait of277 the scene.279 - Recognition :: With the scene described in terms of remembered280 first person sensory events, the creature can now run its281 action-definition programs (such as the one in listing282 \ref{grand-circle-intro}) on this synthesized sensory data,283 just as it would if it were actually experiencing the scene284 first-hand. If previous experience has been accurately285 retrieved, and if it is analogous enough to the scene, then286 the creature will correctly identify the action in the scene.288 My program, =EMPATH= uses this empathic problem solving technique289 to interpret the actions of a simple, worm-like creature.291 #+caption: The worm performs many actions during free play such as292 #+caption: curling, wiggling, and resting.293 #+name: worm-intro294 #+ATTR_LaTeX: :width 15cm295 [[./images/worm-intro-white.png]]297 #+caption: =EMPATH= recognized and classified each of these298 #+caption: poses by inferring the complete sensory experience299 #+caption: from proprioceptive data.300 #+name: worm-recognition-intro301 #+ATTR_LaTeX: :width 15cm302 [[./images/worm-poses.png]]304 *** Main Results306 - After one-shot supervised training, =EMPATH= was able to307 recognize a wide variety of static poses and dynamic308 actions---ranging from curling in a circle to wiggling with a309 particular frequency --- with 95\% accuracy.311 - These results were completely independent of viewing angle312 because the underlying body-centered language fundamentally is313 independent; once an action is learned, it can be recognized314 equally well from any viewing angle.316 - =EMPATH= is surprisingly short; the sensorimotor-centered317 language provided by =CORTEX= resulted in extremely economical318 recognition routines --- about 500 lines in all --- suggesting319 that such representations are very powerful, and often320 indispensable for the types of recognition tasks considered here.322 - For expediency's sake, I relied on direct knowledge of joint323 positions in this proof of concept. However, I believe that the324 structure of =EMPATH= and =CORTEX= will make future work to325 enable video analysis much easier than it would otherwise be.327 ** =EMPATH= is built on =CORTEX=, a creature builder.329 I built =CORTEX= to be a general AI research platform for doing330 experiments involving multiple rich senses and a wide variety and331 number of creatures. I intend it to be useful as a library for many332 more projects than just this thesis. =CORTEX= was necessary to meet333 a need among AI researchers at CSAIL and beyond, which is that334 people often will invent wonderful ideas that are best expressed in335 the language of creatures and senses, but in order to explore those336 ideas they must first build a platform in which they can create337 simulated creatures with rich senses! There are many ideas that338 would be simple to execute (such as =EMPATH= or Larson's339 self-organizing maps (\cite{larson-symbols})), but attached to them340 is the multi-month effort to make a good creature simulator. Often,341 that initial investment of time proves to be too much, and the342 project must make do with a lesser environment or be abandoned343 entirely.345 =CORTEX= is well suited as an environment for embodied AI research346 for three reasons:348 - You can design new creatures using Blender (\cite{blender}), a349 popular, free 3D modeling program. Each sense can be specified350 using special blender nodes with biologically inspired351 parameters. You need not write any code to create a creature, and352 can use a wide library of pre-existing blender models as a base353 for your own creatures.355 - =CORTEX= implements a wide variety of senses: touch,356 proprioception, vision, hearing, and muscle tension. Complicated357 senses like touch and vision involve multiple sensory elements358 embedded in a 2D surface. You have complete control over the359 distribution of these sensor elements through the use of simple360 image files. =CORTEX= implements more comprehensive hearing than361 any other creature simulation system available.363 - =CORTEX= supports any number of creatures and any number of364 senses. Time in =CORTEX= dilates so that the simulated creatures365 always perceive a perfectly smooth flow of time, regardless of366 the actual computational load.368 =CORTEX= is built on top of =jMonkeyEngine3=369 (\cite{jmonkeyengine}), which is a video game engine designed to370 create cross-platform 3D desktop games. =CORTEX= is mainly written371 in clojure, a dialect of =LISP= that runs on the Java Virtual372 Machine (JVM). The API for creating and simulating creatures and373 senses is entirely expressed in clojure, though many senses are374 implemented at the layer of jMonkeyEngine or below. For example,375 for the sense of hearing I use a layer of clojure code on top of a376 layer of java JNI bindings that drive a layer of =C++= code which377 implements a modified version of =OpenAL= to support multiple378 listeners. =CORTEX= is the only simulation environment that I know379 of that can support multiple entities that can each hear the world380 from their own perspective. Other senses also require a small layer381 of Java code. =CORTEX= also uses =bullet=, a physics simulator382 written in =C=.384 #+caption: Here is the worm from figure \ref{worm-intro} modeled385 #+caption: in Blender, a free 3D-modeling program. Senses and386 #+caption: joints are described using special nodes in Blender.387 #+name: worm-recognition-intro-2388 #+ATTR_LaTeX: :width 12cm389 [[./images/blender-worm.png]]391 Here are some things I anticipate that =CORTEX= might be used for:393 - exploring new ideas about sensory integration394 - distributed communication among swarm creatures395 - self-learning using free exploration,396 - evolutionary algorithms involving creature construction397 - exploration of exotic senses and effectors that are not possible398 in the real world (such as telekinesis or a semantic sense)399 - imagination using subworlds401 During one test with =CORTEX=, I created 3,000 creatures each with402 its own independent senses and ran them all at only 1/80 real time.403 In another test, I created a detailed model of my own hand,404 equipped with a realistic distribution of touch (more sensitive at405 the fingertips), as well as eyes and ears, and it ran at around 1/4406 real time.408 #+BEGIN_LaTeX409 \begin{sidewaysfigure}410 \includegraphics[width=9.5in]{images/full-hand.png}411 \caption{412 I modeled my own right hand in Blender and rigged it with all the413 senses that {\tt CORTEX} supports. My simulated hand has a414 biologically inspired distribution of touch sensors. The senses are415 displayed on the right, and the simulation is displayed on the416 left. Notice that my hand is curling its fingers, that it can see417 its own finger from the eye in its palm, and that it can feel its418 own thumb touching its palm.}419 \end{sidewaysfigure}420 #+END_LaTeX422 * Designing =CORTEX=424 In this chapter, I outline the design decisions that went into425 making =CORTEX=, along with some details about its implementation.426 (A practical guide to getting started with =CORTEX=, which skips427 over the history and implementation details presented here, is428 provided in an appendix at the end of this thesis.)430 Throughout this project, I intended for =CORTEX= to be flexible and431 extensible enough to be useful for other researchers who want to432 test ideas of their own. To this end, wherever I have had to make433 architectural choices about =CORTEX=, I have chosen to give as much434 freedom to the user as possible, so that =CORTEX= may be used for435 things I have not foreseen.437 ** Building in simulation versus reality438 The most important architectural decision of all is the choice to439 use a computer-simulated environment in the first place! The world440 is a vast and rich place, and for now simulations are a very poor441 reflection of its complexity. It may be that there is a significant442 qualitative difference between dealing with senses in the real443 world and dealing with pale facsimiles of them in a simulation444 (\cite{brooks-representation}). What are the advantages and445 disadvantages of a simulation vs. reality?447 *** Simulation449 The advantages of virtual reality are that when everything is a450 simulation, experiments in that simulation are absolutely451 reproducible. It's also easier to change the creature and452 environment to explore new situations and different sensory453 combinations.455 If the world is to be simulated on a computer, then not only do456 you have to worry about whether the creature's senses are rich457 enough to learn from the world, but whether the world itself is458 rendered with enough detail and realism to give enough working459 material to the creature's senses. To name just a few460 difficulties facing modern physics simulators: destructibility of461 the environment, simulation of water/other fluids, large areas,462 nonrigid bodies, lots of objects, smoke. I don't know of any463 computer simulation that would allow a creature to take a rock464 and grind it into fine dust, then use that dust to make a clay465 sculpture, at least not without spending years calculating the466 interactions of every single small grain of dust. Maybe a467 simulated world with today's limitations doesn't provide enough468 richness for real intelligence to evolve.470 *** Reality472 The other approach for playing with senses is to hook your473 software up to real cameras, microphones, robots, etc., and let it474 loose in the real world. This has the advantage of eliminating475 concerns about simulating the world at the expense of increasing476 the complexity of implementing the senses. Instead of just477 grabbing the current rendered frame for processing, you have to478 use an actual camera with real lenses and interact with photons to479 get an image. It is much harder to change the creature, which is480 now partly a physical robot of some sort, since doing so involves481 changing things around in the real world instead of modifying482 lines of code. While the real world is very rich and definitely483 provides enough stimulation for intelligence to develop (as484 evidenced by our own existence), it is also uncontrollable in the485 sense that a particular situation cannot be recreated perfectly or486 saved for later use. It is harder to conduct Science because it is487 harder to repeat an experiment. The worst thing about using the488 real world instead of a simulation is the matter of time. Instead489 of simulated time you get the constant and unstoppable flow of490 real time. This severely limits the sorts of software you can use491 to program an AI, because all sense inputs must be handled in real492 time. Complicated ideas may have to be implemented in hardware or493 may simply be impossible given the current speed of our494 processors. Contrast this with a simulation, in which the flow of495 time in the simulated world can be slowed down to accommodate the496 limitations of the creature's programming. In terms of cost, doing497 everything in software is far cheaper than building custom498 real-time hardware. All you need is a laptop and some patience.500 ** Simulated time enables rapid prototyping \& simple programs502 I envision =CORTEX= being used to support rapid prototyping and503 iteration of ideas. Even if I could put together a well constructed504 kit for creating robots, it would still not be enough because of505 the scourge of real-time processing. Anyone who wants to test their506 ideas in the real world must always worry about getting their507 algorithms to run fast enough to process information in real time.508 The need for real time processing only increases if multiple senses509 are involved. In the extreme case, even simple algorithms will have510 to be accelerated by ASIC chips or FPGAs, turning what would511 otherwise be a few lines of code and a 10x speed penalty into a512 multi-month ordeal. For this reason, =CORTEX= supports513 /time-dilation/, which scales back the framerate of the simulation514 in proportion to the amount of processing each frame. From the515 perspective of the creatures inside the simulation, time always516 appears to flow at a constant rate, regardless of how complicated517 the environment becomes or how many creatures are in the518 simulation. The cost is that =CORTEX= can sometimes run slower than519 real time. Time dilation works both ways, however --- simulations520 of very simple creatures in =CORTEX= generally run at 40x real-time521 on my machine!523 ** All sense organs are two-dimensional surfaces525 If =CORTEX= is to support a wide variety of senses, it would help526 to have a better understanding of what a sense actually is! While527 vision, touch, and hearing all seem like they are quite different528 things, I was surprised to learn during the course of this thesis529 that they (and all physical senses) can be expressed as exactly the530 same mathematical object!532 Human beings are three-dimensional objects, and the nerves that533 transmit data from our various sense organs to our brain are534 essentially one-dimensional. This leaves up to two dimensions in535 which our sensory information may flow. For example, imagine your536 skin: it is a two-dimensional surface around a three-dimensional537 object (your body). It has discrete touch sensors embedded at538 various points, and the density of these sensors corresponds to the539 sensitivity of that region of skin. Each touch sensor connects to a540 nerve, all of which eventually are bundled together as they travel541 up the spinal cord to the brain. Intersect the spinal nerves with a542 guillotining plane and you will see all of the sensory data of the543 skin revealed in a roughly circular two-dimensional image which is544 the cross section of the spinal cord. Points on this image that are545 close together in this circle represent touch sensors that are546 /probably/ close together on the skin, although there is of course547 some cutting and rearrangement that has to be done to transfer the548 complicated surface of the skin onto a two dimensional image.550 Most human senses consist of many discrete sensors of various551 properties distributed along a surface at various densities. For552 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's553 disks, and Ruffini's endings (\cite{textbook901}), which detect554 pressure and vibration of various intensities. For ears, it is the555 stereocilia distributed along the basilar membrane inside the556 cochlea; each one is sensitive to a slightly different frequency of557 sound. For eyes, it is rods and cones distributed along the surface558 of the retina. In each case, we can describe the sense with a559 surface and a distribution of sensors along that surface.561 In fact, almost every human sense can be effectively described in562 terms of a surface containing embedded sensors. If the sense had563 any more dimensions, then there wouldn't be enough room in the564 spinal cord to transmit the information!566 Therefore, =CORTEX= must support the ability to create objects and567 then be able to ``paint'' points along their surfaces to describe568 each sense.570 Fortunately this idea is already a well known computer graphics571 technique called /UV-mapping/. In UV-mapping, the three-dimensional572 surface of a model is cut and smooshed until it fits on a573 two-dimensional image. You paint whatever you want on that image,574 and when the three-dimensional shape is rendered in a game the575 smooshing and cutting is reversed and the image appears on the576 three-dimensional object.578 To make a sense, interpret the UV-image as describing the579 distribution of that senses sensors. To get different types of580 sensors, you can either use a different color for each type of581 sensor, or use multiple UV-maps, each labeled with that sensor582 type. I generally use a white pixel to mean the presence of a583 sensor and a black pixel to mean the absence of a sensor, and use584 one UV-map for each sensor-type within a given sense.586 #+CAPTION: The UV-map for an elongated icososphere. The white587 #+caption: dots each represent a touch sensor. They are dense588 #+caption: in the regions that describe the tip of the finger,589 #+caption: and less dense along the dorsal side of the finger590 #+caption: opposite the tip.591 #+name: finger-UV592 #+ATTR_latex: :width 10cm593 [[./images/finger-UV.png]]595 #+caption: Ventral side of the UV-mapped finger. Notice the596 #+caption: density of touch sensors at the tip.597 #+name: finger-side-view598 #+ATTR_LaTeX: :width 10cm599 [[./images/finger-1.png]]601 ** Video game engines provide ready-made physics and shading603 I did not need to write my own physics simulation code or shader to604 build =CORTEX=. Doing so would lead to a system that is impossible605 for anyone but myself to use anyway. Instead, I use a video game606 engine as a base and modify it to accommodate the additional needs607 of =CORTEX=. Video game engines are an ideal starting point to608 build =CORTEX=, because they are not far from being creature609 building systems themselves.611 First off, general purpose video game engines come with a physics612 engine and lighting / sound system. The physics system provides613 tools that can be co-opted to serve as touch, proprioception, and614 muscles. Since some games support split screen views, a good video615 game engine will allow you to efficiently create multiple cameras616 in the simulated world that can be used as eyes. Video game systems617 offer integrated asset management for things like textures and618 creature models, providing an avenue for defining creatures. They619 also understand UV-mapping, since this technique is used to apply a620 texture to a model. Finally, because video game engines support a621 large number of developers, as long as =CORTEX= doesn't stray too622 far from the base system, other researchers can turn to this623 community for help when doing their research.625 ** =CORTEX= is based on jMonkeyEngine3627 While preparing to build =CORTEX= I studied several video game628 engines to see which would best serve as a base. The top contenders629 were:631 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID software632 in 1997. All the source code was released by ID software into633 the Public Domain several years ago, and as a result it has634 been ported to many different languages. This engine was635 famous for its advanced use of realistic shading and it had636 decent and fast physics simulation. The main advantage of the637 Quake II engine is its simplicity, but I ultimately rejected638 it because the engine is too tied to the concept of a639 first-person shooter game. One of the problems I had was that640 there does not seem to be any easy way to attach multiple641 cameras to a single character. There are also several physics642 clipping issues that are corrected in a way that only applies643 to the main character and do not apply to arbitrary objects.645 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II646 and Quake I engines and is used by Valve in the Half-Life647 series of games. The physics simulation in the Source Engine648 is quite accurate and probably the best out of all the engines649 I investigated. There is also an extensive community actively650 working with the engine. However, applications that use the651 Source Engine must be written in C++, the code is not open, it652 only runs on Windows, and the tools that come with the SDK to653 handle models and textures are complicated and awkward to use.655 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating656 games in Java. It uses OpenGL to render to the screen and uses657 screengraphs to avoid drawing things that do not appear on the658 screen. It has an active community and several games in the659 pipeline. The engine was not built to serve any particular660 game but is instead meant to be used for any 3D game.662 I chose jMonkeyEngine3 because it had the most features out of all663 the free projects I looked at, and because I could then write my664 code in clojure, an implementation of =LISP= that runs on the JVM.666 ** =CORTEX= uses Blender to create creature models668 For the simple worm-like creatures I will use later on in this669 thesis, I could define a simple API in =CORTEX= that would allow670 one to create boxes, spheres, etc., and leave that API as the sole671 way to create creatures. However, for =CORTEX= to truly be useful672 for other projects, it needs a way to construct complicated673 creatures. If possible, it would be nice to leverage work that has674 already been done by the community of 3D modelers, or at least675 enable people who are talented at modeling but not programming to676 design =CORTEX= creatures.678 Therefore I use Blender, a free 3D modeling program, as the main679 way to create creatures in =CORTEX=. However, the creatures modeled680 in Blender must also be simple to simulate in jMonkeyEngine3's game681 engine, and must also be easy to rig with =CORTEX='s senses. I682 accomplish this with extensive use of Blender's ``empty nodes.''684 Empty nodes have no mass, physical presence, or appearance, but685 they can hold metadata and have names. I use a tree structure of686 empty nodes to specify senses in the following manner:688 - Create a single top-level empty node whose name is the name of689 the sense.690 - Add empty nodes which each contain meta-data relevant to the691 sense, including a UV-map describing the number/distribution of692 sensors if applicable.693 - Make each empty-node the child of the top-level node.695 #+caption: An example of annotating a creature model with empty696 #+caption: nodes to describe the layout of senses. There are697 #+caption: multiple empty nodes which each describe the position698 #+caption: of muscles, ears, eyes, or joints.699 #+name: sense-nodes700 #+ATTR_LaTeX: :width 10cm701 [[./images/empty-sense-nodes.png]]703 ** Bodies are composed of segments connected by joints705 Blender is a general purpose animation tool, which has been used in706 the past to create high quality movies such as Sintel707 (\cite{blender}). Though Blender can model and render even708 complicated things like water, it is crucial to keep models that709 are meant to be simulated as creatures simple. =Bullet=, which710 =CORTEX= uses though jMonkeyEngine3, is a rigid-body physics711 system. This offers a compromise between the expressiveness of a712 game level and the speed at which it can be simulated, and it means713 that creatures should be naturally expressed as rigid components714 held together by joint constraints.716 But humans are more like a squishy bag wrapped around some hard717 bones which define the overall shape. When we move, our skin bends718 and stretches to accommodate the new positions of our bones.720 One way to make bodies composed of rigid pieces connected by joints721 /seem/ more human-like is to use an /armature/, (or /rigging/)722 system, which defines a overall ``body mesh'' and defines how the723 mesh deforms as a function of the position of each ``bone'' which724 is a standard rigid body. This technique is used extensively to725 model humans and create realistic animations. It is not a good726 technique for physical simulation because it is a lie -- the skin727 is not a physical part of the simulation and does not interact with728 any objects in the world or itself. Objects will pass right though729 the skin until they come in contact with the underlying bone, which730 is a physical object. Without simulating the skin, the sense of731 touch has little meaning, and the creature's own vision will lie to732 it about the true extent of its body. Simulating the skin as a733 physical object requires some way to continuously update the734 physical model of the skin along with the movement of the bones,735 which is unacceptably slow compared to rigid body simulation.737 Therefore, instead of using the human-like ``bony meatbag''738 approach, I decided to base my body plans on multiple solid objects739 that are connected by joints, inspired by the robot =EVE= from the740 movie WALL-E.742 #+caption: =EVE= from the movie WALL-E. This body plan turns743 #+caption: out to be much better suited to my purposes than a more744 #+caption: human-like one.745 #+ATTR_LaTeX: :width 10cm746 [[./images/Eve.jpg]]748 =EVE='s body is composed of several rigid components that are held749 together by invisible joint constraints. This is what I mean by750 /eve-like/. The main reason that I use eve-like bodies is for751 simulation efficiency, and so that there will be correspondence752 between the AI's senses and the physical presence of its body. Each753 individual section is simulated by a separate rigid body that754 corresponds exactly with its visual representation and does not755 change. Sections are connected by invisible joints that are well756 supported in jMonkeyEngine3. Bullet, the physics backend for757 jMonkeyEngine3, can efficiently simulate hundreds of rigid bodies758 connected by joints. Just because sections are rigid does not mean759 they have to stay as one piece forever; they can be dynamically760 replaced with multiple sections to simulate splitting in two. This761 could be used to simulate retractable claws or =EVE='s hands, which762 are able to coalesce into one object in the movie.764 *** Solidifying/Connecting a body766 =CORTEX= creates a creature in two steps: first, it traverses the767 nodes in the blender file and creates physical representations for768 any of them that have mass defined in their blender meta-data.770 #+caption: Program for iterating through the nodes in a blender file771 #+caption: and generating physical jMonkeyEngine3 objects with mass772 #+caption: and a matching physics shape.773 #+name: physical774 #+begin_listing clojure775 #+begin_src clojure776 (defn physical!777 "Iterate through the nodes in creature and make them real physical778 objects in the simulation."779 [#^Node creature]780 (dorun781 (map782 (fn [geom]783 (let [physics-control784 (RigidBodyControl.785 (HullCollisionShape.786 (.getMesh geom))787 (if-let [mass (meta-data geom "mass")]788 (float mass) (float 1)))]789 (.addControl geom physics-control)))790 (filter #(isa? (class %) Geometry )791 (node-seq creature)))))792 #+end_src793 #+end_listing795 The next step to making a proper body is to connect those pieces796 together with joints. jMonkeyEngine has a large array of joints797 available via =bullet=, such as Point2Point, Cone, Hinge, and a798 generic Six Degree of Freedom joint, with or without spring799 restitution.801 Joints are treated a lot like proper senses, in that there is a802 top-level empty node named ``joints'' whose children each803 represent a joint.805 #+caption: View of the hand model in Blender showing the main ``joints''806 #+caption: node (highlighted in yellow) and its children which each807 #+caption: represent a joint in the hand. Each joint node has metadata808 #+caption: specifying what sort of joint it is.809 #+name: blender-hand810 #+ATTR_LaTeX: :width 10cm811 [[./images/hand-screenshot1.png]]814 =CORTEX='s procedure for binding the creature together with joints815 is as follows:817 - Find the children of the ``joints'' node.818 - Determine the two spatials the joint is meant to connect.819 - Create the joint based on the meta-data of the empty node.821 The higher order function =sense-nodes= from =cortex.sense=822 simplifies finding the joints based on their parent ``joints''823 node.825 #+caption: Retrieving the children empty nodes from a single826 #+caption: named empty node is a common pattern in =CORTEX=827 #+caption: further instances of this technique for the senses828 #+caption: will be omitted829 #+name: get-empty-nodes830 #+begin_listing clojure831 #+begin_src clojure832 (defn sense-nodes833 "For some senses there is a special empty blender node whose834 children are considered markers for an instance of that sense. This835 function generates functions to find those children, given the name836 of the special parent node."837 [parent-name]838 (fn [#^Node creature]839 (if-let [sense-node (.getChild creature parent-name)]840 (seq (.getChildren sense-node)) [])))842 (def843 ^{:doc "Return the children of the creature's \"joints\" node."844 :arglists '([creature])}845 joints846 (sense-nodes "joints"))847 #+end_src848 #+end_listing850 To find a joint's targets, =CORTEX= creates a small cube, centered851 around the empty-node, and grows the cube exponentially until it852 intersects two physical objects. The objects are ordered according853 to the joint's rotation, with the first one being the object that854 has more negative coordinates in the joint's reference frame.855 Since the objects must be physical, the empty-node itself escapes856 detection. Because the objects must be physical, =joint-targets=857 must be called /after/ =physical!= is called.859 #+caption: Program to find the targets of a joint node by860 #+caption: exponentially growth of a search cube.861 #+name: joint-targets862 #+begin_listing clojure863 #+begin_src clojure864 (defn joint-targets865 "Return the two closest two objects to the joint object, ordered866 from bottom to top according to the joint's rotation."867 [#^Node parts #^Node joint]868 (loop [radius (float 0.01)]869 (let [results (CollisionResults.)]870 (.collideWith871 parts872 (BoundingBox. (.getWorldTranslation joint)873 radius radius radius) results)874 (let [targets875 (distinct876 (map #(.getGeometry %) results))]877 (if (>= (count targets) 2)878 (sort-by879 #(let [joint-ref-frame-position880 (jme-to-blender881 (.mult882 (.inverse (.getWorldRotation joint))883 (.subtract (.getWorldTranslation %)884 (.getWorldTranslation joint))))]885 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))886 (take 2 targets))887 (recur (float (* radius 2))))))))888 #+end_src889 #+end_listing891 Once =CORTEX= finds all joints and targets, it creates them using892 a dispatch on the metadata of each joint node.894 #+caption: Program to dispatch on blender metadata and create joints895 #+caption: suitable for physical simulation.896 #+name: joint-dispatch897 #+begin_listing clojure898 #+begin_src clojure899 (defmulti joint-dispatch900 "Translate blender pseudo-joints into real JME joints."901 (fn [constraints & _]902 (:type constraints)))904 (defmethod joint-dispatch :point905 [constraints control-a control-b pivot-a pivot-b rotation]906 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)907 (.setLinearLowerLimit Vector3f/ZERO)908 (.setLinearUpperLimit Vector3f/ZERO)))910 (defmethod joint-dispatch :hinge911 [constraints control-a control-b pivot-a pivot-b rotation]912 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)913 [limit-1 limit-2] (:limit constraints)914 hinge-axis (.mult rotation (blender-to-jme axis))]915 (doto (HingeJoint. control-a control-b pivot-a pivot-b916 hinge-axis hinge-axis)917 (.setLimit limit-1 limit-2))))919 (defmethod joint-dispatch :cone920 [constraints control-a control-b pivot-a pivot-b rotation]921 (let [limit-xz (:limit-xz constraints)922 limit-xy (:limit-xy constraints)923 twist (:twist constraints)]924 (doto (ConeJoint. control-a control-b pivot-a pivot-b925 rotation rotation)926 (.setLimit (float limit-xz) (float limit-xy)927 (float twist)))))928 #+end_src929 #+end_listing931 All that is left for joints is to combine the above pieces into932 something that can operate on the collection of nodes that a933 blender file represents.935 #+caption: Program to completely create a joint given information936 #+caption: from a blender file.937 #+name: connect938 #+begin_listing clojure939 #+begin_src clojure940 (defn connect941 "Create a joint between 'obj-a and 'obj-b at the location of942 'joint. The type of joint is determined by the metadata on 'joint.944 Here are some examples:945 {:type :point}946 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}947 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)949 {:type :cone :limit-xz 0]950 :limit-xy 0]951 :twist 0]} (use XZY rotation mode in blender!)"952 [#^Node obj-a #^Node obj-b #^Node joint]953 (let [control-a (.getControl obj-a RigidBodyControl)954 control-b (.getControl obj-b RigidBodyControl)955 joint-center (.getWorldTranslation joint)956 joint-rotation (.toRotationMatrix (.getWorldRotation joint))957 pivot-a (world-to-local obj-a joint-center)958 pivot-b (world-to-local obj-b joint-center)]959 (if-let960 [constraints (map-vals eval (read-string (meta-data joint "joint")))]961 ;; A side-effect of creating a joint registers962 ;; it with both physics objects which in turn963 ;; will register the joint with the physics system964 ;; when the simulation is started.965 (joint-dispatch constraints966 control-a control-b967 pivot-a pivot-b968 joint-rotation))))969 #+end_src970 #+end_listing972 In general, whenever =CORTEX= exposes a sense (or in this case973 physicality), it provides a function of the type =sense!=, which974 takes in a collection of nodes and augments it to support that975 sense. The function returns any controls necessary to use that976 sense. In this case =body!= creates a physical body and returns no977 control functions.979 #+caption: Program to give joints to a creature.980 #+name: joints981 #+begin_listing clojure982 #+begin_src clojure983 (defn joints!984 "Connect the solid parts of the creature with physical joints. The985 joints are taken from the \"joints\" node in the creature."986 [#^Node creature]987 (dorun988 (map989 (fn [joint]990 (let [[obj-a obj-b] (joint-targets creature joint)]991 (connect obj-a obj-b joint)))992 (joints creature))))993 (defn body!994 "Endow the creature with a physical body connected with joints. The995 particulars of the joints and the masses of each body part are996 determined in blender."997 [#^Node creature]998 (physical! creature)999 (joints! creature))1000 #+end_src1001 #+end_listing1003 All of the code you have just seen amounts to only 130 lines, yet1004 because it builds on top of Blender and jMonkeyEngine3, those few1005 lines pack quite a punch!1007 The hand from figure \ref{blender-hand}, which was modeled after1008 my own right hand, can now be given joints and simulated as a1009 creature.1011 #+caption: With the ability to create physical creatures from blender,1012 #+caption: =CORTEX= gets one step closer to becoming a full creature1013 #+caption: simulation environment.1014 #+name: physical-hand1015 #+ATTR_LaTeX: :width 15cm1016 [[./images/physical-hand.png]]1018 ** Sight reuses standard video game components...1020 Vision is one of the most important senses for humans, so I need to1021 build a simulated sense of vision for my AI. I will do this with1022 simulated eyes. Each eye can be independently moved and should see1023 its own version of the world depending on where it is.1025 Making these simulated eyes a reality is simple because1026 jMonkeyEngine already contains extensive support for multiple views1027 of the same 3D simulated world. The reason jMonkeyEngine has this1028 support is because the support is necessary to create games with1029 split-screen views. Multiple views are also used to create1030 efficient pseudo-reflections by rendering the scene from a certain1031 perspective and then projecting it back onto a surface in the 3D1032 world.1034 #+caption: jMonkeyEngine supports multiple views to enable1035 #+caption: split-screen games, like GoldenEye, which was one of1036 #+caption: the first games to use split-screen views.1037 #+name: goldeneye1038 #+ATTR_LaTeX: :width 10cm1039 [[./images/goldeneye-4-player.png]]1041 *** A Brief Description of jMonkeyEngine's Rendering Pipeline1043 jMonkeyEngine allows you to create a =ViewPort=, which represents a1044 view of the simulated world. You can create as many of these as you1045 want. Every frame, the =RenderManager= iterates through each1046 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there1047 is a =FrameBuffer= which represents the rendered image in the GPU.1049 #+caption: =ViewPorts= are cameras in the world. During each frame,1050 #+caption: the =RenderManager= records a snapshot of what each view1051 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.1052 #+name: rendermanagers1053 #+ATTR_LaTeX: :width 10cm1054 [[./images/diagram_rendermanager2.png]]1056 Each =ViewPort= can have any number of attached =SceneProcessor=1057 objects, which are called every time a new frame is rendered. A1058 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1059 whatever it wants to the data. Often this consists of invoking GPU1060 specific operations on the rendered image. The =SceneProcessor= can1061 also copy the GPU image data to RAM and process it with the CPU.1063 *** Appropriating Views for Vision1065 Each eye in the simulated creature needs its own =ViewPort= so1066 that it can see the world from its own perspective. To this1067 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1068 any arbitrary continuation function for further processing. That1069 continuation function may perform both CPU and GPU operations on1070 the data. To make this easy for the continuation function, the1071 =SceneProcessor= maintains appropriately sized buffers in RAM to1072 hold the data. It does not do any copying from the GPU to the CPU1073 itself because it is a slow operation.1075 #+caption: Function to make the rendered scene in jMonkeyEngine1076 #+caption: available for further processing.1077 #+name: pipeline-11078 #+begin_listing clojure1079 #+begin_src clojure1080 (defn vision-pipeline1081 "Create a SceneProcessor object which wraps a vision processing1082 continuation function. The continuation is a function that takes1083 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1084 each of which has already been appropriately sized."1085 [continuation]1086 (let [byte-buffer (atom nil)1087 renderer (atom nil)1088 image (atom nil)]1089 (proxy [SceneProcessor] []1090 (initialize1091 [renderManager viewPort]1092 (let [cam (.getCamera viewPort)1093 width (.getWidth cam)1094 height (.getHeight cam)]1095 (reset! renderer (.getRenderer renderManager))1096 (reset! byte-buffer1097 (BufferUtils/createByteBuffer1098 (* width height 4)))1099 (reset! image (BufferedImage.1100 width height1101 BufferedImage/TYPE_4BYTE_ABGR))))1102 (isInitialized [] (not (nil? @byte-buffer)))1103 (reshape [_ _ _])1104 (preFrame [_])1105 (postQueue [_])1106 (postFrame1107 [#^FrameBuffer fb]1108 (.clear @byte-buffer)1109 (continuation @renderer fb @byte-buffer @image))1110 (cleanup []))))1111 #+end_src1112 #+end_listing1114 The continuation function given to =vision-pipeline= above will be1115 given a =Renderer= and three containers for image data. The1116 =FrameBuffer= references the GPU image data, but the pixel data1117 can not be used directly on the CPU. The =ByteBuffer= and1118 =BufferedImage= are initially "empty" but are sized to hold the1119 data in the =FrameBuffer=. I call transferring the GPU image data1120 to the CPU structures "mixing" the image data.1122 *** Optical sensor arrays are described with images and referenced with metadata1124 The vision pipeline described above handles the flow of rendered1125 images. Now, =CORTEX= needs simulated eyes to serve as the source1126 of these images.1128 An eye is described in blender in the same way as a joint. They1129 are zero dimensional empty objects with no geometry whose local1130 coordinate system determines the orientation of the resulting eye.1131 All eyes are children of a parent node named "eyes" just as all1132 joints have a parent named "joints". An eye binds to the nearest1133 physical object with =bind-sense=.1135 #+caption: Here, the camera is created based on metadata on the1136 #+caption: eye-node and attached to the nearest physical object1137 #+caption: with =bind-sense=1138 #+name: add-eye1139 #+begin_listing clojure1140 #+begin_src clojure1141 (defn add-eye!1142 "Create a Camera centered on the current position of 'eye which1143 follows the closest physical node in 'creature. The camera will1144 point in the X direction and use the Z vector as up as determined1145 by the rotation of these vectors in blender coordinate space. Use1146 XZY rotation for the node in blender."1147 [#^Node creature #^Spatial eye]1148 (let [target (closest-node creature eye)1149 [cam-width cam-height]1150 ;;[640 480] ;; graphics card on laptop doesn't support1151 ;; arbitrary dimensions.1152 (eye-dimensions eye)1153 cam (Camera. cam-width cam-height)1154 rot (.getWorldRotation eye)]1155 (.setLocation cam (.getWorldTranslation eye))1156 (.lookAtDirection1157 cam ; this part is not a mistake and1158 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1159 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1160 (.setFrustumPerspective1161 cam (float 45)1162 (float (/ (.getWidth cam) (.getHeight cam)))1163 (float 1)1164 (float 1000))1165 (bind-sense target cam) cam))1166 #+end_src1167 #+end_listing1169 *** Simulated Retina1171 An eye is a surface (the retina) which contains many discrete1172 sensors to detect light. These sensors can have different1173 light-sensing properties. In humans, each discrete sensor is1174 sensitive to red, blue, green, or gray. These different types of1175 sensors can have different spatial distributions along the retina.1176 In humans, there is a fovea in the center of the retina which has1177 a very high density of color sensors, and a blind spot which has1178 no sensors at all. Sensor density decreases in proportion to1179 distance from the fovea.1181 I want to be able to model any retinal configuration, so my1182 eye-nodes in blender contain metadata pointing to images that1183 describe the precise position of the individual sensors using1184 white pixels. The meta-data also describes the precise sensitivity1185 to light that the sensors described in the image have. An eye can1186 contain any number of these images. For example, the metadata for1187 an eye might look like this:1189 #+begin_src clojure1190 {0xFF0000 "Models/test-creature/retina-small.png"}1191 #+end_src1193 #+caption: An example retinal profile image. White pixels are1194 #+caption: photo-sensitive elements. The distribution of white1195 #+caption: pixels is denser in the middle and falls off at the1196 #+caption: edges and is inspired by the human retina.1197 #+name: retina1198 #+ATTR_LaTeX: :width 7cm1199 [[./images/retina-small.png]]1201 Together, the number 0xFF0000 and the image above describe the1202 placement of red-sensitive sensory elements.1204 Meta-data to very crudely approximate a human eye might be1205 something like this:1207 #+begin_src clojure1208 (let [retinal-profile "Models/test-creature/retina-small.png"]1209 {0xFF0000 retinal-profile1210 0x00FF00 retinal-profile1211 0x0000FF retinal-profile1212 0xFFFFFF retinal-profile})1213 #+end_src1215 The numbers that serve as keys in the map determine a sensor's1216 relative sensitivity to the channels red, green, and blue. These1217 sensitivity values are packed into an integer in the order1218 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1219 image are added together with these sensitivities as linear1220 weights. Therefore, 0xFF0000 means sensitive to red only while1221 0xFFFFFF means sensitive to all colors equally (gray).1223 #+caption: This is the core of vision in =CORTEX=. A given eye node1224 #+caption: is converted into a function that returns visual1225 #+caption: information from the simulation.1226 #+name: vision-kernel1227 #+begin_listing clojure1228 #+BEGIN_SRC clojure1229 (defn vision-kernel1230 "Returns a list of functions, each of which will return a color1231 channel's worth of visual information when called inside a running1232 simulation."1233 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1234 (let [retinal-map (retina-sensor-profile eye)1235 camera (add-eye! creature eye)1236 vision-image1237 (atom1238 (BufferedImage. (.getWidth camera)1239 (.getHeight camera)1240 BufferedImage/TYPE_BYTE_BINARY))1241 register-eye!1242 (runonce1243 (fn [world]1244 (add-camera!1245 world camera1246 (let [counter (atom 0)]1247 (fn [r fb bb bi]1248 (if (zero? (rem (swap! counter inc) (inc skip)))1249 (reset! vision-image1250 (BufferedImage! r fb bb bi))))))))]1251 (vec1252 (map1253 (fn [[key image]]1254 (let [whites (white-coordinates image)1255 topology (vec (collapse whites))1256 sensitivity (sensitivity-presets key key)]1257 (attached-viewport.1258 (fn [world]1259 (register-eye! world)1260 (vector1261 topology1262 (vec1263 (for [[x y] whites]1264 (pixel-sense1265 sensitivity1266 (.getRGB @vision-image x y))))))1267 register-eye!)))1268 retinal-map))))1269 #+END_SRC1270 #+end_listing1272 Note that since each of the functions generated by =vision-kernel=1273 shares the same =register-eye!= function, the eye will be1274 registered only once the first time any of the functions from the1275 list returned by =vision-kernel= is called. Each of the functions1276 returned by =vision-kernel= also allows access to the =Viewport=1277 through which it receives images.1279 All the hard work has been done; all that remains is to apply1280 =vision-kernel= to each eye in the creature and gather the results1281 into one list of functions.1284 #+caption: With =vision!=, =CORTEX= is already a fine simulation1285 #+caption: environment for experimenting with different types of1286 #+caption: eyes.1287 #+name: vision!1288 #+begin_listing clojure1289 #+BEGIN_SRC clojure1290 (defn vision!1291 "Returns a list of functions, each of which returns visual sensory1292 data when called inside a running simulation."1293 [#^Node creature & {skip :skip :or {skip 0}}]1294 (reduce1295 concat1296 (for [eye (eyes creature)]1297 (vision-kernel creature eye))))1298 #+END_SRC1299 #+end_listing1301 #+caption: Simulated vision with a test creature and the1302 #+caption: human-like eye approximation. Notice how each channel1303 #+caption: of the eye responds differently to the differently1304 #+caption: colored balls.1305 #+name: worm-vision-test.1306 #+ATTR_LaTeX: :width 13cm1307 [[./images/worm-vision.png]]1309 The vision code is not much more complicated than the body code,1310 and enables multiple further paths for simulated vision. For1311 example, it is quite easy to create bifocal vision -- you just1312 make two eyes next to each other in blender! It is also possible1313 to encode vision transforms in the retinal files. For example, the1314 human like retina file in figure \ref{retina} approximates a1315 log-polar transform.1317 This vision code has already been absorbed by the jMonkeyEngine1318 community and is now (in modified form) part of a system for1319 capturing in-game video to a file.1321 ** ...but hearing must be built from scratch1323 At the end of this chapter I will have simulated ears that work the1324 same way as the simulated eyes in the last chapter. I will be able to1325 place any number of ear-nodes in a blender file, and they will bind to1326 the closest physical object and follow it as it moves around. Each ear1327 will provide access to the sound data it picks up between every frame.1329 Hearing is one of the more difficult senses to simulate, because there1330 is less support for obtaining the actual sound data that is processed1331 by jMonkeyEngine3. There is no "split-screen" support for rendering1332 sound from different points of view, and there is no way to directly1333 access the rendered sound data.1335 =CORTEX='s hearing is unique because it does not have any1336 limitations compared to other simulation environments. As far as I1337 know, there is no other system that supports multiple listeners,1338 and the sound demo at the end of this chapter is the first time1339 it's been done in a video game environment.1341 *** Brief Description of jMonkeyEngine's Sound System1343 jMonkeyEngine's sound system works as follows:1345 - jMonkeyEngine uses the =AppSettings= for the particular1346 application to determine what sort of =AudioRenderer= should be1347 used.1348 - Although some support is provided for multiple AudioRenderer1349 backends, jMonkeyEngine at the time of this writing will either1350 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1351 - jMonkeyEngine tries to figure out what sort of system you're1352 running and extracts the appropriate native libraries.1353 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1354 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1355 - =OpenAL= renders the 3D sound and feeds the rendered sound1356 directly to any of various sound output devices with which it1357 knows how to communicate.1359 A consequence of this is that there's no way to access the actual1360 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1361 one /listener/ (it renders sound data from only one perspective),1362 which normally isn't a problem for games, but becomes a problem1363 when trying to make multiple AI creatures that can each hear the1364 world from a different perspective.1366 To make many AI creatures in jMonkeyEngine that can each hear the1367 world from their own perspective, or to make a single creature with1368 many ears, it is necessary to go all the way back to =OpenAL= and1369 implement support for simulated hearing there.1371 *** Extending =OpenAl=1373 Extending =OpenAL= to support multiple listeners requires 5001374 lines of =C= code and is too hairy to mention here. Instead, I1375 will show a small amount of extension code and go over the high1376 level strategy. Full source is of course available with the1377 =CORTEX= distribution if you're interested.1379 =OpenAL= goes to great lengths to support many different systems,1380 all with different sound capabilities and interfaces. It1381 accomplishes this difficult task by providing code for many1382 different sound backends in pseudo-objects called /Devices/.1383 There's a device for the Linux Open Sound System and the Advanced1384 Linux Sound Architecture, there's one for Direct Sound on Windows,1385 and there's even one for Solaris. =OpenAL= solves the problem of1386 platform independence by providing all these Devices.1388 Wrapper libraries such as LWJGL are free to examine the system on1389 which they are running and then select an appropriate device for1390 that system.1392 There are also a few "special" devices that don't interface with1393 any particular system. These include the Null Device, which1394 doesn't do anything, and the Wave Device, which writes whatever1395 sound it receives to a file, if everything has been set up1396 correctly when configuring =OpenAL=.1398 Actual mixing (Doppler shift and distance.environment-based1399 attenuation) of the sound data happens in the Devices, and they1400 are the only point in the sound rendering process where this data1401 is available.1403 Therefore, in order to support multiple listeners, and get the1404 sound data in a form that the AIs can use, it is necessary to1405 create a new Device which supports this feature.1407 Adding a device to OpenAL is rather tricky -- there are five1408 separate files in the =OpenAL= source tree that must be modified1409 to do so. I named my device the "Multiple Audio Send" Device, or1410 =Send= Device for short, since it sends audio data back to the1411 calling application like an Aux-Send cable on a mixing board.1413 The main idea behind the Send device is to take advantage of the1414 fact that LWJGL only manages one /context/ when using OpenAL. A1415 /context/ is like a container that holds samples and keeps track1416 of where the listener is. In order to support multiple listeners,1417 the Send device identifies the LWJGL context as the master1418 context, and creates any number of slave contexts to represent1419 additional listeners. Every time the device renders sound, it1420 synchronizes every source from the master LWJGL context to the1421 slave contexts. Then, it renders each context separately, using a1422 different listener for each one. The rendered sound is made1423 available via JNI to jMonkeyEngine.1425 Switching between contexts is not the normal operation of a1426 Device, and one of the problems with doing so is that a Device1427 normally keeps around a few pieces of state such as the1428 =ClickRemoval= array above which will become corrupted if the1429 contexts are not rendered in parallel. The solution is to create a1430 copy of this normally global device state for each context, and1431 copy it back and forth into and out of the actual device state1432 whenever a context is rendered.1434 The core of the =Send= device is the =syncSources= function, which1435 does the job of copying all relevant data from one context to1436 another.1438 #+caption: Program for extending =OpenAL= to support multiple1439 #+caption: listeners via context copying/switching.1440 #+name: sync-openal-sources1441 #+begin_listing c1442 #+BEGIN_SRC c1443 void syncSources(ALsource *masterSource, ALsource *slaveSource,1444 ALCcontext *masterCtx, ALCcontext *slaveCtx){1445 ALuint master = masterSource->source;1446 ALuint slave = slaveSource->source;1447 ALCcontext *current = alcGetCurrentContext();1449 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1450 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1451 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1452 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1453 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1454 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1455 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1456 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1457 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1458 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1459 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1460 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1461 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1463 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1464 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1465 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1467 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1468 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1470 alcMakeContextCurrent(masterCtx);1471 ALint source_type;1472 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1474 // Only static sources are currently synchronized!1475 if (AL_STATIC == source_type){1476 ALint master_buffer;1477 ALint slave_buffer;1478 alGetSourcei(master, AL_BUFFER, &master_buffer);1479 alcMakeContextCurrent(slaveCtx);1480 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1481 if (master_buffer != slave_buffer){1482 alSourcei(slave, AL_BUFFER, master_buffer);1483 }1484 }1486 // Synchronize the state of the two sources.1487 alcMakeContextCurrent(masterCtx);1488 ALint masterState;1489 ALint slaveState;1491 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1492 alcMakeContextCurrent(slaveCtx);1493 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1495 if (masterState != slaveState){1496 switch (masterState){1497 case AL_INITIAL : alSourceRewind(slave); break;1498 case AL_PLAYING : alSourcePlay(slave); break;1499 case AL_PAUSED : alSourcePause(slave); break;1500 case AL_STOPPED : alSourceStop(slave); break;1501 }1502 }1503 // Restore whatever context was previously active.1504 alcMakeContextCurrent(current);1505 }1506 #+END_SRC1507 #+end_listing1509 With this special context-switching device, and some ugly JNI1510 bindings that are not worth mentioning, =CORTEX= gains the ability1511 to access multiple sound streams from =OpenAL=.1513 #+caption: Program to create an ear from a blender empty node. The ear1514 #+caption: follows around the nearest physical object and passes1515 #+caption: all sensory data to a continuation function.1516 #+name: add-ear1517 #+begin_listing clojure1518 #+BEGIN_SRC clojure1519 (defn add-ear!1520 "Create a Listener centered on the current position of 'ear1521 which follows the closest physical node in 'creature and1522 sends sound data to 'continuation."1523 [#^Application world #^Node creature #^Spatial ear continuation]1524 (let [target (closest-node creature ear)1525 lis (Listener.)1526 audio-renderer (.getAudioRenderer world)1527 sp (hearing-pipeline continuation)]1528 (.setLocation lis (.getWorldTranslation ear))1529 (.setRotation lis (.getWorldRotation ear))1530 (bind-sense target lis)1531 (update-listener-velocity! target lis)1532 (.addListener audio-renderer lis)1533 (.registerSoundProcessor audio-renderer lis sp)))1534 #+END_SRC1535 #+end_listing1537 The =Send= device, unlike most of the other devices in =OpenAL=,1538 does not render sound unless asked. This enables the system to1539 slow down or speed up depending on the needs of the AIs who are1540 using it to listen. If the device tried to render samples in1541 real-time, a complicated AI whose mind takes 100 seconds of1542 computer time to simulate 1 second of AI-time would miss almost1543 all of the sound in its environment!1545 #+caption: Program to enable arbitrary hearing in =CORTEX=1546 #+name: hearing1547 #+begin_listing clojure1548 #+BEGIN_SRC clojure1549 (defn hearing-kernel1550 "Returns a function which returns auditory sensory data when called1551 inside a running simulation."1552 [#^Node creature #^Spatial ear]1553 (let [hearing-data (atom [])1554 register-listener!1555 (runonce1556 (fn [#^Application world]1557 (add-ear!1558 world creature ear1559 (comp #(reset! hearing-data %)1560 byteBuffer->pulse-vector))))]1561 (fn [#^Application world]1562 (register-listener! world)1563 (let [data @hearing-data1564 topology1565 (vec (map #(vector % 0) (range 0 (count data))))]1566 [topology data]))))1568 (defn hearing!1569 "Endow the creature in a particular world with the sense of1570 hearing. Will return a sequence of functions, one for each ear,1571 which when called will return the auditory data from that ear."1572 [#^Node creature]1573 (for [ear (ears creature)]1574 (hearing-kernel creature ear)))1575 #+END_SRC1576 #+end_listing1578 Armed with these functions, =CORTEX= is able to test possibly the1579 first ever instance of multiple listeners in a video game engine1580 based simulation!1582 #+caption: Here a simple creature responds to sound by changing1583 #+caption: its color from gray to green when the total volume1584 #+caption: goes over a threshold.1585 #+name: sound-test1586 #+begin_listing java1587 #+BEGIN_SRC java1588 /**1589 * Respond to sound! This is the brain of an AI entity that1590 * hears its surroundings and reacts to them.1591 */1592 public void process(ByteBuffer audioSamples,1593 int numSamples, AudioFormat format) {1594 audioSamples.clear();1595 byte[] data = new byte[numSamples];1596 float[] out = new float[numSamples];1597 audioSamples.get(data);1598 FloatSampleTools.1599 byte2floatInterleaved1600 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1602 float max = Float.NEGATIVE_INFINITY;1603 for (float f : out){if (f > max) max = f;}1604 audioSamples.clear();1606 if (max > 0.1){1607 entity.getMaterial().setColor("Color", ColorRGBA.Green);1608 }1609 else {1610 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1611 }1612 #+END_SRC1613 #+end_listing1615 #+caption: First ever simulation of multiple listeners in =CORTEX=.1616 #+caption: Each cube is a creature which processes sound data with1617 #+caption: the =process= function from listing \ref{sound-test}.1618 #+caption: the ball is constantly emitting a pure tone of1619 #+caption: constant volume. As it approaches the cubes, they each1620 #+caption: change color in response to the sound.1621 #+name: sound-cubes.1622 #+ATTR_LaTeX: :width 10cm1623 [[./images/java-hearing-test.png]]1625 This system of hearing has also been co-opted by the1626 jMonkeyEngine3 community and is used to record audio for demo1627 videos.1629 ** Hundreds of hair-like elements provide a sense of touch1631 Touch is critical to navigation and spatial reasoning and as such I1632 need a simulated version of it to give to my AI creatures.1634 Human skin has a wide array of touch sensors, each of which1635 specialize in detecting different vibrational modes and pressures.1636 These sensors can integrate a vast expanse of skin (i.e. your1637 entire palm), or a tiny patch of skin at the tip of your finger.1638 The hairs of the skin help detect objects before they even come1639 into contact with the skin proper.1641 However, touch in my simulated world can not exactly correspond to1642 human touch because my creatures are made out of completely rigid1643 segments that don't deform like human skin.1645 Instead of measuring deformation or vibration, I surround each1646 rigid part with a plenitude of hair-like objects (/feelers/) which1647 do not interact with the physical world. Physical objects can pass1648 through them with no effect. The feelers are able to tell when1649 other objects pass through them, and they constantly report how1650 much of their extent is covered. So even though the creature's body1651 parts do not deform, the feelers create a margin around those body1652 parts which achieves a sense of touch which is a hybrid between a1653 human's sense of deformation and sense from hairs.1655 Implementing touch in jMonkeyEngine follows a different technical1656 route than vision and hearing. Those two senses piggybacked off1657 jMonkeyEngine's 3D audio and video rendering subsystems. To1658 simulate touch, I use jMonkeyEngine's physics system to execute1659 many small collision detections, one for each feeler. The placement1660 of the feelers is determined by a UV-mapped image which shows where1661 each feeler should be on the 3D surface of the body.1663 *** Defining Touch Meta-Data in Blender1665 Each geometry can have a single UV map which describes the1666 position of the feelers which will constitute its sense of touch.1667 This image path is stored under the ``touch'' key. The image itself1668 is black and white, with black meaning a feeler length of 0 (no1669 feeler is present) and white meaning a feeler length of =scale=,1670 which is a float stored under the key "scale".1672 #+caption: Touch does not use empty nodes, to store metadata,1673 #+caption: because the metadata of each solid part of a1674 #+caption: creature's body is sufficient.1675 #+name: touch-meta-data1676 #+begin_listing clojure1677 #+BEGIN_SRC clojure1678 (defn tactile-sensor-profile1679 "Return the touch-sensor distribution image in BufferedImage format,1680 or nil if it does not exist."1681 [#^Geometry obj]1682 (if-let [image-path (meta-data obj "touch")]1683 (load-image image-path)))1685 (defn tactile-scale1686 "Return the length of each feeler. Default scale is 0.011687 jMonkeyEngine units."1688 [#^Geometry obj]1689 (if-let [scale (meta-data obj "scale")]1690 scale 0.1))1691 #+END_SRC1692 #+end_listing1694 Here is an example of a UV-map which specifies the position of1695 touch sensors along the surface of the upper segment of a fingertip.1697 #+caption: This is the tactile-sensor-profile for the upper segment1698 #+caption: of a fingertip. It defines regions of high touch sensitivity1699 #+caption: (where there are many white pixels) and regions of low1700 #+caption: sensitivity (where white pixels are sparse).1701 #+name: fingertip-UV1702 #+ATTR_LaTeX: :width 13cm1703 [[./images/finger-UV.png]]1705 *** Implementation Summary1707 To simulate touch there are three conceptual steps. For each solid1708 object in the creature, you first have to get UV image and scale1709 parameter which define the position and length of the feelers.1710 Then, you use the triangles which comprise the mesh and the UV1711 data stored in the mesh to determine the world-space position and1712 orientation of each feeler. Then once every frame, update these1713 positions and orientations to match the current position and1714 orientation of the object, and use physics collision detection to1715 gather tactile data.1717 Extracting the meta-data has already been described. The third1718 step, physics collision detection, is handled in =touch-kernel=.1719 Translating the positions and orientations of the feelers from the1720 UV-map to world-space is itself a three-step process.1722 - Find the triangles which make up the mesh in pixel-space and in1723 world-space. \\(=triangles=, =pixel-triangles=).1725 - Find the coordinates of each feeler in world-space. These are1726 the origins of the feelers. (=feeler-origins=).1728 - Calculate the normals of the triangles in world space, and add1729 them to each of the origins of the feelers. These are the1730 normalized coordinates of the tips of the feelers.1731 (=feeler-tips=).1733 *** Triangle Math1735 The rigid objects which make up a creature have an underlying1736 =Geometry=, which is a =Mesh= plus a =Material= and other1737 important data involved with displaying the object.1739 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1740 vertices which have coordinates in world space and UV space.1742 Here, =triangles= gets all the world-space triangles which1743 comprise a mesh, while =pixel-triangles= gets those same triangles1744 expressed in pixel coordinates (which are UV coordinates scaled to1745 fit the height and width of the UV image).1747 #+caption: Programs to extract triangles from a geometry and get1748 #+caption: their vertices in both world and UV-coordinates.1749 #+name: get-triangles1750 #+begin_listing clojure1751 #+BEGIN_SRC clojure1752 (defn triangle1753 "Get the triangle specified by triangle-index from the mesh."1754 [#^Geometry geo triangle-index]1755 (triangle-seq1756 (let [scratch (Triangle.)]1757 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1759 (defn triangles1760 "Return a sequence of all the Triangles which comprise a given1761 Geometry."1762 [#^Geometry geo]1763 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1765 (defn triangle-vertex-indices1766 "Get the triangle vertex indices of a given triangle from a given1767 mesh."1768 [#^Mesh mesh triangle-index]1769 (let [indices (int-array 3)]1770 (.getTriangle mesh triangle-index indices)1771 (vec indices)))1773 (defn vertex-UV-coord1774 "Get the UV-coordinates of the vertex named by vertex-index"1775 [#^Mesh mesh vertex-index]1776 (let [UV-buffer1777 (.getData1778 (.getBuffer1779 mesh1780 VertexBuffer$Type/TexCoord))]1781 [(.get UV-buffer (* vertex-index 2))1782 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1784 (defn pixel-triangle [#^Geometry geo image index]1785 (let [mesh (.getMesh geo)1786 width (.getWidth image)1787 height (.getHeight image)]1788 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1789 (map (partial vertex-UV-coord mesh)1790 (triangle-vertex-indices mesh index))))))1792 (defn pixel-triangles1793 "The pixel-space triangles of the Geometry, in the same order as1794 (triangles geo)"1795 [#^Geometry geo image]1796 (let [height (.getHeight image)1797 width (.getWidth image)]1798 (map (partial pixel-triangle geo image)1799 (range (.getTriangleCount (.getMesh geo))))))1800 #+END_SRC1801 #+end_listing1803 *** The Affine Transform from one Triangle to Another1805 =pixel-triangles= gives us the mesh triangles expressed in pixel1806 coordinates and =triangles= gives us the mesh triangles expressed1807 in world coordinates. The tactile-sensor-profile gives the1808 position of each feeler in pixel-space. In order to convert1809 pixel-space coordinates into world-space coordinates we need1810 something that takes coordinates on the surface of one triangle1811 and gives the corresponding coordinates on the surface of another1812 triangle.1814 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1815 into any other by a combination of translation, scaling, and1816 rotation. The affine transformation from one triangle to another1817 is readily computable if the triangle is expressed in terms of a1818 $4x4$ matrix.1820 #+BEGIN_LaTeX1821 $$1822 \begin{bmatrix}1823 x_1 & x_2 & x_3 & n_x \\1824 y_1 & y_2 & y_3 & n_y \\1825 z_1 & z_2 & z_3 & n_z \\1826 1 & 1 & 1 & 11827 \end{bmatrix}1828 $$1829 #+END_LaTeX1831 Here, the first three columns of the matrix are the vertices of1832 the triangle. The last column is the right-handed unit normal of1833 the triangle.1835 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1836 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1837 is $T_{2}T_{1}^{-1}$.1839 The clojure code below recapitulates the formulas above, using1840 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1841 transformation.1843 #+caption: Program to interpret triangles as affine transforms.1844 #+name: triangle-affine1845 #+begin_listing clojure1846 #+BEGIN_SRC clojure1847 (defn triangle->matrix4f1848 "Converts the triangle into a 4x4 matrix: The first three columns1849 contain the vertices of the triangle; the last contains the unit1850 normal of the triangle. The bottom row is filled with 1s."1851 [#^Triangle t]1852 (let [mat (Matrix4f.)1853 [vert-1 vert-2 vert-3]1854 (mapv #(.get t %) (range 3))1855 unit-normal (do (.calculateNormal t)(.getNormal t))1856 vertices [vert-1 vert-2 vert-3 unit-normal]]1857 (dorun1858 (for [row (range 4) col (range 3)]1859 (do1860 (.set mat col row (.get (vertices row) col))1861 (.set mat 3 row 1)))) mat))1863 (defn triangles->affine-transform1864 "Returns the affine transformation that converts each vertex in the1865 first triangle into the corresponding vertex in the second1866 triangle."1867 [#^Triangle tri-1 #^Triangle tri-2]1868 (.mult1869 (triangle->matrix4f tri-2)1870 (.invert (triangle->matrix4f tri-1))))1871 #+END_SRC1872 #+end_listing1874 *** Triangle Boundaries1876 For efficiency's sake I will divide the tactile-profile image into1877 small squares which inscribe each pixel-triangle, then extract the1878 points which lie inside the triangle and map them to 3D-space using1879 =triangle-transform= above. To do this I need a function,1880 =convex-bounds= which finds the smallest box which inscribes a 2D1881 triangle.1883 =inside-triangle?= determines whether a point is inside a triangle1884 in 2D pixel-space.1886 #+caption: Program to efficiently determine point inclusion1887 #+caption: in a triangle.1888 #+name: in-triangle1889 #+begin_listing clojure1890 #+BEGIN_SRC clojure1891 (defn convex-bounds1892 "Returns the smallest square containing the given vertices, as a1893 vector of integers [left top width height]."1894 [verts]1895 (let [xs (map first verts)1896 ys (map second verts)1897 x0 (Math/floor (apply min xs))1898 y0 (Math/floor (apply min ys))1899 x1 (Math/ceil (apply max xs))1900 y1 (Math/ceil (apply max ys))]1901 [x0 y0 (- x1 x0) (- y1 y0)]))1903 (defn same-side?1904 "Given the points p1 and p2 and the reference point ref, is point p1905 on the same side of the line that goes through p1 and p2 as ref is?"1906 [p1 p2 ref p]1907 (<=1908 01909 (.dot1910 (.cross (.subtract p2 p1) (.subtract p p1))1911 (.cross (.subtract p2 p1) (.subtract ref p1)))))1913 (defn inside-triangle?1914 "Is the point inside the triangle?"1915 {:author "Dylan Holmes"}1916 [#^Triangle tri #^Vector3f p]1917 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1918 (and1919 (same-side? vert-1 vert-2 vert-3 p)1920 (same-side? vert-2 vert-3 vert-1 p)1921 (same-side? vert-3 vert-1 vert-2 p))))1922 #+END_SRC1923 #+end_listing1925 *** Feeler Coordinates1927 The triangle-related functions above make short work of1928 calculating the positions and orientations of each feeler in1929 world-space.1931 #+caption: Program to get the coordinates of ``feelers '' in1932 #+caption: both world and UV-coordinates.1933 #+name: feeler-coordinates1934 #+begin_listing clojure1935 #+BEGIN_SRC clojure1936 (defn feeler-pixel-coords1937 "Returns the coordinates of the feelers in pixel space in lists, one1938 list for each triangle, ordered in the same way as (triangles) and1939 (pixel-triangles)."1940 [#^Geometry geo image]1941 (map1942 (fn [pixel-triangle]1943 (filter1944 (fn [coord]1945 (inside-triangle? (->triangle pixel-triangle)1946 (->vector3f coord)))1947 (white-coordinates image (convex-bounds pixel-triangle))))1948 (pixel-triangles geo image)))1950 (defn feeler-world-coords1951 "Returns the coordinates of the feelers in world space in lists, one1952 list for each triangle, ordered in the same way as (triangles) and1953 (pixel-triangles)."1954 [#^Geometry geo image]1955 (let [transforms1956 (map #(triangles->affine-transform1957 (->triangle %1) (->triangle %2))1958 (pixel-triangles geo image)1959 (triangles geo))]1960 (map (fn [transform coords]1961 (map #(.mult transform (->vector3f %)) coords))1962 transforms (feeler-pixel-coords geo image))))1963 #+END_SRC1964 #+end_listing1966 #+caption: Program to get the position of the base and tip of1967 #+caption: each ``feeler''1968 #+name: feeler-tips1969 #+begin_listing clojure1970 #+BEGIN_SRC clojure1971 (defn feeler-origins1972 "The world space coordinates of the root of each feeler."1973 [#^Geometry geo image]1974 (reduce concat (feeler-world-coords geo image)))1976 (defn feeler-tips1977 "The world space coordinates of the tip of each feeler."1978 [#^Geometry geo image]1979 (let [world-coords (feeler-world-coords geo image)1980 normals1981 (map1982 (fn [triangle]1983 (.calculateNormal triangle)1984 (.clone (.getNormal triangle)))1985 (map ->triangle (triangles geo)))]1987 (mapcat (fn [origins normal]1988 (map #(.add % normal) origins))1989 world-coords normals)))1991 (defn touch-topology1992 [#^Geometry geo image]1993 (collapse (reduce concat (feeler-pixel-coords geo image))))1994 #+END_SRC1995 #+end_listing1997 *** Simulated Touch1999 Now that the functions to construct feelers are complete,2000 =touch-kernel= generates functions to be called from within a2001 simulation that perform the necessary physics collisions to2002 collect tactile data, and =touch!= recursively applies it to every2003 node in the creature.2005 #+caption: Efficient program to transform a ray from2006 #+caption: one position to another.2007 #+name: set-ray2008 #+begin_listing clojure2009 #+BEGIN_SRC clojure2010 (defn set-ray [#^Ray ray #^Matrix4f transform2011 #^Vector3f origin #^Vector3f tip]2012 ;; Doing everything locally reduces garbage collection by enough to2013 ;; be worth it.2014 (.mult transform origin (.getOrigin ray))2015 (.mult transform tip (.getDirection ray))2016 (.subtractLocal (.getDirection ray) (.getOrigin ray))2017 (.normalizeLocal (.getDirection ray)))2018 #+END_SRC2019 #+end_listing2021 #+caption: This is the core of touch in =CORTEX= each feeler2022 #+caption: follows the object it is bound to, reporting any2023 #+caption: collisions that may happen.2024 #+name: touch-kernel2025 #+begin_listing clojure2026 #+BEGIN_SRC clojure2027 (defn touch-kernel2028 "Constructs a function which will return tactile sensory data from2029 'geo when called from inside a running simulation"2030 [#^Geometry geo]2031 (if-let2032 [profile (tactile-sensor-profile geo)]2033 (let [ray-reference-origins (feeler-origins geo profile)2034 ray-reference-tips (feeler-tips geo profile)2035 ray-length (tactile-scale geo)2036 current-rays (map (fn [_] (Ray.)) ray-reference-origins)2037 topology (touch-topology geo profile)2038 correction (float (* ray-length -0.2))]2039 ;; slight tolerance for very close collisions.2040 (dorun2041 (map (fn [origin tip]2042 (.addLocal origin (.mult (.subtract tip origin)2043 correction)))2044 ray-reference-origins ray-reference-tips))2045 (dorun (map #(.setLimit % ray-length) current-rays))2046 (fn [node]2047 (let [transform (.getWorldMatrix geo)]2048 (dorun2049 (map (fn [ray ref-origin ref-tip]2050 (set-ray ray transform ref-origin ref-tip))2051 current-rays ray-reference-origins2052 ray-reference-tips))2053 (vector2054 topology2055 (vec2056 (for [ray current-rays]2057 (do2058 (let [results (CollisionResults.)]2059 (.collideWith node ray results)2060 (let [touch-objects2061 (filter #(not (= geo (.getGeometry %)))2062 results)2063 limit (.getLimit ray)]2064 [(if (empty? touch-objects)2065 limit2066 (let [response2067 (apply min (map #(.getDistance %)2068 touch-objects))]2069 (FastMath/clamp2070 (float2071 (if (> response limit) (float 0.0)2072 (+ response correction)))2073 (float 0.0)2074 limit)))2075 limit])))))))))))2076 #+END_SRC2077 #+end_listing2079 Armed with the =touch!= function, =CORTEX= becomes capable of2080 giving creatures a sense of touch. A simple test is to create a2081 cube that is outfitted with a uniform distribution of touch2082 sensors. It can feel the ground and any balls that it touches.2084 #+caption: =CORTEX= interface for creating touch in a simulated2085 #+caption: creature.2086 #+name: touch2087 #+begin_listing clojure2088 #+BEGIN_SRC clojure2089 (defn touch!2090 "Endow the creature with the sense of touch. Returns a sequence of2091 functions, one for each body part with a tactile-sensor-profile,2092 each of which when called returns sensory data for that body part."2093 [#^Node creature]2094 (filter2095 (comp not nil?)2096 (map touch-kernel2097 (filter #(isa? (class %) Geometry)2098 (node-seq creature)))))2099 #+END_SRC2100 #+end_listing2102 The tactile-sensor-profile image for the touch cube is a simple2103 cross with a uniform distribution of touch sensors:2105 #+caption: The touch profile for the touch-cube. Each pure white2106 #+caption: pixel defines a touch sensitive feeler.2107 #+name: touch-cube-uv-map2108 #+ATTR_LaTeX: :width 7cm2109 [[./images/touch-profile.png]]2111 #+caption: The touch cube reacts to cannonballs. The black, red,2112 #+caption: and white cross on the right is a visual display of2113 #+caption: the creature's touch. White means that it is feeling2114 #+caption: something strongly, black is not feeling anything,2115 #+caption: and gray is in-between. The cube can feel both the2116 #+caption: floor and the ball. Notice that when the ball causes2117 #+caption: the cube to tip, that the bottom face can still feel2118 #+caption: part of the ground.2119 #+name: touch-cube-uv-map-22120 #+ATTR_LaTeX: :width 15cm2121 [[./images/touch-cube.png]]2123 ** Proprioception provides knowledge of your own body's position2125 Close your eyes, and touch your nose with your right index finger.2126 How did you do it? You could not see your hand, and neither your2127 hand nor your nose could use the sense of touch to guide the path2128 of your hand. There are no sound cues, and Taste and Smell2129 certainly don't provide any help. You know where your hand is2130 without your other senses because of Proprioception.2132 Humans can sometimes loose this sense through viral infections or2133 damage to the spinal cord or brain, and when they do, they loose2134 the ability to control their own bodies without looking directly at2135 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 a2136 Hat]] (\cite{man-wife-hat}), a woman named Christina looses this2137 sense and has to learn how to move by carefully watching her arms2138 and legs. She describes proprioception as the "eyes of the body,2139 the way the body sees itself".2141 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2142 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2143 positions of each body part by monitoring muscle strain and length.2145 It's clear that this is a vital sense for fluid, graceful movement.2146 It's also particularly easy to implement in jMonkeyEngine.2148 My simulated proprioception calculates the relative angles of each2149 joint from the rest position defined in the blender file. This2150 simulates the muscle-spindles and joint capsules. I will deal with2151 Golgi tendon organs, which calculate muscle strain, in the next2152 chapter.2154 *** Helper functions2156 =absolute-angle= calculates the angle between two vectors,2157 relative to a third axis vector. This angle is the number of2158 radians you have to move counterclockwise around the axis vector2159 to get from the first to the second vector. It is not commutative2160 like a normal dot-product angle is.2162 The purpose of these functions is to build a system of angle2163 measurement that is biologically plausible.2165 #+caption: Program to measure angles along a vector2166 #+name: helpers2167 #+begin_listing clojure2168 #+BEGIN_SRC clojure2169 (defn right-handed?2170 "true iff the three vectors form a right handed coordinate2171 system. The three vectors do not have to be normalized or2172 orthogonal."2173 [vec1 vec2 vec3]2174 (pos? (.dot (.cross vec1 vec2) vec3)))2176 (defn absolute-angle2177 "The angle between 'vec1 and 'vec2 around 'axis. In the range2178 [0 (* 2 Math/PI)]."2179 [vec1 vec2 axis]2180 (let [angle (.angleBetween vec1 vec2)]2181 (if (right-handed? vec1 vec2 axis)2182 angle (- (* 2 Math/PI) angle))))2183 #+END_SRC2184 #+end_listing2186 *** Proprioception Kernel2188 Given a joint, =proprioception-kernel= produces a function that2189 calculates the Euler angles between the objects the joint2190 connects. The only tricky part here is making the angles relative2191 to the joint's initial ``straightness''.2193 #+caption: Program to return biologically reasonable proprioceptive2194 #+caption: data for each joint.2195 #+name: proprioception2196 #+begin_listing clojure2197 #+BEGIN_SRC clojure2198 (defn proprioception-kernel2199 "Returns a function which returns proprioceptive sensory data when2200 called inside a running simulation."2201 [#^Node parts #^Node joint]2202 (let [[obj-a obj-b] (joint-targets parts joint)2203 joint-rot (.getWorldRotation joint)2204 x0 (.mult joint-rot Vector3f/UNIT_X)2205 y0 (.mult joint-rot Vector3f/UNIT_Y)2206 z0 (.mult joint-rot Vector3f/UNIT_Z)]2207 (fn []2208 (let [rot-a (.clone (.getWorldRotation obj-a))2209 rot-b (.clone (.getWorldRotation obj-b))2210 x (.mult rot-a x0)2211 y (.mult rot-a y0)2212 z (.mult rot-a z0)2214 X (.mult rot-b x0)2215 Y (.mult rot-b y0)2216 Z (.mult rot-b z0)2217 heading (Math/atan2 (.dot X z) (.dot X x))2218 pitch (Math/atan2 (.dot X y) (.dot X x))2220 ;; rotate x-vector back to origin2221 reverse2222 (doto (Quaternion.)2223 (.fromAngleAxis2224 (.angleBetween X x)2225 (let [cross (.normalize (.cross X x))]2226 (if (= 0 (.length cross)) y cross))))2227 roll (absolute-angle (.mult reverse Y) y x)]2228 [heading pitch roll]))))2230 (defn proprioception!2231 "Endow the creature with the sense of proprioception. Returns a2232 sequence of functions, one for each child of the \"joints\" node in2233 the creature, which each report proprioceptive information about2234 that joint."2235 [#^Node creature]2236 ;; extract the body's joints2237 (let [senses (map (partial proprioception-kernel creature)2238 (joints creature))]2239 (fn []2240 (map #(%) senses))))2241 #+END_SRC2242 #+end_listing2244 =proprioception!= maps =proprioception-kernel= across all the2245 joints of the creature. It uses the same list of joints that2246 =joints= uses. Proprioception is the easiest sense to implement in2247 =CORTEX=, and it will play a crucial role when efficiently2248 implementing empathy.2250 #+caption: In the upper right corner, the three proprioceptive2251 #+caption: angle measurements are displayed. Red is yaw, Green is2252 #+caption: pitch, and White is roll.2253 #+name: proprio2254 #+ATTR_LaTeX: :width 11cm2255 [[./images/proprio.png]]2257 ** Muscles contain both sensors and effectors2259 Surprisingly enough, terrestrial creatures only move by using2260 torque applied about their joints. There's not a single straight2261 line of force in the human body at all! (A straight line of force2262 would correspond to some sort of jet or rocket propulsion.)2264 In humans, muscles are composed of muscle fibers which can contract2265 to exert force. The muscle fibers which compose a muscle are2266 partitioned into discrete groups which are each controlled by a2267 single alpha motor neuron. A single alpha motor neuron might2268 control as little as three or as many as one thousand muscle2269 fibers. When the alpha motor neuron is engaged by the spinal cord,2270 it activates all of the muscle fibers to which it is attached. The2271 spinal cord generally engages the alpha motor neurons which control2272 few muscle fibers before the motor neurons which control many2273 muscle fibers. This recruitment strategy allows for precise2274 movements at low strength. The collection of all motor neurons that2275 control a muscle is called the motor pool. The brain essentially2276 says "activate 30% of the motor pool" and the spinal cord recruits2277 motor neurons until 30% are activated. Since the distribution of2278 power among motor neurons is unequal and recruitment goes from2279 weakest to strongest, the first 30% of the motor pool might be 5%2280 of the strength of the muscle.2282 My simulated muscles follow a similar design: Each muscle is2283 defined by a 1-D array of numbers (the "motor pool"). Each entry in2284 the array represents a motor neuron which controls a number of2285 muscle fibers equal to the value of the entry. Each muscle has a2286 scalar strength factor which determines the total force the muscle2287 can exert when all motor neurons are activated. The effector2288 function for a muscle takes a number to index into the motor pool,2289 and then "activates" all the motor neurons whose index is lower or2290 equal to the number. Each motor-neuron will apply force in2291 proportion to its value in the array. Lower values cause less2292 force. The lower values can be put at the "beginning" of the 1-D2293 array to simulate the layout of actual human muscles, which are2294 capable of more precise movements when exerting less force. Or, the2295 motor pool can simulate more exotic recruitment strategies which do2296 not correspond to human muscles.2298 This 1D array is defined in an image file for ease of2299 creation/visualization. Here is an example muscle profile image.2301 #+caption: A muscle profile image that describes the strengths2302 #+caption: of each motor neuron in a muscle. White is weakest2303 #+caption: and dark red is strongest. This particular pattern2304 #+caption: has weaker motor neurons at the beginning, just2305 #+caption: like human muscle.2306 #+name: muscle-recruit2307 #+ATTR_LaTeX: :width 7cm2308 [[./images/basic-muscle.png]]2310 *** Muscle meta-data2312 #+caption: Program to deal with loading muscle data from a blender2313 #+caption: file's metadata.2314 #+name: motor-pool2315 #+begin_listing clojure2316 #+BEGIN_SRC clojure2317 (defn muscle-profile-image2318 "Get the muscle-profile image from the node's blender meta-data."2319 [#^Node muscle]2320 (if-let [image (meta-data muscle "muscle")]2321 (load-image image)))2323 (defn muscle-strength2324 "Return the strength of this muscle, or 1 if it is not defined."2325 [#^Node muscle]2326 (if-let [strength (meta-data muscle "strength")]2327 strength 1))2329 (defn motor-pool2330 "Return a vector where each entry is the strength of the \"motor2331 neuron\" at that part in the muscle."2332 [#^Node muscle]2333 (let [profile (muscle-profile-image muscle)]2334 (vec2335 (let [width (.getWidth profile)]2336 (for [x (range width)]2337 (- 2552338 (bit-and2339 0x0000FF2340 (.getRGB profile x 0))))))))2341 #+END_SRC2342 #+end_listing2344 Of note here is =motor-pool= which interprets the muscle-profile2345 image in a way that allows me to use gradients between white and2346 red, instead of shades of gray as I've been using for all the2347 other senses. This is purely an aesthetic touch.2349 *** Creating muscles2351 #+caption: This is the core movement function in =CORTEX=, which2352 #+caption: implements muscles that report on their activation.2353 #+name: muscle-kernel2354 #+begin_listing clojure2355 #+BEGIN_SRC clojure2356 (defn movement-kernel2357 "Returns a function which when called with a integer value inside a2358 running simulation will cause movement in the creature according2359 to the muscle's position and strength profile. Each function2360 returns the amount of force applied / max force."2361 [#^Node creature #^Node muscle]2362 (let [target (closest-node creature muscle)2363 axis2364 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)2365 strength (muscle-strength muscle)2367 pool (motor-pool muscle)2368 pool-integral (reductions + pool)2369 forces2370 (vec (map #(float (* strength (/ % (last pool-integral))))2371 pool-integral))2372 control (.getControl target RigidBodyControl)]2373 (fn [n]2374 (let [pool-index (max 0 (min n (dec (count pool))))2375 force (forces pool-index)]2376 (.applyTorque control (.mult axis force))2377 (float (/ force strength))))))2379 (defn movement!2380 "Endow the creature with the power of movement. Returns a sequence2381 of functions, each of which accept an integer value and will2382 activate their corresponding muscle."2383 [#^Node creature]2384 (for [muscle (muscles creature)]2385 (movement-kernel creature muscle)))2386 #+END_SRC2387 #+end_listing2390 =movement-kernel= creates a function that controls the movement2391 of the nearest physical node to the muscle node. The muscle exerts2392 a rotational force dependent on it's orientation to the object in2393 the blender file. The function returned by =movement-kernel= is2394 also a sense function: it returns the percent of the total muscle2395 strength that is currently being employed. This is analogous to2396 muscle tension in humans and completes the sense of proprioception2397 begun in the last chapter.2399 ** =CORTEX= brings complex creatures to life!2401 The ultimate test of =CORTEX= is to create a creature with the full2402 gamut of senses and put it though its paces.2404 With all senses enabled, my right hand model looks like an2405 intricate marionette hand with several strings for each finger:2407 #+caption: View of the hand model with all sense nodes. You can see2408 #+caption: the joint, muscle, ear, and eye nodes here.2409 #+name: hand-nodes-12410 #+ATTR_LaTeX: :width 11cm2411 [[./images/hand-with-all-senses2.png]]2413 #+caption: An alternate view of the hand.2414 #+name: hand-nodes-22415 #+ATTR_LaTeX: :width 15cm2416 [[./images/hand-with-all-senses3.png]]2418 With the hand fully rigged with senses, I can run it though a test2419 that will test everything.2421 #+caption: Selected frames from a full test of the hand with all2422 #+caption: senses. Note especially the interactions the hand has2423 #+caption: with itself: it feels its own palm and fingers, and when2424 #+caption: it curls its fingers, it sees them with its eye (which2425 #+caption: is located in the center of the palm. The red block2426 #+caption: appears with a pure tone sound. The hand then uses its2427 #+caption: muscles to launch the cube!2428 #+name: integration2429 #+ATTR_LaTeX: :width 15cm2430 [[./images/integration.png]]2432 ** =CORTEX= enables many possibilities for further research2434 Often times, the hardest part of building a system involving2435 creatures is dealing with physics and graphics. =CORTEX= removes2436 much of this initial difficulty and leaves researchers free to2437 directly pursue their ideas. I hope that even undergrads with a2438 passing curiosity about simulated touch or creature evolution will2439 be able to use cortex for experimentation. =CORTEX= is a completely2440 simulated world, and far from being a disadvantage, its simulated2441 nature enables you to create senses and creatures that would be2442 impossible to make in the real world.2444 While not by any means a complete list, here are some paths2445 =CORTEX= is well suited to help you explore:2447 - Empathy :: my empathy program leaves many areas for2448 improvement, among which are using vision to infer2449 proprioception and looking up sensory experience with imagined2450 vision, touch, and sound.2451 - Evolution :: Karl Sims created a rich environment for simulating2452 the evolution of creatures on a Connection Machine2453 (\cite{sims-evolving-creatures}). Today, this can be redone2454 and expanded with =CORTEX= on an ordinary computer.2455 - Exotic senses :: Cortex enables many fascinating senses that are2456 not possible to build in the real world. For example,2457 telekinesis is an interesting avenue to explore. You can also2458 make a ``semantic'' sense which looks up metadata tags on2459 objects in the environment the metadata tags might contain2460 other sensory information.2461 - Imagination via subworlds :: this would involve a creature with2462 an effector which creates an entire new sub-simulation where2463 the creature has direct control over placement/creation of2464 objects via simulated telekinesis. The creature observes this2465 sub-world through its normal senses and uses its observations2466 to make predictions about its top level world.2467 - Simulated prescience :: step the simulation forward a few ticks,2468 gather sensory data, then supply this data for the creature as2469 one of its actual senses. The cost of prescience is slowing2470 the simulation down by a factor proportional to however far2471 you want the entities to see into the future. What happens2472 when two evolved creatures that can each see into the future2473 fight each other?2474 - Swarm creatures :: Program a group of creatures that cooperate2475 with each other. Because the creatures would be simulated, you2476 could investigate computationally complex rules of behavior2477 which still, from the group's point of view, would happen in2478 real time. Interactions could be as simple as cellular2479 organisms communicating via flashing lights, or as complex as2480 humanoids completing social tasks, etc.2481 - =HACKER= for writing muscle-control programs :: Presented with a2482 low-level muscle control / sense API, generate higher level2483 programs for accomplishing various stated goals. Example goals2484 might be "extend all your fingers" or "move your hand into the2485 area with blue light" or "decrease the angle of this joint".2486 It would be like Sussman's HACKER, except it would operate2487 with much more data in a more realistic world. Start off with2488 "calisthenics" to develop subroutines over the motor control2489 API. The low level programming code might be a turning machine2490 that could develop programs to iterate over a "tape" where2491 each entry in the tape could control recruitment of the fibers2492 in a muscle.2493 - Sense fusion :: There is much work to be done on sense2494 integration -- building up a coherent picture of the world and2495 the things in it. With =CORTEX= as a base, you can explore2496 concepts like self-organizing maps or cross modal clustering2497 in ways that have never before been tried.2498 - Inverse kinematics :: experiments in sense guided motor control2499 are easy given =CORTEX='s support -- you can get right to the2500 hard control problems without worrying about physics or2501 senses.2503 \newpage2505 * =EMPATH=: action recognition in a simulated worm2507 Here I develop a computational model of empathy, using =CORTEX= as a2508 base. Empathy in this context is the ability to observe another2509 creature and infer what sorts of sensations that creature is2510 feeling. My empathy algorithm involves multiple phases. First is2511 free-play, where the creature moves around and gains sensory2512 experience. From this experience I construct a representation of the2513 creature's sensory state space, which I call \Phi-space. Using2514 \Phi-space, I construct an efficient function which takes the2515 limited data that comes from observing another creature and enriches2516 it with a full compliment of imagined sensory data. I can then use2517 the imagined sensory data to recognize what the observed creature is2518 doing and feeling, using straightforward embodied action predicates.2519 This is all demonstrated with using a simple worm-like creature, and2520 recognizing worm-actions based on limited data.2522 #+caption: Here is the worm with which we will be working. It is2523 #+caption: composed of 5 segments. Each segment has a pair of2524 #+caption: extensor and flexor muscles. Each of the worm's four2525 #+caption: joints is a hinge joint which allows about 30 degrees of2526 #+caption: rotation to either side. Each segment of the worm is2527 #+caption: touch-capable and has a uniform distribution of touch2528 #+caption: sensors on each of its faces. Each joint has a2529 #+caption: proprioceptive sense to detect relative positions. The2530 #+caption: worm segments are all the same except for the first one,2531 #+caption: which has a much higher weight than the others to allow2532 #+caption: for easy manual motor control.2533 #+name: basic-worm-view2534 #+ATTR_LaTeX: :width 10cm2535 [[./images/basic-worm-view.png]]2537 #+caption: Program for reading a worm from a blender file and2538 #+caption: outfitting it with the senses of proprioception,2539 #+caption: touch, and the ability to move, as specified in the2540 #+caption: blender file.2541 #+name: get-worm2542 #+begin_listing clojure2543 #+begin_src clojure2544 (defn worm []2545 (let [model (load-blender-model "Models/worm/worm.blend")]2546 {:body (doto model (body!))2547 :touch (touch! model)2548 :proprioception (proprioception! model)2549 :muscles (movement! model)}))2550 #+end_src2551 #+end_listing2553 ** Embodiment factors action recognition into manageable parts2555 Using empathy, I divide the problem of action recognition into a2556 recognition process expressed in the language of a full compliment2557 of senses, and an imaginative process that generates full sensory2558 data from partial sensory data. Splitting the action recognition2559 problem in this manner greatly reduces the total amount of work to2560 recognize actions: The imaginative process is mostly just matching2561 previous experience, and the recognition process gets to use all2562 the senses to directly describe any action.2564 ** Action recognition is easy with a full gamut of senses2566 Embodied representation using multiple senses such as touch,2567 proprioception, and muscle tension turns out be exceedingly2568 efficient at describing body-centered actions. It is the right2569 language for the job. For example, it takes only around 5 lines of2570 clojure code to describe the action of curling using embodied2571 primitives. It takes about 10 lines to describe the seemingly2572 complicated action of wiggling.2574 The following action predicates each take a stream of sensory2575 experience, observe however much of it they desire, and decide2576 whether the worm is doing the action they describe. =curled?=2577 relies on proprioception, =resting?= relies on touch, =wiggling?=2578 relies on a Fourier analysis of muscle contraction, and2579 =grand-circle?= relies on touch and reuses =curled?= in its2580 definition, showing how embodied predicates can be composed.2583 #+caption: Program for detecting whether the worm is curled. This is the2584 #+caption: simplest action predicate, because it only uses the last frame2585 #+caption: of sensory experience, and only uses proprioceptive data. Even2586 #+caption: this simple predicate, however, is automatically frame2587 #+caption: independent and ignores vermopomorphic\protect\footnotemark2588 #+caption: \space differences such as worm textures and colors.2589 #+name: curled2590 #+begin_listing clojure2591 #+begin_src clojure2592 (defn curled?2593 "Is the worm curled up?"2594 [experiences]2595 (every?2596 (fn [[_ _ bend]]2597 (> (Math/sin bend) 0.64))2598 (:proprioception (peek experiences))))2599 #+end_src2600 #+end_listing2602 #+BEGIN_LaTeX2603 \footnotetext{Like \emph{anthropomorphic} except for worms instead of humans.}2604 #+END_LaTeX2606 #+caption: Program for summarizing the touch information in a patch2607 #+caption: of skin.2608 #+name: touch-summary2609 #+begin_listing clojure2610 #+begin_src clojure2611 (defn contact2612 "Determine how much contact a particular worm segment has with2613 other objects. Returns a value between 0 and 1, where 1 is full2614 contact and 0 is no contact."2615 [touch-region [coords contact :as touch]]2616 (-> (zipmap coords contact)2617 (select-keys touch-region)2618 (vals)2619 (#(map first %))2620 (average)2621 (* 10)2622 (- 1)2623 (Math/abs)))2624 #+end_src2625 #+end_listing2628 #+caption: Program for detecting whether the worm is at rest. This program2629 #+caption: uses a summary of the tactile information from the underbelly2630 #+caption: of the worm, and is only true if every segment is touching the2631 #+caption: floor. Note that this function contains no references to2632 #+caption: proprioception at all.2633 #+name: resting2634 #+begin_listing clojure2635 #+begin_src clojure2636 (def worm-segment-bottom (rect-region [8 15] [14 22]))2638 (defn resting?2639 "Is the worm resting on the ground?"2640 [experiences]2641 (every?2642 (fn [touch-data]2643 (< 0.9 (contact worm-segment-bottom touch-data)))2644 (:touch (peek experiences))))2645 #+end_src2646 #+end_listing2648 #+caption: Program for detecting whether the worm is curled up into a2649 #+caption: full circle. Here the embodied approach begins to shine, as2650 #+caption: I am able to both use a previous action predicate (=curled?=)2651 #+caption: as well as the direct tactile experience of the head and tail.2652 #+name: grand-circle2653 #+begin_listing clojure2654 #+begin_src clojure2655 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2657 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2659 (defn grand-circle?2660 "Does the worm form a majestic circle (one end touching the other)?"2661 [experiences]2662 (and (curled? experiences)2663 (let [worm-touch (:touch (peek experiences))2664 tail-touch (worm-touch 0)2665 head-touch (worm-touch 4)]2666 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2667 (< 0.55 (contact worm-segment-top-tip head-touch))))))2668 #+end_src2669 #+end_listing2672 #+caption: Program for detecting whether the worm has been wiggling for2673 #+caption: the last few frames. It uses a Fourier analysis of the muscle2674 #+caption: contractions of the worm's tail to determine wiggling. This is2675 #+caption: significant because there is no particular frame that clearly2676 #+caption: indicates that the worm is wiggling --- only when multiple frames2677 #+caption: are analyzed together is the wiggling revealed. Defining2678 #+caption: wiggling this way also gives the worm an opportunity to learn2679 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2680 #+caption: wiggle but can't. Frustrated wiggling is very visually different2681 #+caption: from actual wiggling, but this definition gives it to us for free.2682 #+name: wiggling2683 #+begin_listing clojure2684 #+begin_src clojure2685 (defn fft [nums]2686 (map2687 #(.getReal %)2688 (.transform2689 (FastFourierTransformer. DftNormalization/STANDARD)2690 (double-array nums) TransformType/FORWARD)))2692 (def indexed (partial map-indexed vector))2694 (defn max-indexed [s]2695 (first (sort-by (comp - second) (indexed s))))2697 (defn wiggling?2698 "Is the worm wiggling?"2699 [experiences]2700 (let [analysis-interval 0x40]2701 (when (> (count experiences) analysis-interval)2702 (let [a-flex 32703 a-ex 22704 muscle-activity2705 (map :muscle (vector:last-n experiences analysis-interval))2706 base-activity2707 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2708 (= 22709 (first2710 (max-indexed2711 (map #(Math/abs %)2712 (take 20 (fft base-activity))))))))))2713 #+end_src2714 #+end_listing2716 With these action predicates, I can now recognize the actions of2717 the worm while it is moving under my control and I have access to2718 all the worm's senses.2720 #+caption: Use the action predicates defined earlier to report on2721 #+caption: what the worm is doing while in simulation.2722 #+name: report-worm-activity2723 #+begin_listing clojure2724 #+begin_src clojure2725 (defn debug-experience2726 [experiences text]2727 (cond2728 (grand-circle? experiences) (.setText text "Grand Circle")2729 (curled? experiences) (.setText text "Curled")2730 (wiggling? experiences) (.setText text "Wiggling")2731 (resting? experiences) (.setText text "Resting")))2732 #+end_src2733 #+end_listing2735 #+caption: Using =debug-experience=, the body-centered predicates2736 #+caption: work together to classify the behavior of the worm.2737 #+caption: the predicates are operating with access to the worm's2738 #+caption: full sensory data.2739 #+name: basic-worm-view2740 #+ATTR_LaTeX: :width 10cm2741 [[./images/worm-identify-init.png]]2743 These action predicates satisfy the recognition requirement of an2744 empathic recognition system. There is power in the simplicity of2745 the action predicates. They describe their actions without getting2746 confused in visual details of the worm. Each one is independent of2747 position and rotation, but more than that, they are each2748 independent of irrelevant visual details of the worm and the2749 environment. They will work regardless of whether the worm is a2750 different color or heavily textured, or if the environment has2751 strange lighting.2753 Consider how the human act of jumping might be described with2754 body-centered action predicates: You might specify that jumping is2755 mainly the feeling of your knees bending, your thigh muscles2756 contracting, and your inner ear experiencing a certain sort of back2757 and forth acceleration. This representation is a very concrete2758 description of jumping, couched in terms of muscles and senses, but2759 it also has the ability to describe almost all kinds of jumping, a2760 generality that you might think could only be achieved by a very2761 abstract description. The body centered jumping predicate does not2762 have terms that consider the color of a person's skin or whether2763 they are male or female, instead it gets right to the meat of what2764 jumping actually /is/.2766 Of course, the action predicates are not directly applicable to2767 video data, which lacks the advanced sensory information which they2768 require!2770 The trick now is to make the action predicates work even when the2771 sensory data on which they depend is absent!2773 ** \Phi-space describes the worm's experiences2775 As a first step towards building empathy, I need to gather all of2776 the worm's experiences during free play. I use a simple vector to2777 store all the experiences.2779 Each element of the experience vector exists in the vast space of2780 all possible worm-experiences. Most of this vast space is actually2781 unreachable due to physical constraints of the worm's body. For2782 example, the worm's segments are connected by hinge joints that put2783 a practical limit on the worm's range of motions without limiting2784 its degrees of freedom. Some groupings of senses are impossible;2785 the worm can not be bent into a circle so that its ends are2786 touching and at the same time not also experience the sensation of2787 touching itself.2789 As the worm moves around during free play and its experience vector2790 grows larger, the vector begins to define a subspace which is all2791 the sensations the worm can practically experience during normal2792 operation. I call this subspace \Phi-space, short for2793 physical-space. The experience vector defines a path through2794 \Phi-space. This path has interesting properties that all derive2795 from physical embodiment. The proprioceptive components of the path2796 vary smoothly, because in order for the worm to move from one2797 position to another, it must pass through the intermediate2798 positions. The path invariably forms loops as common actions are2799 repeated. Finally and most importantly, proprioception alone2800 actually gives very strong inference about the other senses. For2801 example, when the worm is proprioceptively flat over several2802 frames, you can infer that it is touching the ground and that its2803 muscles are not active, because if the muscles were active, the2804 worm would be moving and would not remain perfectly flat. In order2805 to stay flat, the worm has to be touching the ground, or it would2806 again be moving out of the flat position due to gravity. If the2807 worm is positioned in such a way that it interacts with itself,2808 then it is very likely to be feeling the same tactile feelings as2809 the last time it was in that position, because it has the same body2810 as then. As you observe multiple frames of proprioceptive data, you2811 can become increasingly confident about the exact activations of2812 the worm's muscles, because it generally takes a unique combination2813 of muscle contractions to transform the worm's body along a2814 specific path through \Phi-space.2816 The worm's total life experience is a long looping path through2817 \Phi-space. I will now introduce simple way of taking that2818 experience path and building a function that can infer complete2819 sensory experience given only a stream of proprioceptive data. This2820 /empathy/ function will provide a bridge to use the body centered2821 action predicates on video-like streams of information.2823 ** Empathy is the process of building paths in \Phi-space2825 Here is the core of a basic empathy algorithm, starting with an2826 experience vector:2828 An /experience-index/ is an index into the grand experience vector2829 that defines the worm's life. It is a time-stamp for each set of2830 sensations the worm has experienced.2832 First, group the experience-indices into bins according to the2833 similarity of their proprioceptive data. I organize my bins into a2834 3 level hierarchy. The smallest bins have an approximate size of2835 0.001 radians in all proprioceptive dimensions. Each higher level2836 is 10x bigger than the level below it.2838 The bins serve as a hashing function for proprioceptive data. Given2839 a single piece of proprioceptive experience, the bins allow us to2840 rapidly find all other similar experience-indices of past2841 experience that had a very similar proprioceptive configuration.2842 When looking up a proprioceptive experience, if the smallest bin2843 does not match any previous experience, then successively larger2844 bins are used until a match is found or we reach the largest bin.2846 Given a sequence of proprioceptive input, I use the bins to2847 generate a set of similar experiences for each input using the2848 tiered proprioceptive bins.2850 Finally, to infer sensory data, I select the longest consecutive2851 chain of experiences that threads through the sets of similar2852 experiences, starting with the current moment as a root and going2853 backwards. Consecutive experience means that the experiences appear2854 next to each other in the experience vector.2856 A stream of proprioceptive input might be:2858 #+BEGIN_EXAMPLE2859 [ flat, flat, flat, flat, flat, flat, lift-head ]2860 #+END_EXAMPLE2862 The worm's previous experience of lying on the ground and lifting2863 its head generates possible interpretations for each frame (the2864 numbers are experience-indices):2866 #+BEGIN_EXAMPLE2867 [ flat, flat, flat, flat, flat, flat, flat, lift-head ]2868 1 1 1 1 1 1 1 42869 2 2 2 2 2 2 22870 3 3 3 3 3 3 32871 6 6 6 6 6 6 62872 7 7 7 7 7 7 72873 8 8 8 8 8 8 82874 9 9 9 9 9 9 92875 #+END_EXAMPLE2877 These interpretations suggest a new path through phi space:2879 #+BEGIN_EXAMPLE2880 [ flat, flat, flat, flat, flat, flat, flat, lift-head ]2881 6 7 8 9 1 2 3 42882 #+END_EXAMPLE2884 The new path through \Phi-space is synthesized from two actual2885 paths that the creature has experienced: the "1-2-3-4" chain and2886 the "6-7-8-9" chain. The "1-2-3-4" chain is necessary because it2887 ends with the worm lifting its head. It originated from a short2888 training session where the worm rested on the floor for a brief2889 while and then raised its head. The "6-7-8-9" chain is part of a2890 longer chain of inactivity where the worm simply rested on the2891 floor without moving. It is preferred over a "1-2-3" chain (which2892 also describes inactivity) because it is longer. The main ideas2893 again:2895 - Imagined \Phi-space paths are synthesized by looping and mixing2896 previous experiences.2898 - Longer experience paths (less edits) are preferred.2900 - The present is more important than the past --- more recent2901 events take precedence in interpretation.2903 This algorithm has three advantages:2905 1. It's simple2907 3. It's very fast -- retrieving possible interpretations takes2908 constant time. Tracing through chains of interpretations takes2909 time proportional to the average number of experiences in a2910 proprioceptive bin. Redundant experiences in \Phi-space can be2911 merged to save computation.2913 2. It protects from wrong interpretations of transient ambiguous2914 proprioceptive data. For example, if the worm is flat for just2915 an instant, this flatness will not be interpreted as implying2916 that the worm has its muscles relaxed, since the flatness is2917 part of a longer chain which includes a distinct pattern of2918 muscle activation. Markov chains or other memoryless statistical2919 models that operate on individual frames may very well make this2920 mistake.2922 #+caption: Program to convert an experience vector into a2923 #+caption: proprioceptively binned lookup function.2924 #+name: bin2925 #+begin_listing clojure2926 #+begin_src clojure2927 (defn bin [digits]2928 (fn [angles]2929 (->> angles2930 (flatten)2931 (map (juxt #(Math/sin %) #(Math/cos %)))2932 (flatten)2933 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2935 (defn gen-phi-scan2936 "Nearest-neighbors with binning. Only returns a result if2937 the proprioceptive data is within 10% of a previously recorded2938 result in all dimensions."2939 [phi-space]2940 (let [bin-keys (map bin [3 2 1])2941 bin-maps2942 (map (fn [bin-key]2943 (group-by2944 (comp bin-key :proprioception phi-space)2945 (range (count phi-space)))) bin-keys)2946 lookups (map (fn [bin-key bin-map]2947 (fn [proprio] (bin-map (bin-key proprio))))2948 bin-keys bin-maps)]2949 (fn lookup [proprio-data]2950 (set (some #(% proprio-data) lookups)))))2951 #+end_src2952 #+end_listing2954 #+caption: =longest-thread= finds the longest path of consecutive2955 #+caption: past experiences to explain proprioceptive worm data from2956 #+caption: previous data. Here, the film strip represents the2957 #+caption: creature's previous experience. Sort sequences of2958 #+caption: memories are spliced together to match the2959 #+caption: proprioceptive data. Their carry the other senses2960 #+caption: along with them.2961 #+name: phi-space-history-scan2962 #+ATTR_LaTeX: :width 10cm2963 [[./images/film-of-imagination.png]]2965 =longest-thread= infers sensory data by stitching together pieces2966 from previous experience. It prefers longer chains of previous2967 experience to shorter ones. For example, during training the worm2968 might rest on the ground for one second before it performs its2969 exercises. If during recognition the worm rests on the ground for2970 five seconds, =longest-thread= will accommodate this five second2971 rest period by looping the one second rest chain five times.2973 =longest-thread= takes time proportional to the average number of2974 entries in a proprioceptive bin, because for each element in the2975 starting bin it performs a series of set lookups in the preceding2976 bins. If the total history is limited, then this takes time2977 proportional to a only a constant multiple of the number of entries2978 in the starting bin. This analysis also applies, even if the action2979 requires multiple longest chains -- it's still the average number2980 of entries in a proprioceptive bin times the desired chain length.2981 Because =longest-thread= is so efficient and simple, I can2982 interpret worm-actions in real time.2984 #+caption: Program to calculate empathy by tracing though \Phi-space2985 #+caption: and finding the longest (ie. most coherent) interpretation2986 #+caption: of the data.2987 #+name: longest-thread2988 #+begin_listing clojure2989 #+begin_src clojure2990 (defn longest-thread2991 "Find the longest thread from phi-index-sets. The index sets should2992 be ordered from most recent to least recent."2993 [phi-index-sets]2994 (loop [result '()2995 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2996 (if (empty? phi-index-sets)2997 (vec result)2998 (let [threads2999 (for [thread-base thread-bases]3000 (loop [thread (list thread-base)3001 remaining remaining]3002 (let [next-index (dec (first thread))]3003 (cond (empty? remaining) thread3004 (contains? (first remaining) next-index)3005 (recur3006 (cons next-index thread) (rest remaining))3007 :else thread))))3008 longest-thread3009 (reduce (fn [thread-a thread-b]3010 (if (> (count thread-a) (count thread-b))3011 thread-a thread-b))3012 '(nil)3013 threads)]3014 (recur (concat longest-thread result)3015 (drop (count longest-thread) phi-index-sets))))))3016 #+end_src3017 #+end_listing3019 There is one final piece, which is to replace missing sensory data3020 with a best-guess estimate. While I could fill in missing data by3021 using a gradient over the closest known sensory data points,3022 averages can be misleading. It is certainly possible to create an3023 impossible sensory state by averaging two possible sensory states.3024 For example, consider moving your hand in an arc over your head. If3025 for some reason you only have the initial and final positions of3026 this movement in your \Phi-space, averaging them together will3027 produce the proprioceptive sensation of having your hand /inside/3028 your head, which is physically impossible to ever experience3029 (barring motor adaption illusions). Therefore I simply replicate3030 the most recent sensory experience to fill in the gaps.3032 #+caption: Fill in blanks in sensory experience by replicating the most3033 #+caption: recent experience.3034 #+name: infer-nils3035 #+begin_listing clojure3036 #+begin_src clojure3037 (defn infer-nils3038 "Replace nils with the next available non-nil element in the3039 sequence, or barring that, 0."3040 [s]3041 (loop [i (dec (count s))3042 v (transient s)]3043 (if (zero? i) (persistent! v)3044 (if-let [cur (v i)]3045 (if (get v (dec i) 0)3046 (recur (dec i) v)3047 (recur (dec i) (assoc! v (dec i) cur)))3048 (recur i (assoc! v i 0))))))3049 #+end_src3050 #+end_listing3052 ** =EMPATH= recognizes actions efficiently3054 To use =EMPATH= with the worm, I first need to gather a set of3055 experiences from the worm that includes the actions I want to3056 recognize. The =generate-phi-space= program (listing3057 \ref{generate-phi-space} runs the worm through a series of3058 exercises and gathers those experiences into a vector. The3059 =do-all-the-things= program is a routine expressed in a simple3060 muscle contraction script language for automated worm control. It3061 causes the worm to rest, curl, and wiggle over about 700 frames3062 (approx. 11 seconds).3064 #+caption: Program to gather the worm's experiences into a vector for3065 #+caption: further processing. The =motor-control-program= line uses3066 #+caption: a motor control script that causes the worm to execute a series3067 #+caption: of ``exercises'' that include all the action predicates.3068 #+name: generate-phi-space3069 #+begin_listing clojure3070 #+begin_src clojure3071 (def do-all-the-things3072 (concat3073 curl-script3074 [[300 :d-ex 40]3075 [320 :d-ex 0]]3076 (shift-script 280 (take 16 wiggle-script))))3078 (defn generate-phi-space []3079 (let [experiences (atom [])]3080 (run-world3081 (apply-map3082 worm-world3083 (merge3084 (worm-world-defaults)3085 {:end-frame 7003086 :motor-control3087 (motor-control-program worm-muscle-labels do-all-the-things)3088 :experiences experiences})))3089 @experiences))3090 #+end_src3091 #+end_listing3093 #+caption: Use =longest-thread= and a \Phi-space generated from a short3094 #+caption: exercise routine to interpret actions during free play.3095 #+name: empathy-debug3096 #+begin_listing clojure3097 #+begin_src clojure3098 (defn init []3099 (def phi-space (generate-phi-space))3100 (def phi-scan (gen-phi-scan phi-space)))3102 (defn empathy-demonstration []3103 (let [proprio (atom ())]3104 (fn3105 [experiences text]3106 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3107 (swap! proprio (partial cons phi-indices))3108 (let [exp-thread (longest-thread (take 300 @proprio))3109 empathy (mapv phi-space (infer-nils exp-thread))]3110 (println-repl (vector:last-n exp-thread 22))3111 (cond3112 (grand-circle? empathy) (.setText text "Grand Circle")3113 (curled? empathy) (.setText text "Curled")3114 (wiggling? empathy) (.setText text "Wiggling")3115 (resting? empathy) (.setText text "Resting")3116 :else (.setText text "Unknown")))))))3118 (defn empathy-experiment [record]3119 (.start (worm-world :experience-watch (debug-experience-phi)3120 :record record :worm worm*)))3121 #+end_src3122 #+end_listing3124 These programs create a test for the empathy system. First, the3125 worm's \Phi-space is generated from a simple motor script. Then the3126 worm is re-created in an environment almost exactly identical to3127 the testing environment for the action-predicates, with one major3128 difference : the only sensory information available to the system3129 is proprioception. From just the proprioception data and3130 \Phi-space, =longest-thread= synthesizes a complete record the last3131 300 sensory experiences of the worm. These synthesized experiences3132 are fed directly into the action predicates =grand-circle?=,3133 =curled?=, =wiggling?=, and =resting?= and their outputs are3134 printed to the screen at each frame.3136 The result of running =empathy-experiment= is that the system is3137 generally able to interpret worm actions using the action-predicates3138 on simulated sensory data just as well as with actual data. Figure3139 \ref{empathy-debug-image} was generated using =empathy-experiment=:3141 #+caption: From only proprioceptive data, =EMPATH= was able to infer3142 #+caption: the complete sensory experience and classify four poses3143 #+caption: (The last panel shows a composite image of /wiggling/,3144 #+caption: a dynamic pose.)3145 #+name: empathy-debug-image3146 #+ATTR_LaTeX: :width 10cm :placement [H]3147 [[./images/empathy-1.png]]3149 One way to measure the performance of =EMPATH= is to compare the3150 suitability of the imagined sense experience to trigger the same3151 action predicates as the real sensory experience.3153 #+caption: Determine how closely empathy approximates actual3154 #+caption: sensory data.3155 #+name: test-empathy-accuracy3156 #+begin_listing clojure3157 #+begin_src clojure3158 (def worm-action-label3159 (juxt grand-circle? curled? wiggling?))3161 (defn compare-empathy-with-baseline [matches]3162 (let [proprio (atom ())]3163 (fn3164 [experiences text]3165 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3166 (swap! proprio (partial cons phi-indices))3167 (let [exp-thread (longest-thread (take 300 @proprio))3168 empathy (mapv phi-space (infer-nils exp-thread))3169 experience-matches-empathy3170 (= (worm-action-label experiences)3171 (worm-action-label empathy))]3172 (println-repl experience-matches-empathy)3173 (swap! matches #(conj % experience-matches-empathy)))))))3175 (defn accuracy [v]3176 (float (/ (count (filter true? v)) (count v))))3178 (defn test-empathy-accuracy []3179 (let [res (atom [])]3180 (run-world3181 (worm-world :experience-watch3182 (compare-empathy-with-baseline res)3183 :worm worm*))3184 (accuracy @res)))3185 #+end_src3186 #+end_listing3188 Running =test-empathy-accuracy= using the very short exercise3189 program =do-all-the-things= defined in listing3190 \ref{generate-phi-space}, and then doing a similar pattern of3191 activity using manual control of the worm, yields an accuracy of3192 around 73%. This is based on very limited worm experience, and3193 almost all errors are due to the worm's \Phi-space being too3194 incomplete to properly interpret common poses. By manually training3195 the worm for longer using =init-interactive= defined in listing3196 \ref{manual-phi-space}, the accuracy dramatically improves:3198 #+caption: Program to generate \Phi-space using manual training.3199 #+name: manual-phi-space3200 #+begin_listing clojure3201 #+begin_src clojure3202 (defn init-interactive []3203 (def phi-space3204 (let [experiences (atom [])]3205 (run-world3206 (apply-map3207 worm-world3208 (merge3209 (worm-world-defaults)3210 {:experiences experiences})))3211 @experiences))3212 (def phi-scan (gen-phi-scan phi-space)))3213 #+end_src3214 #+end_listing3216 =init-interactive= allows me to take direct control of the worm's3217 muscles and run it through each characteristic movement I care3218 about. After about 1 minute of manual training, I was able to3219 achieve 95% accuracy on manual testing of the worm using3220 =test-empathy-accuracy=. The majority of disagreements are near the3221 transition boundaries from one type of action to another. During3222 these transitions the exact label for the action is often unclear,3223 and disagreement between empathy and experience is practically3224 irrelevant. Thus, the system's effective identification accuracy is3225 even higher than 95%. When I watch this system myself, I generally3226 see no errors in action identification compared to my own judgment3227 of what the worm is doing.3229 ** Digression: Learning touch sensor layout through free play3231 In the previous chapter I showed how to compute actions in terms of3232 body-centered predicates, but some of those predicates relied on3233 the average touch activation of pre-defined regions of the worm's3234 skin. What if, instead of receiving touch pre-grouped into the six3235 faces of each worm segment, the true partitioning of the worm's3236 skin was unknown? This is more similar to how a nerve fiber bundle3237 might be arranged inside an animal. While two fibers that are close3238 in a nerve bundle /might/ correspond to two touch sensors that are3239 close together on the skin, the process of taking a complicated3240 surface and forcing it into essentially a 2D circle requires that3241 some regions of skin that are close together in the animal end up3242 far apart in the nerve bundle.3244 In this chapter I show how to automatically learn the3245 skin-partitioning of a worm segment by free exploration. As the3246 worm rolls around on the floor, large sections of its surface get3247 activated. If the worm has stopped moving, then whatever region of3248 skin that is touching the floor is probably an important region,3249 and should be recorded. The code I provide relies on the worm3250 segment having flat faces, but still demonstrates a primitive kind3251 of multi-sensory bootstrapping that I find appealing.3253 #+caption: Program to detect whether the worm is in a resting state3254 #+caption: with one face touching the floor.3255 #+name: pure-touch3256 #+begin_listing clojure3257 #+begin_src clojure3258 (def full-contact [(float 0.0) (float 0.1)])3260 (defn pure-touch?3261 "This is worm specific code to determine if a large region of touch3262 sensors is either all on or all off."3263 [[coords touch :as touch-data]]3264 (= (set (map first touch)) (set full-contact)))3265 #+end_src3266 #+end_listing3268 After collecting these important regions, there will many nearly3269 similar touch regions. While for some purposes the subtle3270 differences between these regions will be important, for my3271 purposes I collapse them into mostly non-overlapping sets using3272 =remove-similar= in listing \ref{remove-similar}3274 #+caption: Program to take a list of sets of points and ``collapse them''3275 #+caption: so that the remaining sets in the list are significantly3276 #+caption: different from each other. Prefer smaller sets to larger ones.3277 #+name: remove-similar3278 #+begin_listing clojure3279 #+begin_src clojure3280 (defn remove-similar3281 [coll]3282 (loop [result () coll (sort-by (comp - count) coll)]3283 (if (empty? coll) result3284 (let [[x & xs] coll3285 c (count x)]3286 (if (some3287 (fn [other-set]3288 (let [oc (count other-set)]3289 (< (- (count (union other-set x)) c) (* oc 0.1))))3290 xs)3291 (recur result xs)3292 (recur (cons x result) xs))))))3293 #+end_src3294 #+end_listing3296 Actually running this simulation is easy given =CORTEX='s facilities.3298 #+caption: Collect experiences while the worm moves around. Filter the touch3299 #+caption: sensations by stable ones, collapse similar ones together,3300 #+caption: and report the regions learned.3301 #+name: learn-touch3302 #+begin_listing clojure3303 #+begin_src clojure3304 (defn learn-touch-regions []3305 (let [experiences (atom [])3306 world (apply-map3307 worm-world3308 (assoc (worm-segment-defaults)3309 :experiences experiences))]3310 (run-world world)3311 (->>3312 @experiences3313 (drop 175)3314 ;; access the single segment's touch data3315 (map (comp first :touch))3316 ;; only deal with "pure" touch data to determine surfaces3317 (filter pure-touch?)3318 ;; associate coordinates with touch values3319 (map (partial apply zipmap))3320 ;; select those regions where contact is being made3321 (map (partial group-by second))3322 (map #(get % full-contact))3323 (map (partial map first))3324 ;; remove redundant/subset regions3325 (map set)3326 remove-similar)))3328 (defn learn-and-view-touch-regions []3329 (map view-touch-region3330 (learn-touch-regions)))3331 #+end_src3332 #+end_listing3334 The only thing remaining to define is the particular motion the worm3335 must take. I accomplish this with a simple motor control program.3337 #+caption: Motor control program for making the worm roll on the ground.3338 #+caption: This could also be replaced with random motion.3339 #+name: worm-roll3340 #+begin_listing clojure3341 #+begin_src clojure3342 (defn touch-kinesthetics []3343 [[170 :lift-1 40]3344 [190 :lift-1 19]3345 [206 :lift-1 0]3347 [400 :lift-2 40]3348 [410 :lift-2 0]3350 [570 :lift-2 40]3351 [590 :lift-2 21]3352 [606 :lift-2 0]3354 [800 :lift-1 30]3355 [809 :lift-1 0]3357 [900 :roll-2 40]3358 [905 :roll-2 20]3359 [910 :roll-2 0]3361 [1000 :roll-2 40]3362 [1005 :roll-2 20]3363 [1010 :roll-2 0]3365 [1100 :roll-2 40]3366 [1105 :roll-2 20]3367 [1110 :roll-2 0]3368 ])3369 #+end_src3370 #+end_listing3373 #+caption: The small worm rolls around on the floor, driven3374 #+caption: by the motor control program in listing \ref{worm-roll}.3375 #+name: worm-roll3376 #+ATTR_LaTeX: :width 12cm3377 [[./images/worm-roll.png]]3379 #+caption: After completing its adventures, the worm now knows3380 #+caption: how its touch sensors are arranged along its skin. Each of these six rectangles are touch sensory patterns that were3381 #+caption: deemed important by3382 #+caption: =learn-touch-regions=. Each white square in the rectangles3383 #+caption: above is a cluster of ``related" touch nodes as determined3384 #+caption: by the system. The worm has correctly discovered that it has six faces, and has partitioned its sensory map into these six faces.3385 #+name: worm-touch-map3386 #+ATTR_LaTeX: :width 12cm3387 [[./images/touch-learn.png]]3389 While simple, =learn-touch-regions= exploits regularities in both3390 the worm's physiology and the worm's environment to correctly3391 deduce that the worm has six sides. Note that =learn-touch-regions=3392 would work just as well even if the worm's touch sense data were3393 completely scrambled. The cross shape is just for convenience. This3394 example justifies the use of pre-defined touch regions in =EMPATH=.3396 ** Recognizing an object using embodied representation3398 At the beginning of the thesis, I suggested that we might recognize3399 the chair in Figure \ref{hidden-chair} by imagining ourselves in3400 the position of the man and realizing that he must be sitting on3401 something in order to maintain that position. Here, I present a3402 brief elaboration on how to this might be done.3404 First, I need the feeling of leaning or resting /on/ some other3405 object that is not the floor. This feeling is easy to describe3406 using an embodied representation.3408 #+caption: Program describing the sense of leaning or resting on something.3409 #+caption: This involves a relaxed posture, the feeling of touching something,3410 #+caption: and a period of stability where the worm does not move.3411 #+name: draped3412 #+begin_listing clojure3413 #+begin_src clojure3414 (defn draped?3415 "Is the worm:3416 -- not flat (the floor is not a 'chair')3417 -- supported (not using its muscles to hold its position)3418 -- stable (not changing its position)3419 -- touching something (must register contact)"3420 [experiences]3421 (let [b2-hash (bin 2)3422 touch (:touch (peek experiences))3423 total-contact3424 (reduce3425 +3426 (map #(contact all-touch-coordinates %)3427 (rest touch)))]3428 (println total-contact)3429 (and (not (resting? experiences))3430 (every?3431 zero?3432 (-> experiences3433 (vector:last-n 25)3434 (#(map :muscle %))3435 (flatten)))3436 (-> experiences3437 (vector:last-n 20)3438 (#(map (comp b2-hash flatten :proprioception) %))3439 (set)3440 (count) (= 1))3441 (< 0.03 total-contact))))3442 #+end_src3443 #+end_listing3445 #+caption: The =draped?= predicate detects the presence of the cube3446 #+caption: whenever the worm interacts with it. The details of the3447 #+caption: cube are irrelevant; only the way it influences the3448 #+caption: worm's body matters. The ``unknown'' label on the fifth3449 #+caption: frame is due to the fact that the worm is not3450 #+caption: stationary. =draped?= will only declare that the worm3451 #+caption: is draped if it has been still for a while.3452 #+name: draped-video3453 #+ATTR_LaTeX: :width 13cm3454 [[./images/draped.png]]3456 Though this is a simple example, using the =draped?= predicate to3457 detect a cube has interesting advantages. The =draped?= predicate3458 describes the cube not in terms of properties that the cube has,3459 but instead in terms of how the worm interacts with it physically.3460 This means that the cube can still be detected even if it is not3461 visible, as long as its influence on the worm's body is visible.3463 This system will also see the virtual cube created by a3464 ``mimeworm", which uses its muscles in a very controlled way to3465 mimic the appearance of leaning on a cube. The system will3466 anticipate that there is an actual invisible cube that provides3467 support!3469 #+caption: Can you see the thing that this person is leaning on?3470 #+caption: What properties does it have, other than how it makes3471 #+caption: the man's elbow and shoulder feel? I wonder if people3472 #+caption: who can actually maintain this pose easily still see the3473 #+caption: support?3474 #+name: mime3475 #+ATTR_LaTeX: :width 6cm3476 [[./images/pablo-the-mime.png]]3478 This makes me wonder about the psychology of actual mimes. Suppose3479 for a moment that people have something analogous to \Phi-space and3480 that one of the ways that they find objects in a scene is by their3481 relation to other people's bodies. Suppose that a person watches a3482 person miming an invisible wall. For a person with no experience3483 with miming, their \Phi-space will only have entries that describe3484 the scene with the sensation of their hands touching a wall. This3485 sensation of touch will create a strong impression of a wall, even3486 though the wall would have to be invisible. A person with3487 experience in miming however, will have entries in their \Phi-space3488 that describe the wall-miming position without a sense of touch. It3489 will not seem to such as person that an invisible wall is present,3490 but merely that the mime is holding out their hands in a special3491 way. Thus, the theory that humans use something like \Phi-space3492 weakly predicts that learning how to mime should break the power of3493 miming illusions. Most optical illusions still work no matter how3494 much you know about them, so this proposal would be quite3495 interesting to test, as it predicts a non-standard result!3498 #+BEGIN_LaTeX3499 \clearpage3500 #+END_LaTeX3502 * Contributions3504 The big idea behind this thesis is a new way to represent and3505 recognize physical actions, which I call /empathic representation/.3506 Actions are represented as predicates which have access to the3507 totality of a creature's sensory abilities. To recognize the3508 physical actions of another creature similar to yourself, you3509 imagine what they would feel by examining the position of their body3510 and relating it to your own previous experience.3512 Empathic representation of physical actions is robust and general.3513 Because the representation is body-centered, it avoids baking in a3514 particular viewpoint like you might get from learning from example3515 videos. Because empathic representation relies on all of a3516 creature's senses, it can describe exactly what an action /feels3517 like/ without getting caught up in irrelevant details such as visual3518 appearance. I think it is important that a correct description of3519 jumping (for example) should not include irrelevant details such as3520 the color of a person's clothes or skin; empathic representation can3521 get right to the heart of what jumping is by describing it in terms3522 of touch, muscle contractions, and a brief feeling of3523 weightlessness. Empathic representation is very low-level in that it3524 describes actions using concrete sensory data with little3525 abstraction, but it has the generality of much more abstract3526 representations!3528 Another important contribution of this thesis is the development of3529 the =CORTEX= system, a complete environment for creating simulated3530 creatures. You have seen how to implement five senses: touch,3531 proprioception, hearing, vision, and muscle tension. You have seen3532 how to create new creatures using blender, a 3D modeling tool.3534 As a minor digression, you also saw how I used =CORTEX= to enable a3535 tiny worm to discover the topology of its skin simply by rolling on3536 the ground. You also saw how to detect objects using only embodied3537 predicates.3539 In conclusion, for this thesis I:3541 - Developed the idea of embodied representation, which describes3542 actions that a creature can do in terms of first-person sensory3543 data.3545 - Developed a method of empathic action recognition which uses3546 previous embodied experience and embodied representation of3547 actions to greatly constrain the possible interpretations of an3548 action.3550 - Created =EMPATH=, a program which uses empathic action3551 recognition to recognize physical actions in a simple model3552 involving segmented worm-like creatures.3554 - Created =CORTEX=, a comprehensive platform for embodied AI3555 experiments. It is the base on which =EMPATH= is built.3557 #+BEGIN_LaTeX3558 \clearpage3559 \appendix3560 #+END_LaTeX3562 * Appendix: =CORTEX= User Guide3564 Those who write a thesis should endeavor to make their code not only3565 accessible, but actually usable, as a way to pay back the community3566 that made the thesis possible in the first place. This thesis would3567 not be possible without Free Software such as jMonkeyEngine3,3568 Blender, clojure, =emacs=, =ffmpeg=, and many other tools. That is3569 why I have included this user guide, in the hope that someone else3570 might find =CORTEX= useful.3572 ** Obtaining =CORTEX=3574 You can get cortex from its mercurial repository at3575 http://hg.bortreb.com/cortex. You may also download =CORTEX=3576 releases at http://aurellem.org/cortex/releases/. As a condition of3577 making this thesis, I have also provided Professor Winston the3578 =CORTEX= source, and he knows how to run the demos and get started.3579 You may also email me at =cortex@aurellem.org= and I may help where3580 I can.3582 ** Running =CORTEX=3584 =CORTEX= comes with README and INSTALL files that will guide you3585 through installation and running the test suite. In particular you3586 should look at test =cortex.test= which contains test suites that3587 run through all senses and multiple creatures.3589 ** Creating creatures3591 Creatures are created using /Blender/, a free 3D modeling program.3592 You will need Blender version 2.6 when using the =CORTEX= included3593 in this thesis. You create a =CORTEX= creature in a similar manner3594 to modeling anything in Blender, except that you also create3595 several trees of empty nodes which define the creature's senses.3597 *** Mass3599 To give an object mass in =CORTEX=, add a ``mass'' metadata label3600 to the object with the mass in jMonkeyEngine units. Note that3601 setting the mass to 0 causes the object to be immovable.3603 *** Joints3605 Joints are created by creating an empty node named =joints= and3606 then creating any number of empty child nodes to represent your3607 creature's joints. The joint will automatically connect the3608 closest two physical objects. It will help to set the empty node's3609 display mode to ``Arrows'' so that you can clearly see the3610 direction of the axes.3612 Joint nodes should have the following metadata under the ``joint''3613 label:3615 #+BEGIN_SRC clojure3616 ;; ONE of the following, under the label "joint":3617 {:type :point}3619 ;; OR3621 {:type :hinge3622 :limit [<limit-low> <limit-high>]3623 :axis (Vector3f. <x> <y> <z>)}3624 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)3626 ;; OR3628 {:type :cone3629 :limit-xz <lim-xz>3630 :limit-xy <lim-xy>3631 :twist <lim-twist>} ;(use XZY rotation mode in blender!)3632 #+END_SRC3634 *** Eyes3636 Eyes are created by creating an empty node named =eyes= and then3637 creating any number of empty child nodes to represent your3638 creature's eyes.3640 Eye nodes should have the following metadata under the ``eye''3641 label:3643 #+BEGIN_SRC clojure3644 {:red <red-retina-definition>3645 :blue <blue-retina-definition>3646 :green <green-retina-definition>3647 :all <all-retina-definition>3648 (<0xrrggbb> <custom-retina-image>)...3649 }3650 #+END_SRC3652 Any of the color channels may be omitted. You may also include3653 your own color selectors, and in fact :red is equivalent to3654 0xFF0000 and so forth. The eye will be placed at the same position3655 as the empty node and will bind to the neatest physical object.3656 The eye will point outward from the X-axis of the node, and ``up''3657 will be in the direction of the X-axis of the node. It will help3658 to set the empty node's display mode to ``Arrows'' so that you can3659 clearly see the direction of the axes.3661 Each retina file should contain white pixels wherever you want to be3662 sensitive to your chosen color. If you want the entire field of3663 view, specify :all of 0xFFFFFF and a retinal map that is entirely3664 white.3666 Here is a sample retinal map:3668 #+caption: An example retinal profile image. White pixels are3669 #+caption: photo-sensitive elements. The distribution of white3670 #+caption: pixels is denser in the middle and falls off at the3671 #+caption: edges and is inspired by the human retina.3672 #+name: retina3673 #+ATTR_LaTeX: :width 7cm :placement [H]3674 [[./images/retina-small.png]]3676 *** Hearing3678 Ears are created by creating an empty node named =ears= and then3679 creating any number of empty child nodes to represent your3680 creature's ears.3682 Ear nodes do not require any metadata.3684 The ear will bind to and follow the closest physical node.3686 *** Touch3688 Touch is handled similarly to mass. To make a particular object3689 touch sensitive, add metadata of the following form under the3690 object's ``touch'' metadata field:3692 #+BEGIN_EXAMPLE3693 <touch-UV-map-file-name>3694 #+END_EXAMPLE3696 You may also include an optional ``scale'' metadata number to3697 specify the length of the touch feelers. The default is $0.1$,3698 and this is generally sufficient.3700 The touch UV should contain white pixels for each touch sensor.3702 Here is an example touch-uv map that approximates a human finger,3703 and its corresponding model.3705 #+caption: This is the tactile-sensor-profile for the upper segment3706 #+caption: of a fingertip. It defines regions of high touch sensitivity3707 #+caption: (where there are many white pixels) and regions of low3708 #+caption: sensitivity (where white pixels are sparse).3709 #+name: guide-fingertip-UV3710 #+ATTR_LaTeX: :width 9cm :placement [H]3711 [[./images/finger-UV.png]]3713 #+caption: The fingertip UV-image form above applied to a simple3714 #+caption: model of a fingertip.3715 #+name: guide-fingertip3716 #+ATTR_LaTeX: :width 9cm :placement [H]3717 [[./images/finger-1.png]]3719 *** Proprioception3721 Proprioception is tied to each joint node -- nothing special must3722 be done in a blender model to enable proprioception other than3723 creating joint nodes.3725 *** Muscles3727 Muscles are created by creating an empty node named =muscles= and3728 then creating any number of empty child nodes to represent your3729 creature's muscles.3732 Muscle nodes should have the following metadata under the3733 ``muscle'' label:3735 #+BEGIN_EXAMPLE3736 <muscle-profile-file-name>3737 #+END_EXAMPLE3739 Muscles should also have a ``strength'' metadata entry describing3740 the muscle's total strength at full activation.3742 Muscle profiles are simple images that contain the relative amount3743 of muscle power in each simulated alpha motor neuron. The width of3744 the image is the total size of the motor pool, and the redness of3745 each neuron is the relative power of that motor pool.3747 While the profile image can have any dimensions, only the first3748 line of pixels is used to define the muscle. Here is a sample3749 muscle profile image that defines a human-like muscle.3751 #+caption: A muscle profile image that describes the strengths3752 #+caption: of each motor neuron in a muscle. White is weakest3753 #+caption: and dark red is strongest. This particular pattern3754 #+caption: has weaker motor neurons at the beginning, just3755 #+caption: like human muscle.3756 #+name: muscle-recruit3757 #+ATTR_LaTeX: :width 7cm :placement [H]3758 [[./images/basic-muscle.png]]3760 Muscles twist the nearest physical object about the muscle node's3761 Z-axis. I recommend using the ``Single Arrow'' display mode for3762 muscles and using the right hand rule to determine which way the3763 muscle will twist. To make a segment that can twist in multiple3764 directions, create multiple, differently aligned muscles.3766 ** =CORTEX= API3768 These are the some functions exposed by =CORTEX= for creating3769 worlds and simulating creatures. These are in addition to3770 jMonkeyEngine3's extensive library, which is documented elsewhere.3772 *** Simulation3773 - =(world root-node key-map setup-fn update-fn)= :: create3774 a simulation.3775 - /root-node/ :: a =com.jme3.scene.Node= object which3776 contains all of the objects that should be in the3777 simulation.3779 - /key-map/ :: a map from strings describing keys to3780 functions that should be executed whenever that key is3781 pressed. the functions should take a SimpleApplication3782 object and a boolean value. The SimpleApplication is the3783 current simulation that is running, and the boolean is true3784 if the key is being pressed, and false if it is being3785 released. As an example,3786 #+BEGIN_SRC clojure3787 {"key-j" (fn [game value] (if value (println "key j pressed")))}3788 #+END_SRC3789 is a valid key-map which will cause the simulation to print3790 a message whenever the 'j' key on the keyboard is pressed.3792 - /setup-fn/ :: a function that takes a =SimpleApplication=3793 object. It is called once when initializing the simulation.3794 Use it to create things like lights, change the gravity,3795 initialize debug nodes, etc.3797 - /update-fn/ :: this function takes a =SimpleApplication=3798 object and a float and is called every frame of the3799 simulation. The float tells how many seconds is has been3800 since the last frame was rendered, according to whatever3801 clock jme is currently using. The default is to use IsoTimer3802 which will result in this value always being the same.3804 - =(position-camera world position rotation)= :: set the position3805 of the simulation's main camera.3807 - =(enable-debug world)= :: turn on debug wireframes for each3808 simulated object.3810 - =(set-gravity world gravity)= :: set the gravity of a running3811 simulation.3813 - =(box length width height & {options})= :: create a box in the3814 simulation. Options is a hash map specifying texture, mass,3815 etc. Possible options are =:name=, =:color=, =:mass=,3816 =:friction=, =:texture=, =:material=, =:position=,3817 =:rotation=, =:shape=, and =:physical?=.3819 - =(sphere radius & {options})= :: create a sphere in the simulation.3820 Options are the same as in =box=.3822 - =(load-blender-model file-name)= :: create a node structure3823 representing the model described in a blender file.3825 - =(light-up-everything world)= :: distribute a standard compliment3826 of lights throughout the simulation. Should be adequate for most3827 purposes.3829 - =(node-seq node)= :: return a recursive list of the node's3830 children.3832 - =(nodify name children)= :: construct a node given a node-name and3833 desired children.3835 - =(add-element world element)= :: add an object to a running world3836 simulation.3838 - =(set-accuracy world accuracy)= :: change the accuracy of the3839 world's physics simulator.3841 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine3842 construct that is useful for loading textures and is required3843 for smooth interaction with jMonkeyEngine library functions.3845 - =(load-bullet)= :: unpack native libraries and initialize the3846 bullet physics subsystem. This function is required before3847 other world building functions are called.3849 *** Creature Manipulation / Import3851 - =(body! creature)= :: give the creature a physical body.3853 - =(vision! creature)= :: give the creature a sense of vision.3854 Returns a list of functions which will each, when called3855 during a simulation, return the vision data for the channel of3856 one of the eyes. The functions are ordered depending on the3857 alphabetical order of the names of the eye nodes in the3858 blender file. The data returned by the functions is a vector3859 containing the eye's /topology/, a vector of coordinates, and3860 the eye's /data/, a vector of RGB values filtered by the eye's3861 sensitivity.3863 - =(hearing! creature)= :: give the creature a sense of hearing.3864 Returns a list of functions, one for each ear, that when3865 called will return a frame's worth of hearing data for that3866 ear. The functions are ordered depending on the alphabetical3867 order of the names of the ear nodes in the blender file. The3868 data returned by the functions is an array of PCM (pulse code3869 modulated) wav data.3871 - =(touch! creature)= :: give the creature a sense of touch. Returns3872 a single function that must be called with the /root node/ of3873 the world, and which will return a vector of /touch-data/3874 one entry for each touch sensitive component, each entry of3875 which contains a /topology/ that specifies the distribution of3876 touch sensors, and the /data/, which is a vector of3877 =[activation, length]= pairs for each touch hair.3879 - =(proprioception! creature)= :: give the creature the sense of3880 proprioception. Returns a list of functions, one for each3881 joint, that when called during a running simulation will3882 report the =[heading, pitch, roll]= of the joint.3884 - =(movement! creature)= :: give the creature the power of movement.3885 Creates a list of functions, one for each muscle, that when3886 called with an integer, will set the recruitment of that3887 muscle to that integer, and will report the current power3888 being exerted by the muscle. Order of muscles is determined by3889 the alphabetical sort order of the names of the muscle nodes.3891 *** Visualization/Debug3893 - =(view-vision)= :: create a function that when called with a list3894 of visual data returned from the functions made by =vision!=,3895 will display that visual data on the screen.3897 - =(view-hearing)= :: same as =view-vision= but for hearing.3899 - =(view-touch)= :: same as =view-vision= but for touch.3901 - =(view-proprioception)= :: same as =view-vision= but for3902 proprioception.3904 - =(view-movement)= :: same as =view-vision= but for muscles.3906 - =(view anything)= :: =view= is a polymorphic function that allows3907 you to inspect almost anything you could reasonably expect to3908 be able to ``see'' in =CORTEX=.3910 - =(text anything)= :: =text= is a polymorphic function that allows3911 you to convert practically anything into a text string.3913 - =(println-repl anything)= :: print messages to clojure's repl3914 instead of the simulation's terminal window.3916 - =(mega-import-jme3)= :: for experimenting at the REPL. This3917 function will import all jMonkeyEngine3 classes for immediate3918 use.3920 - =(display-dilated-time world timer)= :: Shows the time as it is3921 flowing in the simulation on a HUD display.