view thesis/cortex.org @ 468:258078f78b33

insert argument about senses.
author Robert McIntyre <rlm@mit.edu>
date Fri, 28 Mar 2014 16:25:31 -0400
parents ade64947d2bf
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1 #+title: =CORTEX=
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: Using embodied AI to facilitate Artificial Imagination.
5 #+keywords: AI, clojure, embodiment
6 #+LaTeX_CLASS_OPTIONS: [nofloat]
8 * COMMENT templates
9 #+caption:
10 #+caption:
11 #+caption:
12 #+caption:
13 #+name: name
14 #+begin_listing clojure
15 #+begin_src clojure
16 #+end_src
17 #+end_listing
19 #+caption:
20 #+caption:
21 #+caption:
22 #+name: name
23 #+ATTR_LaTeX: :width 10cm
24 [[./images/aurellem-gray.png]]
28 * COMMENT Empathy and Embodiment as problem solving strategies
30 By the end of this thesis, you will have seen a novel approach to
31 interpreting video using embodiment and empathy. You will have also
32 seen one way to efficiently implement empathy for embodied
33 creatures. Finally, you will become familiar with =CORTEX=, a system
34 for designing and simulating creatures with rich senses, which you
35 may choose to use in your own research.
37 This is the core vision of my thesis: That one of the important ways
38 in which we understand others is by imagining ourselves in their
39 position and emphatically feeling experiences relative to our own
40 bodies. By understanding events in terms of our own previous
41 corporeal experience, we greatly constrain the possibilities of what
42 would otherwise be an unwieldy exponential search. This extra
43 constraint can be the difference between easily understanding what
44 is happening in a video and being completely lost in a sea of
45 incomprehensible color and movement.
47 ** Recognizing actions in video is extremely difficult
49 Consider for example the problem of determining what is happening
50 in a video of which this is one frame:
52 #+caption: A cat drinking some water. Identifying this action is
53 #+caption: beyond the state of the art for computers.
54 #+ATTR_LaTeX: :width 7cm
55 [[./images/cat-drinking.jpg]]
57 It is currently impossible for any computer program to reliably
58 label such a video as ``drinking''. And rightly so -- it is a very
59 hard problem! What features can you describe in terms of low level
60 functions of pixels that can even begin to describe at a high level
61 what is happening here?
63 Or suppose that you are building a program that recognizes chairs.
64 How could you ``see'' the chair in figure \ref{hidden-chair}?
66 #+caption: The chair in this image is quite obvious to humans, but I
67 #+caption: doubt that any modern computer vision program can find it.
68 #+name: hidden-chair
69 #+ATTR_LaTeX: :width 10cm
70 [[./images/fat-person-sitting-at-desk.jpg]]
72 Finally, how is it that you can easily tell the difference between
73 how the girls /muscles/ are working in figure \ref{girl}?
75 #+caption: The mysterious ``common sense'' appears here as you are able
76 #+caption: to discern the difference in how the girl's arm muscles
77 #+caption: are activated between the two images.
78 #+name: girl
79 #+ATTR_LaTeX: :width 7cm
80 [[./images/wall-push.png]]
82 Each of these examples tells us something about what might be going
83 on in our minds as we easily solve these recognition problems.
85 The hidden chairs show us that we are strongly triggered by cues
86 relating to the position of human bodies, and that we can determine
87 the overall physical configuration of a human body even if much of
88 that body is occluded.
90 The picture of the girl pushing against the wall tells us that we
91 have common sense knowledge about the kinetics of our own bodies.
92 We know well how our muscles would have to work to maintain us in
93 most positions, and we can easily project this self-knowledge to
94 imagined positions triggered by images of the human body.
96 ** =EMPATH= neatly solves recognition problems
98 I propose a system that can express the types of recognition
99 problems above in a form amenable to computation. It is split into
100 four parts:
102 - Free/Guided Play :: The creature moves around and experiences the
103 world through its unique perspective. Many otherwise
104 complicated actions are easily described in the language of a
105 full suite of body-centered, rich senses. For example,
106 drinking is the feeling of water sliding down your throat, and
107 cooling your insides. It's often accompanied by bringing your
108 hand close to your face, or bringing your face close to water.
109 Sitting down is the feeling of bending your knees, activating
110 your quadriceps, then feeling a surface with your bottom and
111 relaxing your legs. These body-centered action descriptions
112 can be either learned or hard coded.
113 - Posture Imitation :: When trying to interpret a video or image,
114 the creature takes a model of itself and aligns it with
115 whatever it sees. This alignment can even cross species, as
116 when humans try to align themselves with things like ponies,
117 dogs, or other humans with a different body type.
118 - Empathy :: The alignment triggers associations with
119 sensory data from prior experiences. For example, the
120 alignment itself easily maps to proprioceptive data. Any
121 sounds or obvious skin contact in the video can to a lesser
122 extent trigger previous experience. Segments of previous
123 experiences are stitched together to form a coherent and
124 complete sensory portrait of the scene.
125 - Recognition :: With the scene described in terms of first
126 person sensory events, the creature can now run its
127 action-identification programs on this synthesized sensory
128 data, just as it would if it were actually experiencing the
129 scene first-hand. If previous experience has been accurately
130 retrieved, and if it is analogous enough to the scene, then
131 the creature will correctly identify the action in the scene.
133 For example, I think humans are able to label the cat video as
134 ``drinking'' because they imagine /themselves/ as the cat, and
135 imagine putting their face up against a stream of water and
136 sticking out their tongue. In that imagined world, they can feel
137 the cool water hitting their tongue, and feel the water entering
138 their body, and are able to recognize that /feeling/ as drinking.
139 So, the label of the action is not really in the pixels of the
140 image, but is found clearly in a simulation inspired by those
141 pixels. An imaginative system, having been trained on drinking and
142 non-drinking examples and learning that the most important
143 component of drinking is the feeling of water sliding down one's
144 throat, would analyze a video of a cat drinking in the following
145 manner:
147 1. Create a physical model of the video by putting a ``fuzzy''
148 model of its own body in place of the cat. Possibly also create
149 a simulation of the stream of water.
151 2. Play out this simulated scene and generate imagined sensory
152 experience. This will include relevant muscle contractions, a
153 close up view of the stream from the cat's perspective, and most
154 importantly, the imagined feeling of water entering the
155 mouth. The imagined sensory experience can come from a
156 simulation of the event, but can also be pattern-matched from
157 previous, similar embodied experience.
159 3. The action is now easily identified as drinking by the sense of
160 taste alone. The other senses (such as the tongue moving in and
161 out) help to give plausibility to the simulated action. Note that
162 the sense of vision, while critical in creating the simulation,
163 is not critical for identifying the action from the simulation.
165 For the chair examples, the process is even easier:
167 1. Align a model of your body to the person in the image.
169 2. Generate proprioceptive sensory data from this alignment.
171 3. Use the imagined proprioceptive data as a key to lookup related
172 sensory experience associated with that particular proproceptive
173 feeling.
175 4. Retrieve the feeling of your bottom resting on a surface, your
176 knees bent, and your leg muscles relaxed.
178 5. This sensory information is consistent with the =sitting?=
179 sensory predicate, so you (and the entity in the image) must be
180 sitting.
182 6. There must be a chair-like object since you are sitting.
184 Empathy offers yet another alternative to the age-old AI
185 representation question: ``What is a chair?'' --- A chair is the
186 feeling of sitting.
188 My program, =EMPATH= uses this empathic problem solving technique
189 to interpret the actions of a simple, worm-like creature.
191 #+caption: The worm performs many actions during free play such as
192 #+caption: curling, wiggling, and resting.
193 #+name: worm-intro
194 #+ATTR_LaTeX: :width 15cm
195 [[./images/worm-intro-white.png]]
197 #+caption: =EMPATH= recognized and classified each of these
198 #+caption: poses by inferring the complete sensory experience
199 #+caption: from proprioceptive data.
200 #+name: worm-recognition-intro
201 #+ATTR_LaTeX: :width 15cm
202 [[./images/worm-poses.png]]
204 One powerful advantage of empathic problem solving is that it
205 factors the action recognition problem into two easier problems. To
206 use empathy, you need an /aligner/, which takes the video and a
207 model of your body, and aligns the model with the video. Then, you
208 need a /recognizer/, which uses the aligned model to interpret the
209 action. The power in this method lies in the fact that you describe
210 all actions form a body-centered viewpoint. You are less tied to
211 the particulars of any visual representation of the actions. If you
212 teach the system what ``running'' is, and you have a good enough
213 aligner, the system will from then on be able to recognize running
214 from any point of view, even strange points of view like above or
215 underneath the runner. This is in contrast to action recognition
216 schemes that try to identify actions using a non-embodied approach.
217 If these systems learn about running as viewed from the side, they
218 will not automatically be able to recognize running from any other
219 viewpoint.
221 Another powerful advantage is that using the language of multiple
222 body-centered rich senses to describe body-centerd actions offers a
223 massive boost in descriptive capability. Consider how difficult it
224 would be to compose a set of HOG filters to describe the action of
225 a simple worm-creature ``curling'' so that its head touches its
226 tail, and then behold the simplicity of describing thus action in a
227 language designed for the task (listing \ref{grand-circle-intro}):
229 #+caption: Body-centerd actions are best expressed in a body-centered
230 #+caption: language. This code detects when the worm has curled into a
231 #+caption: full circle. Imagine how you would replicate this functionality
232 #+caption: using low-level pixel features such as HOG filters!
233 #+name: grand-circle-intro
234 #+attr_latex: [htpb]
235 #+begin_listing clojure
236 #+begin_src clojure
237 (defn grand-circle?
238 "Does the worm form a majestic circle (one end touching the other)?"
239 [experiences]
240 (and (curled? experiences)
241 (let [worm-touch (:touch (peek experiences))
242 tail-touch (worm-touch 0)
243 head-touch (worm-touch 4)]
244 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))
245 (< 0.2 (contact worm-segment-top-tip head-touch))))))
246 #+end_src
247 #+end_listing
250 ** =CORTEX= is a toolkit for building sensate creatures
252 I built =CORTEX= to be a general AI research platform for doing
253 experiments involving multiple rich senses and a wide variety and
254 number of creatures. I intend it to be useful as a library for many
255 more projects than just this thesis. =CORTEX= was necessary to meet
256 a need among AI researchers at CSAIL and beyond, which is that
257 people often will invent neat ideas that are best expressed in the
258 language of creatures and senses, but in order to explore those
259 ideas they must first build a platform in which they can create
260 simulated creatures with rich senses! There are many ideas that
261 would be simple to execute (such as =EMPATH=), but attached to them
262 is the multi-month effort to make a good creature simulator. Often,
263 that initial investment of time proves to be too much, and the
264 project must make do with a lesser environment.
266 =CORTEX= is well suited as an environment for embodied AI research
267 for three reasons:
269 - You can create new creatures using Blender, a popular 3D modeling
270 program. Each sense can be specified using special blender nodes
271 with biologically inspired paramaters. You need not write any
272 code to create a creature, and can use a wide library of
273 pre-existing blender models as a base for your own creatures.
275 - =CORTEX= implements a wide variety of senses, including touch,
276 proprioception, vision, hearing, and muscle tension. Complicated
277 senses like touch, and vision involve multiple sensory elements
278 embedded in a 2D surface. You have complete control over the
279 distribution of these sensor elements through the use of simple
280 png image files. In particular, =CORTEX= implements more
281 comprehensive hearing than any other creature simulation system
282 available.
284 - =CORTEX= supports any number of creatures and any number of
285 senses. Time in =CORTEX= dialates so that the simulated creatures
286 always precieve a perfectly smooth flow of time, regardless of
287 the actual computational load.
289 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game
290 engine designed to create cross-platform 3D desktop games. =CORTEX=
291 is mainly written in clojure, a dialect of =LISP= that runs on the
292 java virtual machine (JVM). The API for creating and simulating
293 creatures and senses is entirely expressed in clojure, though many
294 senses are implemented at the layer of jMonkeyEngine or below. For
295 example, for the sense of hearing I use a layer of clojure code on
296 top of a layer of java JNI bindings that drive a layer of =C++=
297 code which implements a modified version of =OpenAL= to support
298 multiple listeners. =CORTEX= is the only simulation environment
299 that I know of that can support multiple entities that can each
300 hear the world from their own perspective. Other senses also
301 require a small layer of Java code. =CORTEX= also uses =bullet=, a
302 physics simulator written in =C=.
304 #+caption: Here is the worm from above modeled in Blender, a free
305 #+caption: 3D-modeling program. Senses and joints are described
306 #+caption: using special nodes in Blender.
307 #+name: worm-recognition-intro
308 #+ATTR_LaTeX: :width 12cm
309 [[./images/blender-worm.png]]
311 Here are some thing I anticipate that =CORTEX= might be used for:
313 - exploring new ideas about sensory integration
314 - distributed communication among swarm creatures
315 - self-learning using free exploration,
316 - evolutionary algorithms involving creature construction
317 - exploration of exoitic senses and effectors that are not possible
318 in the real world (such as telekenisis or a semantic sense)
319 - imagination using subworlds
321 During one test with =CORTEX=, I created 3,000 creatures each with
322 their own independent senses and ran them all at only 1/80 real
323 time. In another test, I created a detailed model of my own hand,
324 equipped with a realistic distribution of touch (more sensitive at
325 the fingertips), as well as eyes and ears, and it ran at around 1/4
326 real time.
328 #+BEGIN_LaTeX
329 \begin{sidewaysfigure}
330 \includegraphics[width=9.5in]{images/full-hand.png}
331 \caption{
332 I modeled my own right hand in Blender and rigged it with all the
333 senses that {\tt CORTEX} supports. My simulated hand has a
334 biologically inspired distribution of touch sensors. The senses are
335 displayed on the right, and the simulation is displayed on the
336 left. Notice that my hand is curling its fingers, that it can see
337 its own finger from the eye in its palm, and that it can feel its
338 own thumb touching its palm.}
339 \end{sidewaysfigure}
340 #+END_LaTeX
342 ** Contributions
344 - I built =CORTEX=, a comprehensive platform for embodied AI
345 experiments. =CORTEX= supports many features lacking in other
346 systems, such proper simulation of hearing. It is easy to create
347 new =CORTEX= creatures using Blender, a free 3D modeling program.
349 - I built =EMPATH=, which uses =CORTEX= to identify the actions of
350 a worm-like creature using a computational model of empathy.
352 * Building =CORTEX=
354 I intend for =CORTEX= to be used as a general purpose library for
355 building creatures and outfitting them with senses, so that it will
356 be useful for other researchers who want to test out ideas of their
357 own. To this end, wherver I have had to make archetictural choices
358 about =CORTEX=, I have chosen to give as much freedom to the user as
359 possible, so that =CORTEX= may be used for things I have not
360 forseen.
362 ** COMMENT Simulation or Reality?
364 The most important archetictural decision of all is the choice to
365 use a computer-simulated environemnt in the first place! The world
366 is a vast and rich place, and for now simulations are a very poor
367 reflection of its complexity. It may be that there is a significant
368 qualatative difference between dealing with senses in the real
369 world and dealing with pale facilimilies of them in a simulation.
370 What are the advantages and disadvantages of a simulation vs.
371 reality?
373 *** Simulation
375 The advantages of virtual reality are that when everything is a
376 simulation, experiments in that simulation are absolutely
377 reproducible. It's also easier to change the character and world
378 to explore new situations and different sensory combinations.
380 If the world is to be simulated on a computer, then not only do
381 you have to worry about whether the character's senses are rich
382 enough to learn from the world, but whether the world itself is
383 rendered with enough detail and realism to give enough working
384 material to the character's senses. To name just a few
385 difficulties facing modern physics simulators: destructibility of
386 the environment, simulation of water/other fluids, large areas,
387 nonrigid bodies, lots of objects, smoke. I don't know of any
388 computer simulation that would allow a character to take a rock
389 and grind it into fine dust, then use that dust to make a clay
390 sculpture, at least not without spending years calculating the
391 interactions of every single small grain of dust. Maybe a
392 simulated world with today's limitations doesn't provide enough
393 richness for real intelligence to evolve.
395 *** Reality
397 The other approach for playing with senses is to hook your
398 software up to real cameras, microphones, robots, etc., and let it
399 loose in the real world. This has the advantage of eliminating
400 concerns about simulating the world at the expense of increasing
401 the complexity of implementing the senses. Instead of just
402 grabbing the current rendered frame for processing, you have to
403 use an actual camera with real lenses and interact with photons to
404 get an image. It is much harder to change the character, which is
405 now partly a physical robot of some sort, since doing so involves
406 changing things around in the real world instead of modifying
407 lines of code. While the real world is very rich and definitely
408 provides enough stimulation for intelligence to develop as
409 evidenced by our own existence, it is also uncontrollable in the
410 sense that a particular situation cannot be recreated perfectly or
411 saved for later use. It is harder to conduct science because it is
412 harder to repeat an experiment. The worst thing about using the
413 real world instead of a simulation is the matter of time. Instead
414 of simulated time you get the constant and unstoppable flow of
415 real time. This severely limits the sorts of software you can use
416 to program the AI because all sense inputs must be handled in real
417 time. Complicated ideas may have to be implemented in hardware or
418 may simply be impossible given the current speed of our
419 processors. Contrast this with a simulation, in which the flow of
420 time in the simulated world can be slowed down to accommodate the
421 limitations of the character's programming. In terms of cost,
422 doing everything in software is far cheaper than building custom
423 real-time hardware. All you need is a laptop and some patience.
425 ** COMMENT Because of Time, simulation is perferable to reality
427 I envision =CORTEX= being used to support rapid prototyping and
428 iteration of ideas. Even if I could put together a well constructed
429 kit for creating robots, it would still not be enough because of
430 the scourge of real-time processing. Anyone who wants to test their
431 ideas in the real world must always worry about getting their
432 algorithms to run fast enough to process information in real time.
433 The need for real time processing only increases if multiple senses
434 are involved. In the extreme case, even simple algorithms will have
435 to be accelerated by ASIC chips or FPGAs, turning what would
436 otherwise be a few lines of code and a 10x speed penality into a
437 multi-month ordeal. For this reason, =CORTEX= supports
438 /time-dialiation/, which scales back the framerate of the
439 simulation in proportion to the amount of processing each frame.
440 From the perspective of the creatures inside the simulation, time
441 always appears to flow at a constant rate, regardless of how
442 complicated the envorimnent becomes or how many creatures are in
443 the simulation. The cost is that =CORTEX= can sometimes run slower
444 than real time. This can also be an advantage, however ---
445 simulations of very simple creatures in =CORTEX= generally run at
446 40x on my machine!
448 ** What is a sense?
450 If =CORTEX= is to support a wide variety of senses, it would help
451 to have a better understanding of what a ``sense'' actually is!
452 While vision, touch, and hearing all seem like they are quite
453 different things, I was supprised to learn during the course of
454 this thesis that they (and all physical senses) can be expressed as
455 exactly the same mathematical object due to a dimensional argument!
457 Human beings are three-dimensional objects, and the nerves that
458 transmit data from our various sense organs to our brain are
459 essentially one-dimensional. This leaves up to two dimensions in
460 which our sensory information may flow. For example, imagine your
461 skin: it is a two-dimensional surface around a three-dimensional
462 object (your body). It has discrete touch sensors embedded at
463 various points, and the density of these sensors corresponds to the
464 sensitivity of that region of skin. Each touch sensor connects to a
465 nerve, all of which eventually are bundled together as they travel
466 up the spinal cord to the brain. Intersect the spinal nerves with a
467 guillotining plane and you will see all of the sensory data of the
468 skin revealed in a roughly circular two-dimensional image which is
469 the cross section of the spinal cord. Points on this image that are
470 close together in this circle represent touch sensors that are
471 /probably/ close together on the skin, although there is of course
472 some cutting and rearrangement that has to be done to transfer the
473 complicated surface of the skin onto a two dimensional image.
475 Most human senses consist of many discrete sensors of various
476 properties distributed along a surface at various densities. For
477 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's
478 disks, and Ruffini's endings, which detect pressure and vibration
479 of various intensities. For ears, it is the stereocilia distributed
480 along the basilar membrane inside the cochlea; each one is
481 sensitive to a slightly different frequency of sound. For eyes, it
482 is rods and cones distributed along the surface of the retina. In
483 each case, we can describe the sense with a surface and a
484 distribution of sensors along that surface.
486 The neat idea is that every human sense can be effectively
487 described in terms of a surface containing embedded sensors. If the
488 sense had any more dimensions, then there wouldn't be enough room
489 in the spinal chord to transmit the information!
491 Therefore, =CORTEX= must support the ability to create objects and
492 then be able to ``paint'' points along their surfaces to describe
493 each sense.
495 Fortunately this idea is already a well known computer graphics
496 technique called called /UV-mapping/. The three-dimensional surface
497 of a model is cut and smooshed until it fits on a two-dimensional
498 image. You paint whatever you want on that image, and when the
499 three-dimensional shape is rendered in a game the smooshing and
500 cutting is reversed and the image appears on the three-dimensional
501 object.
503 To make a sense, interpret the UV-image as describing the
504 distribution of that senses sensors. To get different types of
505 sensors, you can either use a different color for each type of
506 sensor, or use multiple UV-maps, each labeled with that sensor
507 type. I generally use a white pixel to mean the presence of a
508 sensor and a black pixel to mean the absence of a sensor, and use
509 one UV-map for each sensor-type within a given sense.
511 #+CAPTION: The UV-map for an elongated icososphere. The white
512 #+caption: dots each represent a touch sensor. They are dense
513 #+caption: in the regions that describe the tip of the finger,
514 #+caption: and less dense along the dorsal side of the finger
515 #+caption: opposite the tip.
516 #+name: finger-UV
517 #+ATTR_latex: :width 10cm
518 [[./images/finger-UV.png]]
520 #+caption: Ventral side of the UV-mapped finger. Notice the
521 #+caption: density of touch sensors at the tip.
522 #+name: finger-side-view
523 #+ATTR_LaTeX: :width 10cm
524 [[./images/finger-1.png]]
527 ** COMMENT Video game engines are a great starting point
529 I did not need to write my own physics simulation code or shader to
530 build =CORTEX=. Doing so would lead to a system that is impossible
531 for anyone but myself to use anyway. Instead, I use a video game
532 engine as a base and modify it to accomodate the additional needs
533 of =CORTEX=. Video game engines are an ideal starting point to
534 build =CORTEX=, because they are not far from being creature
535 building systems themselves.
537 First off, general purpose video game engines come with a physics
538 engine and lighting / sound system. The physics system provides
539 tools that can be co-opted to serve as touch, proprioception, and
540 muscles. Since some games support split screen views, a good video
541 game engine will allow you to efficiently create multiple cameras
542 in the simulated world that can be used as eyes. Video game systems
543 offer integrated asset management for things like textures and
544 creatures models, providing an avenue for defining creatures. They
545 also understand UV-mapping, since this technique is used to apply a
546 texture to a model. Finally, because video game engines support a
547 large number of users, as long as =CORTEX= doesn't stray too far
548 from the base system, other researchers can turn to this community
549 for help when doing their research.
551 ** COMMENT =CORTEX= is based on jMonkeyEngine3
553 While preparing to build =CORTEX= I studied several video game
554 engines to see which would best serve as a base. The top contenders
555 were:
557 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
558 software in 1997. All the source code was released by ID
559 software into the Public Domain several years ago, and as a
560 result it has been ported to many different languages. This
561 engine was famous for its advanced use of realistic shading
562 and had decent and fast physics simulation. The main advantage
563 of the Quake II engine is its simplicity, but I ultimately
564 rejected it because the engine is too tied to the concept of a
565 first-person shooter game. One of the problems I had was that
566 there does not seem to be any easy way to attach multiple
567 cameras to a single character. There are also several physics
568 clipping issues that are corrected in a way that only applies
569 to the main character and do not apply to arbitrary objects.
571 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II
572 and Quake I engines and is used by Valve in the Half-Life
573 series of games. The physics simulation in the Source Engine
574 is quite accurate and probably the best out of all the engines
575 I investigated. There is also an extensive community actively
576 working with the engine. However, applications that use the
577 Source Engine must be written in C++, the code is not open, it
578 only runs on Windows, and the tools that come with the SDK to
579 handle models and textures are complicated and awkward to use.
581 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
582 games in Java. It uses OpenGL to render to the screen and uses
583 screengraphs to avoid drawing things that do not appear on the
584 screen. It has an active community and several games in the
585 pipeline. The engine was not built to serve any particular
586 game but is instead meant to be used for any 3D game.
588 I chose jMonkeyEngine3 because it because it had the most features
589 out of all the free projects I looked at, and because I could then
590 write my code in clojure, an implementation of =LISP= that runs on
591 the JVM.
593 ** =CORTEX= uses Blender to create creature models
595 For the simple worm-like creatures I will use later on in this
596 thesis, I could define a simple API in =CORTEX= that would allow
597 one to create boxes, spheres, etc., and leave that API as the sole
598 way to create creatures. However, for =CORTEX= to truly be useful
599 for other projects, it needs a way to construct complicated
600 creatures. If possible, it would be nice to leverage work that has
601 already been done by the community of 3D modelers, or at least
602 enable people who are talented at moedling but not programming to
603 design =CORTEX= creatures.
605 Therefore, I use Blender, a free 3D modeling program, as the main
606 way to create creatures in =CORTEX=. However, the creatures modeled
607 in Blender must also be simple to simulate in jMonkeyEngine3's game
608 engine, and must also be easy to rig with =CORTEX='s senses. I
609 accomplish this with extensive use of Blender's ``empty nodes.''
611 Empty nodes have no mass, physical presence, or appearance, but
612 they can hold metadata and have names. I use a tree structure of
613 empty nodes to specify senses in the following manner:
615 - Create a single top-level empty node whose name is the name of
616 the sense.
617 - Add empty nodes which each contain meta-data relevant to the
618 sense, including a UV-map describing the number/distribution of
619 sensors if applicable.
620 - Make each empty-node the child of the top-level node.
622 #+caption: An example of annoting a creature model with empty
623 #+caption: nodes to describe the layout of senses. There are
624 #+caption: multiple empty nodes which each describe the position
625 #+caption: of muscles, ears, eyes, or joints.
626 #+name: sense-nodes
627 #+ATTR_LaTeX: :width 10cm
628 [[./images/empty-sense-nodes.png]]
631 ** Bodies are composed of segments connected by joints
633 Blender is a general purpose animation tool, which has been used in
634 the past to create high quality movies such as Sintel
635 \cite{sintel}. Though Blender can model and render even complicated
636 things like water, it is crucual to keep models that are meant to
637 be simulated as creatures simple. =Bullet=, which =CORTEX= uses
638 though jMonkeyEngine3, is a rigid-body physics system. This offers
639 a compromise between the expressiveness of a game level and the
640 speed at which it can be simulated, and it means that creatures
641 should be naturally expressed as rigid components held together by
642 joint constraints.
644 But humans are more like a squishy bag with wrapped around some
645 hard bones which define the overall shape. When we move, our skin
646 bends and stretches to accomodate the new positions of our bones.
648 One way to make bodies composed of rigid pieces connected by joints
649 /seem/ more human-like is to use an /armature/, (or /rigging/)
650 system, which defines a overall ``body mesh'' and defines how the
651 mesh deforms as a function of the position of each ``bone'' which
652 is a standard rigid body. This technique is used extensively to
653 model humans and create realistic animations. It is not a good
654 technique for physical simulation, however because it creates a lie
655 -- the skin is not a physical part of the simulation and does not
656 interact with any objects in the world or itself. Objects will pass
657 right though the skin until they come in contact with the
658 underlying bone, which is a physical object. Whithout simulating
659 the skin, the sense of touch has little meaning, and the creature's
660 own vision will lie to it about the true extent of its body.
661 Simulating the skin as a physical object requires some way to
662 continuously update the physical model of the skin along with the
663 movement of the bones, which is unacceptably slow compared to rigid
664 body simulation.
666 Therefore, instead of using the human-like ``deformable bag of
667 bones'' approach, I decided to base my body plans on multiple solid
668 objects that are connected by joints, inspired by the robot =EVE=
669 from the movie WALL-E.
671 #+caption: =EVE= from the movie WALL-E. This body plan turns
672 #+caption: out to be much better suited to my purposes than a more
673 #+caption: human-like one.
674 #+ATTR_LaTeX: :width 10cm
675 [[./images/Eve.jpg]]
677 =EVE='s body is composed of several rigid components that are held
678 together by invisible joint constraints. This is what I mean by
679 ``eve-like''. The main reason that I use eve-style bodies is for
680 efficiency, and so that there will be correspondence between the
681 AI's semses and the physical presence of its body. Each individual
682 section is simulated by a separate rigid body that corresponds
683 exactly with its visual representation and does not change.
684 Sections are connected by invisible joints that are well supported
685 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
686 can efficiently simulate hundreds of rigid bodies connected by
687 joints. Just because sections are rigid does not mean they have to
688 stay as one piece forever; they can be dynamically replaced with
689 multiple sections to simulate splitting in two. This could be used
690 to simulate retractable claws or =EVE='s hands, which are able to
691 coalesce into one object in the movie.
693 *** Solidifying/Connecting the body
695 #+caption: View of the hand model in Blender showing the main ``joints''
696 #+caption: node (highlighted in yellow) and its children which each
697 #+caption: represent a joint in the hand. Each joint node has metadata
698 #+caption: specifying what sort of joint it is.
699 #+name: blender-hand
700 #+ATTR_LaTeX: :width 10cm
701 [[./images/hand-screenshot1.png]]
703 =CORTEX= creates a creature in two steps: first, it traverses the
704 nodes in the blender file and creates physical representations for
705 any of them that have mass defined.
707 #+caption: Program for iterating through the nodes in a blender file
708 #+caption: and generating physical jMonkeyEngine3 objects with mass
709 #+caption: and a matching physics shape.
710 #+name: name
711 #+begin_listing clojure
712 #+begin_src clojure
713 (defn physical!
714 "Iterate through the nodes in creature and make them real physical
715 objects in the simulation."
716 [#^Node creature]
717 (dorun
718 (map
719 (fn [geom]
720 (let [physics-control
721 (RigidBodyControl.
722 (HullCollisionShape.
723 (.getMesh geom))
724 (if-let [mass (meta-data geom "mass")]
725 (float mass) (float 1)))]
726 (.addControl geom physics-control)))
727 (filter #(isa? (class %) Geometry )
728 (node-seq creature)))))
729 #+end_src
730 #+end_listing
732 The next step to making a proper body is to connect those pieces
733 together with joints. jMonkeyEngine has a large array of joints
734 available via =bullet=, such as Point2Point, Cone, Hinge, and a
735 generic Six Degree of Freedom joint, with or without spring
736 restitution. =CORTEX='s procedure for binding the creature together
737 with joints is as follows:
739 - Find the children of the "joints" node.
740 - Determine the two spatials the joint is meant to connect.
741 - Create the joint based on the meta-data of the empty node.
743 The higher order function =sense-nodes= from =cortex.sense=
744 simplifies finding the joints based on their parent ``joints''
745 node.
747 #+caption: Retrieving the children empty nodes from a single
748 #+caption: named empty node is a common pattern in =CORTEX=
749 #+caption: further instances of this technique for the senses
750 #+caption: will be omitted
751 #+name: get-empty-nodes
752 #+begin_listing clojure
753 #+begin_src clojure
754 (defn sense-nodes
755 "For some senses there is a special empty blender node whose
756 children are considered markers for an instance of that sense. This
757 function generates functions to find those children, given the name
758 of the special parent node."
759 [parent-name]
760 (fn [#^Node creature]
761 (if-let [sense-node (.getChild creature parent-name)]
762 (seq (.getChildren sense-node)) [])))
764 (def
765 ^{:doc "Return the children of the creature's \"joints\" node."
766 :arglists '([creature])}
767 joints
768 (sense-nodes "joints"))
769 #+end_src
770 #+end_listing
772 To find a joint's targets targets, =CORTEX= creates a small cube,
773 centered around the empty-node, and grows the cube exponentially
774 until it intersects two /physical/ objects. The objects are ordered
775 according to the joint's rotation, with the first one being the
776 object that has more negative coordinates in the joint's reference
777 frame. Since the objects must be physical, the empty-node itself
778 escapes detection. Because the objects must be physical,
779 =joint-targets= must be called /after/ =physical!= is called.
781 #+caption: Program to find the targets of a joint node by
782 #+caption: exponentiallly growth of a search cube.
783 #+name: joint-targets
784 #+begin_listing clojure
785 #+begin_src clojure
786 (defn joint-targets
787 "Return the two closest two objects to the joint object, ordered
788 from bottom to top according to the joint's rotation."
789 [#^Node parts #^Node joint]
790 (loop [radius (float 0.01)]
791 (let [results (CollisionResults.)]
792 (.collideWith
793 parts
794 (BoundingBox. (.getWorldTranslation joint)
795 radius radius radius) results)
796 (let [targets
797 (distinct
798 (map #(.getGeometry %) results))]
799 (if (>= (count targets) 2)
800 (sort-by
801 #(let [joint-ref-frame-position
802 (jme-to-blender
803 (.mult
804 (.inverse (.getWorldRotation joint))
805 (.subtract (.getWorldTranslation %)
806 (.getWorldTranslation joint))))]
807 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
808 (take 2 targets))
809 (recur (float (* radius 2))))))))
810 #+end_src
811 #+end_listing
813 Once =CORTEX= finds all joints and targets, it creates them using a
814 simple dispatch on the metadata of the joint node.
816 #+caption: Program to dispatch on blender metadata and create joints
817 #+caption: sutiable for physical simulation.
818 #+name: joint-dispatch
819 #+begin_listing clojure
820 #+begin_src clojure
821 (defmulti joint-dispatch
822 "Translate blender pseudo-joints into real JME joints."
823 (fn [constraints & _]
824 (:type constraints)))
826 (defmethod joint-dispatch :point
827 [constraints control-a control-b pivot-a pivot-b rotation]
828 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)
829 (.setLinearLowerLimit Vector3f/ZERO)
830 (.setLinearUpperLimit Vector3f/ZERO)))
832 (defmethod joint-dispatch :hinge
833 [constraints control-a control-b pivot-a pivot-b rotation]
834 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)
835 [limit-1 limit-2] (:limit constraints)
836 hinge-axis (.mult rotation (blender-to-jme axis))]
837 (doto (HingeJoint. control-a control-b pivot-a pivot-b
838 hinge-axis hinge-axis)
839 (.setLimit limit-1 limit-2))))
841 (defmethod joint-dispatch :cone
842 [constraints control-a control-b pivot-a pivot-b rotation]
843 (let [limit-xz (:limit-xz constraints)
844 limit-xy (:limit-xy constraints)
845 twist (:twist constraints)]
846 (doto (ConeJoint. control-a control-b pivot-a pivot-b
847 rotation rotation)
848 (.setLimit (float limit-xz) (float limit-xy)
849 (float twist)))))
850 #+end_src
851 #+end_listing
853 All that is left for joints it to combine the above pieces into a
854 something that can operate on the collection of nodes that a
855 blender file represents.
857 #+caption: Program to completely create a joint given information
858 #+caption: from a blender file.
859 #+name: connect
860 #+begin_listing clojure
861 #+begin_src clojure
862 (defn connect
863 "Create a joint between 'obj-a and 'obj-b at the location of
864 'joint. The type of joint is determined by the metadata on 'joint.
866 Here are some examples:
867 {:type :point}
868 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
869 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
871 {:type :cone :limit-xz 0]
872 :limit-xy 0]
873 :twist 0]} (use XZY rotation mode in blender!)"
874 [#^Node obj-a #^Node obj-b #^Node joint]
875 (let [control-a (.getControl obj-a RigidBodyControl)
876 control-b (.getControl obj-b RigidBodyControl)
877 joint-center (.getWorldTranslation joint)
878 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
879 pivot-a (world-to-local obj-a joint-center)
880 pivot-b (world-to-local obj-b joint-center)]
881 (if-let
882 [constraints (map-vals eval (read-string (meta-data joint "joint")))]
883 ;; A side-effect of creating a joint registers
884 ;; it with both physics objects which in turn
885 ;; will register the joint with the physics system
886 ;; when the simulation is started.
887 (joint-dispatch constraints
888 control-a control-b
889 pivot-a pivot-b
890 joint-rotation))))
891 #+end_src
892 #+end_listing
894 In general, whenever =CORTEX= exposes a sense (or in this case
895 physicality), it provides a function of the type =sense!=, which
896 takes in a collection of nodes and augments it to support that
897 sense. The function returns any controlls necessary to use that
898 sense. In this case =body!= cerates a physical body and returns no
899 control functions.
901 #+caption: Program to give joints to a creature.
902 #+name: name
903 #+begin_listing clojure
904 #+begin_src clojure
905 (defn joints!
906 "Connect the solid parts of the creature with physical joints. The
907 joints are taken from the \"joints\" node in the creature."
908 [#^Node creature]
909 (dorun
910 (map
911 (fn [joint]
912 (let [[obj-a obj-b] (joint-targets creature joint)]
913 (connect obj-a obj-b joint)))
914 (joints creature))))
915 (defn body!
916 "Endow the creature with a physical body connected with joints. The
917 particulars of the joints and the masses of each body part are
918 determined in blender."
919 [#^Node creature]
920 (physical! creature)
921 (joints! creature))
922 #+end_src
923 #+end_listing
925 All of the code you have just seen amounts to only 130 lines, yet
926 because it builds on top of Blender and jMonkeyEngine3, those few
927 lines pack quite a punch!
929 The hand from figure \ref{blender-hand}, which was modeled after my
930 own right hand, can now be given joints and simulated as a
931 creature.
933 #+caption: With the ability to create physical creatures from blender,
934 #+caption: =CORTEX= gets one step closer to a full creature simulation
935 #+caption: environment.
936 #+name: name
937 #+ATTR_LaTeX: :width 15cm
938 [[./images/physical-hand.png]]
942 ** Eyes reuse standard video game components
944 ** Hearing is hard; =CORTEX= does it right
946 ** Touch uses hundreds of hair-like elements
948 ** Proprioception is the sense that makes everything ``real''
950 ** Muscles are both effectors and sensors
952 ** =CORTEX= brings complex creatures to life!
954 ** =CORTEX= enables many possiblities for further research
956 * COMMENT Empathy in a simulated worm
958 Here I develop a computational model of empathy, using =CORTEX= as a
959 base. Empathy in this context is the ability to observe another
960 creature and infer what sorts of sensations that creature is
961 feeling. My empathy algorithm involves multiple phases. First is
962 free-play, where the creature moves around and gains sensory
963 experience. From this experience I construct a representation of the
964 creature's sensory state space, which I call \Phi-space. Using
965 \Phi-space, I construct an efficient function which takes the
966 limited data that comes from observing another creature and enriches
967 it full compliment of imagined sensory data. I can then use the
968 imagined sensory data to recognize what the observed creature is
969 doing and feeling, using straightforward embodied action predicates.
970 This is all demonstrated with using a simple worm-like creature, and
971 recognizing worm-actions based on limited data.
973 #+caption: Here is the worm with which we will be working.
974 #+caption: It is composed of 5 segments. Each segment has a
975 #+caption: pair of extensor and flexor muscles. Each of the
976 #+caption: worm's four joints is a hinge joint which allows
977 #+caption: about 30 degrees of rotation to either side. Each segment
978 #+caption: of the worm is touch-capable and has a uniform
979 #+caption: distribution of touch sensors on each of its faces.
980 #+caption: Each joint has a proprioceptive sense to detect
981 #+caption: relative positions. The worm segments are all the
982 #+caption: same except for the first one, which has a much
983 #+caption: higher weight than the others to allow for easy
984 #+caption: manual motor control.
985 #+name: basic-worm-view
986 #+ATTR_LaTeX: :width 10cm
987 [[./images/basic-worm-view.png]]
989 #+caption: Program for reading a worm from a blender file and
990 #+caption: outfitting it with the senses of proprioception,
991 #+caption: touch, and the ability to move, as specified in the
992 #+caption: blender file.
993 #+name: get-worm
994 #+begin_listing clojure
995 #+begin_src clojure
996 (defn worm []
997 (let [model (load-blender-model "Models/worm/worm.blend")]
998 {:body (doto model (body!))
999 :touch (touch! model)
1000 :proprioception (proprioception! model)
1001 :muscles (movement! model)}))
1002 #+end_src
1003 #+end_listing
1005 ** Embodiment factors action recognition into managable parts
1007 Using empathy, I divide the problem of action recognition into a
1008 recognition process expressed in the language of a full compliment
1009 of senses, and an imaganitive process that generates full sensory
1010 data from partial sensory data. Splitting the action recognition
1011 problem in this manner greatly reduces the total amount of work to
1012 recognize actions: The imaganitive process is mostly just matching
1013 previous experience, and the recognition process gets to use all
1014 the senses to directly describe any action.
1016 ** Action recognition is easy with a full gamut of senses
1018 Embodied representations using multiple senses such as touch,
1019 proprioception, and muscle tension turns out be be exceedingly
1020 efficient at describing body-centered actions. It is the ``right
1021 language for the job''. For example, it takes only around 5 lines
1022 of LISP code to describe the action of ``curling'' using embodied
1023 primitives. It takes about 10 lines to describe the seemingly
1024 complicated action of wiggling.
1026 The following action predicates each take a stream of sensory
1027 experience, observe however much of it they desire, and decide
1028 whether the worm is doing the action they describe. =curled?=
1029 relies on proprioception, =resting?= relies on touch, =wiggling?=
1030 relies on a fourier analysis of muscle contraction, and
1031 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
1033 #+caption: Program for detecting whether the worm is curled. This is the
1034 #+caption: simplest action predicate, because it only uses the last frame
1035 #+caption: of sensory experience, and only uses proprioceptive data. Even
1036 #+caption: this simple predicate, however, is automatically frame
1037 #+caption: independent and ignores vermopomorphic differences such as
1038 #+caption: worm textures and colors.
1039 #+name: curled
1040 #+attr_latex: [htpb]
1041 #+begin_listing clojure
1042 #+begin_src clojure
1043 (defn curled?
1044 "Is the worm curled up?"
1045 [experiences]
1046 (every?
1047 (fn [[_ _ bend]]
1048 (> (Math/sin bend) 0.64))
1049 (:proprioception (peek experiences))))
1050 #+end_src
1051 #+end_listing
1053 #+caption: Program for summarizing the touch information in a patch
1054 #+caption: of skin.
1055 #+name: touch-summary
1056 #+attr_latex: [htpb]
1058 #+begin_listing clojure
1059 #+begin_src clojure
1060 (defn contact
1061 "Determine how much contact a particular worm segment has with
1062 other objects. Returns a value between 0 and 1, where 1 is full
1063 contact and 0 is no contact."
1064 [touch-region [coords contact :as touch]]
1065 (-> (zipmap coords contact)
1066 (select-keys touch-region)
1067 (vals)
1068 (#(map first %))
1069 (average)
1070 (* 10)
1071 (- 1)
1072 (Math/abs)))
1073 #+end_src
1074 #+end_listing
1077 #+caption: Program for detecting whether the worm is at rest. This program
1078 #+caption: uses a summary of the tactile information from the underbelly
1079 #+caption: of the worm, and is only true if every segment is touching the
1080 #+caption: floor. Note that this function contains no references to
1081 #+caption: proprioction at all.
1082 #+name: resting
1083 #+attr_latex: [htpb]
1084 #+begin_listing clojure
1085 #+begin_src clojure
1086 (def worm-segment-bottom (rect-region [8 15] [14 22]))
1088 (defn resting?
1089 "Is the worm resting on the ground?"
1090 [experiences]
1091 (every?
1092 (fn [touch-data]
1093 (< 0.9 (contact worm-segment-bottom touch-data)))
1094 (:touch (peek experiences))))
1095 #+end_src
1096 #+end_listing
1098 #+caption: Program for detecting whether the worm is curled up into a
1099 #+caption: full circle. Here the embodied approach begins to shine, as
1100 #+caption: I am able to both use a previous action predicate (=curled?=)
1101 #+caption: as well as the direct tactile experience of the head and tail.
1102 #+name: grand-circle
1103 #+attr_latex: [htpb]
1104 #+begin_listing clojure
1105 #+begin_src clojure
1106 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
1108 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
1110 (defn grand-circle?
1111 "Does the worm form a majestic circle (one end touching the other)?"
1112 [experiences]
1113 (and (curled? experiences)
1114 (let [worm-touch (:touch (peek experiences))
1115 tail-touch (worm-touch 0)
1116 head-touch (worm-touch 4)]
1117 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
1118 (< 0.55 (contact worm-segment-top-tip head-touch))))))
1119 #+end_src
1120 #+end_listing
1123 #+caption: Program for detecting whether the worm has been wiggling for
1124 #+caption: the last few frames. It uses a fourier analysis of the muscle
1125 #+caption: contractions of the worm's tail to determine wiggling. This is
1126 #+caption: signigicant because there is no particular frame that clearly
1127 #+caption: indicates that the worm is wiggling --- only when multiple frames
1128 #+caption: are analyzed together is the wiggling revealed. Defining
1129 #+caption: wiggling this way also gives the worm an opportunity to learn
1130 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
1131 #+caption: wiggle but can't. Frustrated wiggling is very visually different
1132 #+caption: from actual wiggling, but this definition gives it to us for free.
1133 #+name: wiggling
1134 #+attr_latex: [htpb]
1135 #+begin_listing clojure
1136 #+begin_src clojure
1137 (defn fft [nums]
1138 (map
1139 #(.getReal %)
1140 (.transform
1141 (FastFourierTransformer. DftNormalization/STANDARD)
1142 (double-array nums) TransformType/FORWARD)))
1144 (def indexed (partial map-indexed vector))
1146 (defn max-indexed [s]
1147 (first (sort-by (comp - second) (indexed s))))
1149 (defn wiggling?
1150 "Is the worm wiggling?"
1151 [experiences]
1152 (let [analysis-interval 0x40]
1153 (when (> (count experiences) analysis-interval)
1154 (let [a-flex 3
1155 a-ex 2
1156 muscle-activity
1157 (map :muscle (vector:last-n experiences analysis-interval))
1158 base-activity
1159 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
1160 (= 2
1161 (first
1162 (max-indexed
1163 (map #(Math/abs %)
1164 (take 20 (fft base-activity))))))))))
1165 #+end_src
1166 #+end_listing
1168 With these action predicates, I can now recognize the actions of
1169 the worm while it is moving under my control and I have access to
1170 all the worm's senses.
1172 #+caption: Use the action predicates defined earlier to report on
1173 #+caption: what the worm is doing while in simulation.
1174 #+name: report-worm-activity
1175 #+attr_latex: [htpb]
1176 #+begin_listing clojure
1177 #+begin_src clojure
1178 (defn debug-experience
1179 [experiences text]
1180 (cond
1181 (grand-circle? experiences) (.setText text "Grand Circle")
1182 (curled? experiences) (.setText text "Curled")
1183 (wiggling? experiences) (.setText text "Wiggling")
1184 (resting? experiences) (.setText text "Resting")))
1185 #+end_src
1186 #+end_listing
1188 #+caption: Using =debug-experience=, the body-centered predicates
1189 #+caption: work together to classify the behaviour of the worm.
1190 #+caption: the predicates are operating with access to the worm's
1191 #+caption: full sensory data.
1192 #+name: basic-worm-view
1193 #+ATTR_LaTeX: :width 10cm
1194 [[./images/worm-identify-init.png]]
1196 These action predicates satisfy the recognition requirement of an
1197 empathic recognition system. There is power in the simplicity of
1198 the action predicates. They describe their actions without getting
1199 confused in visual details of the worm. Each one is frame
1200 independent, but more than that, they are each indepent of
1201 irrelevant visual details of the worm and the environment. They
1202 will work regardless of whether the worm is a different color or
1203 hevaily textured, or if the environment has strange lighting.
1205 The trick now is to make the action predicates work even when the
1206 sensory data on which they depend is absent. If I can do that, then
1207 I will have gained much,
1209 ** \Phi-space describes the worm's experiences
1211 As a first step towards building empathy, I need to gather all of
1212 the worm's experiences during free play. I use a simple vector to
1213 store all the experiences.
1215 Each element of the experience vector exists in the vast space of
1216 all possible worm-experiences. Most of this vast space is actually
1217 unreachable due to physical constraints of the worm's body. For
1218 example, the worm's segments are connected by hinge joints that put
1219 a practical limit on the worm's range of motions without limiting
1220 its degrees of freedom. Some groupings of senses are impossible;
1221 the worm can not be bent into a circle so that its ends are
1222 touching and at the same time not also experience the sensation of
1223 touching itself.
1225 As the worm moves around during free play and its experience vector
1226 grows larger, the vector begins to define a subspace which is all
1227 the sensations the worm can practicaly experience during normal
1228 operation. I call this subspace \Phi-space, short for
1229 physical-space. The experience vector defines a path through
1230 \Phi-space. This path has interesting properties that all derive
1231 from physical embodiment. The proprioceptive components are
1232 completely smooth, because in order for the worm to move from one
1233 position to another, it must pass through the intermediate
1234 positions. The path invariably forms loops as actions are repeated.
1235 Finally and most importantly, proprioception actually gives very
1236 strong inference about the other senses. For example, when the worm
1237 is flat, you can infer that it is touching the ground and that its
1238 muscles are not active, because if the muscles were active, the
1239 worm would be moving and would not be perfectly flat. In order to
1240 stay flat, the worm has to be touching the ground, or it would
1241 again be moving out of the flat position due to gravity. If the
1242 worm is positioned in such a way that it interacts with itself,
1243 then it is very likely to be feeling the same tactile feelings as
1244 the last time it was in that position, because it has the same body
1245 as then. If you observe multiple frames of proprioceptive data,
1246 then you can become increasingly confident about the exact
1247 activations of the worm's muscles, because it generally takes a
1248 unique combination of muscle contractions to transform the worm's
1249 body along a specific path through \Phi-space.
1251 There is a simple way of taking \Phi-space and the total ordering
1252 provided by an experience vector and reliably infering the rest of
1253 the senses.
1255 ** Empathy is the process of tracing though \Phi-space
1257 Here is the core of a basic empathy algorithm, starting with an
1258 experience vector:
1260 First, group the experiences into tiered proprioceptive bins. I use
1261 powers of 10 and 3 bins, and the smallest bin has an approximate
1262 size of 0.001 radians in all proprioceptive dimensions.
1264 Then, given a sequence of proprioceptive input, generate a set of
1265 matching experience records for each input, using the tiered
1266 proprioceptive bins.
1268 Finally, to infer sensory data, select the longest consective chain
1269 of experiences. Conecutive experience means that the experiences
1270 appear next to each other in the experience vector.
1272 This algorithm has three advantages:
1274 1. It's simple
1276 3. It's very fast -- retrieving possible interpretations takes
1277 constant time. Tracing through chains of interpretations takes
1278 time proportional to the average number of experiences in a
1279 proprioceptive bin. Redundant experiences in \Phi-space can be
1280 merged to save computation.
1282 2. It protects from wrong interpretations of transient ambiguous
1283 proprioceptive data. For example, if the worm is flat for just
1284 an instant, this flattness will not be interpreted as implying
1285 that the worm has its muscles relaxed, since the flattness is
1286 part of a longer chain which includes a distinct pattern of
1287 muscle activation. Markov chains or other memoryless statistical
1288 models that operate on individual frames may very well make this
1289 mistake.
1291 #+caption: Program to convert an experience vector into a
1292 #+caption: proprioceptively binned lookup function.
1293 #+name: bin
1294 #+attr_latex: [htpb]
1295 #+begin_listing clojure
1296 #+begin_src clojure
1297 (defn bin [digits]
1298 (fn [angles]
1299 (->> angles
1300 (flatten)
1301 (map (juxt #(Math/sin %) #(Math/cos %)))
1302 (flatten)
1303 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
1305 (defn gen-phi-scan
1306 "Nearest-neighbors with binning. Only returns a result if
1307 the propriceptive data is within 10% of a previously recorded
1308 result in all dimensions."
1309 [phi-space]
1310 (let [bin-keys (map bin [3 2 1])
1311 bin-maps
1312 (map (fn [bin-key]
1313 (group-by
1314 (comp bin-key :proprioception phi-space)
1315 (range (count phi-space)))) bin-keys)
1316 lookups (map (fn [bin-key bin-map]
1317 (fn [proprio] (bin-map (bin-key proprio))))
1318 bin-keys bin-maps)]
1319 (fn lookup [proprio-data]
1320 (set (some #(% proprio-data) lookups)))))
1321 #+end_src
1322 #+end_listing
1324 #+caption: =longest-thread= finds the longest path of consecutive
1325 #+caption: experiences to explain proprioceptive worm data.
1326 #+name: phi-space-history-scan
1327 #+ATTR_LaTeX: :width 10cm
1328 [[./images/aurellem-gray.png]]
1330 =longest-thread= infers sensory data by stitching together pieces
1331 from previous experience. It prefers longer chains of previous
1332 experience to shorter ones. For example, during training the worm
1333 might rest on the ground for one second before it performs its
1334 excercises. If during recognition the worm rests on the ground for
1335 five seconds, =longest-thread= will accomodate this five second
1336 rest period by looping the one second rest chain five times.
1338 =longest-thread= takes time proportinal to the average number of
1339 entries in a proprioceptive bin, because for each element in the
1340 starting bin it performes a series of set lookups in the preceeding
1341 bins. If the total history is limited, then this is only a constant
1342 multiple times the number of entries in the starting bin. This
1343 analysis also applies even if the action requires multiple longest
1344 chains -- it's still the average number of entries in a
1345 proprioceptive bin times the desired chain length. Because
1346 =longest-thread= is so efficient and simple, I can interpret
1347 worm-actions in real time.
1349 #+caption: Program to calculate empathy by tracing though \Phi-space
1350 #+caption: and finding the longest (ie. most coherent) interpretation
1351 #+caption: of the data.
1352 #+name: longest-thread
1353 #+attr_latex: [htpb]
1354 #+begin_listing clojure
1355 #+begin_src clojure
1356 (defn longest-thread
1357 "Find the longest thread from phi-index-sets. The index sets should
1358 be ordered from most recent to least recent."
1359 [phi-index-sets]
1360 (loop [result '()
1361 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
1362 (if (empty? phi-index-sets)
1363 (vec result)
1364 (let [threads
1365 (for [thread-base thread-bases]
1366 (loop [thread (list thread-base)
1367 remaining remaining]
1368 (let [next-index (dec (first thread))]
1369 (cond (empty? remaining) thread
1370 (contains? (first remaining) next-index)
1371 (recur
1372 (cons next-index thread) (rest remaining))
1373 :else thread))))
1374 longest-thread
1375 (reduce (fn [thread-a thread-b]
1376 (if (> (count thread-a) (count thread-b))
1377 thread-a thread-b))
1378 '(nil)
1379 threads)]
1380 (recur (concat longest-thread result)
1381 (drop (count longest-thread) phi-index-sets))))))
1382 #+end_src
1383 #+end_listing
1385 There is one final piece, which is to replace missing sensory data
1386 with a best-guess estimate. While I could fill in missing data by
1387 using a gradient over the closest known sensory data points,
1388 averages can be misleading. It is certainly possible to create an
1389 impossible sensory state by averaging two possible sensory states.
1390 Therefore, I simply replicate the most recent sensory experience to
1391 fill in the gaps.
1393 #+caption: Fill in blanks in sensory experience by replicating the most
1394 #+caption: recent experience.
1395 #+name: infer-nils
1396 #+attr_latex: [htpb]
1397 #+begin_listing clojure
1398 #+begin_src clojure
1399 (defn infer-nils
1400 "Replace nils with the next available non-nil element in the
1401 sequence, or barring that, 0."
1402 [s]
1403 (loop [i (dec (count s))
1404 v (transient s)]
1405 (if (zero? i) (persistent! v)
1406 (if-let [cur (v i)]
1407 (if (get v (dec i) 0)
1408 (recur (dec i) v)
1409 (recur (dec i) (assoc! v (dec i) cur)))
1410 (recur i (assoc! v i 0))))))
1411 #+end_src
1412 #+end_listing
1414 ** Efficient action recognition with =EMPATH=
1416 To use =EMPATH= with the worm, I first need to gather a set of
1417 experiences from the worm that includes the actions I want to
1418 recognize. The =generate-phi-space= program (listing
1419 \ref{generate-phi-space} runs the worm through a series of
1420 exercices and gatheres those experiences into a vector. The
1421 =do-all-the-things= program is a routine expressed in a simple
1422 muscle contraction script language for automated worm control. It
1423 causes the worm to rest, curl, and wiggle over about 700 frames
1424 (approx. 11 seconds).
1426 #+caption: Program to gather the worm's experiences into a vector for
1427 #+caption: further processing. The =motor-control-program= line uses
1428 #+caption: a motor control script that causes the worm to execute a series
1429 #+caption: of ``exercices'' that include all the action predicates.
1430 #+name: generate-phi-space
1431 #+attr_latex: [htpb]
1432 #+begin_listing clojure
1433 #+begin_src clojure
1434 (def do-all-the-things
1435 (concat
1436 curl-script
1437 [[300 :d-ex 40]
1438 [320 :d-ex 0]]
1439 (shift-script 280 (take 16 wiggle-script))))
1441 (defn generate-phi-space []
1442 (let [experiences (atom [])]
1443 (run-world
1444 (apply-map
1445 worm-world
1446 (merge
1447 (worm-world-defaults)
1448 {:end-frame 700
1449 :motor-control
1450 (motor-control-program worm-muscle-labels do-all-the-things)
1451 :experiences experiences})))
1452 @experiences))
1453 #+end_src
1454 #+end_listing
1456 #+caption: Use longest thread and a phi-space generated from a short
1457 #+caption: exercise routine to interpret actions during free play.
1458 #+name: empathy-debug
1459 #+attr_latex: [htpb]
1460 #+begin_listing clojure
1461 #+begin_src clojure
1462 (defn init []
1463 (def phi-space (generate-phi-space))
1464 (def phi-scan (gen-phi-scan phi-space)))
1466 (defn empathy-demonstration []
1467 (let [proprio (atom ())]
1468 (fn
1469 [experiences text]
1470 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
1471 (swap! proprio (partial cons phi-indices))
1472 (let [exp-thread (longest-thread (take 300 @proprio))
1473 empathy (mapv phi-space (infer-nils exp-thread))]
1474 (println-repl (vector:last-n exp-thread 22))
1475 (cond
1476 (grand-circle? empathy) (.setText text "Grand Circle")
1477 (curled? empathy) (.setText text "Curled")
1478 (wiggling? empathy) (.setText text "Wiggling")
1479 (resting? empathy) (.setText text "Resting")
1480 :else (.setText text "Unknown")))))))
1482 (defn empathy-experiment [record]
1483 (.start (worm-world :experience-watch (debug-experience-phi)
1484 :record record :worm worm*)))
1485 #+end_src
1486 #+end_listing
1488 The result of running =empathy-experiment= is that the system is
1489 generally able to interpret worm actions using the action-predicates
1490 on simulated sensory data just as well as with actual data. Figure
1491 \ref{empathy-debug-image} was generated using =empathy-experiment=:
1493 #+caption: From only proprioceptive data, =EMPATH= was able to infer
1494 #+caption: the complete sensory experience and classify four poses
1495 #+caption: (The last panel shows a composite image of \emph{wriggling},
1496 #+caption: a dynamic pose.)
1497 #+name: empathy-debug-image
1498 #+ATTR_LaTeX: :width 10cm :placement [H]
1499 [[./images/empathy-1.png]]
1501 One way to measure the performance of =EMPATH= is to compare the
1502 sutiability of the imagined sense experience to trigger the same
1503 action predicates as the real sensory experience.
1505 #+caption: Determine how closely empathy approximates actual
1506 #+caption: sensory data.
1507 #+name: test-empathy-accuracy
1508 #+attr_latex: [htpb]
1509 #+begin_listing clojure
1510 #+begin_src clojure
1511 (def worm-action-label
1512 (juxt grand-circle? curled? wiggling?))
1514 (defn compare-empathy-with-baseline [matches]
1515 (let [proprio (atom ())]
1516 (fn
1517 [experiences text]
1518 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
1519 (swap! proprio (partial cons phi-indices))
1520 (let [exp-thread (longest-thread (take 300 @proprio))
1521 empathy (mapv phi-space (infer-nils exp-thread))
1522 experience-matches-empathy
1523 (= (worm-action-label experiences)
1524 (worm-action-label empathy))]
1525 (println-repl experience-matches-empathy)
1526 (swap! matches #(conj % experience-matches-empathy)))))))
1528 (defn accuracy [v]
1529 (float (/ (count (filter true? v)) (count v))))
1531 (defn test-empathy-accuracy []
1532 (let [res (atom [])]
1533 (run-world
1534 (worm-world :experience-watch
1535 (compare-empathy-with-baseline res)
1536 :worm worm*))
1537 (accuracy @res)))
1538 #+end_src
1539 #+end_listing
1541 Running =test-empathy-accuracy= using the very short exercise
1542 program defined in listing \ref{generate-phi-space}, and then doing
1543 a similar pattern of activity manually yeilds an accuracy of around
1544 73%. This is based on very limited worm experience. By training the
1545 worm for longer, the accuracy dramatically improves.
1547 #+caption: Program to generate \Phi-space using manual training.
1548 #+name: manual-phi-space
1549 #+attr_latex: [htpb]
1550 #+begin_listing clojure
1551 #+begin_src clojure
1552 (defn init-interactive []
1553 (def phi-space
1554 (let [experiences (atom [])]
1555 (run-world
1556 (apply-map
1557 worm-world
1558 (merge
1559 (worm-world-defaults)
1560 {:experiences experiences})))
1561 @experiences))
1562 (def phi-scan (gen-phi-scan phi-space)))
1563 #+end_src
1564 #+end_listing
1566 After about 1 minute of manual training, I was able to achieve 95%
1567 accuracy on manual testing of the worm using =init-interactive= and
1568 =test-empathy-accuracy=. The majority of errors are near the
1569 boundaries of transitioning from one type of action to another.
1570 During these transitions the exact label for the action is more open
1571 to interpretation, and dissaggrement between empathy and experience
1572 is more excusable.
1574 ** Digression: bootstrapping touch using free exploration
1576 In the previous section I showed how to compute actions in terms of
1577 body-centered predicates which relied averate touch activation of
1578 pre-defined regions of the worm's skin. What if, instead of recieving
1579 touch pre-grouped into the six faces of each worm segment, the true
1580 topology of the worm's skin was unknown? This is more similiar to how
1581 a nerve fiber bundle might be arranged. While two fibers that are
1582 close in a nerve bundle /might/ correspond to two touch sensors that
1583 are close together on the skin, the process of taking a complicated
1584 surface and forcing it into essentially a circle requires some cuts
1585 and rerragenments.
1587 In this section I show how to automatically learn the skin-topology of
1588 a worm segment by free exploration. As the worm rolls around on the
1589 floor, large sections of its surface get activated. If the worm has
1590 stopped moving, then whatever region of skin that is touching the
1591 floor is probably an important region, and should be recorded.
1593 #+caption: Program to detect whether the worm is in a resting state
1594 #+caption: with one face touching the floor.
1595 #+name: pure-touch
1596 #+begin_listing clojure
1597 #+begin_src clojure
1598 (def full-contact [(float 0.0) (float 0.1)])
1600 (defn pure-touch?
1601 "This is worm specific code to determine if a large region of touch
1602 sensors is either all on or all off."
1603 [[coords touch :as touch-data]]
1604 (= (set (map first touch)) (set full-contact)))
1605 #+end_src
1606 #+end_listing
1608 After collecting these important regions, there will many nearly
1609 similiar touch regions. While for some purposes the subtle
1610 differences between these regions will be important, for my
1611 purposes I colapse them into mostly non-overlapping sets using
1612 =remove-similiar= in listing \ref{remove-similiar}
1614 #+caption: Program to take a lits of set of points and ``collapse them''
1615 #+caption: so that the remaining sets in the list are siginificantly
1616 #+caption: different from each other. Prefer smaller sets to larger ones.
1617 #+name: remove-similiar
1618 #+begin_listing clojure
1619 #+begin_src clojure
1620 (defn remove-similar
1621 [coll]
1622 (loop [result () coll (sort-by (comp - count) coll)]
1623 (if (empty? coll) result
1624 (let [[x & xs] coll
1625 c (count x)]
1626 (if (some
1627 (fn [other-set]
1628 (let [oc (count other-set)]
1629 (< (- (count (union other-set x)) c) (* oc 0.1))))
1630 xs)
1631 (recur result xs)
1632 (recur (cons x result) xs))))))
1633 #+end_src
1634 #+end_listing
1636 Actually running this simulation is easy given =CORTEX='s facilities.
1638 #+caption: Collect experiences while the worm moves around. Filter the touch
1639 #+caption: sensations by stable ones, collapse similiar ones together,
1640 #+caption: and report the regions learned.
1641 #+name: learn-touch
1642 #+begin_listing clojure
1643 #+begin_src clojure
1644 (defn learn-touch-regions []
1645 (let [experiences (atom [])
1646 world (apply-map
1647 worm-world
1648 (assoc (worm-segment-defaults)
1649 :experiences experiences))]
1650 (run-world world)
1651 (->>
1652 @experiences
1653 (drop 175)
1654 ;; access the single segment's touch data
1655 (map (comp first :touch))
1656 ;; only deal with "pure" touch data to determine surfaces
1657 (filter pure-touch?)
1658 ;; associate coordinates with touch values
1659 (map (partial apply zipmap))
1660 ;; select those regions where contact is being made
1661 (map (partial group-by second))
1662 (map #(get % full-contact))
1663 (map (partial map first))
1664 ;; remove redundant/subset regions
1665 (map set)
1666 remove-similar)))
1668 (defn learn-and-view-touch-regions []
1669 (map view-touch-region
1670 (learn-touch-regions)))
1671 #+end_src
1672 #+end_listing
1674 The only thing remining to define is the particular motion the worm
1675 must take. I accomplish this with a simple motor control program.
1677 #+caption: Motor control program for making the worm roll on the ground.
1678 #+caption: This could also be replaced with random motion.
1679 #+name: worm-roll
1680 #+begin_listing clojure
1681 #+begin_src clojure
1682 (defn touch-kinesthetics []
1683 [[170 :lift-1 40]
1684 [190 :lift-1 19]
1685 [206 :lift-1 0]
1687 [400 :lift-2 40]
1688 [410 :lift-2 0]
1690 [570 :lift-2 40]
1691 [590 :lift-2 21]
1692 [606 :lift-2 0]
1694 [800 :lift-1 30]
1695 [809 :lift-1 0]
1697 [900 :roll-2 40]
1698 [905 :roll-2 20]
1699 [910 :roll-2 0]
1701 [1000 :roll-2 40]
1702 [1005 :roll-2 20]
1703 [1010 :roll-2 0]
1705 [1100 :roll-2 40]
1706 [1105 :roll-2 20]
1707 [1110 :roll-2 0]
1708 ])
1709 #+end_src
1710 #+end_listing
1713 #+caption: The small worm rolls around on the floor, driven
1714 #+caption: by the motor control program in listing \ref{worm-roll}.
1715 #+name: worm-roll
1716 #+ATTR_LaTeX: :width 12cm
1717 [[./images/worm-roll.png]]
1720 #+caption: After completing its adventures, the worm now knows
1721 #+caption: how its touch sensors are arranged along its skin. These
1722 #+caption: are the regions that were deemed important by
1723 #+caption: =learn-touch-regions=. Note that the worm has discovered
1724 #+caption: that it has six sides.
1725 #+name: worm-touch-map
1726 #+ATTR_LaTeX: :width 12cm
1727 [[./images/touch-learn.png]]
1729 While simple, =learn-touch-regions= exploits regularities in both
1730 the worm's physiology and the worm's environment to correctly
1731 deduce that the worm has six sides. Note that =learn-touch-regions=
1732 would work just as well even if the worm's touch sense data were
1733 completely scrambled. The cross shape is just for convienence. This
1734 example justifies the use of pre-defined touch regions in =EMPATH=.
1736 * COMMENT Contributions
1738 In this thesis you have seen the =CORTEX= system, a complete
1739 environment for creating simulated creatures. You have seen how to
1740 implement five senses including touch, proprioception, hearing,
1741 vision, and muscle tension. You have seen how to create new creatues
1742 using blender, a 3D modeling tool. I hope that =CORTEX= will be
1743 useful in further research projects. To this end I have included the
1744 full source to =CORTEX= along with a large suite of tests and
1745 examples. I have also created a user guide for =CORTEX= which is
1746 inculded in an appendix to this thesis.
1748 You have also seen how I used =CORTEX= as a platform to attach the
1749 /action recognition/ problem, which is the problem of recognizing
1750 actions in video. You saw a simple system called =EMPATH= which
1751 ientifies actions by first describing actions in a body-centerd,
1752 rich sense language, then infering a full range of sensory
1753 experience from limited data using previous experience gained from
1754 free play.
1756 As a minor digression, you also saw how I used =CORTEX= to enable a
1757 tiny worm to discover the topology of its skin simply by rolling on
1758 the ground.
1760 In conclusion, the main contributions of this thesis are:
1762 - =CORTEX=, a system for creating simulated creatures with rich
1763 senses.
1764 - =EMPATH=, a program for recognizing actions by imagining sensory
1765 experience.
1767 # An anatomical joke:
1768 # - Training
1769 # - Skeletal imitation
1770 # - Sensory fleshing-out
1771 # - Classification