Mercurial > cortex
view thesis/cortex.org @ 483:3046d963ec1a
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author | Robert McIntyre <rlm@mit.edu> |
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date | Sat, 29 Mar 2014 00:54:43 -0400 |
parents | 074eadc919fe |
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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 * COMMENT Empathy and Embodiment as problem solving strategies46 By the end of this thesis, you will have seen a novel approach to47 interpreting video using embodiment and empathy. You will have also48 seen one way to efficiently implement empathy for embodied49 creatures. Finally, you will become familiar with =CORTEX=, a system50 for designing and simulating creatures with rich senses, which you51 may choose to use in your own research.53 This is the core vision of my thesis: That one of the important ways54 in which we understand others is by imagining ourselves in their55 position and emphatically feeling experiences relative to our own56 bodies. By understanding events in terms of our own previous57 corporeal experience, we greatly constrain the possibilities of what58 would otherwise be an unwieldy exponential search. This extra59 constraint can be the difference between easily understanding what60 is happening in a video and being completely lost in a sea of61 incomprehensible color and movement.63 ** Recognizing actions in video is extremely difficult65 Consider for example the problem of determining what is happening66 in a video of which this is one frame:68 #+caption: A cat drinking some water. Identifying this action is69 #+caption: beyond the state of the art for computers.70 #+ATTR_LaTeX: :width 7cm71 [[./images/cat-drinking.jpg]]73 It is currently impossible for any computer program to reliably74 label such a video as ``drinking''. And rightly so -- it is a very75 hard problem! What features can you describe in terms of low level76 functions of pixels that can even begin to describe at a high level77 what is happening here?79 Or suppose that you are building a program that recognizes chairs.80 How could you ``see'' the chair in figure \ref{hidden-chair}?82 #+caption: The chair in this image is quite obvious to humans, but I83 #+caption: doubt that any modern computer vision program can find it.84 #+name: hidden-chair85 #+ATTR_LaTeX: :width 10cm86 [[./images/fat-person-sitting-at-desk.jpg]]88 Finally, how is it that you can easily tell the difference between89 how the girls /muscles/ are working in figure \ref{girl}?91 #+caption: The mysterious ``common sense'' appears here as you are able92 #+caption: to discern the difference in how the girl's arm muscles93 #+caption: are activated between the two images.94 #+name: girl95 #+ATTR_LaTeX: :width 7cm96 [[./images/wall-push.png]]98 Each of these examples tells us something about what might be going99 on in our minds as we easily solve these recognition problems.101 The hidden chairs show us that we are strongly triggered by cues102 relating to the position of human bodies, and that we can determine103 the overall physical configuration of a human body even if much of104 that body is occluded.106 The picture of the girl pushing against the wall tells us that we107 have common sense knowledge about the kinetics of our own bodies.108 We know well how our muscles would have to work to maintain us in109 most positions, and we can easily project this self-knowledge to110 imagined positions triggered by images of the human body.112 ** =EMPATH= neatly solves recognition problems114 I propose a system that can express the types of recognition115 problems above in a form amenable to computation. It is split into116 four parts:118 - Free/Guided Play :: The creature moves around and experiences the119 world through its unique perspective. Many otherwise120 complicated actions are easily described in the language of a121 full suite of body-centered, rich senses. For example,122 drinking is the feeling of water sliding down your throat, and123 cooling your insides. It's often accompanied by bringing your124 hand close to your face, or bringing your face close to water.125 Sitting down is the feeling of bending your knees, activating126 your quadriceps, then feeling a surface with your bottom and127 relaxing your legs. These body-centered action descriptions128 can be either learned or hard coded.129 - Posture Imitation :: When trying to interpret a video or image,130 the creature takes a model of itself and aligns it with131 whatever it sees. This alignment can even cross species, as132 when humans try to align themselves with things like ponies,133 dogs, or other humans with a different body type.134 - Empathy :: The alignment triggers associations with135 sensory data from prior experiences. For example, the136 alignment itself easily maps to proprioceptive data. Any137 sounds or obvious skin contact in the video can to a lesser138 extent trigger previous experience. Segments of previous139 experiences are stitched together to form a coherent and140 complete sensory portrait of the scene.141 - Recognition :: With the scene described in terms of first142 person sensory events, the creature can now run its143 action-identification programs on this synthesized sensory144 data, just as it would if it were actually experiencing the145 scene first-hand. If previous experience has been accurately146 retrieved, and if it is analogous enough to the scene, then147 the creature will correctly identify the action in the scene.149 For example, I think humans are able to label the cat video as150 ``drinking'' because they imagine /themselves/ as the cat, and151 imagine putting their face up against a stream of water and152 sticking out their tongue. In that imagined world, they can feel153 the cool water hitting their tongue, and feel the water entering154 their body, and are able to recognize that /feeling/ as drinking.155 So, the label of the action is not really in the pixels of the156 image, but is found clearly in a simulation inspired by those157 pixels. An imaginative system, having been trained on drinking and158 non-drinking examples and learning that the most important159 component of drinking is the feeling of water sliding down one's160 throat, would analyze a video of a cat drinking in the following161 manner:163 1. Create a physical model of the video by putting a ``fuzzy''164 model of its own body in place of the cat. Possibly also create165 a simulation of the stream of water.167 2. Play out this simulated scene and generate imagined sensory168 experience. This will include relevant muscle contractions, a169 close up view of the stream from the cat's perspective, and most170 importantly, the imagined feeling of water entering the171 mouth. The imagined sensory experience can come from a172 simulation of the event, but can also be pattern-matched from173 previous, similar embodied experience.175 3. The action is now easily identified as drinking by the sense of176 taste alone. The other senses (such as the tongue moving in and177 out) help to give plausibility to the simulated action. Note that178 the sense of vision, while critical in creating the simulation,179 is not critical for identifying the action from the simulation.181 For the chair examples, the process is even easier:183 1. Align a model of your body to the person in the image.185 2. Generate proprioceptive sensory data from this alignment.187 3. Use the imagined proprioceptive data as a key to lookup related188 sensory experience associated with that particular proproceptive189 feeling.191 4. Retrieve the feeling of your bottom resting on a surface, your192 knees bent, and your leg muscles relaxed.194 5. This sensory information is consistent with the =sitting?=195 sensory predicate, so you (and the entity in the image) must be196 sitting.198 6. There must be a chair-like object since you are sitting.200 Empathy offers yet another alternative to the age-old AI201 representation question: ``What is a chair?'' --- A chair is the202 feeling of sitting.204 My program, =EMPATH= uses this empathic problem solving technique205 to interpret the actions of a simple, worm-like creature.207 #+caption: The worm performs many actions during free play such as208 #+caption: curling, wiggling, and resting.209 #+name: worm-intro210 #+ATTR_LaTeX: :width 15cm211 [[./images/worm-intro-white.png]]213 #+caption: =EMPATH= recognized and classified each of these214 #+caption: poses by inferring the complete sensory experience215 #+caption: from proprioceptive data.216 #+name: worm-recognition-intro217 #+ATTR_LaTeX: :width 15cm218 [[./images/worm-poses.png]]220 One powerful advantage of empathic problem solving is that it221 factors the action recognition problem into two easier problems. To222 use empathy, you need an /aligner/, which takes the video and a223 model of your body, and aligns the model with the video. Then, you224 need a /recognizer/, which uses the aligned model to interpret the225 action. The power in this method lies in the fact that you describe226 all actions form a body-centered viewpoint. You are less tied to227 the particulars of any visual representation of the actions. If you228 teach the system what ``running'' is, and you have a good enough229 aligner, the system will from then on be able to recognize running230 from any point of view, even strange points of view like above or231 underneath the runner. This is in contrast to action recognition232 schemes that try to identify actions using a non-embodied approach.233 If these systems learn about running as viewed from the side, they234 will not automatically be able to recognize running from any other235 viewpoint.237 Another powerful advantage is that using the language of multiple238 body-centered rich senses to describe body-centerd actions offers a239 massive boost in descriptive capability. Consider how difficult it240 would be to compose a set of HOG filters to describe the action of241 a simple worm-creature ``curling'' so that its head touches its242 tail, and then behold the simplicity of describing thus action in a243 language designed for the task (listing \ref{grand-circle-intro}):245 #+caption: Body-centerd actions are best expressed in a body-centered246 #+caption: language. This code detects when the worm has curled into a247 #+caption: full circle. Imagine how you would replicate this functionality248 #+caption: using low-level pixel features such as HOG filters!249 #+name: grand-circle-intro250 #+attr_latex: [htpb]251 #+begin_listing clojure252 #+begin_src clojure253 (defn grand-circle?254 "Does the worm form a majestic circle (one end touching the other)?"255 [experiences]256 (and (curled? experiences)257 (let [worm-touch (:touch (peek experiences))258 tail-touch (worm-touch 0)259 head-touch (worm-touch 4)]260 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))261 (< 0.2 (contact worm-segment-top-tip head-touch))))))262 #+end_src263 #+end_listing265 ** =CORTEX= is a toolkit for building sensate creatures267 I built =CORTEX= to be a general AI research platform for doing268 experiments involving multiple rich senses and a wide variety and269 number of creatures. I intend it to be useful as a library for many270 more projects than just this thesis. =CORTEX= was necessary to meet271 a need among AI researchers at CSAIL and beyond, which is that272 people often will invent neat ideas that are best expressed in the273 language of creatures and senses, but in order to explore those274 ideas they must first build a platform in which they can create275 simulated creatures with rich senses! There are many ideas that276 would be simple to execute (such as =EMPATH=), but attached to them277 is the multi-month effort to make a good creature simulator. Often,278 that initial investment of time proves to be too much, and the279 project must make do with a lesser environment.281 =CORTEX= is well suited as an environment for embodied AI research282 for three reasons:284 - You can create new creatures using Blender, a popular 3D modeling285 program. Each sense can be specified using special blender nodes286 with biologically inspired paramaters. You need not write any287 code to create a creature, and can use a wide library of288 pre-existing blender models as a base for your own creatures.290 - =CORTEX= implements a wide variety of senses, including touch,291 proprioception, vision, hearing, and muscle tension. Complicated292 senses like touch, and vision involve multiple sensory elements293 embedded in a 2D surface. You have complete control over the294 distribution of these sensor elements through the use of simple295 png image files. In particular, =CORTEX= implements more296 comprehensive hearing than any other creature simulation system297 available.299 - =CORTEX= supports any number of creatures and any number of300 senses. Time in =CORTEX= dialates so that the simulated creatures301 always precieve a perfectly smooth flow of time, regardless of302 the actual computational load.304 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game305 engine designed to create cross-platform 3D desktop games. =CORTEX=306 is mainly written in clojure, a dialect of =LISP= that runs on the307 java virtual machine (JVM). The API for creating and simulating308 creatures and senses is entirely expressed in clojure, though many309 senses are implemented at the layer of jMonkeyEngine or below. For310 example, for the sense of hearing I use a layer of clojure code on311 top of a layer of java JNI bindings that drive a layer of =C++=312 code which implements a modified version of =OpenAL= to support313 multiple listeners. =CORTEX= is the only simulation environment314 that I know of that can support multiple entities that can each315 hear the world from their own perspective. Other senses also316 require a small layer of Java code. =CORTEX= also uses =bullet=, a317 physics simulator written in =C=.319 #+caption: Here is the worm from above modeled in Blender, a free320 #+caption: 3D-modeling program. Senses and joints are described321 #+caption: using special nodes in Blender.322 #+name: worm-recognition-intro323 #+ATTR_LaTeX: :width 12cm324 [[./images/blender-worm.png]]326 Here are some thing I anticipate that =CORTEX= might be used for:328 - exploring new ideas about sensory integration329 - distributed communication among swarm creatures330 - self-learning using free exploration,331 - evolutionary algorithms involving creature construction332 - exploration of exoitic senses and effectors that are not possible333 in the real world (such as telekenisis or a semantic sense)334 - imagination using subworlds336 During one test with =CORTEX=, I created 3,000 creatures each with337 their own independent senses and ran them all at only 1/80 real338 time. In another test, I created a detailed model of my own hand,339 equipped with a realistic distribution of touch (more sensitive at340 the fingertips), as well as eyes and ears, and it ran at around 1/4341 real time.343 #+BEGIN_LaTeX344 \begin{sidewaysfigure}345 \includegraphics[width=9.5in]{images/full-hand.png}346 \caption{347 I modeled my own right hand in Blender and rigged it with all the348 senses that {\tt CORTEX} supports. My simulated hand has a349 biologically inspired distribution of touch sensors. The senses are350 displayed on the right, and the simulation is displayed on the351 left. Notice that my hand is curling its fingers, that it can see352 its own finger from the eye in its palm, and that it can feel its353 own thumb touching its palm.}354 \end{sidewaysfigure}355 #+END_LaTeX357 ** Contributions359 - I built =CORTEX=, a comprehensive platform for embodied AI360 experiments. =CORTEX= supports many features lacking in other361 systems, such proper simulation of hearing. It is easy to create362 new =CORTEX= creatures using Blender, a free 3D modeling program.364 - I built =EMPATH=, which uses =CORTEX= to identify the actions of365 a worm-like creature using a computational model of empathy.367 * Building =CORTEX=369 I intend for =CORTEX= to be used as a general purpose library for370 building creatures and outfitting them with senses, so that it will371 be useful for other researchers who want to test out ideas of their372 own. To this end, wherver I have had to make archetictural choices373 about =CORTEX=, I have chosen to give as much freedom to the user as374 possible, so that =CORTEX= may be used for things I have not375 forseen.377 ** COMMENT Simulation or Reality?379 The most important archetictural decision of all is the choice to380 use a computer-simulated environemnt in the first place! The world381 is a vast and rich place, and for now simulations are a very poor382 reflection of its complexity. It may be that there is a significant383 qualatative difference between dealing with senses in the real384 world and dealing with pale facilimilies of them in a simulation.385 What are the advantages and disadvantages of a simulation vs.386 reality?388 *** Simulation390 The advantages of virtual reality are that when everything is a391 simulation, experiments in that simulation are absolutely392 reproducible. It's also easier to change the character and world393 to explore new situations and different sensory combinations.395 If the world is to be simulated on a computer, then not only do396 you have to worry about whether the character's senses are rich397 enough to learn from the world, but whether the world itself is398 rendered with enough detail and realism to give enough working399 material to the character's senses. To name just a few400 difficulties facing modern physics simulators: destructibility of401 the environment, simulation of water/other fluids, large areas,402 nonrigid bodies, lots of objects, smoke. I don't know of any403 computer simulation that would allow a character to take a rock404 and grind it into fine dust, then use that dust to make a clay405 sculpture, at least not without spending years calculating the406 interactions of every single small grain of dust. Maybe a407 simulated world with today's limitations doesn't provide enough408 richness for real intelligence to evolve.410 *** Reality412 The other approach for playing with senses is to hook your413 software up to real cameras, microphones, robots, etc., and let it414 loose in the real world. This has the advantage of eliminating415 concerns about simulating the world at the expense of increasing416 the complexity of implementing the senses. Instead of just417 grabbing the current rendered frame for processing, you have to418 use an actual camera with real lenses and interact with photons to419 get an image. It is much harder to change the character, which is420 now partly a physical robot of some sort, since doing so involves421 changing things around in the real world instead of modifying422 lines of code. While the real world is very rich and definitely423 provides enough stimulation for intelligence to develop as424 evidenced by our own existence, it is also uncontrollable in the425 sense that a particular situation cannot be recreated perfectly or426 saved for later use. It is harder to conduct science because it is427 harder to repeat an experiment. The worst thing about using the428 real world instead of a simulation is the matter of time. Instead429 of simulated time you get the constant and unstoppable flow of430 real time. This severely limits the sorts of software you can use431 to program the AI because all sense inputs must be handled in real432 time. Complicated ideas may have to be implemented in hardware or433 may simply be impossible given the current speed of our434 processors. Contrast this with a simulation, in which the flow of435 time in the simulated world can be slowed down to accommodate the436 limitations of the character's programming. In terms of cost,437 doing everything in software is far cheaper than building custom438 real-time hardware. All you need is a laptop and some patience.440 ** COMMENT Because of Time, simulation is perferable to reality442 I envision =CORTEX= being used to support rapid prototyping and443 iteration of ideas. Even if I could put together a well constructed444 kit for creating robots, it would still not be enough because of445 the scourge of real-time processing. Anyone who wants to test their446 ideas in the real world must always worry about getting their447 algorithms to run fast enough to process information in real time.448 The need for real time processing only increases if multiple senses449 are involved. In the extreme case, even simple algorithms will have450 to be accelerated by ASIC chips or FPGAs, turning what would451 otherwise be a few lines of code and a 10x speed penality into a452 multi-month ordeal. For this reason, =CORTEX= supports453 /time-dialiation/, which scales back the framerate of the454 simulation in proportion to the amount of processing each frame.455 From the perspective of the creatures inside the simulation, time456 always appears to flow at a constant rate, regardless of how457 complicated the envorimnent becomes or how many creatures are in458 the simulation. The cost is that =CORTEX= can sometimes run slower459 than real time. This can also be an advantage, however ---460 simulations of very simple creatures in =CORTEX= generally run at461 40x on my machine!463 ** COMMENT What is a sense?465 If =CORTEX= is to support a wide variety of senses, it would help466 to have a better understanding of what a ``sense'' actually is!467 While vision, touch, and hearing all seem like they are quite468 different things, I was supprised to learn during the course of469 this thesis that they (and all physical senses) can be expressed as470 exactly the same mathematical object due to a dimensional argument!472 Human beings are three-dimensional objects, and the nerves that473 transmit data from our various sense organs to our brain are474 essentially one-dimensional. This leaves up to two dimensions in475 which our sensory information may flow. For example, imagine your476 skin: it is a two-dimensional surface around a three-dimensional477 object (your body). It has discrete touch sensors embedded at478 various points, and the density of these sensors corresponds to the479 sensitivity of that region of skin. Each touch sensor connects to a480 nerve, all of which eventually are bundled together as they travel481 up the spinal cord to the brain. Intersect the spinal nerves with a482 guillotining plane and you will see all of the sensory data of the483 skin revealed in a roughly circular two-dimensional image which is484 the cross section of the spinal cord. Points on this image that are485 close together in this circle represent touch sensors that are486 /probably/ close together on the skin, although there is of course487 some cutting and rearrangement that has to be done to transfer the488 complicated surface of the skin onto a two dimensional image.490 Most human senses consist of many discrete sensors of various491 properties distributed along a surface at various densities. For492 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's493 disks, and Ruffini's endings, which detect pressure and vibration494 of various intensities. For ears, it is the stereocilia distributed495 along the basilar membrane inside the cochlea; each one is496 sensitive to a slightly different frequency of sound. For eyes, it497 is rods and cones distributed along the surface of the retina. In498 each case, we can describe the sense with a surface and a499 distribution of sensors along that surface.501 The neat idea is that every human sense can be effectively502 described in terms of a surface containing embedded sensors. If the503 sense had any more dimensions, then there wouldn't be enough room504 in the spinal chord to transmit the information!506 Therefore, =CORTEX= must support the ability to create objects and507 then be able to ``paint'' points along their surfaces to describe508 each sense.510 Fortunately this idea is already a well known computer graphics511 technique called called /UV-mapping/. The three-dimensional surface512 of a model is cut and smooshed until it fits on a two-dimensional513 image. You paint whatever you want on that image, and when the514 three-dimensional shape is rendered in a game the smooshing and515 cutting is reversed and the image appears on the three-dimensional516 object.518 To make a sense, interpret the UV-image as describing the519 distribution of that senses sensors. To get different types of520 sensors, you can either use a different color for each type of521 sensor, or use multiple UV-maps, each labeled with that sensor522 type. I generally use a white pixel to mean the presence of a523 sensor and a black pixel to mean the absence of a sensor, and use524 one UV-map for each sensor-type within a given sense.526 #+CAPTION: The UV-map for an elongated icososphere. The white527 #+caption: dots each represent a touch sensor. They are dense528 #+caption: in the regions that describe the tip of the finger,529 #+caption: and less dense along the dorsal side of the finger530 #+caption: opposite the tip.531 #+name: finger-UV532 #+ATTR_latex: :width 10cm533 [[./images/finger-UV.png]]535 #+caption: Ventral side of the UV-mapped finger. Notice the536 #+caption: density of touch sensors at the tip.537 #+name: finger-side-view538 #+ATTR_LaTeX: :width 10cm539 [[./images/finger-1.png]]541 ** COMMENT Video game engines provide ready-made physics and shading543 I did not need to write my own physics simulation code or shader to544 build =CORTEX=. Doing so would lead to a system that is impossible545 for anyone but myself to use anyway. Instead, I use a video game546 engine as a base and modify it to accomodate the additional needs547 of =CORTEX=. Video game engines are an ideal starting point to548 build =CORTEX=, because they are not far from being creature549 building systems themselves.551 First off, general purpose video game engines come with a physics552 engine and lighting / sound system. The physics system provides553 tools that can be co-opted to serve as touch, proprioception, and554 muscles. Since some games support split screen views, a good video555 game engine will allow you to efficiently create multiple cameras556 in the simulated world that can be used as eyes. Video game systems557 offer integrated asset management for things like textures and558 creatures models, providing an avenue for defining creatures. They559 also understand UV-mapping, since this technique is used to apply a560 texture to a model. Finally, because video game engines support a561 large number of users, as long as =CORTEX= doesn't stray too far562 from the base system, other researchers can turn to this community563 for help when doing their research.565 ** COMMENT =CORTEX= is based on jMonkeyEngine3567 While preparing to build =CORTEX= I studied several video game568 engines to see which would best serve as a base. The top contenders569 were:571 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID572 software in 1997. All the source code was released by ID573 software into the Public Domain several years ago, and as a574 result it has been ported to many different languages. This575 engine was famous for its advanced use of realistic shading576 and had decent and fast physics simulation. The main advantage577 of the Quake II engine is its simplicity, but I ultimately578 rejected it because the engine is too tied to the concept of a579 first-person shooter game. One of the problems I had was that580 there does not seem to be any easy way to attach multiple581 cameras to a single character. There are also several physics582 clipping issues that are corrected in a way that only applies583 to the main character and do not apply to arbitrary objects.585 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II586 and Quake I engines and is used by Valve in the Half-Life587 series of games. The physics simulation in the Source Engine588 is quite accurate and probably the best out of all the engines589 I investigated. There is also an extensive community actively590 working with the engine. However, applications that use the591 Source Engine must be written in C++, the code is not open, it592 only runs on Windows, and the tools that come with the SDK to593 handle models and textures are complicated and awkward to use.595 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating596 games in Java. It uses OpenGL to render to the screen and uses597 screengraphs to avoid drawing things that do not appear on the598 screen. It has an active community and several games in the599 pipeline. The engine was not built to serve any particular600 game but is instead meant to be used for any 3D game.602 I chose jMonkeyEngine3 because it because it had the most features603 out of all the free projects I looked at, and because I could then604 write my code in clojure, an implementation of =LISP= that runs on605 the JVM.607 ** COMMENT =CORTEX= uses Blender to create creature models609 For the simple worm-like creatures I will use later on in this610 thesis, I could define a simple API in =CORTEX= that would allow611 one to create boxes, spheres, etc., and leave that API as the sole612 way to create creatures. However, for =CORTEX= to truly be useful613 for other projects, it needs a way to construct complicated614 creatures. If possible, it would be nice to leverage work that has615 already been done by the community of 3D modelers, or at least616 enable people who are talented at moedling but not programming to617 design =CORTEX= creatures.619 Therefore, I use Blender, a free 3D modeling program, as the main620 way to create creatures in =CORTEX=. However, the creatures modeled621 in Blender must also be simple to simulate in jMonkeyEngine3's game622 engine, and must also be easy to rig with =CORTEX='s senses. I623 accomplish this with extensive use of Blender's ``empty nodes.''625 Empty nodes have no mass, physical presence, or appearance, but626 they can hold metadata and have names. I use a tree structure of627 empty nodes to specify senses in the following manner:629 - Create a single top-level empty node whose name is the name of630 the sense.631 - Add empty nodes which each contain meta-data relevant to the632 sense, including a UV-map describing the number/distribution of633 sensors if applicable.634 - Make each empty-node the child of the top-level node.636 #+caption: An example of annoting a creature model with empty637 #+caption: nodes to describe the layout of senses. There are638 #+caption: multiple empty nodes which each describe the position639 #+caption: of muscles, ears, eyes, or joints.640 #+name: sense-nodes641 #+ATTR_LaTeX: :width 10cm642 [[./images/empty-sense-nodes.png]]644 ** COMMENT Bodies are composed of segments connected by joints646 Blender is a general purpose animation tool, which has been used in647 the past to create high quality movies such as Sintel648 \cite{sintel}. Though Blender can model and render even complicated649 things like water, it is crucual to keep models that are meant to650 be simulated as creatures simple. =Bullet=, which =CORTEX= uses651 though jMonkeyEngine3, is a rigid-body physics system. This offers652 a compromise between the expressiveness of a game level and the653 speed at which it can be simulated, and it means that creatures654 should be naturally expressed as rigid components held together by655 joint constraints.657 But humans are more like a squishy bag with wrapped around some658 hard bones which define the overall shape. When we move, our skin659 bends and stretches to accomodate the new positions of our bones.661 One way to make bodies composed of rigid pieces connected by joints662 /seem/ more human-like is to use an /armature/, (or /rigging/)663 system, which defines a overall ``body mesh'' and defines how the664 mesh deforms as a function of the position of each ``bone'' which665 is a standard rigid body. This technique is used extensively to666 model humans and create realistic animations. It is not a good667 technique for physical simulation, however because it creates a lie668 -- the skin is not a physical part of the simulation and does not669 interact with any objects in the world or itself. Objects will pass670 right though the skin until they come in contact with the671 underlying bone, which is a physical object. Whithout simulating672 the skin, the sense of touch has little meaning, and the creature's673 own vision will lie to it about the true extent of its body.674 Simulating the skin as a physical object requires some way to675 continuously update the physical model of the skin along with the676 movement of the bones, which is unacceptably slow compared to rigid677 body simulation.679 Therefore, instead of using the human-like ``deformable bag of680 bones'' approach, I decided to base my body plans on multiple solid681 objects that are connected by joints, inspired by the robot =EVE=682 from the movie WALL-E.684 #+caption: =EVE= from the movie WALL-E. This body plan turns685 #+caption: out to be much better suited to my purposes than a more686 #+caption: human-like one.687 #+ATTR_LaTeX: :width 10cm688 [[./images/Eve.jpg]]690 =EVE='s body is composed of several rigid components that are held691 together by invisible joint constraints. This is what I mean by692 ``eve-like''. The main reason that I use eve-style bodies is for693 efficiency, and so that there will be correspondence between the694 AI's semses and the physical presence of its body. Each individual695 section is simulated by a separate rigid body that corresponds696 exactly with its visual representation and does not change.697 Sections are connected by invisible joints that are well supported698 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,699 can efficiently simulate hundreds of rigid bodies connected by700 joints. Just because sections are rigid does not mean they have to701 stay as one piece forever; they can be dynamically replaced with702 multiple sections to simulate splitting in two. This could be used703 to simulate retractable claws or =EVE='s hands, which are able to704 coalesce into one object in the movie.706 *** Solidifying/Connecting a body708 =CORTEX= creates a creature in two steps: first, it traverses the709 nodes in the blender file and creates physical representations for710 any of them that have mass defined in their blender meta-data.712 #+caption: Program for iterating through the nodes in a blender file713 #+caption: and generating physical jMonkeyEngine3 objects with mass714 #+caption: and a matching physics shape.715 #+name: name716 #+begin_listing clojure717 #+begin_src clojure718 (defn physical!719 "Iterate through the nodes in creature and make them real physical720 objects in the simulation."721 [#^Node creature]722 (dorun723 (map724 (fn [geom]725 (let [physics-control726 (RigidBodyControl.727 (HullCollisionShape.728 (.getMesh geom))729 (if-let [mass (meta-data geom "mass")]730 (float mass) (float 1)))]731 (.addControl geom physics-control)))732 (filter #(isa? (class %) Geometry )733 (node-seq creature)))))734 #+end_src735 #+end_listing737 The next step to making a proper body is to connect those pieces738 together with joints. jMonkeyEngine has a large array of joints739 available via =bullet=, such as Point2Point, Cone, Hinge, and a740 generic Six Degree of Freedom joint, with or without spring741 restitution.743 Joints are treated a lot like proper senses, in that there is a744 top-level empty node named ``joints'' whose children each745 represent a joint.747 #+caption: View of the hand model in Blender showing the main ``joints''748 #+caption: node (highlighted in yellow) and its children which each749 #+caption: represent a joint in the hand. Each joint node has metadata750 #+caption: specifying what sort of joint it is.751 #+name: blender-hand752 #+ATTR_LaTeX: :width 10cm753 [[./images/hand-screenshot1.png]]756 =CORTEX='s procedure for binding the creature together with joints757 is as follows:759 - Find the children of the ``joints'' node.760 - Determine the two spatials the joint is meant to connect.761 - Create the joint based on the meta-data of the empty node.763 The higher order function =sense-nodes= from =cortex.sense=764 simplifies finding the joints based on their parent ``joints''765 node.767 #+caption: Retrieving the children empty nodes from a single768 #+caption: named empty node is a common pattern in =CORTEX=769 #+caption: further instances of this technique for the senses770 #+caption: will be omitted771 #+name: get-empty-nodes772 #+begin_listing clojure773 #+begin_src clojure774 (defn sense-nodes775 "For some senses there is a special empty blender node whose776 children are considered markers for an instance of that sense. This777 function generates functions to find those children, given the name778 of the special parent node."779 [parent-name]780 (fn [#^Node creature]781 (if-let [sense-node (.getChild creature parent-name)]782 (seq (.getChildren sense-node)) [])))784 (def785 ^{:doc "Return the children of the creature's \"joints\" node."786 :arglists '([creature])}787 joints788 (sense-nodes "joints"))789 #+end_src790 #+end_listing792 To find a joint's targets, =CORTEX= creates a small cube, centered793 around the empty-node, and grows the cube exponentially until it794 intersects two physical objects. The objects are ordered according795 to the joint's rotation, with the first one being the object that796 has more negative coordinates in the joint's reference frame.797 Since the objects must be physical, the empty-node itself escapes798 detection. Because the objects must be physical, =joint-targets=799 must be called /after/ =physical!= is called.801 #+caption: Program to find the targets of a joint node by802 #+caption: exponentiallly growth of a search cube.803 #+name: joint-targets804 #+begin_listing clojure805 #+begin_src clojure806 (defn joint-targets807 "Return the two closest two objects to the joint object, ordered808 from bottom to top according to the joint's rotation."809 [#^Node parts #^Node joint]810 (loop [radius (float 0.01)]811 (let [results (CollisionResults.)]812 (.collideWith813 parts814 (BoundingBox. (.getWorldTranslation joint)815 radius radius radius) results)816 (let [targets817 (distinct818 (map #(.getGeometry %) results))]819 (if (>= (count targets) 2)820 (sort-by821 #(let [joint-ref-frame-position822 (jme-to-blender823 (.mult824 (.inverse (.getWorldRotation joint))825 (.subtract (.getWorldTranslation %)826 (.getWorldTranslation joint))))]827 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))828 (take 2 targets))829 (recur (float (* radius 2))))))))830 #+end_src831 #+end_listing833 Once =CORTEX= finds all joints and targets, it creates them using834 a dispatch on the metadata of each joint node.836 #+caption: Program to dispatch on blender metadata and create joints837 #+caption: sutiable for physical simulation.838 #+name: joint-dispatch839 #+begin_listing clojure840 #+begin_src clojure841 (defmulti joint-dispatch842 "Translate blender pseudo-joints into real JME joints."843 (fn [constraints & _]844 (:type constraints)))846 (defmethod joint-dispatch :point847 [constraints control-a control-b pivot-a pivot-b rotation]848 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)849 (.setLinearLowerLimit Vector3f/ZERO)850 (.setLinearUpperLimit Vector3f/ZERO)))852 (defmethod joint-dispatch :hinge853 [constraints control-a control-b pivot-a pivot-b rotation]854 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)855 [limit-1 limit-2] (:limit constraints)856 hinge-axis (.mult rotation (blender-to-jme axis))]857 (doto (HingeJoint. control-a control-b pivot-a pivot-b858 hinge-axis hinge-axis)859 (.setLimit limit-1 limit-2))))861 (defmethod joint-dispatch :cone862 [constraints control-a control-b pivot-a pivot-b rotation]863 (let [limit-xz (:limit-xz constraints)864 limit-xy (:limit-xy constraints)865 twist (:twist constraints)]866 (doto (ConeJoint. control-a control-b pivot-a pivot-b867 rotation rotation)868 (.setLimit (float limit-xz) (float limit-xy)869 (float twist)))))870 #+end_src871 #+end_listing873 All that is left for joints it to combine the above pieces into a874 something that can operate on the collection of nodes that a875 blender file represents.877 #+caption: Program to completely create a joint given information878 #+caption: from a blender file.879 #+name: connect880 #+begin_listing clojure881 #+begin_src clojure882 (defn connect883 "Create a joint between 'obj-a and 'obj-b at the location of884 'joint. The type of joint is determined by the metadata on 'joint.886 Here are some examples:887 {:type :point}888 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}889 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)891 {:type :cone :limit-xz 0]892 :limit-xy 0]893 :twist 0]} (use XZY rotation mode in blender!)"894 [#^Node obj-a #^Node obj-b #^Node joint]895 (let [control-a (.getControl obj-a RigidBodyControl)896 control-b (.getControl obj-b RigidBodyControl)897 joint-center (.getWorldTranslation joint)898 joint-rotation (.toRotationMatrix (.getWorldRotation joint))899 pivot-a (world-to-local obj-a joint-center)900 pivot-b (world-to-local obj-b joint-center)]901 (if-let902 [constraints (map-vals eval (read-string (meta-data joint "joint")))]903 ;; A side-effect of creating a joint registers904 ;; it with both physics objects which in turn905 ;; will register the joint with the physics system906 ;; when the simulation is started.907 (joint-dispatch constraints908 control-a control-b909 pivot-a pivot-b910 joint-rotation))))911 #+end_src912 #+end_listing914 In general, whenever =CORTEX= exposes a sense (or in this case915 physicality), it provides a function of the type =sense!=, which916 takes in a collection of nodes and augments it to support that917 sense. The function returns any controlls necessary to use that918 sense. In this case =body!= cerates a physical body and returns no919 control functions.921 #+caption: Program to give joints to a creature.922 #+name: name923 #+begin_listing clojure924 #+begin_src clojure925 (defn joints!926 "Connect the solid parts of the creature with physical joints. The927 joints are taken from the \"joints\" node in the creature."928 [#^Node creature]929 (dorun930 (map931 (fn [joint]932 (let [[obj-a obj-b] (joint-targets creature joint)]933 (connect obj-a obj-b joint)))934 (joints creature))))935 (defn body!936 "Endow the creature with a physical body connected with joints. The937 particulars of the joints and the masses of each body part are938 determined in blender."939 [#^Node creature]940 (physical! creature)941 (joints! creature))942 #+end_src943 #+end_listing945 All of the code you have just seen amounts to only 130 lines, yet946 because it builds on top of Blender and jMonkeyEngine3, those few947 lines pack quite a punch!949 The hand from figure \ref{blender-hand}, which was modeled after950 my own right hand, can now be given joints and simulated as a951 creature.953 #+caption: With the ability to create physical creatures from blender,954 #+caption: =CORTEX= gets one step closer to becomming a full creature955 #+caption: simulation environment.956 #+name: name957 #+ATTR_LaTeX: :width 15cm958 [[./images/physical-hand.png]]960 ** COMMENT Eyes reuse standard video game components962 Vision is one of the most important senses for humans, so I need to963 build a simulated sense of vision for my AI. I will do this with964 simulated eyes. Each eye can be independently moved and should see965 its own version of the world depending on where it is.967 Making these simulated eyes a reality is simple because968 jMonkeyEngine already contains extensive support for multiple views969 of the same 3D simulated world. The reason jMonkeyEngine has this970 support is because the support is necessary to create games with971 split-screen views. Multiple views are also used to create972 efficient pseudo-reflections by rendering the scene from a certain973 perspective and then projecting it back onto a surface in the 3D974 world.976 #+caption: jMonkeyEngine supports multiple views to enable977 #+caption: split-screen games, like GoldenEye, which was one of978 #+caption: the first games to use split-screen views.979 #+name: name980 #+ATTR_LaTeX: :width 10cm981 [[./images/goldeneye-4-player.png]]983 *** A Brief Description of jMonkeyEngine's Rendering Pipeline985 jMonkeyEngine allows you to create a =ViewPort=, which represents a986 view of the simulated world. You can create as many of these as you987 want. Every frame, the =RenderManager= iterates through each988 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there989 is a =FrameBuffer= which represents the rendered image in the GPU.991 #+caption: =ViewPorts= are cameras in the world. During each frame,992 #+caption: the =RenderManager= records a snapshot of what each view993 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.994 #+name: name995 #+ATTR_LaTeX: :width 10cm996 [[../images/diagram_rendermanager2.png]]998 Each =ViewPort= can have any number of attached =SceneProcessor=999 objects, which are called every time a new frame is rendered. A1000 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1001 whatever it wants to the data. Often this consists of invoking GPU1002 specific operations on the rendered image. The =SceneProcessor= can1003 also copy the GPU image data to RAM and process it with the CPU.1005 *** Appropriating Views for Vision1007 Each eye in the simulated creature needs its own =ViewPort= so1008 that it can see the world from its own perspective. To this1009 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1010 any arbitrary continuation function for further processing. That1011 continuation function may perform both CPU and GPU operations on1012 the data. To make this easy for the continuation function, the1013 =SceneProcessor= maintains appropriately sized buffers in RAM to1014 hold the data. It does not do any copying from the GPU to the CPU1015 itself because it is a slow operation.1017 #+caption: Function to make the rendered secne in jMonkeyEngine1018 #+caption: available for further processing.1019 #+name: pipeline-11020 #+begin_listing clojure1021 #+begin_src clojure1022 (defn vision-pipeline1023 "Create a SceneProcessor object which wraps a vision processing1024 continuation function. The continuation is a function that takes1025 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1026 each of which has already been appropriately sized."1027 [continuation]1028 (let [byte-buffer (atom nil)1029 renderer (atom nil)1030 image (atom nil)]1031 (proxy [SceneProcessor] []1032 (initialize1033 [renderManager viewPort]1034 (let [cam (.getCamera viewPort)1035 width (.getWidth cam)1036 height (.getHeight cam)]1037 (reset! renderer (.getRenderer renderManager))1038 (reset! byte-buffer1039 (BufferUtils/createByteBuffer1040 (* width height 4)))1041 (reset! image (BufferedImage.1042 width height1043 BufferedImage/TYPE_4BYTE_ABGR))))1044 (isInitialized [] (not (nil? @byte-buffer)))1045 (reshape [_ _ _])1046 (preFrame [_])1047 (postQueue [_])1048 (postFrame1049 [#^FrameBuffer fb]1050 (.clear @byte-buffer)1051 (continuation @renderer fb @byte-buffer @image))1052 (cleanup []))))1053 #+end_src1054 #+end_listing1056 The continuation function given to =vision-pipeline= above will be1057 given a =Renderer= and three containers for image data. The1058 =FrameBuffer= references the GPU image data, but the pixel data1059 can not be used directly on the CPU. The =ByteBuffer= and1060 =BufferedImage= are initially "empty" but are sized to hold the1061 data in the =FrameBuffer=. I call transferring the GPU image data1062 to the CPU structures "mixing" the image data.1064 *** Optical sensor arrays are described with images and referenced with metadata1066 The vision pipeline described above handles the flow of rendered1067 images. Now, =CORTEX= needs simulated eyes to serve as the source1068 of these images.1070 An eye is described in blender in the same way as a joint. They1071 are zero dimensional empty objects with no geometry whose local1072 coordinate system determines the orientation of the resulting eye.1073 All eyes are children of a parent node named "eyes" just as all1074 joints have a parent named "joints". An eye binds to the nearest1075 physical object with =bind-sense=.1077 #+caption: Here, the camera is created based on metadata on the1078 #+caption: eye-node and attached to the nearest physical object1079 #+caption: with =bind-sense=1080 #+name: add-eye1081 #+begin_listing clojure1082 (defn add-eye!1083 "Create a Camera centered on the current position of 'eye which1084 follows the closest physical node in 'creature. The camera will1085 point in the X direction and use the Z vector as up as determined1086 by the rotation of these vectors in blender coordinate space. Use1087 XZY rotation for the node in blender."1088 [#^Node creature #^Spatial eye]1089 (let [target (closest-node creature eye)1090 [cam-width cam-height]1091 ;;[640 480] ;; graphics card on laptop doesn't support1092 ;; arbitray dimensions.1093 (eye-dimensions eye)1094 cam (Camera. cam-width cam-height)1095 rot (.getWorldRotation eye)]1096 (.setLocation cam (.getWorldTranslation eye))1097 (.lookAtDirection1098 cam ; this part is not a mistake and1099 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1100 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1101 (.setFrustumPerspective1102 cam (float 45)1103 (float (/ (.getWidth cam) (.getHeight cam)))1104 (float 1)1105 (float 1000))1106 (bind-sense target cam) cam))1107 #+end_listing1109 *** Simulated Retina1111 An eye is a surface (the retina) which contains many discrete1112 sensors to detect light. These sensors can have different1113 light-sensing properties. In humans, each discrete sensor is1114 sensitive to red, blue, green, or gray. These different types of1115 sensors can have different spatial distributions along the retina.1116 In humans, there is a fovea in the center of the retina which has1117 a very high density of color sensors, and a blind spot which has1118 no sensors at all. Sensor density decreases in proportion to1119 distance from the fovea.1121 I want to be able to model any retinal configuration, so my1122 eye-nodes in blender contain metadata pointing to images that1123 describe the precise position of the individual sensors using1124 white pixels. The meta-data also describes the precise sensitivity1125 to light that the sensors described in the image have. An eye can1126 contain any number of these images. For example, the metadata for1127 an eye might look like this:1129 #+begin_src clojure1130 {0xFF0000 "Models/test-creature/retina-small.png"}1131 #+end_src1133 #+caption: An example retinal profile image. White pixels are1134 #+caption: photo-sensitive elements. The distribution of white1135 #+caption: pixels is denser in the middle and falls off at the1136 #+caption: edges and is inspired by the human retina.1137 #+name: retina1138 #+ATTR_LaTeX: :width 10cm1139 [[./images/retina-small.png]]1141 Together, the number 0xFF0000 and the image image above describe1142 the placement of red-sensitive sensory elements.1144 Meta-data to very crudely approximate a human eye might be1145 something like this:1147 #+begin_src clojure1148 (let [retinal-profile "Models/test-creature/retina-small.png"]1149 {0xFF0000 retinal-profile1150 0x00FF00 retinal-profile1151 0x0000FF retinal-profile1152 0xFFFFFF retinal-profile})1153 #+end_src1155 The numbers that serve as keys in the map determine a sensor's1156 relative sensitivity to the channels red, green, and blue. These1157 sensitivity values are packed into an integer in the order1158 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1159 image are added together with these sensitivities as linear1160 weights. Therefore, 0xFF0000 means sensitive to red only while1161 0xFFFFFF means sensitive to all colors equally (gray).1163 #+caption: This is the core of vision in =CORTEX=. A given eye node1164 #+caption: is converted into a function that returns visual1165 #+caption: information from the simulation.1166 #+name: vision-kernel1167 #+begin_listing clojure1168 (defn vision-kernel1169 "Returns a list of functions, each of which will return a color1170 channel's worth of visual information when called inside a running1171 simulation."1172 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1173 (let [retinal-map (retina-sensor-profile eye)1174 camera (add-eye! creature eye)1175 vision-image1176 (atom1177 (BufferedImage. (.getWidth camera)1178 (.getHeight camera)1179 BufferedImage/TYPE_BYTE_BINARY))1180 register-eye!1181 (runonce1182 (fn [world]1183 (add-camera!1184 world camera1185 (let [counter (atom 0)]1186 (fn [r fb bb bi]1187 (if (zero? (rem (swap! counter inc) (inc skip)))1188 (reset! vision-image1189 (BufferedImage! r fb bb bi))))))))]1190 (vec1191 (map1192 (fn [[key image]]1193 (let [whites (white-coordinates image)1194 topology (vec (collapse whites))1195 sensitivity (sensitivity-presets key key)]1196 (attached-viewport.1197 (fn [world]1198 (register-eye! world)1199 (vector1200 topology1201 (vec1202 (for [[x y] whites]1203 (pixel-sense1204 sensitivity1205 (.getRGB @vision-image x y))))))1206 register-eye!)))1207 retinal-map))))1208 #+end_listing1210 Note that since each of the functions generated by =vision-kernel=1211 shares the same =register-eye!= function, the eye will be1212 registered only once the first time any of the functions from the1213 list returned by =vision-kernel= is called. Each of the functions1214 returned by =vision-kernel= also allows access to the =Viewport=1215 through which it receives images.1217 All the hard work has been done; all that remains is to apply1218 =vision-kernel= to each eye in the creature and gather the results1219 into one list of functions.1222 #+caption: With =vision!=, =CORTEX= is already a fine simulation1223 #+caption: environment for experimenting with different types of1224 #+caption: eyes.1225 #+name: vision!1226 #+begin_listing clojure1227 (defn vision!1228 "Returns a list of functions, each of which returns visual sensory1229 data when called inside a running simulation."1230 [#^Node creature & {skip :skip :or {skip 0}}]1231 (reduce1232 concat1233 (for [eye (eyes creature)]1234 (vision-kernel creature eye))))1235 #+end_listing1237 #+caption: Simulated vision with a test creature and the1238 #+caption: human-like eye approximation. Notice how each channel1239 #+caption: of the eye responds differently to the differently1240 #+caption: colored balls.1241 #+name: worm-vision-test.1242 #+ATTR_LaTeX: :width 13cm1243 [[./images/worm-vision.png]]1245 The vision code is not much more complicated than the body code,1246 and enables multiple further paths for simulated vision. For1247 example, it is quite easy to create bifocal vision -- you just1248 make two eyes next to each other in blender! It is also possible1249 to encode vision transforms in the retinal files. For example, the1250 human like retina file in figure \ref{retina} approximates a1251 log-polar transform.1253 This vision code has already been absorbed by the jMonkeyEngine1254 community and is now (in modified form) part of a system for1255 capturing in-game video to a file.1257 ** COMMENT Hearing is hard; =CORTEX= does it right1259 At the end of this section I will have simulated ears that work the1260 same way as the simulated eyes in the last section. I will be able to1261 place any number of ear-nodes in a blender file, and they will bind to1262 the closest physical object and follow it as it moves around. Each ear1263 will provide access to the sound data it picks up between every frame.1265 Hearing is one of the more difficult senses to simulate, because there1266 is less support for obtaining the actual sound data that is processed1267 by jMonkeyEngine3. There is no "split-screen" support for rendering1268 sound from different points of view, and there is no way to directly1269 access the rendered sound data.1271 =CORTEX='s hearing is unique because it does not have any1272 limitations compared to other simulation environments. As far as I1273 know, there is no other system that supports multiple listerers,1274 and the sound demo at the end of this section is the first time1275 it's been done in a video game environment.1277 *** Brief Description of jMonkeyEngine's Sound System1279 jMonkeyEngine's sound system works as follows:1281 - jMonkeyEngine uses the =AppSettings= for the particular1282 application to determine what sort of =AudioRenderer= should be1283 used.1284 - Although some support is provided for multiple AudioRendering1285 backends, jMonkeyEngine at the time of this writing will either1286 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1287 - jMonkeyEngine tries to figure out what sort of system you're1288 running and extracts the appropriate native libraries.1289 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1290 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1291 - =OpenAL= renders the 3D sound and feeds the rendered sound1292 directly to any of various sound output devices with which it1293 knows how to communicate.1295 A consequence of this is that there's no way to access the actual1296 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1297 one /listener/ (it renders sound data from only one perspective),1298 which normally isn't a problem for games, but becomes a problem1299 when trying to make multiple AI creatures that can each hear the1300 world from a different perspective.1302 To make many AI creatures in jMonkeyEngine that can each hear the1303 world from their own perspective, or to make a single creature with1304 many ears, it is necessary to go all the way back to =OpenAL= and1305 implement support for simulated hearing there.1307 *** Extending =OpenAl=1309 Extending =OpenAL= to support multiple listeners requires 5001310 lines of =C= code and is too hairy to mention here. Instead, I1311 will show a small amount of extension code and go over the high1312 level stragety. Full source is of course available with the1313 =CORTEX= distribution if you're interested.1315 =OpenAL= goes to great lengths to support many different systems,1316 all with different sound capabilities and interfaces. It1317 accomplishes this difficult task by providing code for many1318 different sound backends in pseudo-objects called /Devices/.1319 There's a device for the Linux Open Sound System and the Advanced1320 Linux Sound Architecture, there's one for Direct Sound on Windows,1321 and there's even one for Solaris. =OpenAL= solves the problem of1322 platform independence by providing all these Devices.1324 Wrapper libraries such as LWJGL are free to examine the system on1325 which they are running and then select an appropriate device for1326 that system.1328 There are also a few "special" devices that don't interface with1329 any particular system. These include the Null Device, which1330 doesn't do anything, and the Wave Device, which writes whatever1331 sound it receives to a file, if everything has been set up1332 correctly when configuring =OpenAL=.1334 Actual mixing (doppler shift and distance.environment-based1335 attenuation) of the sound data happens in the Devices, and they1336 are the only point in the sound rendering process where this data1337 is available.1339 Therefore, in order to support multiple listeners, and get the1340 sound data in a form that the AIs can use, it is necessary to1341 create a new Device which supports this feature.1343 Adding a device to OpenAL is rather tricky -- there are five1344 separate files in the =OpenAL= source tree that must be modified1345 to do so. I named my device the "Multiple Audio Send" Device, or1346 =Send= Device for short, since it sends audio data back to the1347 calling application like an Aux-Send cable on a mixing board.1349 The main idea behind the Send device is to take advantage of the1350 fact that LWJGL only manages one /context/ when using OpenAL. A1351 /context/ is like a container that holds samples and keeps track1352 of where the listener is. In order to support multiple listeners,1353 the Send device identifies the LWJGL context as the master1354 context, and creates any number of slave contexts to represent1355 additional listeners. Every time the device renders sound, it1356 synchronizes every source from the master LWJGL context to the1357 slave contexts. Then, it renders each context separately, using a1358 different listener for each one. The rendered sound is made1359 available via JNI to jMonkeyEngine.1361 Switching between contexts is not the normal operation of a1362 Device, and one of the problems with doing so is that a Device1363 normally keeps around a few pieces of state such as the1364 =ClickRemoval= array above which will become corrupted if the1365 contexts are not rendered in parallel. The solution is to create a1366 copy of this normally global device state for each context, and1367 copy it back and forth into and out of the actual device state1368 whenever a context is rendered.1370 The core of the =Send= device is the =syncSources= function, which1371 does the job of copying all relevant data from one context to1372 another.1374 #+caption: Program for extending =OpenAL= to support multiple1375 #+caption: listeners via context copying/switching.1376 #+name: sync-openal-sources1377 #+begin_listing C1378 void syncSources(ALsource *masterSource, ALsource *slaveSource,1379 ALCcontext *masterCtx, ALCcontext *slaveCtx){1380 ALuint master = masterSource->source;1381 ALuint slave = slaveSource->source;1382 ALCcontext *current = alcGetCurrentContext();1384 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1385 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1386 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1387 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1388 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1389 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1390 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1391 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1392 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1393 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1394 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1395 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1396 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1398 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1399 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1400 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1402 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1403 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1405 alcMakeContextCurrent(masterCtx);1406 ALint source_type;1407 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1409 // Only static sources are currently synchronized!1410 if (AL_STATIC == source_type){1411 ALint master_buffer;1412 ALint slave_buffer;1413 alGetSourcei(master, AL_BUFFER, &master_buffer);1414 alcMakeContextCurrent(slaveCtx);1415 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1416 if (master_buffer != slave_buffer){1417 alSourcei(slave, AL_BUFFER, master_buffer);1418 }1419 }1421 // Synchronize the state of the two sources.1422 alcMakeContextCurrent(masterCtx);1423 ALint masterState;1424 ALint slaveState;1426 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1427 alcMakeContextCurrent(slaveCtx);1428 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1430 if (masterState != slaveState){1431 switch (masterState){1432 case AL_INITIAL : alSourceRewind(slave); break;1433 case AL_PLAYING : alSourcePlay(slave); break;1434 case AL_PAUSED : alSourcePause(slave); break;1435 case AL_STOPPED : alSourceStop(slave); break;1436 }1437 }1438 // Restore whatever context was previously active.1439 alcMakeContextCurrent(current);1440 }1441 #+end_listing1443 With this special context-switching device, and some ugly JNI1444 bindings that are not worth mentioning, =CORTEX= gains the ability1445 to access multiple sound streams from =OpenAL=.1447 #+caption: Program to create an ear from a blender empty node. The ear1448 #+caption: follows around the nearest physical object and passes1449 #+caption: all sensory data to a continuation function.1450 #+name: add-ear1451 #+begin_listing clojure1452 (defn add-ear!1453 "Create a Listener centered on the current position of 'ear1454 which follows the closest physical node in 'creature and1455 sends sound data to 'continuation."1456 [#^Application world #^Node creature #^Spatial ear continuation]1457 (let [target (closest-node creature ear)1458 lis (Listener.)1459 audio-renderer (.getAudioRenderer world)1460 sp (hearing-pipeline continuation)]1461 (.setLocation lis (.getWorldTranslation ear))1462 (.setRotation lis (.getWorldRotation ear))1463 (bind-sense target lis)1464 (update-listener-velocity! target lis)1465 (.addListener audio-renderer lis)1466 (.registerSoundProcessor audio-renderer lis sp)))1467 #+end_listing1470 The =Send= device, unlike most of the other devices in =OpenAL=,1471 does not render sound unless asked. This enables the system to1472 slow down or speed up depending on the needs of the AIs who are1473 using it to listen. If the device tried to render samples in1474 real-time, a complicated AI whose mind takes 100 seconds of1475 computer time to simulate 1 second of AI-time would miss almost1476 all of the sound in its environment!1478 #+caption: Program to enable arbitrary hearing in =CORTEX=1479 #+name: hearing1480 #+begin_listing clojure1481 (defn hearing-kernel1482 "Returns a function which returns auditory sensory data when called1483 inside a running simulation."1484 [#^Node creature #^Spatial ear]1485 (let [hearing-data (atom [])1486 register-listener!1487 (runonce1488 (fn [#^Application world]1489 (add-ear!1490 world creature ear1491 (comp #(reset! hearing-data %)1492 byteBuffer->pulse-vector))))]1493 (fn [#^Application world]1494 (register-listener! world)1495 (let [data @hearing-data1496 topology1497 (vec (map #(vector % 0) (range 0 (count data))))]1498 [topology data]))))1500 (defn hearing!1501 "Endow the creature in a particular world with the sense of1502 hearing. Will return a sequence of functions, one for each ear,1503 which when called will return the auditory data from that ear."1504 [#^Node creature]1505 (for [ear (ears creature)]1506 (hearing-kernel creature ear)))1507 #+end_listing1509 Armed with these functions, =CORTEX= is able to test possibly the1510 first ever instance of multiple listeners in a video game engine1511 based simulation!1513 #+caption: Here a simple creature responds to sound by changing1514 #+caption: its color from gray to green when the total volume1515 #+caption: goes over a threshold.1516 #+name: sound-test1517 #+begin_listing java1518 /**1519 * Respond to sound! This is the brain of an AI entity that1520 * hears its surroundings and reacts to them.1521 */1522 public void process(ByteBuffer audioSamples,1523 int numSamples, AudioFormat format) {1524 audioSamples.clear();1525 byte[] data = new byte[numSamples];1526 float[] out = new float[numSamples];1527 audioSamples.get(data);1528 FloatSampleTools.1529 byte2floatInterleaved1530 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1532 float max = Float.NEGATIVE_INFINITY;1533 for (float f : out){if (f > max) max = f;}1534 audioSamples.clear();1536 if (max > 0.1){1537 entity.getMaterial().setColor("Color", ColorRGBA.Green);1538 }1539 else {1540 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1541 }1542 #+end_listing1544 #+caption: First ever simulation of multiple listerners in =CORTEX=.1545 #+caption: Each cube is a creature which processes sound data with1546 #+caption: the =process= function from listing \ref{sound-test}.1547 #+caption: the ball is constantally emiting a pure tone of1548 #+caption: constant volume. As it approaches the cubes, they each1549 #+caption: change color in response to the sound.1550 #+name: sound-cubes.1551 #+ATTR_LaTeX: :width 10cm1552 [[./images/aurellem-gray.png]]1554 This system of hearing has also been co-opted by the1555 jMonkeyEngine3 community and is used to record audio for demo1556 videos.1558 ** COMMENT Touch uses hundreds of hair-like elements1560 Touch is critical to navigation and spatial reasoning and as such I1561 need a simulated version of it to give to my AI creatures.1563 Human skin has a wide array of touch sensors, each of which1564 specialize in detecting different vibrational modes and pressures.1565 These sensors can integrate a vast expanse of skin (i.e. your1566 entire palm), or a tiny patch of skin at the tip of your finger.1567 The hairs of the skin help detect objects before they even come1568 into contact with the skin proper.1570 However, touch in my simulated world can not exactly correspond to1571 human touch because my creatures are made out of completely rigid1572 segments that don't deform like human skin.1574 Instead of measuring deformation or vibration, I surround each1575 rigid part with a plenitude of hair-like objects (/feelers/) which1576 do not interact with the physical world. Physical objects can pass1577 through them with no effect. The feelers are able to tell when1578 other objects pass through them, and they constantly report how1579 much of their extent is covered. So even though the creature's body1580 parts do not deform, the feelers create a margin around those body1581 parts which achieves a sense of touch which is a hybrid between a1582 human's sense of deformation and sense from hairs.1584 Implementing touch in jMonkeyEngine follows a different technical1585 route than vision and hearing. Those two senses piggybacked off1586 jMonkeyEngine's 3D audio and video rendering subsystems. To1587 simulate touch, I use jMonkeyEngine's physics system to execute1588 many small collision detections, one for each feeler. The placement1589 of the feelers is determined by a UV-mapped image which shows where1590 each feeler should be on the 3D surface of the body.1592 *** Defining Touch Meta-Data in Blender1594 Each geometry can have a single UV map which describes the1595 position of the feelers which will constitute its sense of touch.1596 This image path is stored under the ``touch'' key. The image itself1597 is black and white, with black meaning a feeler length of 0 (no1598 feeler is present) and white meaning a feeler length of =scale=,1599 which is a float stored under the key "scale".1601 #+caption: Touch does not use empty nodes, to store metadata,1602 #+caption: because the metadata of each solid part of a1603 #+caption: creature's body is sufficient.1604 #+name: touch-meta-data1605 #+begin_listing clojure1606 #+BEGIN_SRC clojure1607 (defn tactile-sensor-profile1608 "Return the touch-sensor distribution image in BufferedImage format,1609 or nil if it does not exist."1610 [#^Geometry obj]1611 (if-let [image-path (meta-data obj "touch")]1612 (load-image image-path)))1614 (defn tactile-scale1615 "Return the length of each feeler. Default scale is 0.011616 jMonkeyEngine units."1617 [#^Geometry obj]1618 (if-let [scale (meta-data obj "scale")]1619 scale 0.1))1620 #+END_SRC1621 #+end_listing1623 Here is an example of a UV-map which specifies the position of1624 touch sensors along the surface of the upper segment of a fingertip.1626 #+caption: This is the tactile-sensor-profile for the upper segment1627 #+caption: of a fingertip. It defines regions of high touch sensitivity1628 #+caption: (where there are many white pixels) and regions of low1629 #+caption: sensitivity (where white pixels are sparse).1630 #+name: fimgertip-UV1631 #+ATTR_LaTeX: :width 13cm1632 [[./images/finger-UV.png]]1634 *** Implementation Summary1636 To simulate touch there are three conceptual steps. For each solid1637 object in the creature, you first have to get UV image and scale1638 parameter which define the position and length of the feelers.1639 Then, you use the triangles which comprise the mesh and the UV1640 data stored in the mesh to determine the world-space position and1641 orientation of each feeler. Then once every frame, update these1642 positions and orientations to match the current position and1643 orientation of the object, and use physics collision detection to1644 gather tactile data.1646 Extracting the meta-data has already been described. The third1647 step, physics collision detection, is handled in =touch-kernel=.1648 Translating the positions and orientations of the feelers from the1649 UV-map to world-space is itself a three-step process.1651 - Find the triangles which make up the mesh in pixel-space and in1652 world-space. (=triangles= =pixel-triangles=).1654 - Find the coordinates of each feeler in world-space. These are1655 the origins of the feelers. (=feeler-origins=).1657 - Calculate the normals of the triangles in world space, and add1658 them to each of the origins of the feelers. These are the1659 normalized coordinates of the tips of the feelers.1660 (=feeler-tips=).1662 *** Triangle Math1664 The rigid objects which make up a creature have an underlying1665 =Geometry=, which is a =Mesh= plus a =Material= and other1666 important data involved with displaying the object.1668 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1669 vertices which have coordinates in world space and UV space.1671 Here, =triangles= gets all the world-space triangles which1672 comprise a mesh, while =pixel-triangles= gets those same triangles1673 expressed in pixel coordinates (which are UV coordinates scaled to1674 fit the height and width of the UV image).1676 #+caption: Programs to extract triangles from a geometry and get1677 #+caption: their verticies in both world and UV-coordinates.1678 #+name: get-triangles1679 #+begin_listing clojure1680 #+BEGIN_SRC clojure1681 (defn triangle1682 "Get the triangle specified by triangle-index from the mesh."1683 [#^Geometry geo triangle-index]1684 (triangle-seq1685 (let [scratch (Triangle.)]1686 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1688 (defn triangles1689 "Return a sequence of all the Triangles which comprise a given1690 Geometry."1691 [#^Geometry geo]1692 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1694 (defn triangle-vertex-indices1695 "Get the triangle vertex indices of a given triangle from a given1696 mesh."1697 [#^Mesh mesh triangle-index]1698 (let [indices (int-array 3)]1699 (.getTriangle mesh triangle-index indices)1700 (vec indices)))1702 (defn vertex-UV-coord1703 "Get the UV-coordinates of the vertex named by vertex-index"1704 [#^Mesh mesh vertex-index]1705 (let [UV-buffer1706 (.getData1707 (.getBuffer1708 mesh1709 VertexBuffer$Type/TexCoord))]1710 [(.get UV-buffer (* vertex-index 2))1711 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1713 (defn pixel-triangle [#^Geometry geo image index]1714 (let [mesh (.getMesh geo)1715 width (.getWidth image)1716 height (.getHeight image)]1717 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1718 (map (partial vertex-UV-coord mesh)1719 (triangle-vertex-indices mesh index))))))1721 (defn pixel-triangles1722 "The pixel-space triangles of the Geometry, in the same order as1723 (triangles geo)"1724 [#^Geometry geo image]1725 (let [height (.getHeight image)1726 width (.getWidth image)]1727 (map (partial pixel-triangle geo image)1728 (range (.getTriangleCount (.getMesh geo))))))1729 #+END_SRC1730 #+end_listing1732 *** The Affine Transform from one Triangle to Another1734 =pixel-triangles= gives us the mesh triangles expressed in pixel1735 coordinates and =triangles= gives us the mesh triangles expressed1736 in world coordinates. The tactile-sensor-profile gives the1737 position of each feeler in pixel-space. In order to convert1738 pixel-space coordinates into world-space coordinates we need1739 something that takes coordinates on the surface of one triangle1740 and gives the corresponding coordinates on the surface of another1741 triangle.1743 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1744 into any other by a combination of translation, scaling, and1745 rotation. The affine transformation from one triangle to another1746 is readily computable if the triangle is expressed in terms of a1747 $4x4$ matrix.1749 #+BEGIN_LaTeX1750 $$1751 \begin{bmatrix}1752 x_1 & x_2 & x_3 & n_x \\1753 y_1 & y_2 & y_3 & n_y \\1754 z_1 & z_2 & z_3 & n_z \\1755 1 & 1 & 1 & 11756 \end{bmatrix}1757 $$1758 #+END_LaTeX1760 Here, the first three columns of the matrix are the vertices of1761 the triangle. The last column is the right-handed unit normal of1762 the triangle.1764 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1765 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1766 is $T_{2}T_{1}^{-1}$.1768 The clojure code below recapitulates the formulas above, using1769 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1770 transformation.1772 #+caption: Program to interpert triangles as affine transforms.1773 #+name: triangle-affine1774 #+begin_listing clojure1775 #+BEGIN_SRC clojure1776 (defn triangle->matrix4f1777 "Converts the triangle into a 4x4 matrix: The first three columns1778 contain the vertices of the triangle; the last contains the unit1779 normal of the triangle. The bottom row is filled with 1s."1780 [#^Triangle t]1781 (let [mat (Matrix4f.)1782 [vert-1 vert-2 vert-3]1783 (mapv #(.get t %) (range 3))1784 unit-normal (do (.calculateNormal t)(.getNormal t))1785 vertices [vert-1 vert-2 vert-3 unit-normal]]1786 (dorun1787 (for [row (range 4) col (range 3)]1788 (do1789 (.set mat col row (.get (vertices row) col))1790 (.set mat 3 row 1)))) mat))1792 (defn triangles->affine-transform1793 "Returns the affine transformation that converts each vertex in the1794 first triangle into the corresponding vertex in the second1795 triangle."1796 [#^Triangle tri-1 #^Triangle tri-2]1797 (.mult1798 (triangle->matrix4f tri-2)1799 (.invert (triangle->matrix4f tri-1))))1800 #+END_SRC1801 #+end_listing1803 *** Triangle Boundaries1805 For efficiency's sake I will divide the tactile-profile image into1806 small squares which inscribe each pixel-triangle, then extract the1807 points which lie inside the triangle and map them to 3D-space using1808 =triangle-transform= above. To do this I need a function,1809 =convex-bounds= which finds the smallest box which inscribes a 2D1810 triangle.1812 =inside-triangle?= determines whether a point is inside a triangle1813 in 2D pixel-space.1815 #+caption: Program to efficiently determine point includion1816 #+caption: in a triangle.1817 #+name: in-triangle1818 #+begin_listing clojure1819 #+BEGIN_SRC clojure1820 (defn convex-bounds1821 "Returns the smallest square containing the given vertices, as a1822 vector of integers [left top width height]."1823 [verts]1824 (let [xs (map first verts)1825 ys (map second verts)1826 x0 (Math/floor (apply min xs))1827 y0 (Math/floor (apply min ys))1828 x1 (Math/ceil (apply max xs))1829 y1 (Math/ceil (apply max ys))]1830 [x0 y0 (- x1 x0) (- y1 y0)]))1832 (defn same-side?1833 "Given the points p1 and p2 and the reference point ref, is point p1834 on the same side of the line that goes through p1 and p2 as ref is?"1835 [p1 p2 ref p]1836 (<=1837 01838 (.dot1839 (.cross (.subtract p2 p1) (.subtract p p1))1840 (.cross (.subtract p2 p1) (.subtract ref p1)))))1842 (defn inside-triangle?1843 "Is the point inside the triangle?"1844 {:author "Dylan Holmes"}1845 [#^Triangle tri #^Vector3f p]1846 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1847 (and1848 (same-side? vert-1 vert-2 vert-3 p)1849 (same-side? vert-2 vert-3 vert-1 p)1850 (same-side? vert-3 vert-1 vert-2 p))))1851 #+END_SRC1852 #+end_listing1854 *** Feeler Coordinates1856 The triangle-related functions above make short work of1857 calculating the positions and orientations of each feeler in1858 world-space.1860 #+caption: Program to get the coordinates of ``feelers '' in1861 #+caption: both world and UV-coordinates.1862 #+name: feeler-coordinates1863 #+begin_listing clojure1864 #+BEGIN_SRC clojure1865 (defn feeler-pixel-coords1866 "Returns the coordinates of the feelers in pixel space in lists, one1867 list for each triangle, ordered in the same way as (triangles) and1868 (pixel-triangles)."1869 [#^Geometry geo image]1870 (map1871 (fn [pixel-triangle]1872 (filter1873 (fn [coord]1874 (inside-triangle? (->triangle pixel-triangle)1875 (->vector3f coord)))1876 (white-coordinates image (convex-bounds pixel-triangle))))1877 (pixel-triangles geo image)))1879 (defn feeler-world-coords1880 "Returns the coordinates of the feelers in world space in lists, one1881 list for each triangle, ordered in the same way as (triangles) and1882 (pixel-triangles)."1883 [#^Geometry geo image]1884 (let [transforms1885 (map #(triangles->affine-transform1886 (->triangle %1) (->triangle %2))1887 (pixel-triangles geo image)1888 (triangles geo))]1889 (map (fn [transform coords]1890 (map #(.mult transform (->vector3f %)) coords))1891 transforms (feeler-pixel-coords geo image))))1892 #+END_SRC1893 #+end_listing1895 #+caption: Program to get the position of the base and tip of1896 #+caption: each ``feeler''1897 #+name: feeler-tips1898 #+begin_listing clojure1899 #+BEGIN_SRC clojure1900 (defn feeler-origins1901 "The world space coordinates of the root of each feeler."1902 [#^Geometry geo image]1903 (reduce concat (feeler-world-coords geo image)))1905 (defn feeler-tips1906 "The world space coordinates of the tip of each feeler."1907 [#^Geometry geo image]1908 (let [world-coords (feeler-world-coords geo image)1909 normals1910 (map1911 (fn [triangle]1912 (.calculateNormal triangle)1913 (.clone (.getNormal triangle)))1914 (map ->triangle (triangles geo)))]1916 (mapcat (fn [origins normal]1917 (map #(.add % normal) origins))1918 world-coords normals)))1920 (defn touch-topology1921 [#^Geometry geo image]1922 (collapse (reduce concat (feeler-pixel-coords geo image))))1923 #+END_SRC1924 #+end_listing1926 *** Simulated Touch1928 Now that the functions to construct feelers are complete,1929 =touch-kernel= generates functions to be called from within a1930 simulation that perform the necessary physics collisions to1931 collect tactile data, and =touch!= recursively applies it to every1932 node in the creature.1934 #+caption: Efficient program to transform a ray from1935 #+caption: one position to another.1936 #+name: set-ray1937 #+begin_listing clojure1938 #+BEGIN_SRC clojure1939 (defn set-ray [#^Ray ray #^Matrix4f transform1940 #^Vector3f origin #^Vector3f tip]1941 ;; Doing everything locally reduces garbage collection by enough to1942 ;; be worth it.1943 (.mult transform origin (.getOrigin ray))1944 (.mult transform tip (.getDirection ray))1945 (.subtractLocal (.getDirection ray) (.getOrigin ray))1946 (.normalizeLocal (.getDirection ray)))1947 #+END_SRC1948 #+end_listing1950 #+caption: This is the core of touch in =CORTEX= each feeler1951 #+caption: follows the object it is bound to, reporting any1952 #+caption: collisions that may happen.1953 #+name: touch-kernel1954 #+begin_listing clojure1955 #+BEGIN_SRC clojure1956 (defn touch-kernel1957 "Constructs a function which will return tactile sensory data from1958 'geo when called from inside a running simulation"1959 [#^Geometry geo]1960 (if-let1961 [profile (tactile-sensor-profile geo)]1962 (let [ray-reference-origins (feeler-origins geo profile)1963 ray-reference-tips (feeler-tips geo profile)1964 ray-length (tactile-scale geo)1965 current-rays (map (fn [_] (Ray.)) ray-reference-origins)1966 topology (touch-topology geo profile)1967 correction (float (* ray-length -0.2))]1968 ;; slight tolerance for very close collisions.1969 (dorun1970 (map (fn [origin tip]1971 (.addLocal origin (.mult (.subtract tip origin)1972 correction)))1973 ray-reference-origins ray-reference-tips))1974 (dorun (map #(.setLimit % ray-length) current-rays))1975 (fn [node]1976 (let [transform (.getWorldMatrix geo)]1977 (dorun1978 (map (fn [ray ref-origin ref-tip]1979 (set-ray ray transform ref-origin ref-tip))1980 current-rays ray-reference-origins1981 ray-reference-tips))1982 (vector1983 topology1984 (vec1985 (for [ray current-rays]1986 (do1987 (let [results (CollisionResults.)]1988 (.collideWith node ray results)1989 (let [touch-objects1990 (filter #(not (= geo (.getGeometry %)))1991 results)1992 limit (.getLimit ray)]1993 [(if (empty? touch-objects)1994 limit1995 (let [response1996 (apply min (map #(.getDistance %)1997 touch-objects))]1998 (FastMath/clamp1999 (float2000 (if (> response limit) (float 0.0)2001 (+ response correction)))2002 (float 0.0)2003 limit)))2004 limit])))))))))))2005 #+END_SRC2006 #+end_listing2008 Armed with the =touch!= function, =CORTEX= becomes capable of2009 giving creatures a sense of touch. A simple test is to create a2010 cube that is outfitted with a uniform distrubition of touch2011 sensors. It can feel the ground and any balls that it touches.2013 #+caption: =CORTEX= interface for creating touch in a simulated2014 #+caption: creature.2015 #+name: touch2016 #+begin_listing clojure2017 #+BEGIN_SRC clojure2018 (defn touch!2019 "Endow the creature with the sense of touch. Returns a sequence of2020 functions, one for each body part with a tactile-sensor-profile,2021 each of which when called returns sensory data for that body part."2022 [#^Node creature]2023 (filter2024 (comp not nil?)2025 (map touch-kernel2026 (filter #(isa? (class %) Geometry)2027 (node-seq creature)))))2028 #+END_SRC2029 #+end_listing2031 The tactile-sensor-profile image for the touch cube is a simple2032 cross with a unifom distribution of touch sensors:2034 #+caption: The touch profile for the touch-cube. Each pure white2035 #+caption: pixel defines a touch sensitive feeler.2036 #+name: touch-cube-uv-map2037 #+ATTR_LaTeX: :width 10cm2038 [[./images/touch-profile.png]]2040 #+caption: The touch cube reacts to canonballs. The black, red,2041 #+caption: and white cross on the right is a visual display of2042 #+caption: the creature's touch. White means that it is feeling2043 #+caption: something strongly, black is not feeling anything,2044 #+caption: and gray is in-between. The cube can feel both the2045 #+caption: floor and the ball. Notice that when the ball causes2046 #+caption: the cube to tip, that the bottom face can still feel2047 #+caption: part of the ground.2048 #+name: touch-cube-uv-map2049 #+ATTR_LaTeX: :width 15cm2050 [[./images/touch-cube.png]]2052 ** COMMENT Proprioception is the sense that makes everything ``real''2054 Close your eyes, and touch your nose with your right index finger.2055 How did you do it? You could not see your hand, and neither your2056 hand nor your nose could use the sense of touch to guide the path2057 of your hand. There are no sound cues, and Taste and Smell2058 certainly don't provide any help. You know where your hand is2059 without your other senses because of Proprioception.2061 Humans can sometimes loose this sense through viral infections or2062 damage to the spinal cord or brain, and when they do, they loose2063 the ability to control their own bodies without looking directly at2064 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 a2065 Hat]], a woman named Christina looses this sense and has to learn how2066 to move by carefully watching her arms and legs. She describes2067 proprioception as the "eyes of the body, the way the body sees2068 itself".2070 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2071 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2072 positions of each body part by monitoring muscle strain and length.2074 It's clear that this is a vital sense for fluid, graceful movement.2075 It's also particularly easy to implement in jMonkeyEngine.2077 My simulated proprioception calculates the relative angles of each2078 joint from the rest position defined in the blender file. This2079 simulates the muscle-spindles and joint capsules. I will deal with2080 Golgi tendon organs, which calculate muscle strain, in the next2081 section.2083 *** Helper functions2085 =absolute-angle= calculates the angle between two vectors,2086 relative to a third axis vector. This angle is the number of2087 radians you have to move counterclockwise around the axis vector2088 to get from the first to the second vector. It is not commutative2089 like a normal dot-product angle is.2091 The purpose of these functions is to build a system of angle2092 measurement that is biologically plausable.2094 #+caption: Program to measure angles along a vector2095 #+name: helpers2096 #+begin_listing clojure2097 #+BEGIN_SRC clojure2098 (defn right-handed?2099 "true iff the three vectors form a right handed coordinate2100 system. The three vectors do not have to be normalized or2101 orthogonal."2102 [vec1 vec2 vec3]2103 (pos? (.dot (.cross vec1 vec2) vec3)))2105 (defn absolute-angle2106 "The angle between 'vec1 and 'vec2 around 'axis. In the range2107 [0 (* 2 Math/PI)]."2108 [vec1 vec2 axis]2109 (let [angle (.angleBetween vec1 vec2)]2110 (if (right-handed? vec1 vec2 axis)2111 angle (- (* 2 Math/PI) angle))))2112 #+END_SRC2113 #+end_listing2115 *** Proprioception Kernel2117 Given a joint, =proprioception-kernel= produces a function that2118 calculates the Euler angles between the the objects the joint2119 connects. The only tricky part here is making the angles relative2120 to the joint's initial ``straightness''.2122 #+caption: Program to return biologially reasonable proprioceptive2123 #+caption: data for each joint.2124 #+name: proprioception2125 #+begin_listing clojure2126 #+BEGIN_SRC clojure2127 (defn proprioception-kernel2128 "Returns a function which returns proprioceptive sensory data when2129 called inside a running simulation."2130 [#^Node parts #^Node joint]2131 (let [[obj-a obj-b] (joint-targets parts joint)2132 joint-rot (.getWorldRotation joint)2133 x0 (.mult joint-rot Vector3f/UNIT_X)2134 y0 (.mult joint-rot Vector3f/UNIT_Y)2135 z0 (.mult joint-rot Vector3f/UNIT_Z)]2136 (fn []2137 (let [rot-a (.clone (.getWorldRotation obj-a))2138 rot-b (.clone (.getWorldRotation obj-b))2139 x (.mult rot-a x0)2140 y (.mult rot-a y0)2141 z (.mult rot-a z0)2143 X (.mult rot-b x0)2144 Y (.mult rot-b y0)2145 Z (.mult rot-b z0)2146 heading (Math/atan2 (.dot X z) (.dot X x))2147 pitch (Math/atan2 (.dot X y) (.dot X x))2149 ;; rotate x-vector back to origin2150 reverse2151 (doto (Quaternion.)2152 (.fromAngleAxis2153 (.angleBetween X x)2154 (let [cross (.normalize (.cross X x))]2155 (if (= 0 (.length cross)) y cross))))2156 roll (absolute-angle (.mult reverse Y) y x)]2157 [heading pitch roll]))))2159 (defn proprioception!2160 "Endow the creature with the sense of proprioception. Returns a2161 sequence of functions, one for each child of the \"joints\" node in2162 the creature, which each report proprioceptive information about2163 that joint."2164 [#^Node creature]2165 ;; extract the body's joints2166 (let [senses (map (partial proprioception-kernel creature)2167 (joints creature))]2168 (fn []2169 (map #(%) senses))))2170 #+END_SRC2171 #+end_listing2173 =proprioception!= maps =proprioception-kernel= across all the2174 joints of the creature. It uses the same list of joints that2175 =joints= uses. Proprioception is the easiest sense to implement in2176 =CORTEX=, and it will play a crucial role when efficiently2177 implementing empathy.2179 #+caption: In the upper right corner, the three proprioceptive2180 #+caption: angle measurements are displayed. Red is yaw, Green is2181 #+caption: pitch, and White is roll.2182 #+name: proprio2183 #+ATTR_LaTeX: :width 11cm2184 [[./images/proprio.png]]2186 ** COMMENT Muscles are both effectors and sensors2188 Surprisingly enough, terrestrial creatures only move by using2189 torque applied about their joints. There's not a single straight2190 line of force in the human body at all! (A straight line of force2191 would correspond to some sort of jet or rocket propulsion.)2193 In humans, muscles are composed of muscle fibers which can contract2194 to exert force. The muscle fibers which compose a muscle are2195 partitioned into discrete groups which are each controlled by a2196 single alpha motor neuron. A single alpha motor neuron might2197 control as little as three or as many as one thousand muscle2198 fibers. When the alpha motor neuron is engaged by the spinal cord,2199 it activates all of the muscle fibers to which it is attached. The2200 spinal cord generally engages the alpha motor neurons which control2201 few muscle fibers before the motor neurons which control many2202 muscle fibers. This recruitment strategy allows for precise2203 movements at low strength. The collection of all motor neurons that2204 control a muscle is called the motor pool. The brain essentially2205 says "activate 30% of the motor pool" and the spinal cord recruits2206 motor neurons until 30% are activated. Since the distribution of2207 power among motor neurons is unequal and recruitment goes from2208 weakest to strongest, the first 30% of the motor pool might be 5%2209 of the strength of the muscle.2211 My simulated muscles follow a similar design: Each muscle is2212 defined by a 1-D array of numbers (the "motor pool"). Each entry in2213 the array represents a motor neuron which controls a number of2214 muscle fibers equal to the value of the entry. Each muscle has a2215 scalar strength factor which determines the total force the muscle2216 can exert when all motor neurons are activated. The effector2217 function for a muscle takes a number to index into the motor pool,2218 and then "activates" all the motor neurons whose index is lower or2219 equal to the number. Each motor-neuron will apply force in2220 proportion to its value in the array. Lower values cause less2221 force. The lower values can be put at the "beginning" of the 1-D2222 array to simulate the layout of actual human muscles, which are2223 capable of more precise movements when exerting less force. Or, the2224 motor pool can simulate more exotic recruitment strategies which do2225 not correspond to human muscles.2227 This 1D array is defined in an image file for ease of2228 creation/visualization. Here is an example muscle profile image.2230 #+caption: A muscle profile image that describes the strengths2231 #+caption: of each motor neuron in a muscle. White is weakest2232 #+caption: and dark red is strongest. This particular pattern2233 #+caption: has weaker motor neurons at the beginning, just2234 #+caption: like human muscle.2235 #+name: muscle-recruit2236 #+ATTR_LaTeX: :width 7cm2237 [[./images/basic-muscle.png]]2239 *** Muscle meta-data2241 #+caption: Program to deal with loading muscle data from a blender2242 #+caption: file's metadata.2243 #+name: motor-pool2244 #+begin_listing clojure2245 #+BEGIN_SRC clojure2246 (defn muscle-profile-image2247 "Get the muscle-profile image from the node's blender meta-data."2248 [#^Node muscle]2249 (if-let [image (meta-data muscle "muscle")]2250 (load-image image)))2252 (defn muscle-strength2253 "Return the strength of this muscle, or 1 if it is not defined."2254 [#^Node muscle]2255 (if-let [strength (meta-data muscle "strength")]2256 strength 1))2258 (defn motor-pool2259 "Return a vector where each entry is the strength of the \"motor2260 neuron\" at that part in the muscle."2261 [#^Node muscle]2262 (let [profile (muscle-profile-image muscle)]2263 (vec2264 (let [width (.getWidth profile)]2265 (for [x (range width)]2266 (- 2552267 (bit-and2268 0x0000FF2269 (.getRGB profile x 0))))))))2270 #+END_SRC2271 #+end_listing2273 Of note here is =motor-pool= which interprets the muscle-profile2274 image in a way that allows me to use gradients between white and2275 red, instead of shades of gray as I've been using for all the2276 other senses. This is purely an aesthetic touch.2278 *** Creating muscles2280 #+caption: This is the core movement functoion in =CORTEX=, which2281 #+caption: implements muscles that report on their activation.2282 #+name: muscle-kernel2283 #+begin_listing clojure2284 #+BEGIN_SRC clojure2285 (defn movement-kernel2286 "Returns a function which when called with a integer value inside a2287 running simulation will cause movement in the creature according2288 to the muscle's position and strength profile. Each function2289 returns the amount of force applied / max force."2290 [#^Node creature #^Node muscle]2291 (let [target (closest-node creature muscle)2292 axis2293 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)2294 strength (muscle-strength muscle)2296 pool (motor-pool muscle)2297 pool-integral (reductions + pool)2298 forces2299 (vec (map #(float (* strength (/ % (last pool-integral))))2300 pool-integral))2301 control (.getControl target RigidBodyControl)]2302 ;;(println-repl (.getName target) axis)2303 (fn [n]2304 (let [pool-index (max 0 (min n (dec (count pool))))2305 force (forces pool-index)]2306 (.applyTorque control (.mult axis force))2307 (float (/ force strength))))))2309 (defn movement!2310 "Endow the creature with the power of movement. Returns a sequence2311 of functions, each of which accept an integer value and will2312 activate their corresponding muscle."2313 [#^Node creature]2314 (for [muscle (muscles creature)]2315 (movement-kernel creature muscle)))2316 #+END_SRC2317 #+end_listing2320 =movement-kernel= creates a function that will move the nearest2321 physical object to the muscle node. The muscle exerts a rotational2322 force dependent on it's orientation to the object in the blender2323 file. The function returned by =movement-kernel= is also a sense2324 function: it returns the percent of the total muscle strength that2325 is currently being employed. This is analogous to muscle tension2326 in humans and completes the sense of proprioception begun in the2327 last section.2329 ** =CORTEX= brings complex creatures to life!2331 The ultimate test of =CORTEX= is to create a creature with the full2332 gamut of senses and put it though its paces.2334 With all senses enabled, my right hand model looks like an2335 intricate marionette hand with several strings for each finger:2337 #+caption: View of the hand model with all sense nodes. You can see2338 #+caption: the joint, muscle, ear, and eye nodess here.2339 #+name: hand-nodes-12340 #+ATTR_LaTeX: :width 11cm2341 [[./images/hand-with-all-senses2.png]]2343 #+caption: An alternate view of the hand.2344 #+name: hand-nodes-22345 #+ATTR_LaTeX: :width 11cm2346 [[./images/hand-with-all-senses.png]]2349 ** =CORTEX= enables many possiblities for further research2351 * COMMENT Empathy in a simulated worm2353 Here I develop a computational model of empathy, using =CORTEX= as a2354 base. Empathy in this context is the ability to observe another2355 creature and infer what sorts of sensations that creature is2356 feeling. My empathy algorithm involves multiple phases. First is2357 free-play, where the creature moves around and gains sensory2358 experience. From this experience I construct a representation of the2359 creature's sensory state space, which I call \Phi-space. Using2360 \Phi-space, I construct an efficient function which takes the2361 limited data that comes from observing another creature and enriches2362 it full compliment of imagined sensory data. I can then use the2363 imagined sensory data to recognize what the observed creature is2364 doing and feeling, using straightforward embodied action predicates.2365 This is all demonstrated with using a simple worm-like creature, and2366 recognizing worm-actions based on limited data.2368 #+caption: Here is the worm with which we will be working.2369 #+caption: It is composed of 5 segments. Each segment has a2370 #+caption: pair of extensor and flexor muscles. Each of the2371 #+caption: worm's four joints is a hinge joint which allows2372 #+caption: about 30 degrees of rotation to either side. Each segment2373 #+caption: of the worm is touch-capable and has a uniform2374 #+caption: distribution of touch sensors on each of its faces.2375 #+caption: Each joint has a proprioceptive sense to detect2376 #+caption: relative positions. The worm segments are all the2377 #+caption: same except for the first one, which has a much2378 #+caption: higher weight than the others to allow for easy2379 #+caption: manual motor control.2380 #+name: basic-worm-view2381 #+ATTR_LaTeX: :width 10cm2382 [[./images/basic-worm-view.png]]2384 #+caption: Program for reading a worm from a blender file and2385 #+caption: outfitting it with the senses of proprioception,2386 #+caption: touch, and the ability to move, as specified in the2387 #+caption: blender file.2388 #+name: get-worm2389 #+begin_listing clojure2390 #+begin_src clojure2391 (defn worm []2392 (let [model (load-blender-model "Models/worm/worm.blend")]2393 {:body (doto model (body!))2394 :touch (touch! model)2395 :proprioception (proprioception! model)2396 :muscles (movement! model)}))2397 #+end_src2398 #+end_listing2400 ** Embodiment factors action recognition into managable parts2402 Using empathy, I divide the problem of action recognition into a2403 recognition process expressed in the language of a full compliment2404 of senses, and an imaganitive process that generates full sensory2405 data from partial sensory data. Splitting the action recognition2406 problem in this manner greatly reduces the total amount of work to2407 recognize actions: The imaganitive process is mostly just matching2408 previous experience, and the recognition process gets to use all2409 the senses to directly describe any action.2411 ** Action recognition is easy with a full gamut of senses2413 Embodied representations using multiple senses such as touch,2414 proprioception, and muscle tension turns out be be exceedingly2415 efficient at describing body-centered actions. It is the ``right2416 language for the job''. For example, it takes only around 5 lines2417 of LISP code to describe the action of ``curling'' using embodied2418 primitives. It takes about 10 lines to describe the seemingly2419 complicated action of wiggling.2421 The following action predicates each take a stream of sensory2422 experience, observe however much of it they desire, and decide2423 whether the worm is doing the action they describe. =curled?=2424 relies on proprioception, =resting?= relies on touch, =wiggling?=2425 relies on a fourier analysis of muscle contraction, and2426 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.2428 #+caption: Program for detecting whether the worm is curled. This is the2429 #+caption: simplest action predicate, because it only uses the last frame2430 #+caption: of sensory experience, and only uses proprioceptive data. Even2431 #+caption: this simple predicate, however, is automatically frame2432 #+caption: independent and ignores vermopomorphic differences such as2433 #+caption: worm textures and colors.2434 #+name: curled2435 #+attr_latex: [htpb]2436 #+begin_listing clojure2437 #+begin_src clojure2438 (defn curled?2439 "Is the worm curled up?"2440 [experiences]2441 (every?2442 (fn [[_ _ bend]]2443 (> (Math/sin bend) 0.64))2444 (:proprioception (peek experiences))))2445 #+end_src2446 #+end_listing2448 #+caption: Program for summarizing the touch information in a patch2449 #+caption: of skin.2450 #+name: touch-summary2451 #+attr_latex: [htpb]2453 #+begin_listing clojure2454 #+begin_src clojure2455 (defn contact2456 "Determine how much contact a particular worm segment has with2457 other objects. Returns a value between 0 and 1, where 1 is full2458 contact and 0 is no contact."2459 [touch-region [coords contact :as touch]]2460 (-> (zipmap coords contact)2461 (select-keys touch-region)2462 (vals)2463 (#(map first %))2464 (average)2465 (* 10)2466 (- 1)2467 (Math/abs)))2468 #+end_src2469 #+end_listing2472 #+caption: Program for detecting whether the worm is at rest. This program2473 #+caption: uses a summary of the tactile information from the underbelly2474 #+caption: of the worm, and is only true if every segment is touching the2475 #+caption: floor. Note that this function contains no references to2476 #+caption: proprioction at all.2477 #+name: resting2478 #+attr_latex: [htpb]2479 #+begin_listing clojure2480 #+begin_src clojure2481 (def worm-segment-bottom (rect-region [8 15] [14 22]))2483 (defn resting?2484 "Is the worm resting on the ground?"2485 [experiences]2486 (every?2487 (fn [touch-data]2488 (< 0.9 (contact worm-segment-bottom touch-data)))2489 (:touch (peek experiences))))2490 #+end_src2491 #+end_listing2493 #+caption: Program for detecting whether the worm is curled up into a2494 #+caption: full circle. Here the embodied approach begins to shine, as2495 #+caption: I am able to both use a previous action predicate (=curled?=)2496 #+caption: as well as the direct tactile experience of the head and tail.2497 #+name: grand-circle2498 #+attr_latex: [htpb]2499 #+begin_listing clojure2500 #+begin_src clojure2501 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2503 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2505 (defn grand-circle?2506 "Does the worm form a majestic circle (one end touching the other)?"2507 [experiences]2508 (and (curled? experiences)2509 (let [worm-touch (:touch (peek experiences))2510 tail-touch (worm-touch 0)2511 head-touch (worm-touch 4)]2512 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2513 (< 0.55 (contact worm-segment-top-tip head-touch))))))2514 #+end_src2515 #+end_listing2518 #+caption: Program for detecting whether the worm has been wiggling for2519 #+caption: the last few frames. It uses a fourier analysis of the muscle2520 #+caption: contractions of the worm's tail to determine wiggling. This is2521 #+caption: signigicant because there is no particular frame that clearly2522 #+caption: indicates that the worm is wiggling --- only when multiple frames2523 #+caption: are analyzed together is the wiggling revealed. Defining2524 #+caption: wiggling this way also gives the worm an opportunity to learn2525 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2526 #+caption: wiggle but can't. Frustrated wiggling is very visually different2527 #+caption: from actual wiggling, but this definition gives it to us for free.2528 #+name: wiggling2529 #+attr_latex: [htpb]2530 #+begin_listing clojure2531 #+begin_src clojure2532 (defn fft [nums]2533 (map2534 #(.getReal %)2535 (.transform2536 (FastFourierTransformer. DftNormalization/STANDARD)2537 (double-array nums) TransformType/FORWARD)))2539 (def indexed (partial map-indexed vector))2541 (defn max-indexed [s]2542 (first (sort-by (comp - second) (indexed s))))2544 (defn wiggling?2545 "Is the worm wiggling?"2546 [experiences]2547 (let [analysis-interval 0x40]2548 (when (> (count experiences) analysis-interval)2549 (let [a-flex 32550 a-ex 22551 muscle-activity2552 (map :muscle (vector:last-n experiences analysis-interval))2553 base-activity2554 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2555 (= 22556 (first2557 (max-indexed2558 (map #(Math/abs %)2559 (take 20 (fft base-activity))))))))))2560 #+end_src2561 #+end_listing2563 With these action predicates, I can now recognize the actions of2564 the worm while it is moving under my control and I have access to2565 all the worm's senses.2567 #+caption: Use the action predicates defined earlier to report on2568 #+caption: what the worm is doing while in simulation.2569 #+name: report-worm-activity2570 #+attr_latex: [htpb]2571 #+begin_listing clojure2572 #+begin_src clojure2573 (defn debug-experience2574 [experiences text]2575 (cond2576 (grand-circle? experiences) (.setText text "Grand Circle")2577 (curled? experiences) (.setText text "Curled")2578 (wiggling? experiences) (.setText text "Wiggling")2579 (resting? experiences) (.setText text "Resting")))2580 #+end_src2581 #+end_listing2583 #+caption: Using =debug-experience=, the body-centered predicates2584 #+caption: work together to classify the behaviour of the worm.2585 #+caption: the predicates are operating with access to the worm's2586 #+caption: full sensory data.2587 #+name: basic-worm-view2588 #+ATTR_LaTeX: :width 10cm2589 [[./images/worm-identify-init.png]]2591 These action predicates satisfy the recognition requirement of an2592 empathic recognition system. There is power in the simplicity of2593 the action predicates. They describe their actions without getting2594 confused in visual details of the worm. Each one is frame2595 independent, but more than that, they are each indepent of2596 irrelevant visual details of the worm and the environment. They2597 will work regardless of whether the worm is a different color or2598 hevaily textured, or if the environment has strange lighting.2600 The trick now is to make the action predicates work even when the2601 sensory data on which they depend is absent. If I can do that, then2602 I will have gained much,2604 ** \Phi-space describes the worm's experiences2606 As a first step towards building empathy, I need to gather all of2607 the worm's experiences during free play. I use a simple vector to2608 store all the experiences.2610 Each element of the experience vector exists in the vast space of2611 all possible worm-experiences. Most of this vast space is actually2612 unreachable due to physical constraints of the worm's body. For2613 example, the worm's segments are connected by hinge joints that put2614 a practical limit on the worm's range of motions without limiting2615 its degrees of freedom. Some groupings of senses are impossible;2616 the worm can not be bent into a circle so that its ends are2617 touching and at the same time not also experience the sensation of2618 touching itself.2620 As the worm moves around during free play and its experience vector2621 grows larger, the vector begins to define a subspace which is all2622 the sensations the worm can practicaly experience during normal2623 operation. I call this subspace \Phi-space, short for2624 physical-space. The experience vector defines a path through2625 \Phi-space. This path has interesting properties that all derive2626 from physical embodiment. The proprioceptive components are2627 completely smooth, because in order for the worm to move from one2628 position to another, it must pass through the intermediate2629 positions. The path invariably forms loops as actions are repeated.2630 Finally and most importantly, proprioception actually gives very2631 strong inference about the other senses. For example, when the worm2632 is flat, you can infer that it is touching the ground and that its2633 muscles are not active, because if the muscles were active, the2634 worm would be moving and would not be perfectly flat. In order to2635 stay flat, the worm has to be touching the ground, or it would2636 again be moving out of the flat position due to gravity. If the2637 worm is positioned in such a way that it interacts with itself,2638 then it is very likely to be feeling the same tactile feelings as2639 the last time it was in that position, because it has the same body2640 as then. If you observe multiple frames of proprioceptive data,2641 then you can become increasingly confident about the exact2642 activations of the worm's muscles, because it generally takes a2643 unique combination of muscle contractions to transform the worm's2644 body along a specific path through \Phi-space.2646 There is a simple way of taking \Phi-space and the total ordering2647 provided by an experience vector and reliably infering the rest of2648 the senses.2650 ** Empathy is the process of tracing though \Phi-space2652 Here is the core of a basic empathy algorithm, starting with an2653 experience vector:2655 First, group the experiences into tiered proprioceptive bins. I use2656 powers of 10 and 3 bins, and the smallest bin has an approximate2657 size of 0.001 radians in all proprioceptive dimensions.2659 Then, given a sequence of proprioceptive input, generate a set of2660 matching experience records for each input, using the tiered2661 proprioceptive bins.2663 Finally, to infer sensory data, select the longest consective chain2664 of experiences. Conecutive experience means that the experiences2665 appear next to each other in the experience vector.2667 This algorithm has three advantages:2669 1. It's simple2671 3. It's very fast -- retrieving possible interpretations takes2672 constant time. Tracing through chains of interpretations takes2673 time proportional to the average number of experiences in a2674 proprioceptive bin. Redundant experiences in \Phi-space can be2675 merged to save computation.2677 2. It protects from wrong interpretations of transient ambiguous2678 proprioceptive data. For example, if the worm is flat for just2679 an instant, this flattness will not be interpreted as implying2680 that the worm has its muscles relaxed, since the flattness is2681 part of a longer chain which includes a distinct pattern of2682 muscle activation. Markov chains or other memoryless statistical2683 models that operate on individual frames may very well make this2684 mistake.2686 #+caption: Program to convert an experience vector into a2687 #+caption: proprioceptively binned lookup function.2688 #+name: bin2689 #+attr_latex: [htpb]2690 #+begin_listing clojure2691 #+begin_src clojure2692 (defn bin [digits]2693 (fn [angles]2694 (->> angles2695 (flatten)2696 (map (juxt #(Math/sin %) #(Math/cos %)))2697 (flatten)2698 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2700 (defn gen-phi-scan2701 "Nearest-neighbors with binning. Only returns a result if2702 the propriceptive data is within 10% of a previously recorded2703 result in all dimensions."2704 [phi-space]2705 (let [bin-keys (map bin [3 2 1])2706 bin-maps2707 (map (fn [bin-key]2708 (group-by2709 (comp bin-key :proprioception phi-space)2710 (range (count phi-space)))) bin-keys)2711 lookups (map (fn [bin-key bin-map]2712 (fn [proprio] (bin-map (bin-key proprio))))2713 bin-keys bin-maps)]2714 (fn lookup [proprio-data]2715 (set (some #(% proprio-data) lookups)))))2716 #+end_src2717 #+end_listing2719 #+caption: =longest-thread= finds the longest path of consecutive2720 #+caption: experiences to explain proprioceptive worm data.2721 #+name: phi-space-history-scan2722 #+ATTR_LaTeX: :width 10cm2723 [[./images/aurellem-gray.png]]2725 =longest-thread= infers sensory data by stitching together pieces2726 from previous experience. It prefers longer chains of previous2727 experience to shorter ones. For example, during training the worm2728 might rest on the ground for one second before it performs its2729 excercises. If during recognition the worm rests on the ground for2730 five seconds, =longest-thread= will accomodate this five second2731 rest period by looping the one second rest chain five times.2733 =longest-thread= takes time proportinal to the average number of2734 entries in a proprioceptive bin, because for each element in the2735 starting bin it performes a series of set lookups in the preceeding2736 bins. If the total history is limited, then this is only a constant2737 multiple times the number of entries in the starting bin. This2738 analysis also applies even if the action requires multiple longest2739 chains -- it's still the average number of entries in a2740 proprioceptive bin times the desired chain length. Because2741 =longest-thread= is so efficient and simple, I can interpret2742 worm-actions in real time.2744 #+caption: Program to calculate empathy by tracing though \Phi-space2745 #+caption: and finding the longest (ie. most coherent) interpretation2746 #+caption: of the data.2747 #+name: longest-thread2748 #+attr_latex: [htpb]2749 #+begin_listing clojure2750 #+begin_src clojure2751 (defn longest-thread2752 "Find the longest thread from phi-index-sets. The index sets should2753 be ordered from most recent to least recent."2754 [phi-index-sets]2755 (loop [result '()2756 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2757 (if (empty? phi-index-sets)2758 (vec result)2759 (let [threads2760 (for [thread-base thread-bases]2761 (loop [thread (list thread-base)2762 remaining remaining]2763 (let [next-index (dec (first thread))]2764 (cond (empty? remaining) thread2765 (contains? (first remaining) next-index)2766 (recur2767 (cons next-index thread) (rest remaining))2768 :else thread))))2769 longest-thread2770 (reduce (fn [thread-a thread-b]2771 (if (> (count thread-a) (count thread-b))2772 thread-a thread-b))2773 '(nil)2774 threads)]2775 (recur (concat longest-thread result)2776 (drop (count longest-thread) phi-index-sets))))))2777 #+end_src2778 #+end_listing2780 There is one final piece, which is to replace missing sensory data2781 with a best-guess estimate. While I could fill in missing data by2782 using a gradient over the closest known sensory data points,2783 averages can be misleading. It is certainly possible to create an2784 impossible sensory state by averaging two possible sensory states.2785 Therefore, I simply replicate the most recent sensory experience to2786 fill in the gaps.2788 #+caption: Fill in blanks in sensory experience by replicating the most2789 #+caption: recent experience.2790 #+name: infer-nils2791 #+attr_latex: [htpb]2792 #+begin_listing clojure2793 #+begin_src clojure2794 (defn infer-nils2795 "Replace nils with the next available non-nil element in the2796 sequence, or barring that, 0."2797 [s]2798 (loop [i (dec (count s))2799 v (transient s)]2800 (if (zero? i) (persistent! v)2801 (if-let [cur (v i)]2802 (if (get v (dec i) 0)2803 (recur (dec i) v)2804 (recur (dec i) (assoc! v (dec i) cur)))2805 (recur i (assoc! v i 0))))))2806 #+end_src2807 #+end_listing2809 ** Efficient action recognition with =EMPATH=2811 To use =EMPATH= with the worm, I first need to gather a set of2812 experiences from the worm that includes the actions I want to2813 recognize. The =generate-phi-space= program (listing2814 \ref{generate-phi-space} runs the worm through a series of2815 exercices and gatheres those experiences into a vector. The2816 =do-all-the-things= program is a routine expressed in a simple2817 muscle contraction script language for automated worm control. It2818 causes the worm to rest, curl, and wiggle over about 700 frames2819 (approx. 11 seconds).2821 #+caption: Program to gather the worm's experiences into a vector for2822 #+caption: further processing. The =motor-control-program= line uses2823 #+caption: a motor control script that causes the worm to execute a series2824 #+caption: of ``exercices'' that include all the action predicates.2825 #+name: generate-phi-space2826 #+attr_latex: [htpb]2827 #+begin_listing clojure2828 #+begin_src clojure2829 (def do-all-the-things2830 (concat2831 curl-script2832 [[300 :d-ex 40]2833 [320 :d-ex 0]]2834 (shift-script 280 (take 16 wiggle-script))))2836 (defn generate-phi-space []2837 (let [experiences (atom [])]2838 (run-world2839 (apply-map2840 worm-world2841 (merge2842 (worm-world-defaults)2843 {:end-frame 7002844 :motor-control2845 (motor-control-program worm-muscle-labels do-all-the-things)2846 :experiences experiences})))2847 @experiences))2848 #+end_src2849 #+end_listing2851 #+caption: Use longest thread and a phi-space generated from a short2852 #+caption: exercise routine to interpret actions during free play.2853 #+name: empathy-debug2854 #+attr_latex: [htpb]2855 #+begin_listing clojure2856 #+begin_src clojure2857 (defn init []2858 (def phi-space (generate-phi-space))2859 (def phi-scan (gen-phi-scan phi-space)))2861 (defn empathy-demonstration []2862 (let [proprio (atom ())]2863 (fn2864 [experiences text]2865 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2866 (swap! proprio (partial cons phi-indices))2867 (let [exp-thread (longest-thread (take 300 @proprio))2868 empathy (mapv phi-space (infer-nils exp-thread))]2869 (println-repl (vector:last-n exp-thread 22))2870 (cond2871 (grand-circle? empathy) (.setText text "Grand Circle")2872 (curled? empathy) (.setText text "Curled")2873 (wiggling? empathy) (.setText text "Wiggling")2874 (resting? empathy) (.setText text "Resting")2875 :else (.setText text "Unknown")))))))2877 (defn empathy-experiment [record]2878 (.start (worm-world :experience-watch (debug-experience-phi)2879 :record record :worm worm*)))2880 #+end_src2881 #+end_listing2883 The result of running =empathy-experiment= is that the system is2884 generally able to interpret worm actions using the action-predicates2885 on simulated sensory data just as well as with actual data. Figure2886 \ref{empathy-debug-image} was generated using =empathy-experiment=:2888 #+caption: From only proprioceptive data, =EMPATH= was able to infer2889 #+caption: the complete sensory experience and classify four poses2890 #+caption: (The last panel shows a composite image of \emph{wriggling},2891 #+caption: a dynamic pose.)2892 #+name: empathy-debug-image2893 #+ATTR_LaTeX: :width 10cm :placement [H]2894 [[./images/empathy-1.png]]2896 One way to measure the performance of =EMPATH= is to compare the2897 sutiability of the imagined sense experience to trigger the same2898 action predicates as the real sensory experience.2900 #+caption: Determine how closely empathy approximates actual2901 #+caption: sensory data.2902 #+name: test-empathy-accuracy2903 #+attr_latex: [htpb]2904 #+begin_listing clojure2905 #+begin_src clojure2906 (def worm-action-label2907 (juxt grand-circle? curled? wiggling?))2909 (defn compare-empathy-with-baseline [matches]2910 (let [proprio (atom ())]2911 (fn2912 [experiences text]2913 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2914 (swap! proprio (partial cons phi-indices))2915 (let [exp-thread (longest-thread (take 300 @proprio))2916 empathy (mapv phi-space (infer-nils exp-thread))2917 experience-matches-empathy2918 (= (worm-action-label experiences)2919 (worm-action-label empathy))]2920 (println-repl experience-matches-empathy)2921 (swap! matches #(conj % experience-matches-empathy)))))))2923 (defn accuracy [v]2924 (float (/ (count (filter true? v)) (count v))))2926 (defn test-empathy-accuracy []2927 (let [res (atom [])]2928 (run-world2929 (worm-world :experience-watch2930 (compare-empathy-with-baseline res)2931 :worm worm*))2932 (accuracy @res)))2933 #+end_src2934 #+end_listing2936 Running =test-empathy-accuracy= using the very short exercise2937 program defined in listing \ref{generate-phi-space}, and then doing2938 a similar pattern of activity manually yeilds an accuracy of around2939 73%. This is based on very limited worm experience. By training the2940 worm for longer, the accuracy dramatically improves.2942 #+caption: Program to generate \Phi-space using manual training.2943 #+name: manual-phi-space2944 #+attr_latex: [htpb]2945 #+begin_listing clojure2946 #+begin_src clojure2947 (defn init-interactive []2948 (def phi-space2949 (let [experiences (atom [])]2950 (run-world2951 (apply-map2952 worm-world2953 (merge2954 (worm-world-defaults)2955 {:experiences experiences})))2956 @experiences))2957 (def phi-scan (gen-phi-scan phi-space)))2958 #+end_src2959 #+end_listing2961 After about 1 minute of manual training, I was able to achieve 95%2962 accuracy on manual testing of the worm using =init-interactive= and2963 =test-empathy-accuracy=. The majority of errors are near the2964 boundaries of transitioning from one type of action to another.2965 During these transitions the exact label for the action is more open2966 to interpretation, and dissaggrement between empathy and experience2967 is more excusable.2969 ** Digression: bootstrapping touch using free exploration2971 In the previous section I showed how to compute actions in terms of2972 body-centered predicates which relied averate touch activation of2973 pre-defined regions of the worm's skin. What if, instead of recieving2974 touch pre-grouped into the six faces of each worm segment, the true2975 topology of the worm's skin was unknown? This is more similiar to how2976 a nerve fiber bundle might be arranged. While two fibers that are2977 close in a nerve bundle /might/ correspond to two touch sensors that2978 are close together on the skin, the process of taking a complicated2979 surface and forcing it into essentially a circle requires some cuts2980 and rerragenments.2982 In this section I show how to automatically learn the skin-topology of2983 a worm segment by free exploration. As the worm rolls around on the2984 floor, large sections of its surface get activated. If the worm has2985 stopped moving, then whatever region of skin that is touching the2986 floor is probably an important region, and should be recorded.2988 #+caption: Program to detect whether the worm is in a resting state2989 #+caption: with one face touching the floor.2990 #+name: pure-touch2991 #+begin_listing clojure2992 #+begin_src clojure2993 (def full-contact [(float 0.0) (float 0.1)])2995 (defn pure-touch?2996 "This is worm specific code to determine if a large region of touch2997 sensors is either all on or all off."2998 [[coords touch :as touch-data]]2999 (= (set (map first touch)) (set full-contact)))3000 #+end_src3001 #+end_listing3003 After collecting these important regions, there will many nearly3004 similiar touch regions. While for some purposes the subtle3005 differences between these regions will be important, for my3006 purposes I colapse them into mostly non-overlapping sets using3007 =remove-similiar= in listing \ref{remove-similiar}3009 #+caption: Program to take a lits of set of points and ``collapse them''3010 #+caption: so that the remaining sets in the list are siginificantly3011 #+caption: different from each other. Prefer smaller sets to larger ones.3012 #+name: remove-similiar3013 #+begin_listing clojure3014 #+begin_src clojure3015 (defn remove-similar3016 [coll]3017 (loop [result () coll (sort-by (comp - count) coll)]3018 (if (empty? coll) result3019 (let [[x & xs] coll3020 c (count x)]3021 (if (some3022 (fn [other-set]3023 (let [oc (count other-set)]3024 (< (- (count (union other-set x)) c) (* oc 0.1))))3025 xs)3026 (recur result xs)3027 (recur (cons x result) xs))))))3028 #+end_src3029 #+end_listing3031 Actually running this simulation is easy given =CORTEX='s facilities.3033 #+caption: Collect experiences while the worm moves around. Filter the touch3034 #+caption: sensations by stable ones, collapse similiar ones together,3035 #+caption: and report the regions learned.3036 #+name: learn-touch3037 #+begin_listing clojure3038 #+begin_src clojure3039 (defn learn-touch-regions []3040 (let [experiences (atom [])3041 world (apply-map3042 worm-world3043 (assoc (worm-segment-defaults)3044 :experiences experiences))]3045 (run-world world)3046 (->>3047 @experiences3048 (drop 175)3049 ;; access the single segment's touch data3050 (map (comp first :touch))3051 ;; only deal with "pure" touch data to determine surfaces3052 (filter pure-touch?)3053 ;; associate coordinates with touch values3054 (map (partial apply zipmap))3055 ;; select those regions where contact is being made3056 (map (partial group-by second))3057 (map #(get % full-contact))3058 (map (partial map first))3059 ;; remove redundant/subset regions3060 (map set)3061 remove-similar)))3063 (defn learn-and-view-touch-regions []3064 (map view-touch-region3065 (learn-touch-regions)))3066 #+end_src3067 #+end_listing3069 The only thing remining to define is the particular motion the worm3070 must take. I accomplish this with a simple motor control program.3072 #+caption: Motor control program for making the worm roll on the ground.3073 #+caption: This could also be replaced with random motion.3074 #+name: worm-roll3075 #+begin_listing clojure3076 #+begin_src clojure3077 (defn touch-kinesthetics []3078 [[170 :lift-1 40]3079 [190 :lift-1 19]3080 [206 :lift-1 0]3082 [400 :lift-2 40]3083 [410 :lift-2 0]3085 [570 :lift-2 40]3086 [590 :lift-2 21]3087 [606 :lift-2 0]3089 [800 :lift-1 30]3090 [809 :lift-1 0]3092 [900 :roll-2 40]3093 [905 :roll-2 20]3094 [910 :roll-2 0]3096 [1000 :roll-2 40]3097 [1005 :roll-2 20]3098 [1010 :roll-2 0]3100 [1100 :roll-2 40]3101 [1105 :roll-2 20]3102 [1110 :roll-2 0]3103 ])3104 #+end_src3105 #+end_listing3108 #+caption: The small worm rolls around on the floor, driven3109 #+caption: by the motor control program in listing \ref{worm-roll}.3110 #+name: worm-roll3111 #+ATTR_LaTeX: :width 12cm3112 [[./images/worm-roll.png]]3115 #+caption: After completing its adventures, the worm now knows3116 #+caption: how its touch sensors are arranged along its skin. These3117 #+caption: are the regions that were deemed important by3118 #+caption: =learn-touch-regions=. Note that the worm has discovered3119 #+caption: that it has six sides.3120 #+name: worm-touch-map3121 #+ATTR_LaTeX: :width 12cm3122 [[./images/touch-learn.png]]3124 While simple, =learn-touch-regions= exploits regularities in both3125 the worm's physiology and the worm's environment to correctly3126 deduce that the worm has six sides. Note that =learn-touch-regions=3127 would work just as well even if the worm's touch sense data were3128 completely scrambled. The cross shape is just for convienence. This3129 example justifies the use of pre-defined touch regions in =EMPATH=.3131 * COMMENT Contributions3133 In this thesis you have seen the =CORTEX= system, a complete3134 environment for creating simulated creatures. You have seen how to3135 implement five senses including touch, proprioception, hearing,3136 vision, and muscle tension. You have seen how to create new creatues3137 using blender, a 3D modeling tool. I hope that =CORTEX= will be3138 useful in further research projects. To this end I have included the3139 full source to =CORTEX= along with a large suite of tests and3140 examples. I have also created a user guide for =CORTEX= which is3141 inculded in an appendix to this thesis.3143 You have also seen how I used =CORTEX= as a platform to attach the3144 /action recognition/ problem, which is the problem of recognizing3145 actions in video. You saw a simple system called =EMPATH= which3146 ientifies actions by first describing actions in a body-centerd,3147 rich sense language, then infering a full range of sensory3148 experience from limited data using previous experience gained from3149 free play.3151 As a minor digression, you also saw how I used =CORTEX= to enable a3152 tiny worm to discover the topology of its skin simply by rolling on3153 the ground.3155 In conclusion, the main contributions of this thesis are:3157 - =CORTEX=, a system for creating simulated creatures with rich3158 senses.3159 - =EMPATH=, a program for recognizing actions by imagining sensory3160 experience.3162 # An anatomical joke:3163 # - Training3164 # - Skeletal imitation3165 # - Sensory fleshing-out3166 # - Classification